Editing PS2 Emulation

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= Official games =
== PS2 games available on PS4 PS Store ==
* 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 =
= 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.
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.
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.


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.
=Memory Mapping=


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.
<pre>EE Flat Memory (4gb)              @ 0x00000080:00000000 -> 0x00000081:00000000
IOP Flat Memory (4gb)              @ 0x00000090:00000000 -> 0x00000091:00000000
---- Host's EE Memory Map -----------------------------------------------------
EE RAM - Kernel                    @ 0x00000080:00000000 -> 0x00000080:00080000
EE RAM - Debug                    @ 0x00000080:00078000 -> 0x00000080:00080000
EE RAM - User                      @ 0x00000080:00080000 -> 0x00000080:02000000
EE Hw Devices                      @ 0x00000080:10000000 -> 0x00000080:10010000
EE ROM                            @ 0x00000080:1FC00000 -> 0x00000080:1FFE0000
EE RAM - Uncached                  @ 0x00000080:20080000 -> 0x00000080:22000000
EE RAM - UncachedAccel            @ 0x00000080:30100000 -> 0x00000080:32000000
EE Scratchpad                      @ 0x00000080:70000000 -> 0x00000080:70004000
EE Debug                          @ 0x00000080:FFFF8000 -> 0x00000081:00000000
---- Host's IOP Memory Map ----------------------------------------------------
IOP RAM                            @ 0x00000090:00000000 -> 0x00000090:00200000
IOP RAM (mirror 1)                @ 0x00000090:00200000 -> 0x00000090:00400000
IOP RAM (mirror 2)                @ 0x00000090:00400000 -> 0x00000090:00600000
IOP RAM (mirror 3)                @ 0x00000090:00600000 -> 0x00000090:00800000
IOP Scratchpad                    @ 0x00000090:1F800000 -> 0x00000090:1F801000
IOP HW                            @ 0x00000090:1F801000 -> 0x00000090:1F810000
IOP ROM                            @ 0x00000090:1FC00000 -> 0x00000090:1FFE0000
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------


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.
R59 Binary Cache                  @ 0x00000009:14B10000 -> 0x00000009:16B10000
 
R30 Binary Cache                  @ 0x00000009:16B14000 -> 0x00000009:17314000
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.
jitVU0                            @ 0x00000009:17318000 -> 0x00000009:17B18000
jitVU1                            @ 0x00000009:17B1C000 -> 0x00000009:18B1C000
</pre>


= Emulators =
=Open CL and Floats=


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.
PS4 native Floating point supports and OpenCL info, for both CPU, and GPU. Understanding of floating points conversion is very important in emulating PS2.
<br>Below info comes from this gist: https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md
<br>There you can find more info about PS4 OpenCL.


==CPU==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators
! Info !! Value
|-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 ||
| Device Name                                ||   CXD90026AG - DG1002FGF84HT
|-
|-
|-style="background-color:#D7EF54"
| Device Vendor                              ||   AuthenticAMD
|  || 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,'''
| Device Vendor ID                            ||   0x1022
|-
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
| Device OpenCL C Version                    ||   OpenCL C 1.2 pocl
|-
|-
| 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.'''
| Device Type                                ||   CPU
|-
|-
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. ||  ||
| Max compute units                          ||   8
|-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'''
| Max work item dimensions                    ||   3
|-
|-
| 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 ||
| Max work item sizes                        ||   4096x4096x4096
|-
|-
| 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'''
| Max work group size                        ||   4096
|-
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 ||  
| Preferred work group size multiple          ||   8
|-
|-
| Destroy All Humans! 2 ||  || 0.7 ||
! Half-precision Floating-point support      !!  (n/a)
|-
|-
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
! Single-precision Floating-point support    !!  (core)
|-
|-
|-style="background-color:#D7EF54"
| Denormals                                  || Yes
|  || 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'''
| Infinity and NANs                          || Yes
|-
|-
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
| Round to nearest                            || Yes
|-
|-
| PaRappa The Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
| Round to zero                              || Yes
|-
|-
| 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 ||
| Round to infinity                          || Yes
|}
 
= Emulator Configuration =
 
The PS2 emulator can be configured through 4 files.
 
== Files ==
 
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.
 
== Commands ==
 
The rest of the CLI and Lua commands can all be found inside of any PS2 emulator's '''EBOOT.BIN''' file.
 
=== config-emu-ps4.txt commands ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Misc ||  ||
|-
|-
| --config-local-lua ||  ||  || --config-local-lua=""
| IEEE754-2008 fused multiply-add            || No
|-
|-
| --lopnor-config || 0,1 ||  Enables limited PS3's PS2 config support || --lopnor-config=1
| Support is emulated in software            || No
|-
|-
| --load-tooling-lua ||   ||  || --load-tooling-lua=0
| Correctly-rounded divide and sqrt operations|| Yes
|-
|-
| --max-console-spam ||  ||  ||
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|-
|-
| --path-snaps || dir/folder ||  Path to savestates folder || --path-snaps="/tmp/snapshots"
| Denormals                                  || Yes
|-
|-
| --path-recordings || dir/folder ||  || --path-recordings="/tmp/recordings"
| Infinity and NANs                          || Yes
|-
|-
| --path-memcards || dir/folder ||  ||
| Round to nearest                            || Yes
|-
|-
| --path-vmc || dir/folder ||  || --path-vmc="/tmp/vmc"
| Round to zero                              || Yes
|-
|-
| --emulog-file || 0, 1 ||  Creates a log file with information that is rarely useful || --emulog-file=1
| Round to infinity                          || Yes
|-
|-
| --path-emulog || dir/folder || Sets the directory of the emulog file. Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
| IEEE754-2008 fused multiply-add            || Yes
|-
|-
| --path-manual || dir/folder ||  ||
| Support is emulated in software            || No
|-
|-
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
! Execution capabilities                      !!
|-
|-
| --path-trophydata || dir/folder ||  || --path-trophydata="/app0/trophy_data"
| Run OpenCL kernels                          || Yes
|-
|-
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
| Run native kernels                          || Yes
|-
|-
| --path-postproc || dir/folder || Post-processing (shaders?) ||
| SPIR versions                              || 1.2
|-
|-
| --path-toolingscript || dir/folder ||  || --path-toolingscript="/app0/patches"
| Device Extensions                          ||  <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
cl_khr_fp64</pre>
|-
|-
| --snapshot-name ||  ||  ||
|}
 
==GPU==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Values
|-
|-
| --snapshot-datafile ||  ||  ||  
|Device Name                                  ||   AMD LIVERPOOL
|-
|-
| --snapshot-restore ||  ||  ||  
|Device Vendor                                ||   AMD
|-
|-
| --snapshot-save || frameId(?) ||  ||
|Device Vendor ID                            ||   0x1002
|-
|-
| --snapshot-mcd-files ||  ||  ||
|Device Version                                ||  OpenCL 1.1
|-
|-
| --snapshot-repeat || repeat_count ||  ||
|Device OpenCL C Version                      || OpenCL C 1.1
|-
|-
| --snapshot-modulo ||  ||  ||
|Device Type                                  ||  GPU
|-
|-
| --host-keyboard || slot [0-7] ||  || --host-keyboard=4
|Max compute units                            || 18
|-
|-
| --host-window-scale || scale/float ||  || --host-window-scale=0.5
|Max work item dimensions                      || 3
|-
|-
| --host-window-pos || x,y ||  ||
|Max work item sizes                          || 256x256x256
|-
|-
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
|Max work group size                            || 256
|-
|-
| --host-graph || fps || Debug option that requires an unleaked debug ps2 bios || --host-graph=fps
|Compiler Available                              || Yes
|-
|-
| --host-osd || verbose, minimal ||  || --host-osd=0
|Preferred work group size multiple            || 64
|-
|-
| --host-vsync || 0, 1 || Enable or disable vsync || --host-vsync=1
!Half-precision Floating-point support        !!  (cl_khr_fp16)
|-
|-
| --host-trophy-support ||  ||  ||
|Denormals                                    || No
|-
|-
| --rtc-epoch || unix_time (seconds since epoch) ||  || --rtc-epoch=1523776362
|Infinity and NANs                            || Yes
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
|Round to nearest                              || Yes
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
|Round to zero                                || No
|-
|-
| --framelimit-scalar || scalar/float || || --framelimit-scalar=3.2
|Round to infinity                            || No
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
|IEEE754-2008 fused multiply-add              || No
|-
|-
| --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
|Support is emulated in software              || No
|-
|-
| --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
!Single-precision Floating-point support    !!    (core)
|-
|-
| --verbose-cpu-cycles=1 || 0,1 || ? || --verbose-cpu-cycles=1
|Denormals                                    || No
|-
|-
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|Infinity and NANs                            || Yes
|-
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
|Round to nearest                              || Yes
|-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
|Round to zero                                || No
|-
|-
| --path-audio-images || dir/folder ||  ||  
|Round to infinity                            || No
|-
|-
| --record-audio ||  ||  ||  
|IEEE754-2008 fused multiply-add              || No
|-
|-
| --record-audio-img ||  ||  ||  
|Support is emulated in software              || No
|-
|-
| --record-audio-image ||  || ||  
|Correctly-rounded divide and sqrt operations || No
|-
|-
| --record-audio-ext ||  ||  ||
!Double-precision Floating-point support      !!  (cl_khr_fp64)
|-
|-
| --host-audio || 1,0,on,off,mono ||  || --host-audio=1
|Denormals                                    || Yes
|-
|-
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
|Infinity and NANs                            || Yes
|-
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
|Round to nearest                              || Yes
|-
|-
|-style="background-color:#D7EF54"
|Round to zero                                || Yes
| || Controllers || ||  
|-
|Round to infinity                            || Yes
|-
|-
| --ds4-deadzone-adjust ||  ||  ||  
|IEEE754-2008 fused multiply-add              || Yes
|-
|-
| --ds4-diagonal-adjust ||  ||  ||  
|Support is emulated in software              || No
|-
|-
| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
!Execution capabilities !!
|-
| --host-gamepads || 0, 1 ||  || --host-gamepads=1
|-
|-
| --pad-record ||  0, 1  ||  Enables logging pad info in emulog ||
|Run OpenCL kernels                            || Yes
|-
|-
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
|Run native kernels                            || No
|-
|-
| --mtap1 || Disabled, Always, ByHost || Multitap switch. The values are correct but the multitap only works in certain games. || --mtap1=always
|Device Extensions                              || <pre>cl_khr_byte_addressable_store
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics cl_khr_glob
al_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>
|-
|-
| --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 ===
= Emulator Configuration =
 
