Editing PS2 Emulation

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= Official games =
More infos --> http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/


== 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).
* ADK DAMASHII™ UP0576-CUSA03783_00-SLPS259060000001 "2017-02-24"
* Arc the Lad: Twilight of the Spirits UP9000-CUSA02205_00-SCUS972310000001 "2016-01-12"
* Art of Fighting Anthology UP0576-CUSA03754_00-SLUS214870000001
* Ape Escape 2 UP9000-CUSA02194_00-SCES508850000001 or EP9000-CUSA02269_00-SCES508850000001 2016-08-02
* 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) UP1004-CUSA03507_00-SLUS212690000001 "2016-03-22"
* Dark Chronicle (Dark Cloud 2) UP9000-CUSA02037_00-SCUS972130000001 "2016-01-19"
* Dark Cloud UP9000-CUSA01728_00-SCUS971110000001 "2015-12-05"
* 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 "2015-12-22"
* Fatal Fury Battle Archives Vol. 2 UP0576-CUSA03750_00-SLUS217230000001 "2017-03-27"
* Forbidden Siren EP9000-CUSA02274_00-SCES519200000001 patch 1.01 requires PS4 3.10
* Fu'un Super Combo UP0576-CUSA03784_00-SLPS257810000001 "2016-12-20"
* Ghosthunter (English, Japanese) UP9000-CUSA47996_00-SLUS209930000000 (PS5: UP9000-PPSA21974_00-SLUS209930000000) 2024-06-18
* Grand Theft Auto III UP1004-CUSA03508_00-SLUS200620000001 "2015-12-05"
* Grand Theft Auto: Vice City UP1004-CUSA03509_00-SLUS205520000001 "2015-12-05"
* Grand Theft Auto: San Andreas UP1004-CUSA03506_00-SLUS209460000001 or EP1004-CUSA03541_00-SLES525410000001 PS4 3.11 "2015-12-05"
* Harvest Moon: Save the Homeland UP1014-CUSA06585_00-SLUS202510000001
* Harvest Moon: A Wonderful Life Special Edition UP1014-CUSA06584_00-SLUS211710000001 "2017-03-28"
* Hot Shots® Tennis (Everybody's Tennis) UP9000-CUSA02193_00-SCUS976100000001 "2016-09-13"
* Indigo Prophecy (aka Fahrenheit 2005) UP1642-CUSA04798_00-SLUS211960000001 or EP1628-CUSA05760_00-SLES535390000001 "2016-08-09"
* 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 "2016-05-17"
* Manhunt UP1004-CUSA03512_00-SLUS208270000001 "2016-03-22"
* Max Payne UP1004-CUSA03513_00-SLUS202300000001 "2016-04-22"
* Metal Slug Anthology UP0576-CUSA03749_00-SLUS215500000001 "2016-07-05"
* 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 "2016-03-22"
* PaRappa The Rapper 2™ UP9000-CUSA01555_00-SCUS971670000001 2015-12-15
* Primal UP9000-CUSA02035_00-SCUS971420000001 "2016-05-31"
* Psychonauts UP2154-CUSA03881_00-SLUS211200000001 or EP2154-CUSA04150_00-SLES538300000001 "2016-06-07"
* Puzzle Quest: Challenge of the Warlords UP0367-CUSA03571_00-SLUS216920000001 "2016-02-24"
* Red Dead Revolver UP1004-CUSA03517_00-SLUS205000000001 "2016-10-11"
* Red Faction UP4389-CUSA06402_00-SLUS200730000001 "2016-12-06"
* Red Faction II UP4389-CUSA06405_00-SLUS204420000001
* Resident Evil Code: Veronica X UP0102-CUSA07104_00-SLUS201840000001
* Rise of the Kasai UP9000-CUSA01730_00-SCUS974160000001 "2016-03-08"
* Rogue Galaxy UP9000-CUSA02195_00-SCUS974900000001 "2015-12-05"
* Samurai Shodown VI UP0576-CUSA03787_00-SLUS216290000001 "2016-11-22"
* 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 "2016-06-14"
* 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 UP0082-CUSA04778_00-SLUS204880000001
* Star Wars Bounty Hunter UP1082-CUSA03472_00-SLUS204200000001 or EP1006-CUSA03493_00-SLES508310000001 2016-01-15
* Star Wars Racer Revenge UP1082-CUSA03474_00-SLUS202680000001 2016-01-15
* 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 UP0576-CUSA03753_00-SLUS215540000001 2018-06-26
* The King of Fighters '98 Ultimate Match UP0576-CUSA03751_00-SLUS218160000001
* The King of Fighters 2000 UP0576-CUSA03748_00-SLUS208340000001 or UP4002-CUSA03748_00-SLUS208340000001 "2016-05-03"
* The Mark of Kri UP9000-CUSA01729_00-SCUS971400000001 "2015-12-05"
* The Warriors UP1004-CUSA03515_00-SLUS212150000001 "2016-07-05"
* 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 UP9000-CUSA02036_00-SCUS971010000001 "2015-12-05"
* 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 "2017-02-24"
* Art of Fighting Anthology (by Limited Run #375) UP0576-CUSA03754_00-SLUS214870000001
* 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 or EP1628-CUSA05760_00-SLES535390000001 "2016-08-09"
* 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 "2016-07-05"
* METAL SLUG ANTHOLOGY™ (EU version by SNK) EP0576-CUSA04156_00-SLES546770000001
* Psychonauts UP2154-CUSA03881_00-SLUS211200000001 or EP2154-CUSA04150_00-SLES538300000001 "2016-06-07"
* Red Faction (by Limited Run #281) UP4389-CUSA06402_00-SLUS200730000001 "2016-12-06"
* 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 2016-01-15
* 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 or UP4002-CUSA03748_00-SLUS208340000001 "2016-05-03"
* The King of Fighters™ Collection: the Orochi Saga (by Limited Run #393) UP0576-CUSA03753_00-SLUS215540000001 2018-06-26
 
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.
 
== 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
* 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
* Tomb Raider: The Angel of Darkness (in Tomb Raider IV-VI Remastered PS4 & PS5) (PS5: UP1032-PPSA18154_00-TOMBRAIDER456225) 2025-02-14
 
= 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.
 
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.
 
The PS2 emulators are programmed to be accurate for the games they were designed to emulate. In turn, this makes accurate emulation challenging, as emulators include per-title patches and different default settings. The PlayStation 2 hardware is a complex system to emulate; any small change in configuration can make or break a game. Currently, the most commonly used emulator is "Jakv2" from Jak games, as it is the most compatible one out there. When game crashes are concerned in an emulated PS2 game, then the Resident Evil Code: Veronica X's emulator is typically used, whereas for VU accuracy it is Rogue Galaxy's.
 
The PS2 BIOS is included in the game's pkg file. It is the same PS2 BIOS as used in the ps2_netemu software in PS3 Operating System. The lack of encryption mechanism for PS2 game disc image files is also huge. This time, it is a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Moreover, memory cards are also unencrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was not modified. The PS2 emulator on PS4 also supports Lua scripting by a "Lua Bridge", which is a powerful interface that may prove exceptionally handy in fixing games.
 
This is first time that Sony has ever cared about floats in its emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses OpenCL for GS, and likely other components as well.
 
= Emulators =
 
Every PS2 emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed in the PS4 OS, but instead they have to be unpacked from an official PS2 CLASSICS PKG file signed by Sony. This list includes the typical usage of those emulators.


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
PlayStation 2 emulation on PS4 is handled slightly differently comparing to PS3. Each PS2 game PS4 package file (.pkg) include emulator itself, so there is no included emulator in PS4 firmware. This slightly complicating providing compatibility list as emulators include some per title patches, and default settings. Currently most used emulators came from Rogue Galaxy, and Jak games. Next difference is that BIOS in external file is included in .pkg, anyway it is exactly the same BIOS used in ps2_netemu. Another important difference is the lack of encryption mechanism for PS2 game disc image file: this time it is just a plain ISO file. Memory card is also decrypted, but emulator check crc of some of it regions to ensure that fresh card is not modified. PS2 Emulator supports LUA scripting by "Lua Bridge", is powerful interface that provide many possibilities to improve compatibility.
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators
This is first time when sony need care about floats in their emulator. This is resolved by clamping, and/or converting floats to double precision. Emulator use openCL for GS, and probably other components.
|-style="background-color:#D7EF54"
|  || 2018 || ||
|-
| The King of Fighters '98: Ultimate Match || The only known emulator where '''Mojin-ribbon''' is playable. Commonly known as "KOF98". || 2.0 ||
|-
|-style="background-color:#D7EF54"
|  || 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 emulators are one of the few that can use the '''--gs-adaptive-frameskip=1''' command. It is often referred to as "Jak v2"|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,'''
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
|-
| 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.'''
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. ||  ||
|-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'''
|-
| 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 ||
|-
| The 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'''
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||
|-
| Destroy All Humans! 2 ||  || 0.7 ||
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
|-
|-style="background-color:#D7EF54"
|  || 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'''
|-
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
|-
| PaRappa The Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
|-
| 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 ||
|}


= Emulator Configuration =
== Emulator Configuration ==


The PS2 emulator can be configured through 4 files.
=== Files ===


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


* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.  
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.  
Line 187: Line 17:
* '''disc-swap-cli.conf''' - Stores info of multi disc games.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.


== Commands ==
=== Commands ===
 
The rest of the CLI and Lua commands can all be found inside of any PS2 emulator's '''EBOOT.BIN''' file.


=== config-emu-ps4.txt commands ===
==== config-emu-ps4.txt commands ====


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! File !! Notes !! Usage  
|-style="background-color:#7698FF"
|  || Misc ||  ||
|-
|-
| --config-local-lua ||   ||   || --config-local-lua=""
| --gs-uprender || none, 2x2 || config-emu-ps4.txt || Internal resolution uprender || --gs-uprender=2x2
|-
|-
| --lopnor-config || 0,1 || Enables limited PS3's PS2 config support || --lopnor-config=1
| --gs-upscale || none, gpu, edgesmooth, motionvec || config-emu-ps4.txt || upscaler? || --gs-upscale=EdgeSmooth
|-
|-
| --load-tooling-lua ||  ||  || --load-tooling-lua=0
| --config-local-lua ||  || config-emu-ps4.txt ||  || --config-local-lua=""
|-
|-
| --max-console-spam || || ||  
| --load-tooling-lua ||   || config-emu-ps4.txt ||  || --load-tooling-lua=0
|-
|-
| --path-snaps || dir/folder || Path to savestates folder || --path-snaps="/tmp/snapshots"
| --record-audio ||   ||   ||  ||
|-
|-
| --path-recordings || dir/folder ||  || --path-recordings="/tmp/recordings"
| --record-audio-img ||  ||   ||  ||
|-
|-
| --path-memcards || dir/folder ||  ||
| --record-audio-image ||  ||   ||  ||
|-
|-
| --path-vmc || dir/folder ||  || --path-vmc="/tmp/vmc"
| --record-audio-ext ||  ||   ||  ||
|-
|-
| --emulog-file || 0, 1 || Creates a log file with information that is rarely useful || --emulog-file=1
| --max-console-spam ||  ||   ||   ||
|-
|-
| --path-emulog || dir/folder || Sets the directory of the emulog file. Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
| --path-snaps || dir/folder || config-emu-ps4.txt ||  || --path-snaps="/tmp/snapshots"
|-
|-
| --path-manual || dir/folder ||  ||
| --path-recordings || dir/folder || config-emu-ps4.txt ||  || --path-recordings="/tmp/recordings"
|-
|-
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
| --path-audio-images || dir/folder || config-emu-ps4.txt ||  ||  
|-
|-
| --path-trophydata || dir/folder ||  || --path-trophydata="/app0/trophy_data"
| --path-memcards || dir/folder || config-emu-ps4.txt ||  ||
|-
|-
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
| --path-vmc || dir/folder || config-emu-ps4.txt ||  || --path-vmc="/tmp/vmc"
|-
|-
| --path-postproc || dir/folder || Post-processing (shaders?) ||
| --path-emulog || dir/folder || config-emu-ps4.txt ||  || --path-emulog="/tmp/recordings"
|-
|-
| --path-toolingscript || dir/folder ||  || --path-toolingscript="/app0/patches"
| --path-manual || dir/folder || config-emu-ps4.txt ||  ||
|-
|-
| --snapshot-name || || ||  
| --path-patches || dir/folder || config-emu-ps4.txt || Path to patches folder || --path-patches="/app0/patches"
|-
|-
| --snapshot-datafile || || ||  
| --path-trophydata || dir/folder || config-emu-ps4.txt ||   || --path-trophydata="/app0/trophy_data"
|-
|-
| --snapshot-restore || || ||  
| --path-featuredata || dir/folder || config-emu-ps4.txt || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|-
|-
| --snapshot-save || frameId(?) ||  ||
| --path-postproc || dir/folder || config-emu-ps4.txt || Post-processing (shaders?) ||
|-
|-
| --snapshot-mcd-files || || ||  
| --path-toolingscript || dir/folder || config-emu-ps4.txt ||   || --path-toolingscript="/app0/patches"
|-
|-
| --snapshot-repeat || repeat_count ||  ||
| --snapshot-name ||   ||  ||  ||
|-
|-
| --snapshot-modulo || || ||  
| --snapshot-datafile ||   ||   ||  ||
|-
|-
| --host-keyboard || slot [0-7] ||  || --host-keyboard=4
| --snapshot-restore ||   ||  ||  ||
|-
|-
| --host-window-scale || scale/float ||  || --host-window-scale=0.5
| --snapshot-save || frameId(?) || config-emu-ps4.txt ||  ||
|-
|-
| --host-window-pos || x,y ||  ||
| --snapshot-mcd-files ||   ||  ||  ||
|-
|-
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
| --snapshot-repeat || repeat_count || config-emu-ps4.txt ||  ||
|-
|-
| --host-graph || fps || Debug option that requires an unleaked debug ps2 bios || --host-graph=fps
| --snapshot-modulo ||   ||   ||  ||
|-
|-
| --host-osd || verbose, minimal ||  || --host-osd=0
| --ds4-deadzone-adjust ||  ||   ||  ||
|-
|-
| --host-vsync || 0, 1 || Enable or disable vsync || --host-vsync=1
| --ds4-diagonal-adjust ||  ||   ||   ||
|-
|-
| --host-trophy-support ||  ||  ||
| --host-pad-loses-focus ||  ||  ||  || --host-pad-loses-focus=1
|-
| --host-gamepads ||  ||  ||  ||
|-
|-
| --rtc-epoch || unix_time (seconds since epoch) ||  || --rtc-epoch=1523776362
| --host-keyboard || slot [0-7] || config-emu-ps4.txt ||  || --host-keyboard=4
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| --host-audio || 1,0,on,off,mono || config-emu-ps4.txt ||   || --host-audio=1
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| --host-audio-latency || msec/float || config-emu-ps4.txt || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
|-
|-
| --framelimit-scalar || scalar/float || || --framelimit-scalar=3.2
| --host-window-scale || scale/float || config-emu-ps4.txt ||   || --host-window-scale=0.5
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
| --host-window-pos || x,y || config-emu-ps4.txt ||   ||
|-
|-
| --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
| --host-display-mode || normal,full,4:3,16:9 || config-emu-ps4.txt || Set display mode || --host-display-mode=full
|-
|-
| --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
| --host-osd || 0,off,minimal,verbose || config-emu-ps4.txt ||   || --host-osd=0
|-
|-
| --verbose-cpu-cycles=1 || 0,1 || ? || --verbose-cpu-cycles=1
| --host-vsync ||   || config-emu-ps4.txt ||  ||
|-
|-
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --host-trophy-support ||   || config-emu-ps4.txt ||  ||
|-
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
| --rtc-epoch || unix_time (seconds since epoch) ||   || --rtc-epoch=1523776362 ||
|-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
| --framelimiter ||   ||   ||  ||
|-
|-
| --path-audio-images || dir/folder ||   ||  
| --framelimit-fps || FPS/float || config-emu-ps4.txt || framelimiter || --framelimit-fps=0.8
|-
|-
| --record-audio ||  || ||  
| --framelimit-scalar ||  scalar/float || config-emu-ps4.txt || scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
|-
|-
| --record-audio-img || || ||  
| --framelimit-mode || normal,fast,fastest,slow,slower,slowest || config-emu-ps4.txt ||   || --framelimit-mode=fast
|-
|-
| --record-audio-image || || ||  
| --audio-stretching ||   || config-emu-ps4.txt ||   ||
|-
|-
| --record-audio-ext ||  ||  ||  
| --ps2-lang || system || config-emu-ps4.txt || sets language || --ps2-lang=system
|-
|-
| --host-audio || 1,0,on,off,mono ||  || --host-audio=1
| --pad-record ||   || config-emu-ps4.txt ||  ||
|-
|-
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
| --max-disc-num || 1-5  || config-emu-ps4.txt || numbers of discs in package (maximum=5)  || --max-disc-num=1
|-
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
| --ps2-title-id ||   || config-emu-ps4.txt || sets title-id for patches  || --ps2-title-id=SLES-50366
|-
|-
|-style="background-color:#D7EF54"
| --boot-disc-id || 1-5 || config-emu-ps4.txt || sets boot disc for multi-disc pkg || --boot-disc-id=0
|  || Controllers || ||  
|-
|-
| --ds4-deadzone-adjust || || ||  
| --mute-audio ||all,none,main,bgm || || || --mute-audio=all
|-
|-
| --ds4-diagonal-adjust || ||  ||
| --mute-streaming-audio ||all,none,main,bgm || || || --mute-streaming-audio=all
|-
| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
|-
| --host-gamepads || 0, 1 ||  || --host-gamepads=1
|-
| --pad-record ||  0, 1  ||  Enables logging pad info in emulog ||
|-
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
|-
| --mtap1 || Disabled, Always, ByHost || Multitap switch. The values are correct but the multitap only works in certain games. || --mtap1=always
|-
| --mtap2 || Disabled, Always, ByHost || Multitap switch. Some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that, we need to disable the first mtap. In some cases, the emulator can be flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1 by using memory patches. || --mtap2=always
|}
|}


=== XXXX-YYYYY_cli.conf commands ===
==== XXXX-YYYYY_cli.conf commands ====
 
<pre>These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values.
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 PS2 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>
Please note that commands listed here work also in config-emu-ps4.txt. Anyway official way to use them is by CLI file. CLI file way is also needed for multi-disc packages.