== Files ==


<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.
Emulator configuration is probably handled by 4 files:
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) ====
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.


===== [https://www.psdevwiki.com/ps2/Emotion_Engine EE] =====
== Commands ==


<pre>Commands for the emulated Emotion Engine. These commands may improve performance, prevent crashes, or provide better core sync.</pre>
=== 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 !! 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
| --gs-uprender || none, 2x2 || Internal resolution uprender || --gs-uprender=2x2
|-
|-
| --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?
| --gs-upscale || none, gpu, edgesmooth, motionvec || upscaler? || --gs-upscale=EdgeSmooth
|-
|-
| [[--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
| --config-local-lua ||   ||   || --config-local-lua=""
|-
|-
|-style="background-color:#D7EF54"
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
| || 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
| --record-audio || || ||  
|-
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || Register allocation setting. Setting it to 0 may prevent crashes. ||  
| --record-audio-img || || ||  
|-
|-
| --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
| --record-audio-image || || ||  
|-
|-
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
| --record-audio-ext || || ||  
|-
|-
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none
| --max-console-spam || || ||  
|-
|-
| --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
| --path-snaps || dir/folder ||   || --path-snaps="/tmp/snapshots"
|-
|-
| --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
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
|-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
| --path-audio-images || dir/folder ||   ||  
|-
|-
| --ee-ignore-break || 0, 1 || Turns a BREAK instruction into a NOP Instruction. ||  
| --path-memcards || dir/folder ||   ||
|-
|-
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
|-
|-
| --ee-jit-opt-debug || 0, 1 || ||
| --path-emulog || dir/folder ||   || --path-emulog="/tmp/recordings"
|-
|-
| --ee-pc-coherency || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
| --path-manual || dir/folder ||   ||
|-
|-
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
|-
| --ee-inst-marking || 0,1? || ||
|-
|-
| --ee-insn-marking || 0,1? || ||  
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
|-
|-
| --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. ||  
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|-
|-
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. ||
| --path-postproc || dir/folder || Post-processing (shaders?) ||
|-
|-
| --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. ||
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
|-
|-
| --ee-validate-kernel || 0, 1 || ||  
| --snapshot-name || || ||  
|-
|-
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting ||  
| --snapshot-datafile || || ||  
|-
|-
| --ee-regalloc-preserve-scalar ||  LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
| --snapshot-restore ||  || ||  
|-
|-
| --ee-regalloc-preserve-simd || ReadOnly, RO, WriteOnly WO, RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
| --snapshot-save || frameId(?) ||   ||
|-
|-
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
| --snapshot-mcd-files || || ||  
|-
|-
| --vtune-ee || || ||
| --snapshot-repeat || repeat_count ||   ||
|-
|-
| --ee-live32 || 0,1? || ||  
| --snapshot-modulo || || ||  
|-
|-
| --ee-cache-breaks-block || 0,1 || End recompiler block on r5900 cache opcode. ||
| --ds4-deadzone-adjust || || ||  
|-
|-
| --ee-evt-check-full || 0, 1 || Perform more accurate EE event check ||  
| --ds4-diagonal-adjust || || ||  
|-
|-
| --ee-peephole || 0, 1? || ||
| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
|-
| --host-gamepads ||  ||  ||
|-
| --host-keyboard || slot [0-7] ||  || --host-keyboard=4
|-
| --host-audio || 1,0,on,off,mono ||  || --host-audio=1
|-
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
|-
|-
| --ee-load-rewrites || 0,1? || ||  
| --host-window-scale || scale/float ||   || --host-window-scale=0.5
|-
|-
| --ee-store-rewrites || 0,1? || ||  
| --host-window-pos || x,y ||   ||
|-
|-
| --ee-precompile-trace || || ||
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
|-
|-
| --ee-penalize-short-blocks || 0, 1 || Add cycles to short recompiled blocks? ||
| --host-osd || 0,off,minimal,verbose ||   || --host-osd=0
|-
|-
| --ee-mem-check-eob || || EE memory check end of block ||  
| --host-vsync ||   ||   ||
|-
|-
| --ee-insn-callmark || || ||
| --host-trophy-support ||   ||   ||
|-
| --ee-inline-limit-full || insn_count/integer ||  ||
|-
|-
| --ee-inline-limit-partial || || ||
| --rtc-epoch || unix_time (seconds since epoch) ||   || --rtc-epoch=1523776362
|-
|-
| --ee-stlf-cycle-threshold || ? ||?||  
| --framelimiter || || ||  
|-
|-
| --detect-idle-ee || 0, 1 || || --detect-idle-ee=1
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
|-
|-
|}
| --framelimit-scalar ||  scalar/float || scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
 
=====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
| --framelimit-mode || normal,fast,fastest,slow,slower,slowest ||   || --framelimit-mode=fast
|-
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0
|-
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0
|-
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-muldiv  || 0 = Disabled<br>1 = Enabled  || Allows the FPU to accurately Divide/Multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1
|-
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1
|-
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
|-style="background-color:#7698FF"
| --audio-stretching ||   ||   ||
|| Speedhacks || ||
|-
|-
| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default, disabling it helps with achieving full FPU accuracy. || --fpu-rsqrt-fast-estimate=1
| --ps2-lang || system  || sets language || --ps2-lang=system
|-
|-
| --fpu-accurate-mul-fast || 0, 1 || Speedhack for CLI FPU muldiv commands.  || --fpu-accurate-mul-fast=1
| --pad-record ||   ||   ||
|-style="background-color:#FFAA00"
|| Other || ||
|-
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5) || --max-disc-num=1
|-
|-
| --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
| --ps2-title-id ||   || sets title-id for patches  || --ps2-title-id=SLES-50366
|-  
|-
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
|-  
|-
| --fpu-clamp-results || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-results=1
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
|-  
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
|}
|}


===== COP2 =====
=== XXXX-YYYYY_cli.conf commands ===


<pre>VU0 Macro-mode. These commands assist the FPU.</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 || ||
|-
|-
| --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
| --mtap1 || always, ByHost || Multitap Switch || --mtap1=always
|-
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
|-
| --cop2-const-prop || 0, 1 || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
|-
| --cop2-di-bits || 0, 1 || 0 to skip setting invalid, and div by Zero flags in status register, and therefore improve performance. Can be used as a speedhack to skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --cop2-no-clamping || 0, 1 || Changes the clamping behavior of the COP2. The default value is set to 1.  || --cop2-no-clamping=0
| --mtap2 || always, ByHost || Multitap Switch || --mtap2=always
|-
|-
| --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
| --ee-cache-breaks-block || || ||  
|-
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats (Offset range seems not to directly match EE's) || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1
|-
| --cop2-accurate-addsub ||  1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1
|-
|-
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. (Offset range seems not to directly match EE's. It is possibly 0x95400~ behind(?) || --cop2-accurate-addsub-range=0x123456,0x134567
| --ee-validate-kernel || || ||  
|-
|-
|-style="background-color:#FFAA00"
| --ee-block-validation || PageProt,ShortHash,Hash,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
| || Other || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=ShortHash ||  
|-  
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
|-
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
|-
| --cop2-use-rcp || 0, 1 || Enables SSE RCP. Disabled by default ||
|-
| --cop2-use-rsqrt || 0, 1 || Enables SSE RSQRT || --cop2-use-rsqrt=0
|-
| --cop2-clamp-operands || 0, 1 || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0, 1 || Affects the COP2's clamping behavior  || --cop2-clamp-results=1
|-
|}
 