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Command !! Values !! Notes !! Usage  
|-style="background-color:#7698FF"
|  || Speedhacks / 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
| --mtap1 || always, ByHost || Multitap Switch || --mtap1=always
|-
|-
| --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?
| --mtap2 || always, ByHost || Multitap Switch || --mtap2=always
|-
|-
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. It is believed that AdvanceClock stalls the EE for a specified amount of cycles, while FastForwardClock behaves similarly. They are commonly used on affected COP2 instructions. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock
| --ee-cache-breaks-block || || ||  
|-
|-
|-style="background-color:#D7EF54"
| --ee-validate-kernel || || ||  
|| Game fixes || ||
|-
|-
| --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
| --ee-block-validation || PageProt,ShortHash,Hash,None || || --ee-block-validation=None
|-
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || Register allocation setting. Setting it to 0 may prevent crashes. ||  
| --ee-shorthash-len || inst_count/integer || Require --ee-block-validation=ShortHash ||  
|-
|-
| --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --ee-const-folding=none
|-
|-
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
| --ee-load-rewrites || || ||  
|-
|-
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none
| --ee-store-rewrites || || ||  
|-
|-
| --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) || --ee-ignore-segfault=readwrite
| --ee-live32 || || ||  
|-
|-
| --ee-native-function || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328
| --ee-pc-coherency || || ||  
|-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
| --ee-inst-marking || || ||  
|-
|-
| --ee-ignore-break || 0, 1 || Turns a BREAK instruction into a NOP Instruction. ||  
| --ee-kernel-hle || || High-level emulation kernel  ||  
|-
|-
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
|-
|-
| --ee-jit-opt-debug || 0, 1 || ||
| --ee-regalloc-simd || || register allocation setting ||  
|-
|-
| --ee-pc-coherency || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
| --ee-regalloc-preserve-scalar || 0,none,LoadOnly,StoreOnly,LS || register allocation setting ||  
|-
|-
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
| --ee-regalloc-preserve-simd || || register allocation setting ||  
|-
| --ee-inst-marking || 0,1? || ||  
|-
|-
| --ee-insn-marking || 0,1? || ||  
| --ee-static-block-links || options Type,Type,... [None,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|-
|-
| --ee-kernel-hle || 0, 1 || High-level emulation kernel. Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply EE kernel patches which run previously prepared x64 code instead of recompiling real code part. ||  
| --ee-hook || AdvanceClock, FastForwardClock, more? || Non-conditional EE hook (This is not speedhack!), advancing/ff'ing clock can be useful for CFC2/CTC2 || --ee-hook=0x0025b3b0,FastForwardClock
|-
|-
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. ||
| --ee-jit-disasm || 0,1=mips,2=x86 || Emotion Engine Just in Time disassembler mode (?) ||  
|-
|-
| --ee-injection-title || 0, 1 || Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply per title patches which run previously prepared x64 code instead of recompiling real code part. ||
| --ee-jit-pagefault-threshold || || || --ee-jit-pagefault-threshold=30
|-
|-
| --ee-validate-kernel || 0, 1 || ||  
| --ee-context-switch-cycles || || ||  
|-
|-
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting ||  
| --ee-evt-check-full || || ||  
|-
|-
| --ee-regalloc-preserve-scalar || LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
| --ee-cycle-scalar || multiplier/float || || --ee-cycle-scalar=1.0
|-
|-
| --ee-regalloc-preserve-simd || ReadOnly, RO, WriteOnly WO, RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
| --ee-mem-check-eob || || ||  
|-
|-
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
| --ee-sif0-cycle-scalar || multiplier/float || || --ee-sif0-cycle-scalar=2.0
|-
|-
| --vtune-ee || || ||
| --ee-sif1-cycle-scalar || multiplier/float || || --ee-sif1-cycle-scalar=0.1
|-
|-
| --ee-live32 || 0,1? || ||  
| --iop-sif0-cycle-scalar || multiplier/float || || --iop-sif0-cycle-scalar=1.5
|-
|-
| --ee-cache-breaks-block || 0,1 || End recompiler block on r5900 cache opcode. ||
| --iop-sif1-cycle-scalar || multiplier/float || || --iop-sif1-cycle-scalar=1.8
|-
|-
| --ee-evt-check-full || 0, 1 || Perform more accurate EE event check ||  
| --iop-block-validation || || ||  
|-
|-
| --ee-peephole || 0, 1? || ||
| --iop-validate-kernel || || ||  
|-
|-
| --ee-load-rewrites || 0,1? || ||  
| --iop-shorthash-len || || ||  
|-
|-
| --ee-store-rewrites || 0,1? || ||  
| --iop-const-folding || None,Gpr,Fpu,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|-
|-
| --ee-precompile-trace || || ||
| --iop-pc-coherency || || ||  
|-
|-
| --ee-penalize-short-blocks || 0, 1 || Add cycles to short recompiled blocks? ||
| --iop-inst-marking || || ||  
|-
|-
| --ee-mem-check-eob || || EE memory check end of block ||
| --iop-jit-disasm || || ||  
|-
| --ee-insn-callmark || || ||
|-
| --ee-inline-limit-full || insn_count/integer || ||
|-
|-
| --ee-inline-limit-partial || || ||
| --iop-evt-check-full || || ||  
|-
|-
| --ee-stlf-cycle-threshold || ? ||?||  
| --iop-cycle-scalar || || ||  
|-
|-
| --detect-idle-ee || 0, 1 || || --detect-idle-ee=1
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
|-
|-
|}
| --vu-to-double || || Converts floats to double instead of clamping? ||
 
=====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
| --vu-branch-hazard || || ||
|-  
| --vu-evil-branches || || Delay slot branch related ||
|-  
|-  
| --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
| --vu-d-bit  || 0/1 || ignore D-bit? || --vu-d-bit=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
| --vu-t-bit  || 0/1 || ignore T-bit? || --vu-t-bit=0
|-  
|-  
| --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
| --vu-inst-mflag  || || Instant mac flag? ||
|-  
|-  
| --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
| --vu-inst-cflag || || Instant clipping flag? ||
|-  
|-  
| --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
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals || --vu-custom-min-max=0
|-  
|-  
| --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
| --vu-custom-fused-madd  || || Custom FMA (fused multiply-add) ||
|-  
|-  
| --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
| --vu-opt-jr-caching  || || Optimize Jump Register caching? vi15? ||
|-
| --vu-opt-sf-check  || || Status flag related? ||
|-
| --vu-hack-triace  || 0,1 || Special hack for Tri Ace games, probably special guard bit handling to get precise ADD(i) result || --vu-hack-triace=1
|-
| --vu-xgkick-delay  || vu_cycles/integer || Delay xgkick instruction execute, pcsx2 use 6 cycles, emu in ps3 use 2-8 cycles depend on game || --vu-xgkick-delay=8
|-
|-
|-style="background-color:#7698FF"
| --vu-range-merge || vu_inst_cnt || ||  
| || Speedhacks || ||
|-  
|-
| --vu0-opt-flags  || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize VU recompilation || --vu0-opt-flags=1
| --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
|-  
|-
| --vu0-opt-vf00  || || 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. ||  
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for CLI FPU muldiv commands. || --fpu-accurate-mul-fast=1
|-  
|-style="background-color:#FFAA00"
| --vu0-opt-subroutine  || || ||
|  || 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
| --vu0-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
|-  
|-  
| --fpu-clamp-results || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-results=1
| --vu0-no-clamping || 0, 1 || No clamping for vu0 (default 1) || --vu0-no-clamping=0
|-  
|-  
|}
| --vu0-clamp-operands || 0, 1 || vu0 clamp on operand stage || --vu0-clamp-operands=1
 
===== COP2 =====
 
<pre>VU0 Macro-mode. These commands assist the FPU.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
| || Speedhacks || ||
|-
| --cop2-opt-flags || 0, 1 ,2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) setting it to 0 can in some cases improve FPU accuracy. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
|-  
|-  
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
| --vu0-clamp-results  || 0, 1 || vu0 clamp for results of operations || --vu0-clamp-results=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
| --vu0-inst-|| || ||
|-  
|-  
| --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
| --vu0-inst-p || || ||
|-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
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567
|-  
|-  
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
| --vu0-use-rcp  || || use sse rcp ||
|-  
|-  
| --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
| --vu0-use-rsqrt || || use sse rsqrt ||
|-  
|-  
| --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
| --vu0-di-bits || || ||
|-  
|-  
| --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
| --vu0-jr-cache-policy || newprog,sameprog,auto || || --vu0-jr-cache-policy=sameprog
|-
|-
| --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
| --vu0-jalr-cache-policy || newprog,sameprog,auto || || --vu0-jalr-cache-policy=sameprog
|-
|-
|-style="background-color:#FFAA00"
| --vu0-mul0fix-range || vu0 memory offset start,end || Fix for games that multiply by zero ||
|| Other || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
| --vu1 || || || --vu1=jit-sync
|-
| --vu1-mul0fix-range || vu1 memory offset start,end  || Fix for games that multiply by zero ||
|-  
|-  
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
| --vu1-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize VU recompilation || --vu1-opt-flags=0
|-  
|-  
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
| --vu1-opt-vf00 || || 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-use-rcp || 0, 1 || Enables SSE RCP. Disabled by default ||
| --vu1-opt-subroutine || || ||
|-  
|-  
| --cop2-use-rsqrt || 0, 1 || Enables SSE RSQRT || --cop2-use-rsqrt=0
| --vu1-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
|-  
|-  
| --cop2-clamp-operands || 0, 1 || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
| --vu1-no-clamping || 0, 1 || No clamping for vu1 (default 1) || --vu1-no-clamping=0
|-  
|-  
| --cop2-clamp-results || 0, 1 || Affects the COP2's clamping behavior  || --cop2-clamp-results=1
| --vu1-clamp-operands || 0, 1 || vu1 clamp on operand stage || --vu1-clamp-operands=1
|-  
|-  
|}
| --vu1-clamp-results || 0, 1 || vu1 clamp for results of operations || --vu1-clamp-results=1
 
==== Vector Units (VU) ====
 
===== VU =====
 
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. They fix broken or missing geometry, black screens, and crashes.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#ff99c2"
| || Graphical fixes || ||
|-
| --vu-xgkick-delay  || Limit is between (0 => 31)  || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. A game with missing graphics will require a low value such as 0, while one that crashes might require a high value such as 7.|| --vu-xgkick-delay=8
|-
| --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
|-
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
| --vu-hack-triace  || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1
|-  
|-  
| --vu-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
| --vu1-inst-q || || ||
|-  
|-  
| --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]||
| --vu1-inst-p || || ||
|-  
|-  
| --vu-to-double || 0, 1 || Converts floats to double. Enabling it is the accurate option.  || --vu-to-double=1
| --vu1-jr-cache-policy || newprog,sameprog,auto || || --vu1-jr-cache-policy=sameprog
|-
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
| --vu1-jalr-cache-policy || newprog,sameprog,auto || || --vu1-jalr-cache-policy=sameprog
|-  
|-  
|-style="background-color:#7698FF"
| --vu1-use-rcp || || use sse rcp ||
|  || Speedhacks || ||
|-
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
|- 
| --vu-opt-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
|-  
|-  
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0
| --vu1-use-rsqrt || || use sse rsqrt ||
|-  
|-  
| --vu-inst-mflag  || 0, 1 || Instant macflag? It's enabled by default. When disabled, some texture chunks pop and fade. || --vu-inst-mflag=1
| --vu1-di-bits || || ||
|-  
|-  
| --vu-inst-cflag || 0, 1 || Instant cflag?  || --vu-inst-cflag=1
| --vu1-injection || 0, 1 or enable/disable depend on emu revision || || --vu1-injection=1
|-  
|-  
| --vtune-vu  || ? || ? ||
| --vtune-vu  || || ||
|-  
|-  
| --vu-jit-disasm  || 0, 1, 2 || ? || --vu-jit-disasm=1
| --vu-jit-disasm  || || ||
|-  
|-  
| --vu-range-merge || vu_inst_cnt || ? ||  
| --vu1-mpg-cycles  || cycles_per_Microprogram || || --vu1-mpg-cycles=1000
|-  
|-  
|}
| --fpu-to-double || || Converts floats to double instead of clamping? ||
 
===== 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):
| --fpu-rsqrt-fast-estimate || 0,1 || || --fpu-rsqrt-fast-estimate=1
 
|-
$ 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.
| --fpu-no-clamping || 0, 1 || No clamping for fpu (ee/fpu clamping: none in pcsx2)|| --fpu-no-clamping=0
 
'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth.
 
'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU1 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself if you go far enough. These numbers are in HEX. Infinite amounts of '-' and '+' symbols seem to be supported.</pre>
|-
|-
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0
| --fpu-no-clamp-range || 0x0 - 0x1FFFFFF || No clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
|-  
| --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
| --fpu-clamp-operands || 0, 1 || fpu clamp on operand stage (combined with --fpu-clamp-results = ee/fpu clamping: extra in pcsx2) || --fpu-clamp-operands=1
|-
|-  
| --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
| --fpu-clamp-results || 0, 1 || fpu clamp for results of operations (ee/fpu clamping: normal in pcsx2) || --fpu-clamp-results=1
|-
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals || --fpu-custom-min-max=0
|-
| --fpu-custom-fused-madd || || Custom FMA (fused multiply-add) ||
|-  
|-  
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
| --fpu-accurate-range || start,end offset || || --fpu-accurate-range=0x1acce0,0x2acce0
|-  
|-  
| --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
| --fpu-accurate-muldiv  || offset || || --fpu-accurate-muldiv=0x123456
|-
| --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
|-  
|-  
|-style="background-color:#D7EF54"
| --fpu-accurate-muldiv-range || start,end offset || || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|  || Game fixes / Graphical fixes || ||
|-
| --vu1 || jit-sync || Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
|-
| --vu1-no-clamping ||  0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2, with 0 being closest to extra, and 1 to extra + preserve sign. The default emulator's value is 1. || --vu1-no-clamping=0
|-  
|-  
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
| --fpu-accurate-mul-fast || 1 || || --fpu-accurate-mul-fast=1
|-
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x7FF) || Allows the VU1 to accurately add/subtract in the specified ee memory range by using software floats rather than hardware floats.|| --vu1-accurate-addsub-range=0x0000,0x0600
|-  
|-  
| --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
| --fpu-accurate-addsub || offset || || --fpu-accurate-addsub=0x234567
|-  
|-  
| --vu1-injection || 0, 1 || unknown || --vu1-injection=1
| --fpu-accurate-addsub-range || start,end offset || || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
| --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
|-
|-
|-style="background-color:#FEA15C"
| --cop2-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize COP2 recompilation || --cop2-opt-flags=1
|  || Other || ||
|-
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1  
|-  
|-  
| --vu1-use-rcp || 0, 1 || Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default ||
| --cop2-opt-vf00 || || 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-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
|-  
|-  
| --vu1-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
| --cop2-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
|-  
|-  
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=1
| --cop2-no-clamping || || No clamping for COP2 (default 1) || --cop2-no-clamping=0
|-
|-
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q.  || --vu1-inst-q=1
| --cop2-no-clamp-range || 0x0 - 0x1FFFFFF || No clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567
|-  
|-  
| --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
| --cop2-clamp-operands || || clamp on operand stage || --cop2-clamp-operands=1
|-  
|-  
|}
| --cop2-clamp-results || || clamp for results of operations || --cop2-clamp-results=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):
 
$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and changes them. $1 will go 4 bytes forward and changes the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes value.
 
'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth.
 
'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU0 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself at -15 (Jakv2). Setting it to --vu0-mpg-cycles=1280,-15 would, for example, set ee-cycle-scalar to 5. These numbers are in HEX. Infinite amounts of '-' and '+' instances seem to be supported.</pre>
|-
| --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0
|-
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=1
|-  
|-  
| --vu0-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1
| --cop2-regalloc || || ||
|-  
|-  
| --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
| --cop2-inst-q || || ||
|-  
|-  
| --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
| --cop2-inst-p || || ||
|-
| --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
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
|-  
|-  
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. || --vu0-no-clamping=0
| --cop2-use-rcp || || use sse rcp ||
|-  
|-  
| --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. ||
| --cop2-use-rsqrt || 0,1 || use sse rsqrt || --cop2-use-rsqrt=0
|-
| --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 ||
|-
|-style="background-color:#FEA15C"
|  || Other || ||
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
|-
| --vu0-inst-q || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
|-  
|-  
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
| --cop2-di-bits || || ||
|-  
|-  
| --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
| --cop2-accurate-range || start,end offset || || --cop2-accurate-range=0x123456,0x134567
|-  
|-  
| --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
| --cop2-accurate-mul || offset || || --cop2-accurate-mul=0x123456
|-  
|-  
| --vu0-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
| --cop2-accurate-mul-range || start,end offset || || --cop2-accurate-mul-range=0x123456,0x134567
|-  
|-  
| --vu0-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=1
| --cop2-accurate-addsub || offset || || --cop2-accurate-addsub=0x123456
|-  
|-  
|}
| --cop2-accurate-addsub-range || start,end offset || || --cop2-accurate-addsub-range=0x123456,0x134567
 
==== DMA Channels ====
 
===== VIF =====
 
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands are often used to fix freezing.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
| || VIF || Game fixes ||
|-
|-
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1
| --vif-ignore-invalid-cmd || || || --vif-ignore-invalid-cmd=1
|-
|-
| --vif-thread-chunk-size || 0, 1024 || Slows down both VIFS the lower it is, and speeds them up the higher it is. 1024 is the limit, with 112 being the default value.  || --vif-thread-chunk-size=100
| --vif1-instant-xfer || || ||  
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
| --vif-thread-chunk-size || int/kilowords || ||
|-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
|--force-frame-blend || 0, 1 || || --force-frame-blend=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
| --gs-scanout-delay || hsync_count/integer || ||
|}
|-  
 
| --gs-fieldswap-delay || || Wait longer than usual to change field ||
===== 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
|-
| --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
|-style="background-color:#99ddff"
|  ||  || SIF0 (EE) ||
|-
| --iop-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
|-
| --ee-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1
|-
|}
 
==== [https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS] ====
 
<pre>"GS" stands for Graphics Synthesizer. It is the PlayStation®2's co-processor that is 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
|-  
|-  
| --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-use-deferred-l2h || || Some delay option for L2H || -gs-use-deferred-l2h=1  
|-
| --gs-h2l-list-opt || 0, 1 || Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
|-
|-style="background-color:#cbddfb"
|  || GS features || ||
|-
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. Needs --gs-kernel-cl="mipmap" for full mipmapping support. If upscaling, however, --gs-kernel-cl-up="mipmap2x2" is also needed. It works best on War of the Monsters emulator, as can be seen in the Ratchet series' mipmapping issues responding only to this emu's mipmapping functionality.|| --gs-use-mipmap=1
|-  
|-  
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
| --gs-use-clut-merge || 0, 1 ||  Enabling CLUT merging helps improve how the emulator processes textures that use indexed color palettes. It ensures more accurate emulation of the PS2’s color handling. It sometimes restores missing graphical elements, and fix texture flickering (prominently flickering shadows or UI elements).  It prevents Spyro's shadow from flickering in Enter the Dragonfly. Enabling it is the accurate, albeit slow option. || --gs-use-clut-merge=1
|-  
|-  
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe
| --gs-uprender || none,2x2 || Rendering upscaler (use higher internal resolution) || --gs-uprender=2x2
|-
| --gs-force-bilinear || 0, 1 || Forces bilinear filtering, can fix ghosting problems in some cases. Not recommended for games that use 2D images, as it could possibly break games that rely on nearest filtering.|| --gs-force-bilinear=1
|-
|-style="background-color:#D7EF54"
|  || Gs settings / Behaviour || ||
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|-  
|-  
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, || after recompilation upscaler? || --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-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|-  
|-  
| --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-progressive || || Force progressive scan?  ||
|-  
|-  
| --gs-dirty-page-policy || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-dirty-page-policy=1
| --gs-force-bilinear || || || --gs-force-bilinear=1
|-
| --gs-frontend-opt-mode || (0-2?) || || --gs-frontend-opt-mode=1
|-  
|-  
| --gs-ignore-dirty-page-border || 0, 1 || Unknown. Used by Samurai Shodown Anthology ||--gs-ignore-dirty-page-border=1
| --gs-use-mipmap || || || --gs-use-mipmap=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-use-clut-merge || || || --gs-use-clut-merge=1
|-
| --gs-opt-frbuff-switch || 0, 1 ||  Unknown. Used by Everybody's Tennis/Hot Shots Tennis || --gs-opt-frbuff-switch=0
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge"
|-  
|-  
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision || Kernel Variant || --gs-kernel-cl="clutmerge"
|-
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
|-
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues.  ||
|-  
|-  
| --gs-vert-precision || 8, 16 || This option allows the user to choose between 8-bit and 16-bit precision for the vertex calculations in 3D graphics rendering. It reduces the likelihood of visual distortions such as jagged edges, improper alignment of polygons, or model "warping." The emu expects the values of 8 or 16, any other values are not permitted. || --gs-vert-precision=8
| --gs-kernel-cl-up || h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp || Kernel Variant Upscaler || --gs-kernel-cl-up="clutmerge2x2"
|-
| --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
|-  
|-  
| --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-optimize-30fps || || || --gs-optimize-30fps=1
|-  
|-  
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. In essence, it blurs/sharpens image. ||
| --gs-motion-factor || motion factor || ||
|- 
| --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-override-small-tri-area || || ||  
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --gs-check-trans-rejection68 || || ||  
|-
|-  
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| --gs-check-trans-rejection || || ||
|-
|-  
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
| --gs-skip-dirty-flush-on-mipmap || || Require mipmap gs kernel ||
|-  
|-  
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
| --gs-packed15-fmv-opt || || ||
|-
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=1
|-  
|-  
| --gs-check-trans-rejection68 || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? ||
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
| --gs-h2l-accurate-hash || 0, 1 ||  ||--gs-h2l-accurate-hash=1
|-
|-style="background-color:#9042f5"
|  || 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
| --gs-scanout-offsety || relative offset/ignored || ||
|-
| --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
|-
| --framelimiter ||  0, 1 || Enable or disable Frame limiting || --framelimiter=1
|-
| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
|-
| --gs-hdr-support || 0, 1? || ? ||
|}
 
==== IOP ====
 
<pre>The emulated I/O Processor (IOP) settings. Commands here are rarely useful, as very few games will require them. The IOP controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output devices</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
| --iop-cycle-scalar ||<br>Accelerate IOP cycles: (0.999 => 0.100)<br>Decelerate IOP cycles: (1.001 => 5.000)|| '''Not a performance speedhack'''. It impacts the speed of loading times and input latency. The default value for most emulators is 0.5|| --iop-cycle-scalar=1.0
|-
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
| --gs-dirty-page-policy || || ||
|-
|-
| --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
| --force-pal-60hz || || Force 60hz PAL mode || --force-pal-60hz=1
|-
|-
| --iop-hook || AdvanceClock<br>FastForwardClock<br>Mfifodrain || IOP native hook, Sony uses it on their official release of Red Dead Revolver. It helps fix timing issues || --iop-hook=0x0086ac,FastForwardClock
| --gs-flush-ad-xyz || always, safe, off, 0 || || --gs-flush-ad-xyz=safe
|-
|-
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation. Other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
| --gs-render-tile-threshold || || || --gs-render-tile-threshold=300000
|-
|-
|-style="background-color:#FEA15C"
| --gs-uv-shift-pointsampling || || || --gs-uv-shift-pointsampling=1
| || Other || ||
|-
|-
| --iop-validate-kernel || 0, 1 || ||  
| --safe-area-min || area/float (range 0.9 to 1.0) || || --safe-area-min=0.9
|-
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||
| --threaded-gs || 0,1 (more?) || || --threaded-gs=0
|-
|-
| --iop-pc-coherency || 0, 1||   ||  
| --gs-opt-frbuff-switch || || || --gs-opt-frbuff-switch=1
|-
|-
| --iop-inst-marking || 0, 1? || ||  
| --gs-ignore-rect-correction || || || --gs-ignore-rect-correction=1
|-
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
| --cdvd-sector-read-cycles || || || --cdvd-sector-read-cycles=4000
|-
| --iop-jit-disasm || || ||
|-
| --iop-evt-check-full || 0, 1 ?|| ||
|-
|-
|}
|}


====CDVD====
==== XXXX-YYYYY_config.lua ====


<pre>The emulated CDVD settings. These commands help games with timing issues.</pre>
It is most powerful config. Allow direct patching EE/IOP/VU memory, hooks registers, hook dma. Everything can be done here.  
{| 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
|-
| --boot-disc-id || 1-5  ||  sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
| --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
|-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
|-
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,
lower values are faster. Fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877].
|-
| --verbose-cdvd-reads || 0, 1 || Significantly helps games with CDVD timing issues when set to 1. || --verbose-cdvd-reads=0
|-
|}


====Misc====
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" ).
 
{| 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
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
|-
| --pcr0-delta-hack || 0.1 , 400000.0 || Modify delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. || --pcr0-delta-hack=1.0
|-
| --jitproc-use-aslr || || Disables compiler process ASLR, useful for easier debugging, as the compiler process will be always on fixed address. Theoretically useful for mast1c0re, but to change it you need to be already in... || --jitproc-use-aslr=0
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
|-
| --detect-idle-chcr|| 0, 1||  Enabled by default, 0 disables it  || --detect-idle-chcr=0
|-
| --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"
|-
| --cop2 || jit, trans || ? ||
|-
| --vu0 || jit, trans || ? ||
|-
| --r30 || jit, trans || ? ||
|-
|}
 
==== 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
|-
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#03fcb1|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=0<br>--vu0-no-clamping=0<br>--cop2-no-clamping=0  ||
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 3  || {{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=1<br>--vu0-no-clamping=1<br>--cop2-no-clamping=1<br>--vu-to-double=1 ||
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=0<br>--fpu-no-clamping=0<br> ||
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3  || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=1<br>--fpu-no-clamping=1<br> ||
|-
| {{cellcolors|#0b9fb3|#000000}}eeRoundMode: || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1<br>--fpu-accurate-addsub=1 ||
|-
| {{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= ||
|-
| {{cellcolors|#0b9fb3|#000000}}vu1RoundMode: || {{cellcolors|#03fcb1|#000000}}--vu1-accurate-addsub-range=<br>--vu1-mul0fix-range=||
|-
| {{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
|-
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1 ||
|-
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#03fcb1|#000000}}--gs-uv-shift-pointsampling=1 ||
|-
| {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#03fcb1|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
|-
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
|-
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#03fcb1|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
|-
| {{cellcolors|#0b9fb3|#000000}}mipmap || {{cellcolors|#03fcb1|#000000}}--gs-use-mipmap=1<br>--gs-kernel-cl="mipmap" || Note: Works best on War of the Monsters emulator
|-
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#03fcb1|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
|-
| {{cellcolors|#0b9fb3|#000000}}VIF1StallHack || {{cellcolors|#03fcb1|#000000}}--vif1-instant-xfer=0 || If that does not 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 ||
|}
 
=== XXXX-YYYYY_config.lua ===
 
It is the most powerful configuration on the emulator as it allows for 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.
 
==== ApiRequest ====
 
<pre>The most important part of the LUA script. The LUA script will crash the game if used without it.</pre>


'''Known functions:
'''
require cleanup
{| 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 !! Usage !! Notes
|-
|-
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
| 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
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.
|-
|-
|}
| 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
===== (Emulator) EmuObject =====
 
<pre> Commands for the emulator</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
| vuInsnReplace || <pre>vuInsnReplace(0, vu memory offset (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2x 4 bytes in vu memory, correct memory range is unknown (depend on unit 4kb or 16kb) First 0 select vu?
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)
| emuMediaPatch || emuMediaPatch(disc sector, 12 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file
my_function can be anything, from simple patches, to extensive hook.
Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.
|-
|-
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
| GsCustomShader || ||  
|-
|-
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
| getEEObject || ||  
|-
|-
|RemoveEntryPointHook || ||
| getIOPObject || ||  
|-
|-
|AddLoginHook || ||
| getEmuObject || ||  
|-
|-
|RemoveLoginHook || ||
| getTrophyObject || ||  
|-
|-
|AddLogoutHook || ||
| getDmaObject || ||  
|-
|-
|RemoveLogoutHook || ||
| getGLSObject || ||  
|-
|-
|AddImageHook || ||
| getRemotePlayObject || ||  
|-
|-
|AddGifTagHook || ||
| getScreenShotObject || ||  
|-
|-
| 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>) )
| getVideoRecordingObject || ||  
|-
|-
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
| getSharePlayObject || ||  
|-
|-
|AddAssertionHook ||emuObj.AddAssertionHook() ||
| getGsObject || ||  
|-
|-
|AddSnapshotLoadedHook || ||
| apiRequest || ||  
|-
|-
|RemoveSnapshotLoadedHook || ||
| SetL2HMode || ||  
|-
|-
|AddPadHook ||emuObj.AddPadHook() ||
| Enable || ||  
|-
|-
|-style="background-color:#ff8080"
| EnableServerRecording || ||  
| || 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%
| Pause || ||  
|-
|-
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
| Unlock || ||  
|-
|-
|SetAudioRoute || ||
| IsUnlocked || ||  
|-
|-
|GetAudioRoute || ||
| InsnOverlay || ||  
|-style="background-color:#c2c2d6"
|  || Game loading speed ||  
|-
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
| eeDebugBreak || ||  
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.
|-style="background-color:#ffe680"
|  || CDVD ||
|-
|OpenDiscTray || ||
|-
|CloseDiscTray || ||
|-
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|-
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|-
| GetDiscTitleId || ||
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
|-
|-style="background-color:#FEA15C"
|  || Other ||
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|-
|LoadConfig || emuObj.LoadConfig( 0 or 1 )|| emuObj.LoadConfig(0)
|-
|SaveConfig || emuObj.LoadConfig( 0 or 1 ) || emuObj.LoadConfig(0)
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
<div align="left"><pre>local CheckInputs = function()
 
local pad_bits = emuObj.GetPad()
local UP = pad_bits &  0x0010
local DOWN = pad_bits &  0x0040
local LEFT = pad_bits &  0x0080
local RIGHT = pad_bits &  0x0020
local Triangle = pad_bits &  0x1000
local Cross = pad_bits &  0x4000
local Square = pad_bits &  0x8000
local Circle = pad_bits &  0x2000
local L1 = pad_bits &  0x0400
local L2 = pad_bits &  0x0100
local L3 = pad_bits &  0x0002
local R1 = pad_bits &  0x0800
local R2 = pad_bits &  0x0200
local R3 = pad_bits &  0x0004
local Select = pad_bits &  0x0001
local Start = pad_bits &  0x0008
 
if (L2 ~= 0) then
<here function that should be done when L2 is pushed>
end
end
 
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
|-
|SwapMemCard || ||
|-
|-
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
| ReadMem128 || ||  
Allow to use custom memory card.
|-
|-
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
| WriteMem128 || ||  
|-
|-
| 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)
| GetGpr64 || ||  
<div align="left"><pre>0 - japanese
1 - english
2 - french
3 - spanish
4 - german
5 - italian
6 - dutch
7 - portuguese
8 - russian
9 - korean
10 - traditonal-chinese
11 - simplified-chinese
12 - finnish
13 - swedish
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk</pre></div>
|-
|-
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. The correct port values are 0-3, correct light values are 0-255.
| SetGpr64 || ||  
|-
|-
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
| GetGprFloat || ||  
|-
|-
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
| SetGprFloat || ||  
|-
|-
| IsToolingVerbose || ||
| GetFprHex || ||  
|-
|-
|CheckEntitlement || ||
| SetFprHex || ||  
|-
|-
| 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.
| GetFpr || ||  
|-style="background-color:#c6ecd9"
|  || GS related ||
|-
|-
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
| SetFpr || ||  
|-
|-
| SetGsTitleFix || emuObj.SetGsTitleFix() || [[PS2_Emulation#SetGsTitleFix|More info]]
| GetPC || ||  
|-
|-
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
| SetPC || ||  
|-
|-
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
| GetGPR || ||  
|-
|-
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
| SetGPR || ||  
|-
|-
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
| GetFPR || ||  
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 || ||
| SetFPR || ||  
|-
|}
 
===== (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
| SchedulerDelayEvent || ||  
|-style="background-color:#7698FF"
|  || Memory editing ||  
|-
|-
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
| DmaAddHook || ||  
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
| DmaRemoveHook || ||  
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
| WaitVu1 || ||  
|-
|-
|ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) ||
| Vu1MpgCycles || ||  
|-
|-
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
| gif.dma || ||  
|-
|-
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
| vif0.dma || ||  
|-
|-
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
| vif1.dma || ||  
|-
|-
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
| sif0.dma || ||  
|-
|-
|WriteMem128 || ||
| Sif0-NormalTransfer || ||  
|-
|-
|WriteMemFloat128 || ||
| sif1.dma || ||  
|-
|-
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
| Sif1-NormalTransfer || ||  
|-
|-
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
| ipu0.dma || ||  
|-
|-
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
| ipu1.dma || ||  
eeObj.ReadMem32(gp - 31348)
|-
|-
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
| GetPad || ||  
|-
|-
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
| AddVsyncHook || ||  
|-
|-
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
| RemoveVsyncHook || ||  
|-
|-
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
| AddEntryPointHook || ||  
|-
|-
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
| RemoveEntryPointHook || ||  
|-
|-
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
| LoadConfig || ||  
|-
|-
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
| SaveConfig || ||  
|-
|-
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
| AddLoginHook || ||  
|-style="background-color:#ff9999"
|  || GPR require (Necessary for register related commands)||  
|-
|-
| || local gpr = require( "ee-gpr-alias" )
| RemoveLoginHook || ||  
|-
|-
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
| AddLogoutHook || ||  
|-
|-
|SetGpr64 || ||
| RemoveLogoutHook || ||  
|-
|-
| GetGprFloat || || Get gpr value as float value
| CheckEntitlement || ||  
|-
|-
| SetGprFloat || || Set gpr value as float value
| AddImageHook || ||  
|-
|-
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
| AddGifTagHook || ||  
|-
|-
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
| SwapMemCard || ||  
Require defined getEEObject() as eeObj
|-
|-
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
| OpenDiscTray || ||  
|-
|-
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
| CloseDiscTray || ||  
|-
|-
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
| SwitchDisc || ||  
|-
|-
| SetFpr  || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
| GetDiscId || ||  
But we can also combine commands to add/sub from registers
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. Can be used also with additional var. like eeObj.GetPc()+4
| GetDiscTitleId || ||  
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
| AddSectorReadHook || ||  
|-
|-
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
| AddMCWriteHook || ||  
|-
|-
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||
| ShowDiscSwitchInfo || ||  
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
| GetPs4SystemLang || ||  
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
|RemoveHook || ||  
| SetPs2Lang || ||  
|-
|-
|AddPreHook || ||
| ThrottleNorm || ||  
|-
|-
|AddPostHook || ||
| ThrottleFast || ||  
|-
|-
|RemovePreHook || ||
| ThrottleMax || ||  
|-
|RemovePostHook || ||
|-
|AddJitResetHook || ||
|-
|RemoveJitResetHook || ||
|-
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
|-
|-style="background-color:#ffb3b3"
|  || Dma ||
|-
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
<pre> GIF = 0 VIF0 = 1
VIF1 = 2 SIF0 = 4
SIF1 = 5 IPU0 = 6
IPU1 = 7  </pre>
Possible values for hooks
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
|-
|DmaRemoveHook || ||
|-
|-style="background-color:#b3f0ff"
|  || Speedhacks ||
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.FastForwardClock()
end)
</pre>
|-
|AdvanceClock || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles.
<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 (?)
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
|-style="background-color:#FEA15C"
|  || Other ||
|-
| CallPredicate
|-
|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.
|-
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
|-
|GetPcRingBuffer || ||
|-
|Precompile || || Requires unknown values
|-
|CalcInsnHash || ||
|-
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
|-
|}
 
====== SetGsTitleFix ======
 
<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
|-
|reserved || ||
|-
|ignoreSubBuffCov||  ||ignore ? buffer coverage
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
|-
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
|-
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
|-
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
|-
|forceBiLinear || ||
|-
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} ) ||
|-
|forceSimpleFetch ||  emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
|-
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
|-
|includeAreaUpdate|| ||
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
|-
|changeAlpha|| ||
|-
|}
 
<br>'''Arguments/variables'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Usage !! Notes
|-style="background-color:#7698FF"
|  || Variable ||
|-
|alpha_mask ||  ||
|-
|texType || {texType = 3}|| (1-3, more? )
|-
|texMode || || 1 - Point? , 2 - bilinear
|-style="background-color:#D7EF54"
|  || Argument ||
|-
|alphaIsNot || || alpha - is not X
|-
|twIsLess || || texture width - is less than X
|-
|thIsLess || || texture height - is less than X
|-
|twIsNot || || texture width - is not X
|-
|thIsNot || || texture width - is not X
|-
|psmIsNot || || texture pixel storage format - is not X
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|primIsNot || || GS primitive type - is not
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|mipIsGt || ||  mip level is grater than X (?)
|-
|-style="background-color:#FEA15C"
|  || Needs wikify ||
|-
|zmsk || || Z (depth) draw mask
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|tw || || texture width
|-
|th || || texture height
|-
|ztst || || Z (depht) test method
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3
 
0 -                      All pixels fail
1 -                      All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|mmin || || MMIN flag
<pre>NEAREST                = 0
LINEAR                = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR  = 5</pre>
|-
|prim || || GS primitive type
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|fillArea || ||
|-
|frameW || ||
|-
|renderSelf || ||
|-
|hasClut || ||
|-
|alphaTest || ||
|-
|primTest || ||
|-
|workLoadThreshold || ||
|-
|alpha || || <pre> example: alpha=0x80000044
alpha=0</pre>
|-
|tbp || || texture base pointer
|-
|cbp ||  {cbp = 0x2390} || CLUT buffer base pointer
|-
|psm ||  {psm=0}  || texture pixel storage format
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|mxl || || maximum mip level (0-6)
|-
|fbmask || { fbmask= 0x00FFFFFF}||  Framebuffer mask(?)
|-
|totalArea || ||
|-
|packedRegs || ||
|-
|packedRegsLo || ||
|-
|packedRegsHi || ||
|-
|packedRegsNum || ||
|-
|packedFlags || ||
|-
|packedPrim || ||
|-
|areaNumFrames || ||
|-
|waveThreshold || ||
|-
|loadThreshold || ||
|-
|fixSpriteDivTab || ||
|}
 
===== (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
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
GetCPR0 SetCPR0</pre></div>
|-style="background-color:#7698FF"
|  || Memory editing ||
|-
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
|-
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
|-
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
|-
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
|-
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|-
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|-
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||
|-
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
|-
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|-
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
iopObj.ReadMem32(gp - 348)
|-
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|-
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|-
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|-
|ReadMemStr || ||
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|-
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|-
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
|-
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|-
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-style="background-color:#FEA15C"
|  || Clock speed ||
|-
| FastForwardClock || iopObj.FastForwardClock() ||
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
|-
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|AddHook || iopObj.AddHook()||
|-
|RemoveHook || iopObj.RemoveHook()||
|-
|}
 
===== (GS) GsObject =====
 
<pre>Commands for the emulated Graphics Synthesizer</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
| getGsObject || local gsObj = getGsObject() ||
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||
|-
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|-
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode.  Overrides CLI
|-
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|-
|}
 