==== Vector Units (VU) ====
 
===== 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
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --ee-const-folding=none
|-
|-
| --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
| --ee-load-rewrites || || ||  
|-
|-
|-style="background-color:#D7EF54"
| --ee-store-rewrites || || ||  
|| 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
| --ee-live32 || || ||  
|-
|-
| --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
| --ee-pc-coherency || || ||  
|-
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
|-  
| --vu-to-double || 0, 1 || Converts floats to double. Enabling it is the accurate option.  || --vu-to-double=1
|-
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
| --ee-inst-marking || || ||  
|-
|-style="background-color:#7698FF"
|| Speedhacks || ||
|-
|-
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
| --ee-kernel-hle ||  || High-level emulation kernel ||  
|
| --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
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
|-
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
|-
| --vu-inst-mflag  || 0, 1 || Instant macflag? It's enabled by default. When disabled, some texture chunks pop and fade. || --vu-inst-mflag=1
|-
| --vu-inst-cflag || 0, 1 || Instant cflag?  || --vu-inst-cflag=1
|-
| --vtune-vu  || ? || ? ||
|-
| --vu-jit-disasm  || 0, 1, 2 || ? || --vu-jit-disasm=1
|-
| --vu-range-merge || vu_inst_cnt || ? ||
|-
|}
 
===== VU1 =====
 
<pre>VU1 is the Graphics Synthesizer’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS (graphical glitches).</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --vu1-mpg-cycles  || Decimals<br>0 - 65535 || Set initial speed for VU1 Micro-programs. 100 is the default value. If VU1 requirements were a bottleneck, increasing it will result in better performance while decreasing it will result in the opposite. Increasing it can be beneficial for MTVU sensitive games.|| --vu1-mpg-cycles=1000<br><pre> Symbols (They change values close to VU1-mpg-cycles' offset):
| --ee-regalloc-simd || || register allocation setting ||  
 
$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and change them. $1 will go 4 bytes forward and change the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes' value.
 
'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth.
 
'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU1 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself if you go far enough. These numbers are in HEX. Infinite amounts of '-' and '+' symbols seem to be supported.</pre>
|-
|-
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0
| --ee-regalloc-preserve-scalar || 0,none,LoadOnly,StoreOnly,LS || register allocation setting ||  
|-
|-
| --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
| --ee-regalloc-preserve-simd || || register allocation setting ||  
|-
|-
| --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
| --ee-static-block-links || options Type,Type,... [None,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|-
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
|-
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=newprog
|-
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog
| --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
|-
|-style="background-color:#D7EF54"
|  || Game fixes / Graphical fixes || ||
|-
|-
| --vu1 || jit-sync || Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
| --ee-jit-disasm || 0,1=mips,2=x86 || Emotion Engine Just in Time disassembler mode (?) ||  
|-
|-
| --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
| --ee-jit-pagefault-threshold || || || --ee-jit-pagefault-threshold=30
|-
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
|-
|-
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x7FF) ||  Allows the VU1 to accurately add/subtract in the specified ee memory range by using software floats rather than hardware floats.|| --vu1-accurate-addsub-range=0x0000,0x0600
| --ee-context-switch-cycles || || ||  
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x7FF) || Allows the VU1 to accurately multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --vu1-mul0fix-range=0x123,0x123
|-
| --vu1-injection || 0, 1 || unknown || --vu1-injection=1
|-
|-
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with Jak emus. Sony uses it for their official release of Primal || --vu1-native-patch=1
| --ee-evt-check-full || || ||  
|-
|-
|-style="background-color:#FEA15C"
| --ee-cycle-scalar || multiplier/float || || --ee-cycle-scalar=1.0
| || Other || ||
|-
|-
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1
| --ee-mem-check-eob || || ||  
|-
| --vu1-use-rcp || 0, 1 || Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default ||
|-
|-
| --vu1-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
| --ee-sif0-cycle-scalar || multiplier/float || || --ee-sif0-cycle-scalar=2.0
|-  
|-
| --vu1-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
| --ee-sif1-cycle-scalar || multiplier/float || || --ee-sif1-cycle-scalar=0.1
|-  
|-
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=1
| --iop-sif0-cycle-scalar || multiplier/float || || --iop-sif0-cycle-scalar=1.5
|-
|-
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q.  || --vu1-inst-q=1  
| --iop-sif1-cycle-scalar || multiplier/float || || --iop-sif1-cycle-scalar=1.8
|-  
|-
| --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
| --iop-block-validation || IsC, ShortHash || ||  
|-  
|-
|}
| --iop-validate-kernel || || ||
 
|-
===== VU0 =====
| --iop-shorthash-len || || ||  
 
<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):
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
 
$ 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
| --iop-pc-coherency || || ||  
|-
|-
| --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
| --iop-inst-marking || || ||  
|-
| --vu0-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1
|-
| --vu0-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
|-
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
|-
|-
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
| --iop-jit-disasm || || ||  
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| --iop-evt-check-full || || ||  
|-
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. || --vu0-no-clamping=0
|-
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. ||  
|-
|-
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0x1FF) || Allows the VU0 to accurately Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats ||
| --iop-cycle-scalar || || ||  
|-
|-
|-style="background-color:#FEA15C"
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
| || Other || ||
|-
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
| --vu-to-double || || Converts floats to double instead of clamping? ||
|-
|-
| --vu0-inst-q || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
| --vu-branch-hazard || || ||
|-  
|-  
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
| --vu-evil-branches || || Delay slot branch related ||
|-  
|-  
| --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
| --vu-d-bit  || 0/1 || ignore D-bit? || --vu-d-bit=0
|-  
|-  
| --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
| --vu-t-bit  || 0/1 || ignore T-bit? || --vu-t-bit=0
|-  
|-  
| --vu0-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
| --vu-inst-mflag  || || Instant mac flag? ||
|-  
|-  
| --vu0-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=1
| --vu-inst-cflag || || Instant clipping flag? ||
|-  
|-  
|}
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals || --vu-custom-min-max=0
 
|-
==== DMA Channels ====
| --vu-custom-fused-madd  || || Custom FMA (fused multiply-add) ||
 
|-
===== VIF =====
| --vu-opt-jr-caching  || || Optimize Jump Register caching? vi15? ||
 
|-
<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>
| --vu-opt-sf-check  || || Status flag related? ||
 
|-
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
| --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
! Command !! Values !! Notes !! Usage
|-  
|-style="background-color:#D7EF54"
| --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
| || 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
| --vu-range-merge || vu_inst_cnt || ||
|-  
| --vu0-opt-flags  || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize VU recompilation || --vu0-opt-flags=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.  ||
|-
| --vu0-opt-subroutine  || || ||
|-
| --vu0-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
|-
| --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
|-  
| --vu0-clamp-results  || 0, 1 || vu0 clamp for results of operations || --vu0-clamp-results=1
|-
| --vu0-inst-q  || || instant Q, not stall on WAITQ  ||
|-
| --vu0-inst-p || || instant P, not stall on WAITP ||
|-
| --vu0-use-rcp  || || use sse rcp ||
|-
| --vu0-use-rsqrt || || use sse rsqrt ||
|-
| --vu0-di-bits || ||  ||
|-
| --vu0-jr-cache-policy || newprog,sameprog,auto || || --vu0-jr-cache-policy=sameprog
|-
|-
| --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
| --vu0-jalr-cache-policy || newprog,sameprog,auto || || --vu0-jalr-cache-policy=sameprog
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xFFF) || Fix for games that multiply by zero ||
|-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
| --vu1 || || || --vu1=jit-sync
|-
|-
| --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
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FFF) || Fix for games that multiply by zero ||
|}
|-
 
| --vu1-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize VU recompilation || --vu1-opt-flags=0
===== SIF =====
|-
 
| --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. ||
<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>
|-  
 
| --vu1-opt-subroutine || || ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
|-  
! Command !! Values !! Notes !! Usage
| --vu1-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
|-style="background-color:#99bbff"
|-  
| || || SIF1 (IOP) ||
| --vu1-no-clamping || 0, 1 || No clamping for vu1 (default 1) || --vu1-no-clamping=0
|-
|-  
| --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
| --vu1-clamp-operands || 0, 1 || vu1 clamp on operand stage || --vu1-clamp-operands=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
| --vu1-clamp-results || 0, 1 || vu1 clamp for results of operations || --vu1-clamp-results=1
|-style="background-color:#99ddff"
|-  
|  ||  || SIF0 (EE) ||
| --vu1-inst-q || || instant Q, not stall on WAITQ ||
|-
|-  
| --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
| --vu1-inst-p || || instant P, not stall on WAITP ||
|-
| --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
| --vu1-jr-cache-policy || newprog,sameprog,auto || || --vu1-jr-cache-policy=sameprog
|-
| --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
| --vu1-jalr-cache-policy || newprog,sameprog,auto || || --vu1-jalr-cache-policy=sameprog
|-  
|-  
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1
| --vu1-use-rcp || || use sse rcp ||
|-
| --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
| --vu1-use-rsqrt || || use sse rsqrt ||
|-
| --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
| --vu1-di-bits || || ||
|-  
|-  
| --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"
| --vu1-injection || 0, 1 or enable/disable depend on emu revision || || --vu1-injection=1
|-  
|-  
| --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
| --vtune-vu  || || ||
|-  
|-  
| --gs-dirty-page-policy || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-dirty-page-policy=1
| --vu-jit-disasm  || || ||
|-  
|-  
| --gs-ignore-dirty-page-border || 0, 1 || Unknown. Used by Samurai Shodown Anthology ||--gs-ignore-dirty-page-border=1
| --vu1-mpg-cycles  || cycles_per_Microprogram || || --vu1-mpg-cycles=1000
|-  
|-  
| --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
| --fpu-to-double || || Converts floats to double instead of clamping? ||
|-
|-
| --gs-opt-frbuff-switch || 0, 1 || Unknown. Used by Everybody's Tennis/Hot Shots Tennis || --gs-opt-frbuff-switch=0
| --fpu-rsqrt-fast-estimate || 0,1 || || --fpu-rsqrt-fast-estimate=1
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge"
|-  
|-  
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
| --fpu-no-clamping || 0, 1 || No clamping for fpu (ee/fpu clamping: none in pcsx2)|| --fpu-no-clamping=0
|-
|-
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
| --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
|-
| --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) ||
|-
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-muldiv  || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv=0x123456
|-
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-mul-fast || 1 || || --fpu-accurate-mul-fast=1
|-
| --fpu-accurate-addsub || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub=0x234567
|-
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
| --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues.  ||
| --cop2-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize COP2 recompilation || --cop2-opt-flags=1
|-  
|-  
| --gs-vert-precision || 8, 16 || This option allows the user to choose between 8-bit and 16-bit precision for the vertex calculations in 3D graphics rendering. It reduces the likelihood of visual distortions such as jagged edges, improper alignment of polygons, or model "warping." The emu expects the values of 8 or 16, any other values are not permitted. || --gs-vert-precision=8
| --cop2-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-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
|-
| --cop2-no-clamping || || No clamping for COP2 (default 1) || --cop2-no-clamping=0
|-
|-
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567
|-
| --cop2-clamp-operands || 0,1 || clamp on operand stage || --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0,1 || clamp for results of operations || --cop2-clamp-results=1
|-
| --cop2-regalloc || || ||
|-
| --cop2-inst-q || || instant Q, not stall on VWAITQ ||
|-
| --cop2-inst-p || || ? ||
|-
| --cop2-use-rcp || || use sse rcp ||
|-
| --cop2-use-rsqrt || 0,1 || use sse rsqrt || --cop2-use-rsqrt=0
|-
| --cop2-di-bits || ||  ||
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-range=0x123456,0x134567
|-
| --cop2-accurate-mul || offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-mul=0x123456
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-mul-range=0x123456,0x134567
|-  
|-  
| --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
| --cop2-accurate-addsub || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub=0x123456
|-  
|-  
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. In essence, it blurs/sharpens image. ||
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub-range=0x123456,0x134567
|-
|-
| --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
| --vif-ignore-invalid-cmd || 0,1 || Ignore invalid vif commands || --vif-ignore-invalid-cmd=1
|-
|-
| --gs-render-tile-threshold || 0, 3000000 || Unknown. Used by Psychonauts|| --gs-render-tile-threshold=300000
| --vif1-instant-xfer || || ||  
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --vif-thread-chunk-size || int/kilowords || ||
|-
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|--force-frame-blend || 0, 1 || || --force-frame-blend=1
|-
|-
| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1
| --gs-scanout-delay || hsync_count/integer || ||
|-  
|-  
| --gs-motion-factor || 25, 50 ||  Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
| --gs-fieldswap-delay || || Wait longer than usual to change field ||
|-
|-  
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
| --gs-use-deferred-l2h || || Some delay option for L2H || -gs-use-deferred-l2h=1  
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=1
|-  
|-  
| --gs-check-trans-rejection68 || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
| --gs-uprender || none,2x2 || Rendering upscaler (use higher internal resolution) || --gs-uprender=2x2
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, || after recompilation upscaler? || --gs-upscale=EdgeSmooth
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|-
| --gs-progressive || || Force progressive scan?  ||
|-
| --gs-force-bilinear || || || --gs-force-bilinear=1
|-
|-
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1
| --gs-frontend-opt-mode || (0-2?) || || --gs-frontend-opt-mode=1
|-
| --gs-use-mipmap || 0,1 || Required for CL kernels using mipmaping || --gs-use-mipmap=1
|-
| --gs-use-clut-merge || 0.1 || Required for CL kernels using merging CLUT || --gs-use-clut-merge=1
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision || Kernel Variant || --gs-kernel-cl="clutmerge"
|-
| --gs-kernel-cl-up || h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp || Kernel Variant Upscaler || --gs-kernel-cl-up="clutmerge2x2"
|-
| --gs-optimize-30fps || || || --gs-optimize-30fps=1
|-
| --gs-motion-factor || motion factor || ||
|-
|-
|-style="background-color:#9042f5"
| --gs-override-small-tri-area ||  || ||  
|| Aspect ratio || ||
|-
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
| --gs-check-trans-rejection68 || || ||
|-
| --gs-check-trans-rejection || || ||
|-
| --gs-skip-dirty-flush-on-mipmap ||  || Require mipmap GS CL kernel ||
|-
| --gs-packed15-fmv-opt || || ||
|-
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? ||
|-  
|-  
| --gs-scanout-offsety || relative offset/ignored || A zoom in setting in the y direction || --gs-scanout-offsety=27
| --gs-scanout-offsety || relative offset/ignored || ||
|-
| --gs-dirty-page-policy || || ||
|-
| --force-pal-60hz || 0,1 || Force 60hz PAL mode || --force-pal-60hz=1
|-
| --gs-flush-ad-xyz || always, safe, off, 0 || || --gs-flush-ad-xyz=safe
|-
| --gs-render-tile-threshold || || || --gs-render-tile-threshold=300000
|-
| --gs-uv-shift-pointsampling || || || --gs-uv-shift-pointsampling=1
|-
|-
| --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
| --safe-area-min || area/float (range 0.9 to 1.0) || || --safe-area-min=0.9
|-
|-
|-style="background-color:#FEA15C"
| --threaded-gs || 0,1 (more?) || || --threaded-gs=0
| || Other || ||
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
| --gs-opt-frbuff-switch || || || --gs-opt-frbuff-switch=1
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| --gs-ignore-rect-correction || || || --gs-ignore-rect-correction=1
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| --cdvd-sector-read-cycles || || || --cdvd-sector-read-cycles=4000
|-
|-
| --gs-hdr-support || 0, 1? || ? ||
|}
|}


==== IOP ====
=== XXXX-YYYYY_config.lua ===
 
It is most powerful config. Allow direct patching EE/IOP/VU memory, hooks registers, hook dma. Everything can be done here.


<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>
If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).


'''Known functions:
'''
Require cleanup.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --iop-cycle-scalar ||<br>Accelerate IOP cycles: (0.999 => 0.100)<br>Decelerate IOP cycles: (1.001 => 5.000)|| '''Not a performance speedhack'''. It impacts the speed of loading times and input latency. The default value for most emulators is 0.5|| --iop-cycle-scalar=1.0
! !! getEmuObject class !!
|-
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <pre>LoadConfig SaveConfig GetPad AddVsyncHook RemoveVsyncHook AddEntryPointHook
RemoveEntryPointHook AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard SetFormattedCard
OpenDiscTray CloseDiscTray SwitchDisc EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook SetGsTitleFix
SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal ForceRefreshRate
LoadFsShader SetDisplaySafeArea PadSetLightBar emuAddPadHook PadPressureStickRemap
SetVolumes GetVolumes SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre>
|-
|-
| --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
|LoadConfig || ||
|-
|-
| --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
|SaveConfig || ||
|-
|-
| --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
|GetPad || ||
|-
|-
|-style="background-color:#FEA15C"
|AddVsyncHook || emuObj.AddVsyncHook(<data or name of local that store it>) || emuObj.AddVsyncHook(update_notifications_p1)
|  || Other || ||
For update_notifications_p1 details check SLUS-21550 features file.
|-
|-
| --iop-validate-kernel || 0, 1 || ||  
|RemoveVsyncHook || ||
|-
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
|AddEntryPointHook || ||
|-
|-
| --iop-pc-coherency || 0, 1||  ||  
|RemoveEntryPointHook || ||
|-
|-
| --iop-inst-marking || 0, 1? || ||  
|AddLoginHook || ||
|-
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
|RemoveLoginHook || ||
|-
|-
| --iop-jit-disasm || || ||  
|AddLogoutHook || ||
|-
|-
| --iop-evt-check-full || 0, 1 ?|| ||  
|RemoveLogoutHook || ||
|-
|-
|}
|CheckEntitlement || ||
 