===== Does not require Object calling or 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
|-
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38</pre>
|-
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) || Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0)
|-
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
But functions from this list should be available in every emu:
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
fabs cosf fabsf
sinf acosf asinf
sqrtf fptoui fptodp
litodp dptoli dptofp
memcpy memset strlen</pre>
|-
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
|-
| GsCustomShader || ||
|-
| Unlock || ||
|-
| IsUnlocked || ||
|-
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
0x27bdfff0, -- addiu $sp, -0x10
0xffbf0000, -- sd $ra, 0(sp)
0xffb00008, -- sd $s0, 8(sp)
0x3c05000f, -- lui $a1, 0x000f
0x34a57000, -- ori $a1, 0x7000
0x0c0db8b6, -- jal Script::State::DoString
0x0080802d, -- move $s0, $a0
0x24050001, -- li $a1, 1
0x0c0dba4c, -- jal Script::State::IsNull(int)
0x0200202d, -- move $a0, $s0
0xdfb00008, -- ld $s0, 8(sp)
0xdfbf0000, -- ld $ra, 0(sp)
0x03e00008, -- jr ra
0x27bd0010  -- addiu $sp, 0x10
})</pre></div>
|-
| eeDebugBreak || ||  
|-
|-
| CsBindShader || ||  
| CsBindShader || ||  
Line 1,828: Line 654:
| PsPrintContext || ||  
| PsPrintContext || ||  
|-
|-
|}
| SetGsTitleFix || ||  
 
<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 !!
| SetDeinterlace || ||
|-
|-
| getGLSObject || ||  
| emuAddMCWriteHook(%s, %x, %x, %x, %d) || ||  
|-
|-
|Enable || ||
| emuAddSectorReadHook(%x, %x, %d) || ||  
|-
|-
|EnableServerRecording || ||  
| SwitchDisc(%d) || ||  
|-
|-
|Pause || ||  
| emuAddGifTagHook(%s, %d) || ||  
|-
|-
! !! getAudioObject class !!
| emuAddImageHook(%s, %f, %d) || ||
|-
|-
| getAudioObject || ||  
| AddUserLogout || ||  
|-
|-
| muteStreamingAll || ||  
| AddUserLoginHook || ||  
|-
|-
| muteStreamingMain || ||  
| emuRemoveEntryPointHook || ||  
|-
|-
| muteStreamingBGM || ||  
| emuAddEntryPointHook || ||  
|-
|-
! !! getRemotePlayObject class !!
| emuRemoveVsyncHook || ||
|-
|-
| getRemotePlayObject || ||  
| emuAddVsyncHook || ||  
|-
|-
| Enable || ||  
| ReplaceMem64 || ||  
|-
|-
! !! getVideoRecordingObject class !!
| ReplaceMem32 || ||
|-
|-
| getVideoRecordingObject || ||
| ReplaceMem16 || ||  
|-
|-
| Enable || ||  
| ReplaceMem8 || ||  
|-
|-
! !! getSharePlayObject class !!
| ReadMemFloat || ||
|-
|-
| getSharePlayObject || ||  
| WriteMemFloat || ||  
|-
|-
| Enable || ||  
| ReadMem64 || ||  
|-
|-
! !! getSpriteObject group  !!
| WriteMem64 || ||
|-
|-
|getSpriteObject || ||
| ReadMem32 || ||  
|-
|-
|Enable || ||
| WriteMem32 || ||  
|-
|-
|Disable || ||
| ReadMem16 || ||  
|-
|-
|BindFragmentShader || ||
| WriteMem16 || ||  
|-
|-
|SetShaderParams || || <div align="left">
| ReadMem8 || ||  
<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 || ||
| WriteMem8 || ||  
|-
|-
|SetPosXY || ||
| ReadMemStr || ||  
|-
|-
|SetSizeXY || ||
| AddHook || ||  
|-
|-
|SetPosUV || ||
| RemoveHook || ||  
|-
|-
|SetSizeUV || ||
| GetGpr || ||  
|-
|-
|PrintContext || ||
| SetGpr || ||  
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
| GetPc || ||  
<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
| SetPc || ||  
|-
|-
| 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.
| GetCPR0 || ||  
|-
|-
| getScreenShotObject || ||  
| SetCPR0 || ||  
|-
|-
|}
|}


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


Line 1,942: Line 745:
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 1,962: Line 764:
example: eeObj.GetCPR0(cpr.status) </pre>
example: eeObj.GetCPR0(cpr.status) </pre>


 
Example:
==== Official PS2 configuration examples ====
 
*You can find the rest of the PS2 configurations in [https://www.psdevwiki.com/ps4/Official_Configuration_Files here].
 
<br>Canis Canem Edit
<br>'''SLES 535.61'''
<br>'''LUA'''
<pre>
<pre>
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.1)
apiRequest(0.4)
-- 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 ====
-- Star Wars: Racer Revenge (SLES-50366) [US]


Here is the first custom LUA configuration created by the community:
local eeObj = getEEObject()


<pre>
eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
apiRequest(0.1)
eeInsnReplace(0x13BCD0, 0x3c023f80, 0x3C023F40) -- Zoom
eeInsnReplace(0x1153B4, 0x3c023f80, 0x3C023FAB) -- Y-FOV


-- Fix black screen SLUS-20064


eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
-- Track#
-- The Grand Reefs : 6
-- Ruins of Carnuss Gorgull : 9
eeObj.AddHook(0x187330, 0x3c010001, function()
local track = eeObj.GetGpr(gpr.a1)
print(string.format("Track : %d", track))
if track == 6 or track == 9 then
eeObj.Vu1MpgCycles(1000) -- makes it be 30fps.
else
eeObj.Vu1MpgCycles(100) -- default value.
end
end)
</pre>
</pre>
This is a very basic command to replace a part of the EE memory with another instruction.
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.
* -- Fix black screen SLUS-20064 is comment
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing the value 0x4100FFFF to 0x00000000 at the offset of 0x1CF3CC  . Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here]


= Memory Map =
===== Custom config.lua example =====


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
Here is the first custom lua config created by the community:
! Name !! From !! To
|-
|EE Flat Memory (4gb)              ||  0x0000008000000000 ||  0x0000008100000000
|-
|IOP Flat Memory (4gb)            ||  0x0000009000000000 ||  0x0000009100000000
|-
|R59 Binary Cache                  ||  0x0000000914B10000 ||  0x0000000916B10000
|-
|R30 Binary Cache                  ||  0x0000000916B14000 ||  0x0000000917314000
|-
|jitVU0                            ||  0x0000000917318000 ||  0x0000000917B18000
|-
|jitVU1                            ||  0x0000000917B1C000 ||  0x0000000918B1C000
|-
! !! Host's EE Memory Map !!
|-
|EE RAM - Kernel                  ||  0x0000008000000000 ||  0x0000008000080000
|-
|EE RAM - Debug                    ||  0x0000008000078000 ||  0x0000008000080000
|-
|EE RAM - User                    ||  0x0000008000080000 ||  0x0000008002000000
|-
|EE Hw Devices                    ||  0x0000008010000000 ||  0x0000008010010000
|-
|EE ROM                            ||  0x000000801FC00000 ||  0x000000801FFE0000
|-
|EE RAM - Uncached                ||  0x0000008020080000 ||  0x0000008022000000
|-
|EE RAM - UncachedAccel            ||  0x0000008030100000 ||  0x0000008032000000
|-
|EE Scratchpad                    ||  0x0000008070000000 ||  0x0000008070004000
|-
|EE Debug                          ||  0x00000080FFFF8000 ||  0x0000008100000000
|-
! !! Host's IOP Memory Map  !!
|-
|IOP RAM                          ||  0x0000009000000000 ||  0x0000009000200000
|-
|IOP RAM (mirror 1)                ||  0x0000009000200000 ||  0x0000009000400000
|-
|IOP RAM (mirror 2)                ||  0x0000009000400000 ||  0x0000009000600000
|-
|IOP RAM (mirror 3)                ||  0x0000009000600000 ||  0x0000009000800000
|-
|IOP Scratchpad                    ||  0x000000901F800000 ||  0x000000901F801000
|-
|IOP HW                            ||  0x000000901F801000 ||  0x000000901F810000
|-
|IOP ROM                          ||  0x000000901FC00000 ||  0x000000901FFE0000
|-
|}
 
== Registers Map ==
 
=== EE-IOP ===


<pre>
<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).
apiRequest(0.1)


This list was designed for Jak v2
-- Fix black screen SLUS-20064
Eboot md5:c644f6879af225a6e5a70233fc4625a3
</pre>


{| class=wikitable style="border: none; background: none;"
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- nop, mftgpr $ra, $zero
! 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
|-style="background-color:#EEEFF2"
|  at || 0x1000000010  ||  f01 ||  0x1000000234 ||  Random ||  0x10000002D4  || at  || 0x1020000004
|-
|  v0 ||  0x1000000020 ||  f02 ||  0x1000000238 ||  EntryLo0  || 0x10000002D8  || v0  || 0x1020000008
|-style="background-color:#EEEFF2"
|  v1 ||  0x1000000030 || f03 || 0x100000023C  || EntryLo1 ||  0x10000002DC  || v1  || 0x102000000C
|-
|  a0 ||  0x1000000040 || f04  || 0x1000000240  ||  Context ||  0x10000002E0  || a0  || 0x1020000010
|-style="background-color:#EEEFF2"
|  a1 ||  0x1000000050 ||  f05 ||  0x1000000244 ||  PageMask ||  0x10000002E4  ||  a1 || 0x1020000014
|-
|  a2 ||  0x1000000060 ||  f06 ||  0x1000000248 ||  Wired  ||    0x10000002E8 || a2  || 0x1020000018
|-style="background-color:#EEEFF2"
|  a3 ||  0x1000000070 ||  f07 || 0x100000024C  ||  rsvd7  ||    0x10000002EC ||  a3 || 0x102000001C
|-
|  t0  ||  0x1000000080 ||  f08 ||  0x1000000250 ||  BadVAddr ||    0x10000002F0 ||  t0 || 0x1020000020
|-style="background-color:#EEEFF2"
|  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
|-style="background-color:#EEEFF2"
|  t7 ||  0x10000000F0 ||  f15 ||  0x100000026C ||  PRid  ||    0x100000030C || t7  || 0x102000003C
|-
|  s0 ||  0x1000000100 ||  f16 || 0x1000000270 || Config ||    0x1000000310 ||  s0 || 0x1020000040
|-style="background-color:#EEEFF2"
|  s1 || 0x1000000110  || f17  ||  0x1000000274 ||  Iab ||    0x1000000314 || s1  || 0x1020000044
|-
|  s2 ||  0x1000000120 ||  f18 ||  0x1000000278 ||  Iabm ||    0x1000000318 || s2  || 0x1020000048
|-style="background-color:#EEEFF2"
|  s3 ||  0x1000000130 || f19 || 0x100000027C  ||  Dab ||    0x100000031C ||  s3 || 0x102000004C
|-
|  s4 || 0x1000000140  || f20  || 0x1000000280  ||  Dabm ||    0x1000000320 || s4  || 0x1020000050
|-style="background-color:#EEEFF2"
|  s5 ||  0x1000000150 || f21  ||  0x1000000284 ||  Dvm  ||    0x1000000324 || s5  || 0x1020000054
|-
|  s6 ||  0x1000000160 ||  f22 ||  0x1000000288 ||  Dvbm  ||    0x1000000328 || s6  || 0x1020000058
|-style="background-color:#EEEFF2"
|  s7 ||  0x1000000170 ||  f23 ||  0x100000028C ||  BadPAddr ||    0x100000032C ||  s7 || 0x102000005C
|-
|  t8 || 0x1000000180  ||  f24 || 0x1000000290  ||  Debug  ||    0x1000000330 || t8  ||  0x1020000060
|-style="background-color:#EEEFF2"
|  t9 ||  0x1000000190 ||  f25 ||  0x1000000294 ||  Perf  ||    0x1000000334 || t9  || 0x1020000064
|-
|  k0 ||  0x10000001A0 || f26  ||  0x1000000298 ||  Pcr0 ||    0x1000000338 || k0 ||  0x1020000068
|-style="background-color:#EEEFF2"
|  k1 ||  0x10000001B0 || f27  || 0x100000029C  ||  Pcr1 ||    0x100000033C ||  k1 ||  0x102000006C
|-
|  gp ||  0x10000001C0 || f28  ||  0x10000002A0 || TagLo  ||    0x1000000340 ||  gp  || 0x1020000070
|-style="background-color:#EEEFF2"
|  sp ||  0x10000001D0 ||  f29 || 0x10000002A4  || TagHi  ||    0x1000000344 ||  sp  || 0x1020000074
|-
|  fp ||  0x10000001E0 ||  f30 || 0x10000002A8  ||  ErrorEPC ||    0x1000000348 ||  fp || 0x1020000078
|-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   
|-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 ??
|--style="background-color:#EEEFF2"
|    ||  ||  fpu ver ||  0x10000002B8   
|-
|  ||  || fpu sticky  ||  0x10000002BC   
|--style="background-color:#EEEFF2"
|  ||  ||  fpu ctrl ||  0x10000002C0
|-
|  ||  ||  2CF unknown ||  0x10000002C4 
|-
|}
 
=== 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.
|-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 ||
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).
Evt check is performed on branch test when 0.
Fastforwardclock set this to 0,
advanceclock subtract value from this fake reg)</pre>
|-
|Cycles ||0x1000000378||
|-
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
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>
|-
|}
 
=== 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
|-style="background-color:#EEEFF2"
| vf01 || 0x103000001C || 0x1030000018|| 0x1030000014||0x1030000010 || vf18 || 0x103000012C|| 0x1030000128|| 0x1030000124|| 0x1030000120
|-
| vf02 || 0x103000002C|| 0x1030000028|| 0x1030000024|| 0x1030000020|| vf19 ||0x103000013C|| 0x1030000138|| 0x1030000134|| 0x1030000130
|-style="background-color:#EEEFF2"
| vf03 || 0x103000003C||0x1030000038 ||0x1030000034 || 0x1030000030|| vf20 || 0x103000014C|| 0x1030000148|| 0x1030000144|| 0x1030000140
|-
| vf04 || 0x103000004C|| 0x1030000048|| 0x1030000044|| 0x1030000040|| vf21 || 0x103000015C||0x1030000158 || 0x1030000154|| 0x1030000150
|-style="background-color:#EEEFF2"
| vf05 || 0x103000005C|| 0x1030000058|| 0x1030000054|| 0x1030000050|| vf22 || 0x103000016C|| 0x1030000168|| 0x1030000164|| 0x1030000160
|-
| vf06 || 0x103000006C|| 0x1030000068 || 0x1030000064|| 0x1030000060|| vf23 || 0x103000017C||0x1030000178 || 0x1030000174||0x1030000170
|-style="background-color:#EEEFF2"
| vf07 || 0x103000007C|| 0x1030000078 || 0x1030000074|| 0x1030000070|| vf24 ||0x103000018C || 0x1030000188|| 0x1030000184||0x1030000180
|-
| vf08 || 0x103000008C|| 0x1030000088|| 0x1030000084|| 0x1030000080|| vf25 || 0x103000019C || 0x1030000198||0x1030000194 ||0x1030000190
|-style="background-color:#EEEFF2"
| vf09 || 0x103000009C ||0x1030000098||0x1030000094 || 0x1030000090|| vf26 || 0x10300001AC|| 0x10300001A8||0x10300001A4||0x10300001A0
|-
| vf10|| 0x10300000AC|| 0x10300000A8|| 0x10300000A4|| 0x10300000A0|| vf27 || 0x10300001BC||0x10300001B8 ||0x10300001B4||0x10300001B0
|-style="background-color:#EEEFF2"
| vf11 || 0x10300000BC|| 0x10300000B8|| 0x10300000B4||0x10300000B0 || vf28 || 0x10300001CC||0x10300001C8 || 0x10300001C4||0x10300001C0
|-
| vf12 ||0x10300000CC || 0x10300000C8||0x10300000C4 || 0x10300000C0|| vf29 || 0x10300001DC||0x10300001D8 ||0x10300001D4 ||0x10300001D0
|-style="background-color:#EEEFF2"
| vf13 || 0x10300000DC|| 0x10300000D8|| 0x10300000D4|| 0x10300000D0|| vf30 || 0x10300001EC|| 0x10300001E8|| 0x10300001E4||0x10300001E0
|-
| vf14 || 0x10300000EC||0x10300000E8 || 0x10300000E4|| 0x10300000E0|| vf31 || 0x10300001FC|| 0x10300001F8|| 0x10300001F4||0x10300001F0
|-style="background-color:#EEEFF2"
| vf15 || 0x10300000FC|| 0x10300000F8|| 0x10300000F4|| 0x10300000F0|| ACC || 0x103000020C|| 0x1030000208||0x1030000204 || 0x1030000200
|-
| vf16 || 0x103000010C ||0x1030000108 || 0x1030000104|| 0x1030000100
|-
|}
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | Address
|-
| vi00 || 0x1030000210 ||Status|| 0x1030000310??
|-style="background-color:#EEEFF2"
| vi01 || 0x1030000220  || MACflag || 0x1030000320??
|-
|  vi02|| 0x1030000230  || Clipflag || 0x1030000330??
|-style="background-color:#EEEFF2"
|  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;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | Address
|-
| vi00 || 0x1040000210 ||vi16|| 0x1040000310??
|-style="background-color:#EEEFF2"
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
|-
|  vi02|| 0x1040000230  || vi18 || 0x1040000330??
|-style="background-color:#EEEFF2"
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
|-
|  vi04||  0x1040000250 ||  vi20 || 0x1040000350??
|-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 =
 
In this part, we describe the PS4 native Floating point support and OpenCL information, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. The information below came from this [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist].
 
== CPU ==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
|-
| Device Name                                ||  CXD90026AG - DG1002FGF84HT
|-
| Device Vendor                              ||  AuthenticAMD
|-
| Device Vendor ID                            ||  0x1022
|-
| Device OpenCL C Version                    ||  OpenCL C 1.2 pocl
|-
| Device Type                                ||  CPU
|-
| Max compute units                          ||  8
|-
| Max work item dimensions                    ||  3
|-
| Max work item sizes                        ||  4096x4096x4096
|-
| Max work group size                        ||  4096
|-
| Preferred work group size multiple          ||  8
|-
! Half-precision Floating-point support      !!  (n/a)
|-
! Single-precision Floating-point support    !!  (core)
|-
| Denormals                                  || Yes
|-
| Infinity and NANs                          || Yes
|-
| Round to nearest                            || Yes
|-
| Round to zero                               || Yes
|-
| Round to infinity                          || Yes
|-
| IEEE754-2008 fused multiply-add            || No
|-
| Support is emulated in software            || No
|-
| Correctly-rounded divide and sqrt operations|| Yes
|-
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|-
| Denormals                                  || Yes
|-
| Infinity and NANs                          || Yes
|-
| Round to nearest                            || Yes
|-
| Round to zero                              || Yes
|-
| Round to infinity                          || Yes
|-
| IEEE754-2008 fused multiply-add            || Yes
|-
| Support is emulated in software            || No
|-
! Execution capabilities                      !!
|-
| Run OpenCL kernels                          || Yes
|-
| Run native kernels                          || Yes
|-
| SPIR versions                              || 1.2
|-
| Device Extensions                          ||  <div align="left"><pre> cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_3d_image_writes
cl_khr_spir
cl_khr_fp64
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics </pre></div>
|-
|}
 
== GPU ==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Values
|-
|Device Name                                  ||  AMD LIVERPOOL
|-
|Device Vendor                                ||  AMD
|-
|Device Vendor ID                            ||    0x1002
|-
|Device Version                                ||  OpenCL 1.1
|-
|Device OpenCL C Version                      ||  OpenCL C 1.1
|-
|Device Type                                  ||  GPU
|-
|Max compute units                            ||  18
|-
|Max work item dimensions                      || 3
|-
|Max work item sizes                          ||  256x256x256
|-
|Max work group size                            || 256
|-
|Compiler Available                              || Yes
|-
|Preferred work group size multiple            ||  64
|-
!Half-precision Floating-point support        !!  (cl_khr_fp16)
|-
|Denormals                                    || No
|-
|Infinity and NANs                            || Yes
|-
|Round to nearest                              || Yes
|-
|Round to zero                                || No
|-
|Round to infinity                            || No
|-
|IEEE754-2008 fused multiply-add              || No
|-
|Support is emulated in software              || No
|-
!Single-precision Floating-point support    !!    (core)
|-
|Denormals                                    || No
|-
|Infinity and NANs                            || Yes
|-
|Round to nearest                              || Yes
|-
|Round to zero                                || No
|-
|Round to infinity                            || No
|-
|IEEE754-2008 fused multiply-add              || No
|-
|Support is emulated in software              || No
|-
|Correctly-rounded divide and sqrt operations  || No
|-
!Double-precision Floating-point support      !!  (cl_khr_fp64)
|-
|Denormals                                    || Yes
|-
|Infinity and NANs                            || Yes
|-
|Round to nearest                              || Yes
|-
|Round to zero                                || Yes
|-
|Round to infinity                            || Yes
|-
|IEEE754-2008 fused multiply-add              || Yes
|-
|Support is emulated in software              || No
|-
!Execution capabilities !!
|-
|Run OpenCL kernels                            || Yes
|-
|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>
|-
|}
 
= PS3 Configuration support =
 
<pre>
The PS2 emulator of the PS4 supports configurations in the known format from ps2_netemu/ps2classic that came from the PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic. To enable PS3 style configuration, add this to config-emu-ps4.txt:
 
--lopnor-config=1
--ps2-title-id=TITLE-ID
 
The configuration file needs to be in folder ...'''/patches/{TITLE-ID}/''' and the file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. The Title ID needs to be in XXXX-YYYYY format (ex. SLUS-12345). Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin. A tester confirmed that configurations work as is without even the need to edit them.
</pre>
</pre>


<pre>
This is very basic command to replace part of EE memory with other instruction.  
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.
* 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. 0.4 is highest known for now.  
For example, the Rayman 3 configuration does not work due to the command being unsupported on PS4.
* -- Fix black screen SLUS-20064 is comment
Command 0x07 is NOT recognized, but can be manually translated to CLI configuration (to "--vu-xgkick-delay=value").
* 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.
Same goes for command 0x11 (--vu0-accurate-addsub-range can be used).
* -- nop, mftgpr  $ra, $zero is just another comment, in this case explaining what is changed
</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 ||
|-
| 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.
|-
| 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
|-
| 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).
<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).
|-
| 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.
|-
| DMA writes when busy signal is engaged || Ratchet and Clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
|-
|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
|-
|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.
|-
|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.
|-
| 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.
|-
| 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.
|-
| 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=
<pre>
This is a list of glitches that the PS4 does not suffer from, as opposed to PCSX2.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! PCSX2's fix !! Games affected !! Description !! PCSX2 issue no.
|--style="background-color:#7698FF"
| || || Natively fixed || ||
|-
| Bad FPU math || Disabling EE recompiler / Janky GameDB patch ||Armored Core Nine Breaker || The AI becomes stuck on some levels, working only when EE recompiler's disabled || #8587
|-
| ? || Enabling EETimingHack || Pac-Man World 2 || Hanging in Butane Pain, Ghost Bayou, Pinky's Revenge and Clyde in the Caldera levels. || Unavailable
|-
| ? || Unavailable || Persona 3 || Stuttering noise when saving || #7316
|-
| ? || Unavailable || Mega Man X8 || Flickering subtitles on FMVS || #5192
|-
| Bad timing. || Unavailable || Spyro Enter the Dragonfly || Audio-video desync || #8286
|-
| ? || Unavailable || Petit Copter 2 || In-game hang || #10380
|-
| ? || Unavailable || Yu-Gi-Oh! The Duelists of the Roses || In-game data corruption (?) leading to a hang || #11576
|-
| IPU running faster than it should? || Janky patch || Flame of Recca: Final Burning ||  || #11335
|-
| Bad timing || Unavailable || Ape Escape 3 || Sudden burst of in-game speed at some random points in the map || Unavailable
|-
| ? || vu0RoundMode: 2 || Ape Escape 3 || The character's buster malforms when spawning anew || #11386
|--style="background-color:#D7EF54"
| || || Fixed by using certain commands || ||
|-
| Inaccurate COP2 add/sub implementation|| Unavailable || Driv3r || AI cop car drives at the incorrect direction (Fixed on PS4 with accurate COP2 add/sub) || #11714
|-
|}
 
= 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.
=== PS2 Bios ===
 
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.
The PS2 bios is the file PS20220WD20050620.crack included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that SCE used in ps2_netemu.self in PS3.
</pre>


'''PS2 BIOS file information:'''
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.
<pre>
File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
</pre>
== Files inside ROM image ==


{| class="wikitable" style="font-size:small;"
{| class="wikitable" style="font-size:small;"
Line 2,679: Line 822:
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
|-
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
| ROMDIR || 0x2780 || || BIN
|-
|-
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
Line 2,837: Line 980:
| OSDSYS || 0x139A00 ||  The browser || BIN
| 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
| PIOPRP || 0x177880 ||   || BIN
|-
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5


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


<pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 BIOS included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.  
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.


The original PS2 BIOS from models with emulated IOP, include a similar list file called XPARAM.ELF. The Title IDs there are not the same, although some of them exist on both lists.</pre>
Original PS2 bios include similar list file called XPARAM.ELF, but Title IDs there are not the same, although some of them exist on both lists.


{| class="wikitable sortable" ||  
{| class="wikitable sortable" ||
! ID in XPARAM2 !! Title !! Settings/Flags !! Remarks
|-  
|-  
! Command !! Name
| SLUS_214.52 || Valkyrie Profile 2: Silmeria || 08000000 88130000  ||
|-
|-
| 0x00 || TITLE_MASK
| SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan || 02000000 0B000000 ||
|-
|-
| 0x01 || SIO2_MASK
| SLUS_213.39 || Puzzle Challenge || 01000000 00080000 ||
|-
|-
| 0x02 || DEV9_MASK  
| SLUS_213.31 || Sonic Riders || 01000000 00080000 ||
|-
|-
| 0x03 || USB_MASK
| SLUS_210.89 || Karaoke Revolution Vol.3 || 08000000 88130000 ||
|-
|-
| 0x04 || SIF_DMA_SYNC
| SLUS_210.70 || Final Fantasy XI: Chains of Promathia || 02000000 0B000000 ||
|-
|-
| 0x05 || SIF_DMA_LOAD
| SLUS_210.59 || Tekken 5 || 0B000000 00000040 ||
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY  
| SLUS_209.18 || Super Monkey Ball: Deluxe || 01000000 00080000 ||
|-
|-
| 0x07 || MECHA_RECOGTIME  
| SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2] || 08000000 88130000 ||
|-
|-
| 0x08 || CPU_DELAY
| SLUS_208.51 || Ace Combat 5: The Unsung War || 0A000000 00005000 ||
|-
|-
| 0x09 || DEV5_INT_SPEED
| SLUS_208.38 || All-Star Baseball 2005 || 01000000 02080000 ||
|-
|-
| 0x0A || CDVD_READ_DELAY  
| SLUS_206.86 || Splashdown: Rides Gone Wild || 0A000000 00040800 ||
|-
|-
| 0x0B || SPU2_BEHAVIOR  
| SLUS_206.39 || Def Jam Vendetta || 01000000 00080000 ||
|-
|-
|}
| SLUS_206.35 || Muppets Party Cruise || 01000000 01080000 ||
 
|-
{| class="wikitable sortable" ||  
| SLUS_205.90 || Spyhunter 2 || 01000000 00080000 ||
|-
| SLUS_205.72 || Tiger Woods PGA Tour 2003 || 0A000000 E8030800 ||
|-
| SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1] || 08000000 88130000 ||
|-
| SLUS_204.33 || SWAT: Global Strike Team || 01000000 00080000 ||
|-
| SLUS_204.13 || Shadowman 2 || 0A000000 00060800 ||
|-
| SLUS_203.64 || Tiger Woods PGA Tour 2002 || 0A000000 E8030800 ||
|-
| SLUS_203.05 || Simpsons: Road Rage || 01000000 00080000 ||
|-
| SLUS_202.74 || City Crisis || 0A000000 B80B0800 ||
|-
| SLUS_200.77 || Donald Duck: Go'in Quackers || 01000000 00080000 ||
|-
| SLUS_200.11 || Orphen: Ocion of Sorcery || 09000000 10000008 ||
|-
| SLUS_200.11 || Orphen: Ocion of Sorcery || 08000000 88130000 ||
|-
| SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum) || 00000000 0000000A ||
|-
| SLPS_257.27 || Routes PE || 08000000 E8030000 ||
|-
| SLPS_257.22 || Routes PE (Limited Edition) || 08000000 E8030000 ||
|-
| SLPS_257.21 || HimeHibi - Princess Days || 0B000000 00000008 ||
|-
| SLPS_257.09 || The Familiar of Zero || 0A000000 E8030800 ||
|-
| SLPS_257.08 || The Familiar of Zero (Limited Edition) || 0A000000 E8030800 ||
|-
| SLPS_256.98 || Fatal Fury Battle Archives Volume 2 || 00000000 0000000A ||
|-
| SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune || 01000000 00180000 ||
|-
| SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel || 00000000 0000000A ||
|-
| SLPS_255.86 || Tales of the Abyss || 0A000000 E8030800 ||
|-
| SLPS_255.85 || Monster Farm 5: Circus Caravan || 07000000 05000000 ||
|-
| SLPS_255.10 || Tekken 5 || 0B000000 00000040 ||
|-
| SLPS_254.18 || Ace Combat 5: The Unsung War || 0A000000 00005000 ||
|-
| SLPS_254.06 || Hitman: Contracts || 08000000 AC0D0000 ||
|-
| SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou || 0A000000 E8030800 ||
|-
| SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate! || 01000000 00180000 ||
|-
| SLPS_253.15 || One Piece: Grand Battle 3 || 01000000 00180000 ||
|-
| SLPS_252.90 || Time Crisis 3 || 01000000 00080000 ||
|-
| SLPS_252.78 || Memories Off: Mix || 0A000000 00030800 ||
|-
| SLPS_252.75 || Def Jam: Vendetta || 01000000 02080000 ||
|-
| SLPS_252.37 || Only You || 0B000000 00000040 ||
|-
| SLPS_251.50 || Only You || 0B000000 00000040 ||
|-
| SLPS_251.42 || Tiger Woods PGA Tour 2002 || 0A000000 E8030800 ||
|-
| SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori || 0A000000 DC050800 ||
|-
| SLPS_250.81 || Saishuu Densha || 0A000000 E8030800 ||
|-
| SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 || 08000000 50140000 ||
|-
| SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 || 08000000 50140000 ||
|-
| SLPS_250.08 || Sorcerous Stabber Orphen || 08000000 1C0C0000 ||
|-
| SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby || 0B000000 00000040 ||
|-
| SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V || 08000000 581B0000 ||
|-
| SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2 || 0A000000 00030800 ||
|-
| SLPS_202.00 || Final Fantasy XI || 02000000 0B000000 ||
|-
| SLPS_201.99 || F1 2002 || 0B000000 05000200 ||
|-
| SLPS_201.97 || Surfing Air Show with RatBoy || 09000000 0A00472B ||
|-
| SLPS_201.73 || Hard Hitter 2 || 0A000000 00030800 ||
|-
| SLPS_201.72 || Koushien: Konpeki no Sora || 09000000 0A00472B ||
|-
| SLPS_201.11 || Magical Sports Pro Baseball 2001 || 09000000 0A00472B ||
|-
| SLPS_201.01 || City Crisis || 0A000000 B80B0800 ||
|-
| SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari || 0B000000 00000020 ||
|-
| SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition) || 0B000000 00000020 ||
|-
| SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament || 08000000 94110000 ||
|-
| SLPS_200.37 || Go Go Golf || 09000000 0A00472B ||
|-
| SLPS_200.20 || FIFA 2000 World Championship || 04000000 01200000 ||
|-
| SLPS_200.08 || Morita Shogi || 08000000 88130000 ||
|-
| SLPM_680.10 || || 08000000 88130000 ||
|-
| SLPM_680.07 || Karaoke Revolution (Trial) || 08000000 88130000 ||
|-
| SLPM_665.74 || Detective Evangelion || 00000000 00000002 ||
|-
| SLPM_665.58 || Tomb Raider: Legend || 08000000 E8030000 ||
|-
| SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou || 02000000 0B000000 ||
|-
| SLPM_664.36 || Aria the Natural || 01000000 00180000 ||
|-
| SLPM_664.36 || Aria the Natural || 00000000 0000000A ||
|-
| SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan || 02000000 0B000000 ||
|-
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)  || 0A000000 E8030800 ||
|-
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) || 09000000 0A00472B ||
|-
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) || 02000000 0B000000 ||
|-
| SLPM_661.75 || Akumajo Dracula: Yami no Juin || 0B000000 1C000200 ||
|-
| SLPM_661.75 || Akumajo Dracula: Yami no Juin || 08000000 60000000 ||
|-
| SLPM_661.56 || Marheaven: Arm Fight Dream || 01000000 00180000 ||
|-
| SLPM_660.57 || Taito Memories Vol.1 || 08000000 E40C0000 ||
|-
| SLPM_660.48 || The Sword of Etheria || 08000000 1C0C0000 ||
|-
| SLPM_660.48 || The Sword of Etheria || 00000000 00000002 ||
|-