====CDVD====
 
<pre>The emulated CDVD settings. These commands help games with timing issues.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#e9f562"
|  || General commands || ||
|-
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
|AddImageHook || ||
|-
|-
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
|AddGifTagHook || ||
|-
|-
| --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
|SwapMemCard || ||
|-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
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
Allow to bypass verify check?
|-
|-
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,
|OpenDiscTray || ||
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
|CloseDiscTray || ||
|-
|-
|}
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
 
====Misc====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| --idec-cycles-per-qwc || int/multiplier || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|-
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
|GetDiscId || ||
|-
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
|GetDiscTitleId || ||
|-
|-
| --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
|AddSectorReadHook || ||
|-
|-
| --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
|AddMCWriteHook || ||
|-
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
|ShowDiscSwitchInfo || ||
|-
|-
| --detect-idle-chcr|| 0, 1|| Enabled by default, 0 disables it  || --detect-idle-chcr=0
|GetPs4SystemLang || ||
|-
|-
| --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"
|SetPs2Lang || ||
|-
|-
| --cop2 || jit, trans || ? ||  
|ThrottleNorm || ||
|-
|-
| --vu0 || jit, trans || ? ||  
|ThrottleFast || ||
|-
|-
| --r30 || jit, trans || ? ||  
|ThrottleMax || ||
|-
|-
|}
|AddAssertionHook || ||
 
|-
==== PCSX2's gameindex ====
| SetGsTitleFix || ||  [[PS2_Emulation#SetGsTitleFix|More info]]
 
|-
<pre>PCSX2's commands on the PS4 (or the commands which behave similarly)</pre>
|SetDeinterlace || ||
 
<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
|SetDisplayAspectWide || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#03fcb1|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
|SetDisplayAspectNormal || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=0<br>--vu0-no-clamping=0<br>--cop2-no-clamping=0  ||
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
|-
|-
| {{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 ||
|LoadFsShader || || FragmentShader
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=0<br>--fpu-no-clamping=0<br> ||
|SetDisplaySafeArea || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3  || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=1<br>--fpu-no-clamping=1<br> ||
|PadSetLightBar || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}eeRoundMode: || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1<br>--fpu-accurate-addsub=1 ||
|emuAddPadHook || ||
|-
|-
| {{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= ||
|PadPressureStickRemap || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}vu1RoundMode: || {{cellcolors|#03fcb1|#000000}}--vu1-accurate-addsub-range=<br>--vu1-mul0fix-range=||
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || emuObj.SetVolumes(0.3162, 1.0, 1.0) values, in floats 1.0 = 100%
|-
|-
| {{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
|GetVolumes || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1 ||  
|SetAudioRoute || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#03fcb1|#000000}}--gs-uv-shift-pointsampling=1 ||
|GetAudioRoute || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#03fcb1|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
|AddSnapshotLoadedHook || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
|RemoveSnapshotLoadedHook || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#03fcb1|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
|IsNeoMode || || Check that PS4 run in NEO (PRO) mode.
|-
|-
| {{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
|IsToolingVerbose || ||
|-
|-
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#03fcb1|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
| emuMediaPatch || emuMediaPatch(disc sector, 12 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file
|-
|-
| {{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.
! !! getIOPObject class !!
|-
|-
| {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="DarkCloud2" ||
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
GetCPR0 SetCPR0 iopInsnReplace</pre>
|-
|-
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#03fcb1|#000000}}--force-frame-blend=1 ||
|ReplaceMem64 || ||
|}
 
=== 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>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
|ReplaceMem32 || ||
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.
|-
|-
|}
|ReplaceMem16 || ||
===== (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
|ReplaceMem8 || ||
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)
|ReadMemFloat || ||
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)
|WriteMemFloat || ||
|-
|-
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> ||  
|-
|-
|RemoveEntryPointHook || ||
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> ||  
|-
|-
|AddLoginHook || ||
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
iopObj.ReadMem32(gp - 348)
|-
|-
|RemoveLoginHook || ||
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|-
|-
|AddLogoutHook || ||
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|-
|-
|RemoveLogoutHook || ||
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|-
|-
|AddImageHook || ||
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|-
|-
|AddGifTagHook || ||
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|-
|-
| 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>) )
|ReadMemStr || ||
|-
|-
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
|AddHook || ||
|-
|-
|AddAssertionHook ||emuObj.AddAssertionHook() ||
|RemoveHook || ||
|-
|-
|AddSnapshotLoadedHook || ||
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|-
|-
|RemoveSnapshotLoadedHook || ||
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|-
|-
|AddPadHook ||emuObj.AddPadHook() ||
|GetPc || ||
|-
|-
|-style="background-color:#ff8080"
|SetPc || ||
| || 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%
|GetCPR0 || ||
|-
|-
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
|SetCPR0 || ||
|-
|-
|SetAudioRoute || ||
| 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
|-
|-
|GetAudioRoute || ||
! !! getEEObject class !!
|-style="background-color:#c2c2d6"
|  || Game loading speed ||
|-
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
|-
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|ReplaceMem64 || ||
|-
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.
|ReplaceMem32 || ||
|-style="background-color:#ffe680"
|  || CDVD ||  
|-
|-
|OpenDiscTray || ||
|ReplaceMem16 || ||
|-
|-
|CloseDiscTray || ||
|ReplaceMem8 || ||
|-
|-
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|ReadMemFloat || ||
|-
|-
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|WriteMemFloat || ||
|-
|-
| GetDiscTitleId || ||
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|-
|-
|ShowDiscSwitchInfo || emuObj.ShowDiscSwitchInfo() ||
|ReadMemFloat128 || ||
|-
|-
|-style="background-color:#FEA15C"
|WriteMem128 || ||
| || Other ||  
|-
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|WriteMemFloat128 || ||
|-
|-
|LoadConfig || emuObj.LoadConfig( 0 or 1 )|| emuObj.LoadConfig(0)
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
|-
|-
|SaveConfig || emuObj.LoadConfig( 0 or 1 ) || emuObj.LoadConfig(0)
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
|-
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:  
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
<div align="left"><pre>local CheckInputs = function()
eeObj.ReadMem32(gp - 31348)
 
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 || ||
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|-
|-
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
Allow to use custom memory card.
|-
|-
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|-
|-
| 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)
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
<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.
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|-
|-
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
|ReadMemStr || ||
|-
|-
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <pre>local W1 =
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre>
|-
|-
| IsToolingVerbose || ||
|RemoveHook || ||  
|-
|-
|CheckEntitlement || ||
|AddPreHook || ||
|-
|-
| 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.
|RemovePreHook || ||
|-style="background-color:#c6ecd9"
|  || GS related ||
|-
|-
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
|RemovePostHook || ||
|-
|-
| SetGsTitleFix || emuObj.SetGsTitleFix() || [[PS2_Emulation#SetGsTitleFix|More info]]
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|-
|-
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|SetGpr64 || ||
|-
|-
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
| GetGprFloat || || Get gpr value as float value
|-
|-
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
| SetGprFloat || || Set gpr value as float value
|-
|-
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
|GetGpr / GetGPR || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
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 || ||
|SetGpr / SetGPR || eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
Require defined getEEObject() as eeObj
|-
|-
|}
| GetFprHex || || Get floating point register value as hex string
 