| SLPM_660.33 || The Sword of Etheria || 08000000 1C0C0000 ||
|-
| SLPM_660.33 || The Sword of Etheria || 00000000 00000002 ||
|-
| SLPM_659.84 || Grand Theft Auto: San Andreas || 0A000000 E8030800 ||
|-
| SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005) || 02000000 0B000000 ||
|-
| SLPM_659.34 || Maple Colors || 0A000000 00030800 ||
|-
| SLPM_658.94 || Winning Post 6: 2005 Version || 01000000 00240000 ||
|-
| SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou || 02000000 0B000000 ||
|-
| SLPM_657.19 || Burnout 3: Takedown || 01000000 001C0000 ||
|-
| SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition) || 02000000 0B000000 ||
|-
| SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc) || 02000000 0B000000 ||
|-
| SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu || 0A000000 80030800 ||
|-
| SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku || 08000000 A00F0000 ||
|-
| SLPM_654.88 || Grand Theft Auto: Vice City || 0A000000 00030000 ||
|-
| SLPM_654.88 || Grand Theft Auto: Vice City || 09000000 00020036 ||
|-
| SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2) || 0B000000 14000200 ||
|-
| SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1) || 0B000000 14000200 ||
|-
| SLPM_652.09 || Star Ocean: Till the End of Time || 0B000000 14000200 ||
|-
| SLPM_651.97 || Nobunaga's Ambition Online || 02000000 0B000000 ||
|-
| SLPM_650.90 || Spy Hunter || 01000000 00180000 ||
|-
| SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2) || 08000000 50140000 ||
|-
| SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1) || 08000000 50140000 ||
|-
| SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen || 08000000 88130000 ||
|-
| SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition) || 08000000 88130000 ||
|-
| SLPM_624.92 || Karaoke Revolution: Kids Song Selection || 08000000 88130000 ||
|-
| SLPM_624.91 || Mega Man: The Power Battle || 04000000 00200000 ||
|-
| SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9 || 08000000 88130000 ||
|-
| SLPM_624.64 || Pop'n Taisen Pazurudame Online || 08000000 401F0000 ||
|-
| SLPM_624.57 || Karaoke Revolution: Snow & Party || 08000000 88130000 ||
|-
| SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8 || 08000000 88130000 ||
|-
| SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7 || 08000000 88130000 ||
|-
| SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6 || 08000000 88130000 ||
|-
| SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5 || 08000000 88130000 ||
|-
| SLPM_624.50 || Karaoke Revolution: Anime Song Selection || 08000000 88130000 ||
|-
| SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata || 0B000000 00000040 ||
|-
| SLPM_624.14 || Karaoke Revolution: Dreams & Memories || 08000000 88130000 ||
|-
| SLPM_623.83 || Karaoke Revolution: Night Selection 2003 || 08000000 88130000 ||
|-
| SLPM_623.82 || Karaoke Revolution: Love & Ballad || 08000000 88130000 ||
|-
| SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4 || 08000000 88130000 ||
|-
| SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3 || 08000000 88130000 ||
|-
| SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2   || 08000000 88130000 ||
|-
| SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1 || 08000000 88130000 ||
|-
| SLPM_622.39 || Supercar Street Challenge || 0A000000 00030800 ||
|-
| SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix || 08000000 5E1A0000 ||
|-
| SLPM_621.35 || Final Fantasy: XI (Beta Version) || 00000000 000000A0 ||
|-
| SLPM_621.25 || Gauntlet: Dark Legacy || 09000000 0500472B ||
|-
| SLPM_621.25 || Gauntlet: Dark Legacy || 08000000 1C0C0000 ||
|-
| SLPM_621.24 || Ready 2 Rumble Boxing: Round 2 || 08000000 88130000 ||
|-
| SLPM_621.05 || Taikou Risshiden IV || 09000000 0A00472B ||
|-
| SLPM_620.62 || Gitaroo Man One || 0A000000 40050800 ||
|-
| SLPM_620.42 || Kurogane no Houkou: Warship Commander || 01000000 00300000 ||
|-
| SLES_537.96 || FIFA Street 2 || 01000000 00180000 ||
|-
| SLES_537.55 || Castlevania: Curse of Darkness || 04000000 10000000 ||  
|-  
| SLES_536.68 || Micro Machines v4 || 01000000 01080000 ||  
|-  
| SLES_530.37 || Super Monkey Ball Deluxe || 01000000 02080000 ||
|-  
| SLES_520.97 || SWAT: Global Strike Force || 01000000 00080000 ||  
|-  
| SLES_519.97 || SWAT: Global Strike Team || 01000000 00080000 ||  
|-  
| SLES_518.44 || Time Crisis 3 || 01000000 00080000 ||  
|-  
| SLES_518.41 || SpyHunter 2 || 01000000 00080000 ||
|-  
| SLES_514.79 || Def Jam Vendetta || 01000000 02080000 ||
|-  
| SLES_512.82 || Tiger Woods PGA Tour 2003 || 0A000000 E8030800 ||  
|-  
| SLES_507.29 || || 0A000000 E8030800 ||  
|-  
| SLES_507.28 || Tiger Woods PGA Tour 2002 || 0A000000 E8030800 ||
|-  
| SLES_506.28 || Simpsons: Road Rage || 01000000 00080000 ||
|-  
| SLES_506.08 || Shadow Man 2: The Second Coming || 0A000000 00060800 ||
|-
| SLES_505.40 || Simpsons: Road Rage || 01000000 00080000 ||
|-
| SLES_504.46 || Shadow Man 2: The Second Coming || 0A000000 00060800 ||
|-
| SLES_503.64 || City Crisis || 0A000000 B80B0800 ||
|-
| SLES_500.62 || Orphen: Scion of Sorcery || 08000000 1C0C0000 ||
|-
| SLES_500.48 || Donald Duck: Quack Attack || 01000000 00080000 ||
|-
| SCUS_972.69 || Final Fantasy XI [Disc 2] || 02000000 0B000000 ||
|-
| SCUS_971.67 || PaRappa the Rapper 2 || 04000000 00200000 ||
|-
| SCPS_200.39 ||  || 00000000 00000004 ||
|-
| SCPS_175.01 || Linux (for PlayStation2) Release 1.0 || 00000000 000000A0 ||
|-
| SCPS_170.01 || Gran Turismo 4 || 0B000000 00000010 ||
|-
| SCPS_150.39 || Lifeline || 0A000000 00030800 ||
|-
| SCPS_150.38 || Lifeline || 0A000000 00030800 ||
|-
| SCPS_110.22 || Yoake no Mariko 2nd Act || 01000000 00180000 ||
|-
| SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition) || 01000000 00180000 ||
|-
| SCPS_110.18 || Yoake no Mariko || 01000000 00180000 ||
|-
| SCPS_110.10 || Yoake no Mariko (Performance Pack Edition) || 01000000 00180000 ||
|-
| SCPS_110.01 || I.Q. Remix || 00000000 000000A0 ||
|-
| SCPN_601.60 || PlayStation BB Navigator (Version 0.32) || 00000000 000000A0 ||
|-
| SCPN_601.50 || PlayStation BB Navigator (Version 0.31) || 00000000 000000A0 ||
|-
| SCPN_601.40 || PlayStation BB Navigator (Version 0.30) || 00000000 000000A0 ||
|-
| SCPN_601.30 || PlayStation BB Navigator (Version 0.20) || 00000000 000000A0 ||
|-
| SCPN_601.01 || PlayStation BB Navigator (Version 0.10) || 00000000 000000A0 ||
|-
| SCPM_621.16 || || 00000000 00000001 ||
|-
| SCPM_621.15 || || 00000000 00000001 ||
|-
| SCKA_200.49 || Tekken 5 || 0B000000 00000040 ||
|-
| SCES_532.02 || Tekken 5 || 0B000000 00000040 ||
|-
| SCAJ_201.26 || Tekken 5 || 0B000000 00000040 ||
|-
| SCAJ_201.25 || Tekken 5 || 0B000000 00000040 ||
|-
| PTPX_970.38 || || 00000000 000000A0 ||
|-
| PSXC_002.03 || PSX Update Disc 1.31 || 00000000 000000A0 ||
|-
| PSXC_002.02 || PSX Update Disc 1.20 || 00000000 000000A0 ||
|-
| PSXC_002.01 || PSX Update Disc 1.10 || 00000000 000000A0 ||
|-
| PDPX_991.09 || DVD Player (Version 3.04) || 00000000 000000A0 ||
|-
| PBPX_955.18 || || 00000000 000000A0 ||
|-
| PBPX_955.09 || Linux for PS2 Release 1.0 || 00000000 000000A0 ||
|-
| PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1) || 00000000 000000A0 ||
|-
| PBPX_955.01 || Linux for PS2 Beta Release 1 || 00000000 000000A0 ||
|-
| PBPX_952.39 || Online Start Up Disc v3.0 || 00000000 000000A0 ||
|-
| PBPX_952.35 || || 00000000 000000A0 ||
|-
| PBPX_952.28 || || 00000000 000000A0 ||
|-
| PBPX_952.24 || DVD Player (Version 2.16) || 00000000 000000A0 ||
|-
| PBPX_952.22 || DVD Player (Version 2.14) || 00000000 000000A0 ||
|-
| PBPX_952.21 || DVD Player (Version 2.12) || 00000000 000000A0 ||
|-
|PBPX_952.11 || DVD Utility Disc Version 1.00 || 00000000 000000A0 ||
|-
|PBPX_952.10 || DVD Utility Disc Version 2.10 || 00000000 000000A0 ||
|-
|PBPX_952.09 || DVD Player (Version 2.10) || 00000000 000000A0 ||
|-
|PBPX_952.08 || DVD Player (Version 2.10) || 00000000 000000A0 ||
|-
|PBPX_952.07 || DVD Player (Version 2.10) || 00000000 000000A0 ||
|-
|PBPX_952.06 || DVD Player (Version 2.01) || 00000000 000000A0 ||  
|-  
|-  
! ID !! Title !! Command !! Value !! Remarks
|PBPX_952.03 || DVD Utility Disc Version 1.01 || 00000000 000000A0 ||
|-  
|-  
|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 || 00000000 000000A0 ||  
|-
|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
|-
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.28 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_952.35 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|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
|-
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PBPX_955.18 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|PTPX_970.38 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SCPM_621.15 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
|-
|SCPM_621.16 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
|-
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||    0x1800 || SIO2_MASK
|-
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||    0x1800 || SIO2_MASK
|-
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||    0x1800 || SIO2_MASK
|-
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||    0x1800 || SIO2_MASK
|-
|SCPS_150.38 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|SCPS_150.39 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|-
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|SCPS_200.39 ||                                                                      || 0x00 ||  0x4000000 || TITLE_MASK
|-
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||    0x2000 || SIF_DMA_SYNC
|-
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||        0xB || DEV9_MASK
|-
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||      0xC1C || CPU_DELAY
|-
|SLES_503.64 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|-
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|-
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|-
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLES_507.29 ||                                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
|-
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
|-
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||      0x802 || SIO2_MASK
|-
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||      0x801 || SIO2_MASK
|-
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||      0x10 || SIF_DMA_SYNC
|-
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||    0x1800 || SIO2_MASK
|-
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||    0x3000 || SIO2_MASK
|-
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||    0x80540 || CDVD_READ_DELAY
|-
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||      0xC1C || CPU_DELAY
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|-
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||    0x1A5E || CPU_DELAY
|-
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||    0x1F40 || CPU_DELAY
|-
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||    0x2000 || SIF_DMA_SYNC
|-
|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
|-
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||    0x1450 || CPU_DELAY
|-
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||    0x1450 || CPU_DELAY
|-
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||    0x1800 || SIO2_MASK
|-
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||        0xB || DEV9_MASK
|-
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||    0x20014 || SPU2_BEHAVIOR
|-
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
|-
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
|-
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||      0x300 || CDVD_READ_DELAY
|-
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|-
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||      0xFA0 || CPU_DELAY
|-
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||    0x80380 || CDVD_READ_DELAY
|-
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||        0xB || DEV9_MASK
|-
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||        0xB || DEV9_MASK
|-
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||    0x1C00 || SIO2_MASK
|-
|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
|-
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||        0xB || DEV9_MASK
|-
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
|-
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
|-
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
|-
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
|-
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||      0xCE4 || CPU_DELAY
|-
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||    0x1800 || SIO2_MASK
|-
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||      0x60 || CPU_DELAY
|-
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||    0x2001C || SPU2_BEHAVIOR
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||        0xB || DEV9_MASK
|-
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
|-
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||    0x1800 || SIO2_MASK
|-
|SLPM_664.36 || Aria the Natural                                                    || 0x00 ||  0xA000000 || TITLE_MASK
|-
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||        0xB || DEV9_MASK
|-
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||      0x3E8 || CPU_DELAY
|-
|SLPM_665.74 || Detective Evangelion                                                || 0x00 ||  0x2000000 || TITLE_MASK
|-
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_680.10 ||                                                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||    0x2001 || SIF_DMA_SYNC
|-
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||    0x1194 || CPU_DELAY
|-
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|SLPS_201.01 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|-
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|SLPS_201.99 || F1 2002                                                              || 0x0B ||    0x20005 || SPU2_BEHAVIOR
|-
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||        0xB || DEV9_MASK
|-
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||    0x1B58 || CPU_DELAY
|-
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||      0xC1C || CPU_DELAY
|-
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||    0x1450 || CPU_DELAY
|-
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||    0x1450 || CPU_DELAY
|-
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||    0x805DC || CDVD_READ_DELAY
|-
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
|-
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
|-
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||    0x1800 || SIO2_MASK
|-
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||    0x1800 || SIO2_MASK
|-
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||      0xDAC || CPU_DELAY
|-
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
|-
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||          5 || MECHA_RECOGTIME
|-
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 ||  0xA000000 || TITLE_MASK
|-
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||    0x1800 || SIO2_MASK
|-
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 || 0xA000000 || TITLE_MASK
|-
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B ||  0x8000000 || SPU2_BEHAVIOR
|-
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||      0x3E8 || CPU_DELAY
|-
|SLPS_257.27 || Routes PE                                                            || 0x08 ||      0x3E8 || CPU_DELAY
|-
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 ||  0xA000000 || TITLE_MASK
|-
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 ||  0x8000010 || DEV5_INT_SPEED
|-
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_202.74 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|-
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||      0x801 || SIO2_MASK
|-
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||    0x80400 || CDVD_READ_DELAY
|-
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
|-
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
|-
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||        0xB || DEV9_MASK
|-
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
|-
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||     0x1388 || CPU_DELAY
|-  
|-  
|PBPX_952.01 || DVD Utility Disc Version 1.00 || 00000000 000000A0 ||
|}
|}


= Folder/File layout =
=== Folder/File layout ===


Example: Max Payne Classic
Example: Max Payne Classic
Line 3,334: Line 1,444:
│      │   │   ├── Box01.jpg
│      │   │   ├── Box01.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   ├── Page01.jpg
│      │   │   ├── Page02.jpg
│      │   │   ├── Page03.jpg
│      │   │   ├── Page04.jpg
│      │   │   ├── Page05.jpg
│      │   │   ├── Page06.jpg
│      │   │   ├── Page07.jpg
│      │   │   ├── Page08.jpg
│      │   │   ├── Page09.jpg
│      │   │   ├── Page10.jpg
│      │   │   ├── Page11.jpg
│      │   │   ├── Page12.jpg
│      │   │   ├── Page13.jpg
│      │   │   ├── Page14.jpg
│      │   │   ├── Page15.jpg
│      │   │   ├── Page16.jpg
│      │   │   ├── Page17.jpg
│      │   │   ├── Page18.jpg
│      │   │   ├── Page19.jpg
│      │   │   ├── Page20.jpg
│      │   │   ├── Page21.jpg
│      │   │   ├── Page22.jpg
│      │   │   ├── Page23.jpg
│      │   │   ├── Page24.jpg
│      │   │   ├── Page25.jpg
│      │   │   ├── Page26.jpg
│      │   │   ├── Page27.jpg
│      │   │   ├── Page28.jpg
│      │   │   ├── Page29.jpg
│      │   │   ├── Page30.jpg
│      │   │   ├── Page31.jpg
│      │   │   ├── Page32.jpg
│      │   │   ├── Page33.jpg
│      │   │   ├── Page34.jpg
│      │   │   ├── Page35.jpg
│      │   │   ├── Page36.jpg
│      │   │   ├── Page37.jpg
│      │   │   ├── Page38.jpg
│      │   │   ├── Page39.jpg
│      │   │   ├── Page40.jpg
│      │   │   ├── Page41.jpg
│      │   │   ├── Page42.jpg
│      │   │   ├── Page43.jpg
│      │   │   ├── Page44.jpg
│      │   │   ├── Page45.jpg
│      │   │   ├── Page46.jpg
│      │   │   ├── Page47.jpg
│      │   │   ├── Page48.jpg
│      │   │   ├── Page49.jpg
│      │   │   ├── Page50.jpg
│      │   │   ├── Page51.jpg
│      │   │   ├── Page52.jpg
│      │   │   ├── Page53.jpg
│      │   │   ├── Page54.jpg
│      │   │   ├── Page55.jpg
│      │   │   ├── Page56.jpg
│      │   │   ├── Page57.jpg
│      │   │   ├── Page58.jpg
│      │   │   └── Page59.jpg
│      │   │   └── Page59.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   ├── Page01.jpg
│      │   └── Page116.jpg
│      │   ├── Page02.jpg
│      │   ├── Page03.jpg
│      │   ├── Page04.jpg
│      │   ├── Page05.jpg
│      │   ├── Page06.jpg
│      │   ├── Page07.jpg
│      │   ├── Page08.jpg
│      │   ├── Page09.jpg
│      │   ├── Page100.jpg
│      │   ├── Page101.jpg
│      │   ├── Page102.jpg
│      │   ├── Page103.jpg
│      │   ├── Page104.jpg
│      │   ├── Page105.jpg
│      │   ├── Page106.jpg
│      │   ├── Page107.jpg
│      │   ├── Page108.jpg
│      │   ├── Page109.jpg
│      │   ├── Page10.jpg
│      │   ├── Page110.jpg
│      │   ├── Page111.jpg
│      │   ├── Page112.jpg
│      │   ├── Page113.jpg
│      │   ├── Page114.jpg
│      │   ├── Page115.jpg
│      │   ├── Page116.jpg
│      │   ├── Page11.jpg
│      │   ├── Page12.jpg
│      │   ├── Page13.jpg
│      │   ├── Page14.jpg
│      │   ├── Page15.jpg
│      │   ├── Page16.jpg
│      │   ├── Page17.jpg
│      │   ├── Page18.jpg
│      │   ├── Page19.jpg
│      │   ├── Page20.jpg
│      │   ├── Page21.jpg
│      │   ├── Page22.jpg
│      │   ├── Page23.jpg
│      │   ├── Page24.jpg
│      │   ├── Page25.jpg
│      │   ├── Page26.jpg
│      │   ├── Page27.jpg
│      │   ├── Page28.jpg
│      │   ├── Page29.jpg
│      │   ├── Page30.jpg
│      │   ├── Page31.jpg
│      │   ├── Page32.jpg
│      │   ├── Page33.jpg
│      │   ├── Page34.jpg
│      │   ├── Page35.jpg
│      │   ├── Page36.jpg
│      │   ├── Page37.jpg
│      │   ├── Page38.jpg
│      │   ├── Page39.jpg
│      │   ├── Page40.jpg
│      │   ├── Page41.jpg
│      │   ├── Page42.jpg
│      │   ├── Page43.jpg
│      │   ├── Page44.jpg
│      │   ├── Page45.jpg
│      │   ├── Page46.jpg
│      │   ├── Page47.jpg
│      │   ├── Page48.jpg
│      │   ├── Page49.jpg
│      │   ├── Page50.jpg
│      │   ├── Page51.jpg
│      │   ├── Page52.jpg
│      │   ├── Page53.jpg
│      │   ├── Page54.jpg
│      │   ├── Page55.jpg
│      │   ├── Page56.jpg
│      │   ├── Page57.jpg
│      │   ├── Page58.jpg
│      │   ├── Page59.jpg
│      │   ├── Page60.jpg
│      │   ├── Page61.jpg
│      │   ├── Page62.jpg
│      │   ├── Page63.jpg
│      │   ├── Page64.jpg
│      │   ├── Page65.jpg
│      │   ├── Page66.jpg
│      │   ├── Page67.jpg
│      │   ├── Page68.jpg
│      │   ├── Page69.jpg
│      │   ├── Page70.jpg
│      │   ├── Page71.jpg
│      │   ├── Page72.jpg
│      │   ├── Page73.jpg
│      │   ├── Page74.jpg
│      │   ├── Page75.jpg
│      │   ├── Page76.jpg
│      │   ├── Page77.jpg
│      │   ├── Page78.jpg
│      │   ├── Page79.jpg
│      │   ├── Page80.jpg
│      │   ├── Page81.jpg
│      │   ├── Page82.jpg
│      │   ├── Page83.jpg
│      │   ├── Page84.jpg
│      │   ├── Page85.jpg
│      │   ├── Page86.jpg
│      │   ├── Page87.jpg
│      │   ├── Page88.jpg
│      │   ├── Page89.jpg
│      │   ├── Page90.jpg
│      │   ├── Page91.jpg
│      │   ├── Page92.jpg
│      │   ├── Page93.jpg
│      │   ├── Page94.jpg
│      │   ├── Page95.jpg
│      │   ├── Page96.jpg
│      │   ├── Page97.jpg
│      │   ├── Page98.jpg
│      │   └── Page99.jpg
│      ├── medium
│      ├── medium
│      │   ├── Box01.jpg
│      │   ├── Box01.jpg
Line 3,344: Line 1,625:
│      │   │   ├── Box01.jpg
│      │   │   ├── Box01.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   ├── Page01.jpg
│      │   │   ├── Page02.jpg
│      │   │   ├── Page03.jpg
│      │   │   ├── Page04.jpg
│      │   │   ├── Page05.jpg
│      │   │   ├── Page06.jpg
│      │   │   ├── Page07.jpg
│      │   │   ├── Page08.jpg
│      │   │   ├── Page09.jpg
│      │   │   ├── Page10.jpg
│      │   │   ├── Page11.jpg
│      │   │   ├── Page12.jpg
│      │   │   ├── Page13.jpg
│      │   │   ├── Page14.jpg
│      │   │   ├── Page15.jpg
│      │   │   ├── Page16.jpg
│      │   │   ├── Page17.jpg
│      │   │   ├── Page18.jpg
│      │   │   ├── Page19.jpg
│      │   │   ├── Page20.jpg
│      │   │   ├── Page21.jpg
│      │   │   ├── Page22.jpg
│      │   │   ├── Page23.jpg
│      │   │   ├── Page24.jpg
│      │   │   ├── Page25.jpg
│      │   │   ├── Page26.jpg
│      │   │   ├── Page27.jpg
│      │   │   ├── Page28.jpg
│      │   │   ├── Page29.jpg
│      │   │   ├── Page30.jpg
│      │   │   ├── Page31.jpg
│      │   │   ├── Page32.jpg
│      │   │   ├── Page33.jpg
│      │   │   ├── Page34.jpg
│      │   │   ├── Page35.jpg
│      │   │   ├── Page36.jpg
│      │   │   ├── Page37.jpg
│      │   │   ├── Page38.jpg
│      │   │   ├── Page39.jpg
│      │   │   ├── Page40.jpg
│      │   │   ├── Page41.jpg
│      │   │   ├── Page42.jpg
│      │   │   ├── Page43.jpg
│      │   │   ├── Page44.jpg
│      │   │   ├── Page45.jpg
│      │   │   ├── Page46.jpg
│      │   │   ├── Page47.jpg
│      │   │   ├── Page48.jpg
│      │   │   ├── Page49.jpg
│      │   │   ├── Page50.jpg
│      │   │   ├── Page51.jpg
│      │   │   ├── Page52.jpg
│      │   │   ├── Page53.jpg
│      │   │   ├── Page54.jpg
│      │   │   ├── Page55.jpg
│      │   │   ├── Page56.jpg
│      │   │   ├── Page57.jpg
│      │   │   ├── Page58.jpg
│      │   │   └── Page59.jpg
│      │   │   └── Page59.jpg
│      │   ├── Page01.jpg from 01 to 116
│      │   ├── Page01.jpg
│      │   └── Page116.jpg
│      │   ├── Page02.jpg
│      │   ├── Page03.jpg
│      │   ├── Page04.jpg
│      │   ├── Page05.jpg
│      │   ├── Page06.jpg
│      │   ├── Page07.jpg
│      │   ├── Page08.jpg
│      │   ├── Page09.jpg
│      │   ├── Page100.jpg
│      │   ├── Page101.jpg
│      │   ├── Page102.jpg
│      │   ├── Page103.jpg
│      │   ├── Page104.jpg
│      │   ├── Page105.jpg
│      │   ├── Page106.jpg
│      │   ├── Page107.jpg
│      │   ├── Page108.jpg
│      │   ├── Page109.jpg
│      │   ├── Page10.jpg
│      │   ├── Page110.jpg
│      │   ├── Page111.jpg
│      │   ├── Page112.jpg
│      │   ├── Page113.jpg
│      │   ├── Page114.jpg
│      │   ├── Page115.jpg
│      │   ├── Page116.jpg
│      │   ├── Page11.jpg
│      │   ├── Page12.jpg
│      │   ├── Page13.jpg
│      │   ├── Page14.jpg
│      │   ├── Page15.jpg
│      │   ├── Page16.jpg
│      │   ├── Page17.jpg
│      │   ├── Page18.jpg
│      │   ├── Page19.jpg
│      │   ├── Page20.jpg
│      │   ├── Page21.jpg
│      │   ├── Page22.jpg
│      │   ├── Page23.jpg
│      │   ├── Page24.jpg
│      │   ├── Page25.jpg
│      │   ├── Page26.jpg
│      │   ├── Page27.jpg
│      │   ├── Page28.jpg
│      │   ├── Page29.jpg
│      │   ├── Page30.jpg
│      │   ├── Page31.jpg
│      │   ├── Page32.jpg
│      │   ├── Page33.jpg
│      │   ├── Page34.jpg
│      │   ├── Page35.jpg
│      │   ├── Page36.jpg
│      │   ├── Page37.jpg
│      │   ├── Page38.jpg
│      │   ├── Page39.jpg
│      │   ├── Page40.jpg
│      │   ├── Page41.jpg
│      │   ├── Page42.jpg
│      │   ├── Page43.jpg
│      │   ├── Page44.jpg
│      │   ├── Page45.jpg
│      │   ├── Page46.jpg
│      │   ├── Page47.jpg
│      │   ├── Page48.jpg
│      │   ├── Page49.jpg
│      │   ├── Page50.jpg
│      │   ├── Page51.jpg
│      │   ├── Page52.jpg
│      │   ├── Page53.jpg
│      │   ├── Page54.jpg
│      │   ├── Page55.jpg
│      │   ├── Page56.jpg
│      │   ├── Page57.jpg
│      │   ├── Page58.jpg
│      │   ├── Page59.jpg
│      │   ├── Page60.jpg
│      │   ├── Page61.jpg
│      │   ├── Page62.jpg
│      │   ├── Page63.jpg
│      │   ├── Page64.jpg
│      │   ├── Page65.jpg
│      │   ├── Page66.jpg
│      │   ├── Page67.jpg
│      │   ├── Page68.jpg
│      │   ├── Page69.jpg
│      │   ├── Page70.jpg
│      │   ├── Page71.jpg
│      │   ├── Page72.jpg
│      │   ├── Page73.jpg
│      │   ├── Page74.jpg
│      │   ├── Page75.jpg
│      │   ├── Page76.jpg
│      │   ├── Page77.jpg
│      │   ├── Page78.jpg
│      │   ├── Page79.jpg
│      │   ├── Page80.jpg
│      │   ├── Page81.jpg
│      │   ├── Page82.jpg
│      │   ├── Page83.jpg
│      │   ├── Page84.jpg
│      │   ├── Page85.jpg
│      │   ├── Page86.jpg
│      │   ├── Page87.jpg
│      │   ├── Page88.jpg
│      │   ├── Page89.jpg
│      │   ├── Page90.jpg
│      │   ├── Page91.jpg
│      │   ├── Page92.jpg
│      │   ├── Page93.jpg
│      │   ├── Page94.jpg
│      │   ├── Page95.jpg
│      │   ├── Page96.jpg
│      │   ├── Page97.jpg
│      │   ├── Page98.jpg
│      │   └── Page99.jpg
│      ├── small
│      ├── small
│      │   ├── Box01.jpg from 01 to 04
│      │   ├── Box01.jpg
│      │   ├── Box04.jpg
│      │   ├── Box04.jpg
│      │   ├── landscape
│      │   ├── landscape
│      │   │   ├── Box01.jpg from 01 to 04
│      │   │   ├── Box01.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   ├── Page01.jpg
│      │   │   ├── Page02.jpg
│      │   │   ├── Page03.jpg
│      │   │   ├── Page04.jpg
│      │   │   ├── Page05.jpg
│      │   │   ├── Page06.jpg
│      │   │   ├── Page07.jpg
│      │   │   ├── Page08.jpg
│      │   │   ├── Page09.jpg
│      │   │   ├── Page10.jpg
│      │   │   ├── Page11.jpg
│      │   │   ├── Page12.jpg
│      │   │   ├── Page13.jpg
│      │   │   ├── Page14.jpg
│      │   │   ├── Page15.jpg
│      │   │   ├── Page16.jpg
│      │   │   ├── Page17.jpg
│      │   │   ├── Page18.jpg
│      │   │   ├── Page19.jpg
│      │   │   ├── Page20.jpg
│      │   │   ├── Page21.jpg
│      │   │   ├── Page22.jpg
│      │   │   ├── Page23.jpg
│      │   │   ├── Page24.jpg
│      │   │   ├── Page25.jpg
│      │   │   ├── Page26.jpg
│      │   │   ├── Page27.jpg
│      │   │   ├── Page28.jpg
│      │   │   ├── Page29.jpg
│      │   │   ├── Page30.jpg
│      │   │   ├── Page31.jpg
│      │   │   ├── Page32.jpg
│      │   │   ├── Page33.jpg
│      │   │   ├── Page34.jpg
│      │   │   ├── Page35.jpg
│      │   │   ├── Page36.jpg
│      │   │   ├── Page37.jpg
│      │   │   ├── Page38.jpg
│      │   │   ├── Page39.jpg
│      │   │   ├── Page40.jpg
│      │   │   ├── Page41.jpg
│      │   │   ├── Page42.jpg
│      │   │   ├── Page43.jpg
│      │   │   ├── Page44.jpg
│      │   │   ├── Page45.jpg
│      │   │   ├── Page46.jpg
│      │   │   ├── Page47.jpg
│      │   │   ├── Page48.jpg
│      │   │   ├── Page49.jpg
│      │   │   ├── Page50.jpg
│      │   │   ├── Page51.jpg
│      │   │   ├── Page52.jpg
│      │   │   ├── Page53.jpg
│      │   │   ├── Page54.jpg
│      │   │   ├── Page55.jpg
│      │   │   ├── Page56.jpg
│      │   │   ├── Page57.jpg
│      │   │   ├── Page58.jpg
│      │   │   └── Page59.jpg
│      │   │   └── Page59.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   ├── Page01.jpg
│      │   └── Page116.jpg
│      │   ├── Page02.jpg
│      │   ├── Page03.jpg
│      │   ├── Page04.jpg
│      │   ├── Page05.jpg
│      │   ├── Page06.jpg
│      │   ├── Page07.jpg
│      │   ├── Page08.jpg
│      │   ├── Page09.jpg
│      │   ├── Page100.jpg
│      │   ├── Page101.jpg
│      │   ├── Page102.jpg
│      │   ├── Page103.jpg
│      │   ├── Page104.jpg
│      │   ├── Page105.jpg
│      │   ├── Page106.jpg
│      │   ├── Page107.jpg
│      │   ├── Page108.jpg
│      │   ├── Page109.jpg
│      │   ├── Page10.jpg
│      │   ├── Page110.jpg
│      │   ├── Page111.jpg
│      │   ├── Page112.jpg
│      │   ├── Page113.jpg
│      │   ├── Page114.jpg
│      │   ├── Page115.jpg
│      │   ├── Page116.jpg
│      │   ├── Page11.jpg
│      │   ├── Page12.jpg
│      │   ├── Page13.jpg
│      │   ├── Page14.jpg
│      │   ├── Page15.jpg
│      │   ├── Page16.jpg
│      │   ├── Page17.jpg
│      │   ├── Page18.jpg
│      │   ├── Page19.jpg
│      │   ├── Page20.jpg
│      │   ├── Page21.jpg
│      │   ├── Page22.jpg
│      │   ├── Page23.jpg
│      │   ├── Page24.jpg
│      │   ├── Page25.jpg
│      │   ├── Page26.jpg
│      │   ├── Page27.jpg
│      │   ├── Page28.jpg
│      │   ├── Page29.jpg
│      │   ├── Page30.jpg
│      │   ├── Page31.jpg
│      │   ├── Page32.jpg
│      │   ├── Page33.jpg
│      │   ├── Page34.jpg
│      │   ├── Page35.jpg
│      │   ├── Page36.jpg
│      │   ├── Page37.jpg
│      │   ├── Page38.jpg
│      │   ├── Page39.jpg
│      │   ├── Page40.jpg
│      │   ├── Page41.jpg
│      │   ├── Page42.jpg
│      │   ├── Page43.jpg
│      │   ├── Page44.jpg
│      │   ├── Page45.jpg
│      │   ├── Page46.jpg
│      │   ├── Page47.jpg
│      │   ├── Page48.jpg
│      │   ├── Page49.jpg
│      │   ├── Page50.jpg
│      │   ├── Page51.jpg
│      │   ├── Page52.jpg
│      │   ├── Page53.jpg
│      │   ├── Page54.jpg
│      │   ├── Page55.jpg
│      │   ├── Page56.jpg
│      │   ├── Page57.jpg
│      │   ├── Page58.jpg
│      │   ├── Page59.jpg
│      │   ├── Page60.jpg
│      │   ├── Page61.jpg
│      │   ├── Page62.jpg
│      │   ├── Page63.jpg
│      │   ├── Page64.jpg
│      │   ├── Page65.jpg
│      │   ├── Page66.jpg
│      │   ├── Page67.jpg
│      │   ├── Page68.jpg
│      │   ├── Page69.jpg
│      │   ├── Page70.jpg
│      │   ├── Page71.jpg
│      │   ├── Page72.jpg
│      │   ├── Page73.jpg
│      │   ├── Page74.jpg
│      │   ├── Page75.jpg
│      │   ├── Page76.jpg
│      │   ├── Page77.jpg
│      │   ├── Page78.jpg
│      │   ├── Page79.jpg
│      │   ├── Page80.jpg
│      │   ├── Page81.jpg
│      │   ├── Page82.jpg
│      │   ├── Page83.jpg
│      │   ├── Page84.jpg
│      │   ├── Page85.jpg
│      │   ├── Page86.jpg
│      │   ├── Page87.jpg
│      │   ├── Page88.jpg
│      │   ├── Page89.jpg
│      │   ├── Page90.jpg
│      │   ├── Page91.jpg
│      │   ├── Page92.jpg
│      │   ├── Page93.jpg
│      │   ├── Page94.jpg
│      │   ├── Page95.jpg
│      │   ├── Page96.jpg
│      │   ├── Page97.jpg
│      │   ├── Page98.jpg
│      │   └── Page99.jpg
│      └── thumbnails
│      └── thumbnails
│          ├── BoxThumb01.jpg
│          ├── BoxThumb01.jpg
Line 3,364: Line 1,987:
│          │   ├── BoxThumb01.jpg
│          │   ├── BoxThumb01.jpg
│          │   ├── BoxThumb04.jpg
│          │   ├── BoxThumb04.jpg
│          │   ├── Thumb01.jpg from 01 to 59
│          │   ├── Thumb01.jpg
│          │   ├── Thumb02.jpg
│          │   ├── Thumb03.jpg
│          │   ├── Thumb04.jpg
│          │   ├── Thumb05.jpg
│          │   ├── Thumb06.jpg
│          │   ├── Thumb07.jpg
│          │   ├── Thumb08.jpg
│          │   ├── Thumb09.jpg
│          │   ├── Thumb10.jpg
│          │   ├── Thumb11.jpg
│          │   ├── Thumb12.jpg
│          │   ├── Thumb13.jpg
│          │   ├── Thumb14.jpg
│          │   ├── Thumb15.jpg
│          │   ├── Thumb16.jpg
│          │   ├── Thumb17.jpg
│          │   ├── Thumb18.jpg
│          │   ├── Thumb19.jpg
│          │   ├── Thumb20.jpg
│          │   ├── Thumb21.jpg
│          │   ├── Thumb22.jpg
│          │   ├── Thumb23.jpg
│          │   ├── Thumb24.jpg
│          │   ├── Thumb25.jpg
│          │   ├── Thumb26.jpg
│          │   ├── Thumb27.jpg
│          │   ├── Thumb28.jpg
│          │   ├── Thumb29.jpg
│          │   ├── Thumb30.jpg
│          │   ├── Thumb31.jpg
│          │   ├── Thumb32.jpg
│          │   ├── Thumb33.jpg
│          │   ├── Thumb34.jpg
│          │   ├── Thumb35.jpg
│          │   ├── Thumb36.jpg
│          │   ├── Thumb37.jpg
│          │   ├── Thumb38.jpg
│          │   ├── Thumb39.jpg
│          │   ├── Thumb40.jpg
│          │   ├── Thumb41.jpg
│          │   ├── Thumb42.jpg
│          │   ├── Thumb43.jpg
│          │   ├── Thumb44.jpg
│          │   ├── Thumb45.jpg
│          │   ├── Thumb46.jpg
│          │   ├── Thumb47.jpg
│          │   ├── Thumb48.jpg
│          │   ├── Thumb49.jpg
│          │   ├── Thumb50.jpg
│          │   ├── Thumb51.jpg
│          │   ├── Thumb52.jpg
│          │   ├── Thumb53.jpg
│          │   ├── Thumb54.jpg
│          │   ├── Thumb55.jpg
│          │   ├── Thumb56.jpg
│          │   ├── Thumb57.jpg
│          │   ├── Thumb58.jpg
│          │   └── Thumb59.jpg
│          │   └── Thumb59.jpg
│          ├── Thumb01.jpg From 01 to 116
│          ├── Thumb01.jpg
│          └── Thumb116.jpg
│          ├── Thumb02.jpg
│          ├── Thumb03.jpg
│          ├── Thumb04.jpg
│          ├── Thumb05.jpg
│          ├── Thumb06.jpg
│          ├── Thumb07.jpg
│          ├── Thumb08.jpg
│          ├── Thumb09.jpg
│          ├── Thumb100.jpg
│          ├── Thumb101.jpg
│          ├── Thumb102.jpg
│          ├── Thumb103.jpg
│          ├── Thumb104.jpg
│          ├── Thumb105.jpg
│          ├── Thumb106.jpg
│          ├── Thumb107.jpg
│          ├── Thumb108.jpg
│          ├── Thumb109.jpg
│          ├── Thumb10.jpg
│          ├── Thumb110.jpg
│          ├── Thumb111.jpg
│          ├── Thumb112.jpg
│          ├── Thumb113.jpg
│          ├── Thumb114.jpg
│          ├── Thumb115.jpg
│          ├── Thumb116.jpg
│          ├── Thumb11.jpg
│          ├── Thumb12.jpg
│          ├── Thumb13.jpg
│          ├── Thumb14.jpg
│          ├── Thumb15.jpg
│          ├── Thumb16.jpg
│          ├── Thumb17.jpg
│          ├── Thumb18.jpg
│          ├── Thumb19.jpg
│          ├── Thumb20.jpg
│          ├── Thumb21.jpg
│          ├── Thumb22.jpg
│          ├── Thumb23.jpg
│          ├── Thumb24.jpg
│          ├── Thumb25.jpg
│          ├── Thumb26.jpg
│          ├── Thumb27.jpg
│          ├── Thumb28.jpg
│          ├── Thumb29.jpg
│          ├── Thumb30.jpg
│          ├── Thumb31.jpg
│          ├── Thumb32.jpg
│          ├── Thumb33.jpg
│          ├── Thumb34.jpg
│          ├── Thumb35.jpg
│          ├── Thumb36.jpg
│          ├── Thumb37.jpg
│          ├── Thumb38.jpg
│          ├── Thumb39.jpg
│          ├── Thumb40.jpg
│          ├── Thumb41.jpg
│          ├── Thumb42.jpg
│          ├── Thumb43.jpg
│          ├── Thumb44.jpg
│          ├── Thumb45.jpg
│          ├── Thumb46.jpg
│          ├── Thumb47.jpg
│          ├── Thumb48.jpg
│          ├── Thumb49.jpg
│          ├── Thumb50.jpg
│          ├── Thumb51.jpg
│          ├── Thumb52.jpg
│          ├── Thumb53.jpg
│          ├── Thumb54.jpg
│          ├── Thumb55.jpg
│          ├── Thumb56.jpg
│          ├── Thumb57.jpg
│          ├── Thumb58.jpg
│          ├── Thumb59.jpg
│          ├── Thumb60.jpg
│          ├── Thumb61.jpg
│          ├── Thumb62.jpg
│          ├── Thumb63.jpg
│          ├── Thumb64.jpg
│          ├── Thumb65.jpg
│          ├── Thumb66.jpg
│          ├── Thumb67.jpg
│          ├── Thumb68.jpg
│          ├── Thumb69.jpg
│          ├── Thumb70.jpg
│          ├── Thumb71.jpg
│          ├── Thumb72.jpg
│          ├── Thumb73.jpg
│          ├── Thumb74.jpg
│          ├── Thumb75.jpg
│          ├── Thumb76.jpg
│          ├── Thumb77.jpg
│          ├── Thumb78.jpg
│          ├── Thumb79.jpg
│          ├── Thumb80.jpg
│          ├── Thumb81.jpg
│          ├── Thumb82.jpg
│          ├── Thumb83.jpg
│          ├── Thumb84.jpg
│          ├── Thumb85.jpg
│          ├── Thumb86.jpg
│          ├── Thumb87.jpg
│          ├── Thumb88.jpg
│          ├── Thumb89.jpg
│          ├── Thumb90.jpg
│          ├── Thumb91.jpg
│          ├── Thumb92.jpg
│          ├── Thumb93.jpg
│          ├── Thumb94.jpg
│          ├── Thumb95.jpg
│          ├── Thumb96.jpg
│          ├── Thumb97.jpg
│          ├── Thumb98.jpg
│          └── Thumb99.jpg
├── sce_module
├── sce_module
│   ├── libc.prx
│   ├── libc.prx
Line 3,377: Line 2,171:
└── trophy_data
└── trophy_data
     └── SLES-50326_trophies.lua
     └── SLES-50326_trophies.lua
</pre>


= LUA include files =
<pre>
Files that some official PS2 Classics PKG files use in order for the lua files to be separate.
</pre>
</pre>