===== (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
| SetFprHex || || Set floating point register value as hex string
|-style="background-color:#7698FF"
|  || Memory editing ||  
|-
|-
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
| GetFpr / GetFPR || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
| SetFpr / SetFPR || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
But we can also combine commands to add/sub from registers
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
|GetPc || ||
|-
|-
|ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) ||
|SetPc || ||
|-
|-
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|-
|-
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
|-
|-
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|SchedulerDelayEvent || || values? gif.dma,  vif0.dma,  vif1.dma,  sif0.dma,  sif1.dma,  ipu0.dma, ipu1.dma
|-
|-
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|DmaAddHook || ||
|-
|-
|WriteMem128 || ||
|DmaRemoveHook || ||
|-
|-
|WriteMemFloat128 || ||
|WaitVu1 || ||
|-
|-
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
|Vu1MpgCycles || ||
|-
|-
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
|GetPcRingBuffer || ||
|-
|-
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
|WriteMemStr || ||
eeObj.ReadMem32(gp - 31348)
|-
|-
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|FastForwardClock || ||
|-
|-
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|AdvanceClock || ||
|-
|-
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|WriteMemStrZ || ||
|-
|-
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|Precompile || ||
|-
|-
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|CalcInsnHash || ||
|-
|-
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
|AddJitResetHook || ||
|-
|-
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
|RemoveJitResetHook || ||
|-
|-
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
|getOverlayObject || || local eeOverlay = eeObj.getOverlayObject()
|-style="background-color:#ff9999"
|  || GPR require (Necessary for register related commands)||
|-
|-
| || local gpr = require( "ee-gpr-alias" )
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
|-
|-
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
! !! getGLSObject class !!
|-
|-
|SetGpr64 || ||
| getGLSObject || ||  
|-
|-
| GetGprFloat || || Get gpr value as float value
|Enable || ||
|-
|-
| SetGprFloat || || Set gpr value as float value
|EnableServerRecording || ||  
|-
|-
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|Pause || ||  
|-
|-
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
! !! getGsObject class !!
Require defined getEEObject() as eeObj
|-
|-
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
| getGsObject || local gsObj = getGsObject() ||  
|-
|-
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|SetL2HMode || ||
|-
|-
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|SetUprenderMode || ||
|-
|-
| SetFpr  || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
|SetUpscaleMode || ||
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
|GetFramesInQueue || ||
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|SetFrameSkipping || ||
|-
|-
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||
|SetDeinterlaceShift || || gsObj.SetDeinterlaceShift(0)
|-
|-
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||
! !! getAudioObject class !!
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
| getAudioObject || ||  
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
|RemoveHook || ||  
| muteStreamingAll || ||  
|-
|-
|AddPreHook || ||
| muteStreamingMain || ||  
|-
|-
|AddPostHook || ||
| muteStreamingBGM || ||  
|-
|-
|RemovePreHook || ||
! !! getRemotePlayObject class !!
|-
|-
|RemovePostHook || ||
| getRemotePlayObject || ||  
|-
|-
|AddJitResetHook || ||
| Enable || ||  
|-
|-
|RemoveJitResetHook || ||
! !! getVideoRecordingObject class !!
|-
|-
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
| getVideoRecordingObject || ||
|-
|-
|-style="background-color:#ffb3b3"
| Enable || ||  
| || Dma ||  
|-
|-
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
! !! getSharePlayObject class !!
<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 || ||
| getSharePlayObject || ||  
|-
|-
|-style="background-color:#b3f0ff"
| Enable || ||  
| || Speedhacks ||  
|-
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
! !! getSpriteObject group  !!
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.FastForwardClock()
end)
</pre>
|-
|-
|AdvanceClock || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles.
|getSpriteObject || ||
<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 (?)
|Enable || ||
|-
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
|Disable || ||
|-style="background-color:#FEA15C"
|  || Other ||  
|-
|-
| CallPredicate
|BindFragmentShader || ||
|-
|-
|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.
|SetShaderParams || ||
|-
|-
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
|BindTexture || ||
|-
|-
|GetPcRingBuffer || ||
|SetPosXY || ||
|-
|-
|Precompile || || Requires unknown values
|SetSizeXY || ||
|-
|-
|CalcInsnHash || ||
|SetPosUV || ||
|-
|-
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|SetSizeUV || ||
|-
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
|PrintContext || ||
|-
|-
|}
|SetBlendColor || ||
 
====== 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
! !! Not require Obj call group, or unknown !!
|-
|-
|reserved || ||
| apiRequest || apiRequest(<api version>) || example: apiRequest(0.1)
Different emu versions support different highest api.
Calling api is mandatory. some commands require higher version.
|-
|-
|ignoreSubBuffCov|| ||ignore ? buffer coverage
| 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
|-
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
| 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? Command will fail if size is above 254.
|-
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
| 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 memcpy, and memset should be in all emus.
|-
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
|-
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
| GsCustomShader || ||  
|-
|-
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
|-
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
| 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.
|-
|-
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
| Unlock || ||  
|-
|-
|forceBiLinear || ||
| getScreenShotObject || ||  
|-
|-
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} ) ||
| IsUnlocked || ||  
|-
|-
|forceSimpleFetch ||   emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <pre align="left">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>
|-
|-
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
| eeDebugBreak || ||  
|-
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
| CsBindShader || ||  
|-
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
| CsSetParamInt32 || ||  
|-
|-
|includeAreaUpdate|| ||
| CsSetParamFloat || ||  
|-
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
| CsResetContext || ||  
|-
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
| CsPrintContext || ||  
|-
|-
|changeAlpha|| ||
| PsBindShader || ||  
|-
|-
|}
| PsSetParamInt32 || ||  
 
<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 || ||
| PsSetParamFloat || ||  
|-
|-
|texType || {texType = 3}|| (1-3, more? )
| PsResetContext || ||  
|-
|-
|texMode || || 1 - Point? , 2 - bilinear
| PsPrintContext || ||  
|-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>
===Registers for hook===
|-
Registers defined in alias files.
|tw || || texture width
|-
|th || || texture height
|-
|ztst || || Z (depht) test method
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3


0 -                      All pixels fail
'''GetGpr/SetGpr
1 -                      All pixels pass
'''
2 - Pass if Z grater or equal to Z buffer
<pre>gpr.zero gpr.at
3 -        Pass if Z grater than Z buffer</pre>
gpr.v0  gpr.v1
|-
gpr.a0  gpr.a1  gpr.a2  gpr.a3
|mmin || || MMIN flag
gpr.t0  gpr.t1  gpr.t2  gpr.t3
<pre>NEAREST                = 0
gpr.t4  gpr.t5  gpr.t6  gpr.t7
LINEAR                = 1
gpr.s0  gpr.s1  gpr.s2  gpr.s3
NEAREST_MIPMAP_NEAREST = 2
gpr.s4  gpr.s5  gpr.s6  gpr.s7
NEAREST_MIPMAP_LINEAR  = 3
gpr.t8  gpr.t9
LINEAR_MIPMAP_NEAREST = 4
gpr.k0  gpr.k1
LINEAR_MIPMAP_LINEAR   = 5</pre>
gpr.gp  gpr.sp  gpr.fp  gpr.ra
gpr.lo  gpr.hi  gpr.sa
 
example: eeObj.GetGpr(gpr.a1) </pre>
 
'''GetCPR0/SetCPR0
'''
<pre>cpr.index   cpr.pagemask
cpr.random   cpr.wired
cpr.entrylo0      cpr.badvaddr
cpr.entrylo1      cpr.count
cpr.context   cpr.entryhi
 
 
cpr.compare   cpr.config    cpr.taglo
cpr.status   cpr.badpaddr cpr.taghi
cpr.cause   cpr.hwbk cpr.errorepc
cpr.epc   cpr.pccr
cpr.prid
 
example: eeObj.GetCPR0(cpr.status) </pre>
 
===SetGsTitleFix===
 
One of very important commands in ps2 emu lua, allow to change GS behavior. Part of EmuObject() class, used frequently in official configs.
 
'''Commands'''
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Notes
|-
|-
|prim || || GS primitive type
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|fillArea || ||
|-
|frameW || ||
|-
|renderSelf || ||  
|-
|-
|hasClut || ||  
|reserved ||
|-
|-
|alphaTest || ||  
|forceBiLinear ||
|-
|-
|primTest || ||  
|ignoreSubBuffCov|| ignore ? buffer coverage
|-
|-
|workLoadThreshold || ||  
|trianglesAsParticles||
|-
|-
|alpha || || <pre> example: alpha=0x80000044
|ignoreAreaUpdate||
alpha=0</pre>
|-
|-
|tbp || || texture base pointer
|SetSelfRender||
|-
|-
|cbp || {cbp = 0x2390} || CLUT buffer base pointer
|ignoreSprite||
|-
|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)
|clipScissors||
|-
|-
|fbmask || { fbmask= 0x00FFFFFF}||  Framebuffer mask(?)
|forcePoint||
|-
|-
|totalArea || ||  
|forcePointSampling||
|-
|-
|packedRegs || ||  
|setRejectionArea||
|-
|-
|packedRegsLo || ||  
|ignoreUpRender|| Ignore uprender for texture type described in params
|-
|-
|packedRegsHi || ||  
|includeAreaUpdate||
|-
|-
|packedRegsNum || ||  
|forceSimpleFetch||
|-
|-
|packedFlags || ||  
|fetchFromCurrBuff||
|-
|-
|packedPrim || ||  
|ignoreUpShiftTri||
|-
|-
|areaNumFrames || ||  
|skipPacked||
|-
|-
|waveThreshold || ||  
|changeAlpha||
|-
|-
|loadThreshold || ||  
|ignoreUpRenderTimeout||
|-
|-
|fixSpriteDivTab || ||
|}
|}


===== (IOP) IOPObject =====
'''Arguments/variables
 
'''
<pre>Commands for the emulated input-output processor</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! Argument !! 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
|alpha_mask ||  
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>) ||
|alphaIsNot || alpha - is not X
|-
|-
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
|texMode || 1 - Point? , 2 - bilinear
|-
|-
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
|twIsLess || texture width - is less than X
|-
|-
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
|thIsLess || texture height - is less than X
|-
|-
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|twIsNot || texture width - is not X
|-
|-
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|thIsNot || texture width - is not X
|-
|-
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||
|psmIsNot || texture pixel storage format - is not X
|-
<pre>PSMCT32  = 0  PSMT4HL = 36
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
PSMCT24  = 1  PSMT4HH = 44
|-
PSMCT16  = 2  PSMZ32  = 48
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
|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>
|-
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
|tw || texture width
|-
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|th || texture height
|-
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
|ztst || Z (depht) test method
iopObj.ReadMem32(gp - 348)
<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>
|-
|-
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|mipIsGt || mip level is grater than X (?)
|-
|-
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|mmin || MMIN flag
|-
<pre>NEAREST                = 0
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
LINEAR                = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR  = 5</pre>
|-
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|prim || GS primitive type
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|primIsNot || GS primitive type - is not
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|ReadMemStr || ||
|fillArea ||  
|-
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|frameW ||  
|-
|-
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|renderSelf ||  
|-
|-
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
|hasClut ||  
|-
|-
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|alphaTest ||  
|-
|-
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|primTest ||  
|-
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|workLoadThreshold ||  
|-
|-
|-style="background-color:#FEA15C"
|alpha || <pre> example: alpha=0x80000044
|  || Clock speed ||
alpha=0</pre>
|-
|-
| FastForwardClock || iopObj.FastForwardClock() ||
|texType || (1-3, more? )
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
|-
|-
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
|tbp || texture base pointer
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
|cbp || CLUT buffer base pointer
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|AddHook || iopObj.AddHook()||
|psm || texture pixel storage format
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|mxl || maximum mip level (0-6)
|-
|fbmask || ?
|-
|totalArea ||  
|-
|-
|RemoveHook || iopObj.RemoveHook()||
|packedRegs ||  
|-
|-
|}
|packedRegsLo ||  
 
===== (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() ||
|packedRegsHi ||  
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||  
|-
|-
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
|packedRegsNum ||  
|-
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|packedFlags ||  
|-
|-
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode.  Overrides CLI
|packedPrim ||  
|-
|-
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|areaNumFrames ||  
|-
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|waveThreshold ||  
|-
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|loadThreshold ||  
|-
|-
|fixSpriteDivTab ||
|}
|}


===== Does not require Object calling or Unknown =====
===Example configs===
 
===Official example===
<pre>
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.4)
 
-- Star Wars: Racer Revenge (SLES-50366) [US]


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
local eeObj = getEEObject()
! Command !! Usage !! Notes
 
|-
eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
| 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
eeInsnReplace(0x13BCD0, 0x3c023f80, 0x3C023F40) -- Zoom
|-
eeInsnReplace(0x1153B4, 0x3c023f80, 0x3C023FAB) -- Y-FOV
| 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>
-- Track#
|-
-- The Grand Reefs : 6
| 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)
-- Ruins of Carnuss Gorgull : 9
|-
eeObj.AddHook(0x187330, 0x3c010001, function()
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
local track = eeObj.GetGpr(gpr.a1)
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
print(string.format("Track : %d", track))
But functions from this list should be available in every emu:
if track == 6 or track == 9 then
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
eeObj.Vu1MpgCycles(1000) -- makes it be 30fps.
fabs cosf fabsf
else
sinf acosf asinf
eeObj.Vu1MpgCycles(100) -- default value.
sqrtf fptoui fptodp
end
litodp dptoli dptofp
end)
memcpy memset strlen</pre>  
</pre>
|-
===Custom config.lua example===
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
 
|-
Here is the first custom lua config created by the community:
| GsCustomShader || ||
 
|-
<pre>
| Unlock || ||
apiRequest(0.1)
|-
 
| IsUnlocked || ||
-- Fix black screen SLUS-20064
|-
 
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- nop, mftgpr  $ra, $zero
0x27bdfff0, -- addiu $sp, -0x10
</pre>
0xffbf0000, -- sd $ra, 0(sp)
 
0xffb00008, -- sd $s0, 8(sp)
This is very basic command to replace part of EE memory with other instruction.
0x3c05000f, -- lui $a1, 0x000f
* 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.  
0x34a57000, -- ori $a1, 0x7000
* -- Fix black screen SLUS-20064 is comment
0x0c0db8b6, -- jal Script::State::DoString
* 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.
0x0080802d, -- move $s0, $a0
* -- nop, mftgpr  $ra, $zero is just another comment, in this case explaining what is changed
0x24050001, -- li $a1, 1
 
0x0c0dba4c, -- jal Script::State::IsNull(int)
==PS3 Config support==
0x0200202d, -- move $a0, $s0
 
0xdfb00008, -- ld $s0, 8(sp)
Emulator support configs in format known from ps2_netemu/ps2classic from PS3.
0xdfbf0000, -- ld $ra, 0(sp)
To enable ps3 style config add this to config-emu-ps4.txt:
0x03e00008, -- jr ra
 
0x27bd0010  -- addiu $sp, 0x10
*--lopnor-config=1
})</pre></div>
*--ps2-title-id=TITLE-ID
|-
 
| eeDebugBreak || ||  
Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).
|-
<br>Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
| CsBindShader || ||  
<br>Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
 
 
'''Config repository:''' https://github.com/Zarh/ManaGunZ/tree/master/pkgfiles/USRDIR/sys/CONFIG
Just download as raw file, and rename correctly.
 
Note that not all configs will be supported. Tested are ICE AGE 2, and DOA2, work fine, Rayman config not work due to unsupported command.
Please keep in mind that not all commands seems to be recognized, good candidates are configs with [Net] Command ID : 0xZZ
where 0xZZ is 0x01 (not sure about that one), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27
You can check that here, but sadly only for GX/SOFT configs (most of overall anyway): https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= PS2 Bios =
 
==Description==
 
The PS2 bios is the file PS20220WD20050620.crack included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that SCE used in ps2_netemu.self in PS3.
 
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
 
==Files==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
|-
| CsSetParamInt32 || ||  
| ROMDIR || 0x2780 || || BIN
|-
|-
| CsSetParamFloat || ||  
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|-
|-
| CsResetContext || ||  
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|-
|-
| CsPrintContext || ||  
| LOGO || 0xA2D0 || PS1 logo? || BIN
|-
|-
| PsBindShader || ||  
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF.  || BIN
|-
|-
| PsSetParamInt32 || ||  
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|-
|-
| PsSetParamFloat || ||  
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|-
|-
| PsResetContext || ||  
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
|-
|-
| PsPrintContext || ||  
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|-
|-
|}
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
 
<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 !!
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|-
|-
| getGLSObject || ||  
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
|-
|-
|Enable || ||
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|-
|-
|EnableServerRecording || ||  
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|-
|-
|Pause || ||  
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
|-
|-
! !! getAudioObject class !!
| SYSCLIB || 0x2BE30 || System C Library. || ELF
|-
|-
| getAudioObject || ||  
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|-
|-
| muteStreamingAll || ||  
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|-
|-
| muteStreamingMain || ||  
| VBLANK || 0x38020 || V-Blank management || ELF
|-
|-
| muteStreamingBGM || ||  
| IOMAN || 0x38DB0 || IO Manager || ELF
|-
|-
! !! getRemotePlayObject class !!
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
|-
|-
| getRemotePlayObject || ||  
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|-
|-
| Enable || ||  
| ADDDRV || 0x3DF60 || Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|-
|-
! !! getVideoRecordingObject class !!
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
|-
|-
| getVideoRecordingObject || ||
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
|-
|-
| Enable || ||  
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
|-
|-
! !! getSharePlayObject class !!
| EESYNC || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
|-
|-
| getSharePlayObject || ||  
| EENULL || 0x40E10 || The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|-
|-
| Enable || ||  
| PS1ID || 0x40E50 || Only found in newer boot ROMs || BIN
|-
|-
! !! getSpriteObject group  !!
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|-
|-
|getSpriteObject || ||
| PS1VERJ || 0x40F50 ||   || BIN
|-
|-
|Enable || ||
| PS1VERA || 0x40F60 ||   || BIN
|-
|-
|Disable || ||
| PS1VERE || 0x40F70 || || BIN
|-
|-
|BindFragmentShader || ||
| PS1VERC || 0x40F80 || || BIN
|-
|-
|SetShaderParams || || <div align="left">
| PS1VERH || 0x40F90 || || BIN
<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 || ||
| OSDSYS || 0x40FA0 || The browser || BIN
|-
|-
|SetPosXY || ||
| - || 0x40FB0 ||   || BIN
|-
| RDRAM || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|-
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|-
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|-
|-
|SetSizeXY || ||
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|-
|-
|SetPosUV || ||
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|-
|-
|SetSizeUV || ||
| EECONF || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
|-
|-
|PrintContext || ||
| - || 0x49FF0 ||   || BIN
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
<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
| - || 0x4B160 ||   || BIN
|-
|-
| 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.
| TBIN || 0x4B800 || The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
|-
|-
| getScreenShotObject || ||  
| XSHA1 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
|-
|-
|}
| XLOADFILE || 0x5A740 || Updated module || ELF
 