'''pad-connect-type.lua'''
<pre>
local PadConnectType = {}
PadConnectType.DS4 = 0
PadConnectType.HID              = 1 -- any 3rd party USB controller (fight stick, turbo controller, etc), always local.
PadConnectType.REMOTE_DS4      = 2 -- remote DS4 should behave just like regular DS4
PadConnectType.REMOTE_VITA      = 3 -- remote VITA lacks analog L2/R2
return PadConnectType
</pre>
'''sprite.lua'''
<pre>
local kFilterMode = {}
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
kFilterMode.Bilinear                        = 0x00000001 -- < Sample the four texels nearest the sample point, and blend linearly.
local kWrapMode = {}
kWrapMode.Wrap                              = 0x00000000 -- < The integer portion of the input coordinate is discarded, and the fractional portion is used instead. <c>U=U-floorf(U);</c>
kWrapMode.Mirror                            = 0x00000001 -- < The input coordinate is "reflected" across the texture boundary. This reflection may occur multiple times until the coordinate falls within the <c>[0..1]</c> range. <c>U=isOdd(floorf(U)) ? 1-fracf(U) : fracf(U)</c>
kWrapMode.ClampLastTexel                    = 0x00000002 -- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
kWrapMode.MirrorOnceLastTexel              = 0x00000003 -- < The input coordinate is reflected at most one time and then clamped to the range <c>[0..1]</c>. <c>U=abs(max(-1,min(1,U));</c>
kWrapMode.ClampHalfBorder                  = 0x00000004 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.MirrorOnceHalfBorder              = 0x00000005 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.ClampBorder                      = 0x00000006 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
kWrapMode.MirrorOnceBorder                  = 0x00000007 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
local kBlendMultiplier = {}
kBlendMultiplier.Zero                            = 0x00000000  -- < Multiply the associated input by zero.
kBlendMultiplier.One                              = 0x00000001  -- < Multiply the associated input by one.
kBlendMultiplier.SrcColor                        = 0x00000002  -- < Multiply the associated input by the fragment color.
kBlendMultiplier.OneMinusSrcColor                = 0x00000003  -- < Multiply the associated input by one minus the fragment color.
kBlendMultiplier.SrcAlpha                        = 0x00000004  -- < Multiply the associated input by the fragment alpha.
kBlendMultiplier.OneMinusSrcAlpha                = 0x00000005  -- < Multiply the associated input by one minus the fragment alpha.
kBlendMultiplier.DestAlpha                        = 0x00000006  -- < Multiply the associated input by the render target alpha.
kBlendMultiplier.OneMinusDestAlpha                = 0x00000007  -- < Multiply the associated input by one minus the render target alpha.
kBlendMultiplier.DestColor                        = 0x00000008  -- < Multiply the associated input by the render target color.
kBlendMultiplier.OneMinusDestColor                = 0x00000009  -- < Multiply the associated input by one minus the render target color.
kBlendMultiplier.SrcAlphaSaturate                = 0x0000000a  -- < Multiply the associated input by the minimum of 1 or fragment alpha.
kBlendMultiplier.ConstantColor                    = 0x0000000d  -- < Multiply the associated input by the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantColor            = 0x0000000e  -- < Multiply the associated input by one minus the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.Src1Color                        = 0x0000000f  -- < Multiply the associated input by a secondary fragment color.
kBlendMultiplier.InverseSrc1Color                = 0x00000010  -- < Multiply the associated input by one minus a secondary fragment color.
kBlendMultiplier.Src1Alpha                        = 0x00000011  -- < Multiply the associated input by a secondary fragment alpha.
kBlendMultiplier.InverseSrc1Alpha                = 0x00000012  -- < Multiply the associated input by one minus a secondary fragment alpha.
kBlendMultiplier.ConstantAlpha                    = 0x00000013  -- < Multiply the associated input by the constant color alpha. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantAlpha            = 0x00000014  -- < Multiply the associated input by one minus the constant color alpha. @see DrawCommandBuffer::setBlendColor()
local kBlendFunc = {}
kBlendFunc.Add                          = 0x00000000  -- < The source value is added to the destination value.
kBlendFunc.Subtract                    = 0x00000001  -- < The destination value is subtracted from the source value.
kBlendFunc.Min                          = 0x00000002  -- < The minimum of the source and destination values is selected.
kBlendFunc.Max                          = 0x00000003  -- < The maximum of the source and destination values is selected.
kBlendFunc.ReverseSubtract              = 0x00000004  -- < The source value is subtracted from the destination value.
-- Default blending mode, ideal for typical alpha channel embedded into a PNG image.
blendDefaultEquation = {
kBlendMultiplier.SrcAlpha, -- src multiplier
kBlendFunc.Add,                         -- blend function
kBlendMultiplier.OneMinusSrcAlpha,     -- dest multiplier
}
blendConstFadeEquation = {
kBlendMultiplier.ConstantAlpha, -- src multiplier
kBlendFunc.Add,                       -- blend function
kBlendMultiplier.OneMinusConstantAlpha,     -- dest multiplier
}
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
</pre>
'''MipsInsn.lua'''
<pre>
MipsInsn = {}
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
MipsInsn.IsDaddu = function(insn) return (insn & 0xfc0007ff) == 0x0000002d end -- daddu rd,rs,rt
MipsInsn.IsAddu = function(insn) return (insn & 0xfc0007ff) == 0x00000021 end -- addu rd,rs,rt
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end -- break [code]
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetRd = function(insn) return (insn >> 11) & 0x1f end
--MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end -- this can't create a negative value correctly
MipsInsn.GetSimm = function(insn)
  -- Lua5.3 shifts are all logical (WHY!?). threfore (insn<<48)>>48 cannot extend the sign.
  -- Instead of using shift, do following
  local bit = 16 -- sign bit place.
  local v = insn & 0xffff
  local m = 1 << (bit - 1)
  v = v & ((1 << bit) - 1)
  return (v ~ m) - m -- '~' is xor in Lua... how strange it is.
end
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
return MipsInsn
</pre>
'''ee-cpr0-alias.lua'''
<pre>
cpr = {}
cpr.index = 0
cpr.random = 1
cpr.entrylo0 = 2
cpr.entrylo1 = 3
cpr.context = 4
cpr.pagemask = 5
cpr.wired = 6
cpr.badvaddr = 8
cpr.count = 9
cpr.entryhi = 10
cpr.compare = 11
cpr.status = 12
cpr.cause = 13
cpr.epc = 14
cpr.prid = 15
cpr.config = 16
cpr.badpaddr = 23
cpr.hwbk = 24
cpr.pccr = 25
cpr.taglo = 28
cpr.taghi = 29
cpr.errorepc = 30
return cpr
</pre>
'''ee-gpr-alias.lua'''
<pre>
-- Recommended method to import this module:
--  local gpr = require("ee-gpr-alias")
--
-- Using the global 'lang' variable is depreciated.  This will change to a local-scope variable after
-- the depreciation period has expired in April 2016.
gpr = {}
gpr.zero = 0
gpr.at  = 1
gpr.v0  = 2
gpr.v1  = 3
gpr.a0  = 4
gpr.a1  = 5
gpr.a2  = 6
gpr.a3  = 7
gpr.t0  = 8
gpr.t1  = 9
gpr.t2  = 10
gpr.t3  = 11
gpr.t4  = 12
gpr.t5  = 13
gpr.t6  = 14
gpr.t7  = 15
gpr.s0  = 16
gpr.s1  = 17
gpr.s2  = 18
gpr.s3  = 19
gpr.s4  = 20
gpr.s5  = 21
gpr.s6  = 22
gpr.s7  = 23
gpr.t8  = 24
gpr.t9  = 25
gpr.k0  = 26
gpr.k1  = 27
gpr.gp  = 28
gpr.sp  = 29
gpr.fp  = 30
gpr.ra  = 31
return gpr
</pre>
'''ee-hwaddr.lua'''
<pre>
gif_hw  = {}
vif0_hw = {}
vif1_hw = {}
gif_hw.CHCR = 0x1000A000
gif_hw.MADR = 0x1000A010
gif_hw.QWC = 0x1000A020
gif_hw.TADR = 0x1000A030
gif_hw.ASR0 = 0x1000A040
gif_hw.ASR1 = 0x1000A050
gif_hw.SADR = 0x1000A080
vif0_hw.CHCR = 0x10008000
vif0_hw.MADR = 0x10008010
vif0_hw.QWC = 0x10008020
vif0_hw.TADR = 0x10008030
vif0_hw.ASR0 = 0x10008040
vif0_hw.ASR1 = 0x10008050
vif0_hw.SADR = 0x10008080
vif1_hw.CHCR = 0x10009000
vif1_hw.MADR = 0x10009010
vif1_hw.QWC = 0x10009020
vif1_hw.TADR = 0x10009030
vif1_hw.ASR0 = 0x10009040
vif1_hw.ASR1 = 0x10009050
vif1_hw.SADR = 0x10009080
return gif_hw, vif0_hw, vif1_hw, nil
</pre>
'''language.lua'''
<pre>
-- Recommended method to import this module:
--  local lang = require("language")
--
-- Using the global 'lang' variable is depreciated.  This will change to a local-scope variable after
-- the depreciation period has expired in April 2016.
lang = {}
lang.japanese = 0
lang.english = 1
lang.french = 2
lang.spanish = 3
lang.german = 4
lang.italian = 5
lang.dutch = 6
lang.portuguese = 7
lang.russian = 8
lang.korean = 9
lang.chinese_traditional = 10
lang.chinese_simplified = 11
lang.finnish = 12
lang.swedish = 13
lang.danish = 14
lang.norwegian = 15
lang.polish = 16
lang.portuguese_brazil = 17
lang.english_gb = 18
lang.turkish = 19
lang.spanish_la = 20
lang.arabic = 21
lang.french_canada = 22
return lang
</pre>
'''pad-and-key.lua'''
<pre>
pad = {}
-- Left Side
pad.LU = 0x0010 -- Up
pad.LD = 0x0040 -- Down
pad.LL = 0x0080 -- Left
pad.LR = 0x0020 -- Right
-- Right Side
pad.RU = 0x1000 -- Up (Triangle)
pad.RD = 0x4000 -- Down (Cross)
pad.RL = 0x8000 -- Left (Square)
pad.RR = 0x2000 -- Right (Circle)
-- aliases
pad.UP = 0x0010 -- LU
pad.DOWN = 0x0040 -- LD
pad.LEFT = 0x0080 -- LL
pad.RIGHT = 0x0020 -- LR
pad.TRIANGLE= 0x1000
pad.CROSS = 0x4000
pad.SQUARE = 0x8000
pad.CIRCLE = 0x2000
pad.L1 = 0x0400
pad.L2 = 0x0100
pad.L3 = 0x0002
pad.R1 = 0x0800
pad.R2 = 0x0200
pad.R3 = 0x0004
pad.SELECT = 0x0001
pad.START = 0x0008
keyboard = {}
keyboard.ESCAPE = 0x1000
keyboard.SLASH = 0x1001
keyboard.SEPARATOR = 0x1002 -- backslash or pipe (\|)
keyboard.BACKQUOTE = 0x1003
keyboard.PAGEDOWN = 0x1004
keyboard.PAGEUP = 0x1005
keyboard.F1 = 0x1006
keyboard.F2 = 0x1007
keyboard.F3 = 0x1008
keyboard.F4 = 0x1009
keyboard.F5 = 0x100a
keyboard.F6 = 0x100b
keyboard.F7 = 0x100c
keyboard.F8 = 0x100d
keyboard.F9 = 0x100e
keyboard.F10 = 0x100f
keyboard.F11 = 0x1010
keyboard.F12 = 0x1011
</pre>
'''ps2.lua'''
<pre>
require("ee-gpr-alias")
require("utils")
MipsInsn = {}
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
-- return FIFO queue of stack trace
-- the queue item is { caller-addr, return-from }
--
-- example:
--    print("=== stack trace ===")
--   local stack_trace = MipsStackTrace(eeObj, eeObj.GetPc()+4, eeObj.GetGpr(gpr.ra), eeObj.GetGpr(gpr.sp))
--   while not stack_trace:isEmpty() do
-- local caller = stack_trace:dequeue()
-- print( string.format(" 0x%08x [will return from : %x]", caller[1], caller[2]) )
--   end
--
-- NOTE: you must +4 against GetPc() if you in a EE/IOP hook.
-- Because EE/IOP jit executed the instruction at the address already and it might affect $sp or $ra.
--
-- obj : eeObj or iopObj
-- pc  : current pc (from GetPC or readout from thread context)
-- ra  : current ra (from GetGpr or readout from thread context)
-- sp  : current sp (from GetGpr or readout from thread context)
MipsStackTrace = function (obj, pc, ra, sp, depth)
  local max_depth = depth or 10 -- max trace depth
  local n_j = 1
  local jmax = {}
  local depth = 0
  local bdl_count = 0
  local new_pc    = 0
  local icount    = 0
  local result = Queue.new()
  local pushed_ra = Queue.new()
  while depth < max_depth and icount < 2048 do
  -- TODO: error checks
  if (pc & 3) ~= 0 then
return result
  end
  pc = pc & 0x01ffffff
  sp = sp & 0x01ffffff
  local insn = obj.ReadMem32(pc)
  -- print(string.format("trace .. pc=%x insn=%x", pc, insn))
  -- result:enqueue( { pc, insn } )
  if MipsInsn.IsJr(insn) and MipsInsn.GetRs(insn) == gpr.ra then
bdl_count = 1
depth = depth + 1
new_pc = ra
-- print(string.format("jr ra : ra=%x", ra))
icount = 0
-- print(string.format("enqueue caller pc=%x ret addr=%x", new_pc-8, pc))
result:enqueue( {new_pc-8, pc} ) -- {return-addr, where-from}
  elseif MipsInsn.IsAddiu(insn) and MipsInsn.GetRt(insn) == gpr.sp and MipsInsn.GetRs(insn) == gpr.sp then
sp = sp + MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
-- print(string.format("addiu sp,sp,** : new sp = %x", sp))
  elseif MipsInsn.IsLq(insn) or MipsInsn.IsLd(insn) or MipsInsn.IsLw(insn) then
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
-- the code might push $ra on the stack after start pc.
-- in such case, we must not retrieve $ra value from the memory.
if pushed_ra:isEmpty() then
  local imm = MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
  -- print(string.format("retrieve ra from stack(%x) : sp=%x imm=%x", sp+imm, sp, imm))
  ra = obj.ReadMem32(sp + imm)
  -- print(string.format("load ra,%x(sp) : sp = %x+%x, ra = %x", imm, sp, imm, ra))
else
  -- print(string.format("retrieve ra from pushed one"))
  pushed_ra:dequeue()
end
end
  elseif MipsInsn.IsSq(insn) or MipsInsn.IsSd(insn) or MipsInsn.IsSw(insn) then
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
pushed_ra:enqueue(pc);
end
  elseif MipsInsn.IsJ(insn) then -- j **
local imm = MipsInsn.GetTarget(insn)
imm = imm << 2
if pc == imm then
-- jump to self? maybe we can ignore it.
else
new_pc = imm
-- print(string.format("j ** : new_pc = %x", new_pc))
bdl_count = 1
for t=1, n_j do
  if jmax[t] == new_pc then
  return result -- closed loop
  end
end
if n_j > 1024 then
  return result -- jump buffer overflow
end
jmax[n_j] = new_pc
n_j = n_j + 1
end
  elseif MipsInsn.IsBeq(insn) and MipsInsn.GetRs(insn) == gpr.zero then -- beq zero,**
local offset = MipsInsn.GetOff(insn) -- ((insn<<48) >> 48)
offset = offset << 2
new_pc = pc + 4 + offset
if pc == new_pc then
-- jump to self? maybe we can ignore it
else
-- print(string.format("beq zero,** : new_pc=%x", new_pc))
bdl_count = 1
for t = 1, n_j do
  if jmax[t] == new_pc then
  return result
  end
end
if n_j > 1024 then
  return result
end
jmax[n_j] = new_pc
n_j = n_j + 1
end
  elseif MipsInsn.IsEnd(insn) then -- end
-- print(string.format("end"))
return result
  elseif MipsInsn.IsJal(insn) then -- jal **
local imm = insn & 0x03ffffff
imm = imm << 2
-- print(string.format("jal ** : addr = %x", imm))
-- call
  end
  icount = icount + 1
  pc = pc + 4
  -- -- print(string.format("bdl_count=%d", bdl_count))
  if bdl_count > 0 then
if bdl_count == 2 then
pc = new_pc
bdl_count = 0
else
bdl_count = bdl_count + 1
end
  end
  end
  return result
end
PS2 = {}
PS2.GetCurrentThread = function(eeObj) return eeObj.ReadMem32(0x12fac) end
PS2.GetThreads = function(eeObj)
  local EE_THREAD_BASE = 0x18000
  local EE_NUM_THREADS = 0x100
  local th = EE_THREAD_BASE
  local result = Queue.new()
  for t = 0, EE_NUM_THREADS-1 do
  -- 0 : node_prev
  -- 4 : node_next
  -- 8 : status
  -- 12: pc
  -- 16: sp
  -- 20: gp
  -- 24: init_pri
  -- 26: curr_pri
  -- 28: wstat
  -- 32: waitId
  -- 36: wakeupCount
  -- 40: attr
  -- 44: option
  -- 48: func
  -- 52: argc
  -- 56: args
  -- 60: stack
  -- 64: size
  -- 68: root
  -- 72: endOfHeap
  local status = eeObj.ReadMem32(th + 8)
  if status ~= 0 then
local id    = t
local pri  = eeObj.ReadMem16(th + 26)
local gp    = eeObj.ReadMem32(th + 20)
local pc    = eeObj.ReadMem32(th + 12)
local sp    = eeObj.ReadMem32(th + 16)
result:enqueue( {id=id, status=status, pri=pri, gp=gp, pc=pc, sp=sp} )
  end
  th = th + 76
  end
  return result
end
</pre>
'''utils.lua'''
<pre>
-- utility classes/functions
-- Stack
-- ex:
-- my_stack = Stack.new()
--  my_stack:push( val )
-- print( my_stack:pop( val ) )
Stack = {}
function Stack.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Stack})
end
function Stack:push(x)
  table.insert(self.buff, x)
end
function Stack:pop()
  return table.remove(self.buff)
end
function Stack:top()
  return self.buff[#self.buff]
end
function Stack:isEmpty()
  return #self.buff == 0
end
-- Queue
-- ex:
-- my_queue = Queue.new()
-- my_queue:enqueue( val )
-- print( my_queue:dequeue(val) )
Queue = {}
function Queue.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Queue})
end
function Queue:enqueue(x)
  table.insert(self.buff, x)
end
function Queue:dequeue()
  return table.remove(self.buff, 1)
end
function Queue:top()
  if #self.buff > 0 then
    return self.buff[1]
  end
end
function Queue:isEmpty()
  return #self.buff == 0
end
</pre>
= Links =
* [https://archive.org/details/sony-playstation-2-manuals-scea Archive of official manuals of PS2 Classic for PS4 games hosted on Amazon AWS (2022-09-21)]
* [https://pastebin.com/Y3mpv5QE List of official manuals of PS2 Classic for PS4 games hosted on Amazon AWS (2020-04-12)]
* [https://psi-rockin.github.io/ps2tek/ PS2 Hardware Documentation]
* [https://pastebin.com/yf802Up3 Graphics Synthetizer title fix guide]
* [https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs]
* [http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator]
* [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
* [https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables]
* [https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games]
* [https://github.com/florinsdistortedvision/ps2-classics-emus Most base emulators for PS2 Classics released on PS4 by florinsdistortedvision]
* [https://github.com/Zcor3x/Playstation-2-Classics-PS4 Most base emulators for PS2 Classics released on PS4 by Zcor3x]


{{Reverse Engineering}}
{{Reverse Engineering}}
<noinclude>
<noinclude>[[Category:Main]]</noinclude>
[[Category:Main]]
</noinclude>
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