|-
==== Registers for hook ====
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
 
|-
Registers defined in alias files.  
| - || 0x5F420 ||  || BIN
 
|-
'''GetGpr/SetGpr
| MCSERV || 0x61340 || RPC server for MCMAN. || ELF
'''
|-
<pre>gpr.zero gpr.at
| - || 0x63040 ||  || BIN
gpr.v0  gpr.v1
|-
gpr.a0  gpr.a1  gpr.a2  gpr.a3
| KROMG || 0x64000 ||   || BIN
gpr.t0  gpr.t1  gpr.t2  gpr.t3
|-
gpr.t4 gpr.t5  gpr.t6  gpr.t7
| - || 0x65CC0 ||   || BIN
gpr.s0  gpr.s1  gpr.s2  gpr.s3
|-
gpr.s4  gpr.s5  gpr.s6  gpr.s7
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
gpr.t8  gpr.t9
|-
gpr.k0  gpr.k1
| - || 0x7FE70 ||   || BIN
gpr.gp  gpr.sp  gpr.fp  gpr.ra
|-
gpr.lo  gpr.hi  gpr.sa
| ROMVER || 0x7FF00 || ROM version. || BIN
 
|-
example: eeObj.GetGpr(gpr.a1)
| - || 0x7FF10 ||  || BIN
</pre>
|-
 
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
'''GetCPR0/SetCPR0
|-
'''
| - || 0x7FF90 ||  || BIN
<pre>cpr.index   cpr.pagemask
|-
cpr.random   cpr.wired
| ROMGSCRT || 0x80000 ||  || BIN
cpr.entrylo0      cpr.badvaddr
|-
cpr.entrylo1      cpr.count
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
cpr.context   cpr.entryhi
 
 
cpr.compare   cpr.config    cpr.taglo
cpr.status   cpr.badpaddr  cpr.taghi
cpr.cause   cpr.hwbk cpr.errorepc
cpr.epc   cpr.pccr
cpr.prid
 
example: eeObj.GetCPR0(cpr.status) </pre>
 
 
==== 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>
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.1)
-- EA sports cricket 07 bug 9392
-- Performance fix
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
</pre>
 
==== Custom config.lua examples ====
 
Here is the first custom LUA configuration created by the community:
 
<pre>
apiRequest(0.1)
 
-- Fix black screen SLUS-20064
 
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</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 =
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
! Name !! From !! To
|-
|-
|EE Flat Memory (4gb)              || 0x0000008000000000 || 0x0000008100000000
| SECRMAN || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|-
|-
|IOP Flat Memory (4gb)            || 0x0000009000000000 || 0x0000009100000000
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|-
|-
|R59 Binary Cache                  || 0x0000000914B10000 || 0x0000000916B10000
| PADMAN || 0xA30C0 || Pad manager. || ELF
|-
|-
|R30 Binary Cache                  || 0x0000000916B14000 || 0x0000000917314000
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|-
|-
|jitVU0                            || 0x0000000917318000 || 0x0000000917B18000
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|-
|-
|jitVU1                            || 0x0000000917B1C000 || 0x0000000918B1C000
| FILEIO || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
|-
|-
! !! Host's EE Memory Map !!
| CLEARSPU || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|-
|-
|EE RAM - Kernel                  || 0x0000008000000000 || 0x0000008000080000
| UDNL || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|-
|-
|EE RAM - Debug                    || 0x0000008000078000 || 0x0000008000080000
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|-
|-
|EE RAM - User                    || 0x0000008000080000 || 0x0000008002000000
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|-
|-
|EE Hw Devices                    || 0x0000008010000000 || 0x0000008010010000
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|-
|-
|EE ROM                            ||  0x000000801FC00000 || 0x000000801FFE0000
| XCDVDFSV || 0xE1B30 ||  cdvd_ee_driver - Updated module || ELF
|-
|-
|EE RAM - Uncached                || 0x0000008020080000 || 0x0000008022000000
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|-
|-
|EE RAM - UncachedAccel            ||  0x0000008030100000 || 0x0000008032000000
| PS2LOGO || 0x11ABB0 ||  Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|-
|-
|EE Scratchpad                    || 0x0000008070000000 || 0x0000008070004000
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|-
|-
|EE Debug                          ||  0x00000080FFFF8000 || 0x0000008100000000
| OSDSYS || 0x139A00 ||  The browser || BIN
|-
|-
! !! Host's IOP Memory Map  !!
| PIOPRP || 0x177880 ||   || BIN
|-
|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
|-
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5


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


=== EE-IOP ===
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.


<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.
This list of registers is incomplete. Some registers are incorrectly named or include incorrect offsets. The 0x1000000xxx base is not guaranteed in different emu revisions. The IOP, VU0, and VU1 registers' offsets are static in all emulators).


This list was designed for Jak v2
{| class="wikitable sortable" ||
Eboot md5:c644f6879af225a6e5a70233fc4625a3
! ID in XPARAM2 !! Title !! Settings/Flags !! Remarks
</pre>
|-
 
| SLUS_214.52 || Valkyrie Profile 2: Silmeria || 08000000 88130000  ||
{| class=wikitable style="border: none; background: none;"
! scope=col | GPR-EE
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | FPR
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | CP0
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | GPR-IOP
! scope=col | Address
|-
|-
| zero  || 0x1000000000 || f00 || 0x1000000230 || Index ||  0x10000002D0 || zero ||  0x1020000000
| SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan || 02000000 0B000000 ||
|-style="background-color:#EEEFF2"
|-  
|   at || 0x1000000010  ||  f01 ||  0x1000000234 ||  Random || 0x10000002D4  || at  || 0x1020000004
| SLUS_213.39 || Puzzle Challenge || 01000000 00080000 ||  
|-
|-  
|   v0 ||  0x1000000020 || f02 || 0x1000000238 ||  EntryLo0  || 0x10000002D8  || v0  || 0x1020000008
| SLUS_213.31 || Sonic Riders || 01000000 00080000 ||  
|-style="background-color:#EEEFF2"
|-  
|   v1 ||  0x1000000030 || f03 || 0x100000023C  || EntryLo1 ||  0x10000002DC  || v1  || 0x102000000C
| SLUS_210.89 || Karaoke Revolution Vol.3 || 08000000 88130000 ||  
|-
|-  
|   a0 || 0x1000000040 || f04  || 0x1000000240  ||  Context ||  0x10000002E0 || a0  || 0x1020000010
| SLUS_210.70 || Final Fantasy XI: Chains of Promathia || 02000000 0B000000 ||  
|-style="background-color:#EEEFF2"
|-  
|   a1 ||  0x1000000050 || f05 || 0x1000000244 ||  PageMask ||  0x10000002E4  ||  a1 || 0x1020000014
| SLUS_210.59 || Tekken 5 || 0B000000 00000040 ||  
|-
|-  
|   a2 ||  0x1000000060 ||  f06 ||  0x1000000248 || Wired  ||   0x10000002E8 || a2  || 0x1020000018
| SLUS_209.18 || Super Monkey Ball: Deluxe || 01000000 00080000 ||  
|-style="background-color:#EEEFF2"
|-  
|   a3 || 0x1000000070 ||  f07 || 0x100000024C  || rsvd7  ||    0x10000002EC ||  a3 || 0x102000001C
| SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2] || 08000000 88130000 ||  
|-
|-  
|   t0  ||  0x1000000080 || f08 || 0x1000000250 ||  BadVAddr ||    0x10000002F0 ||  t0 || 0x1020000020
| SLUS_208.51 || Ace Combat 5: The Unsung War || 0A000000 00005000 ||  
|-style="background-color:#EEEFF2"
|-  
|   t1  ||  0x1000000090 || f09|| 0x1000000254 ||  Count  ||    0x10000002F4 ||  t1 || 0x1020000024
| SLUS_208.38 || All-Star Baseball 2005 || 01000000 02080000 ||  
|-
|-  
|   t2  ||  0x10000000A0 ||  f10 ||  0x1000000258 ||  EntryHi  ||   0x10000002F8 ||  t2 || 0x1020000028
| SLUS_206.86 || Splashdown: Rides Gone Wild || 0A000000 00040800 ||  
|-style="background-color:#EEEFF2"
|-  
|  t3 || 0x10000000B0  || f11  ||  0x100000025C ||  Compare ||    0x10000002FC ||  t3 || 0x102000002C
| SLUS_206.39 || Def Jam Vendetta || 01000000 00080000 ||  
|-
|-  
|   t4  || 0x10000000C0 || f12 || 0x1000000260  ||  Status ||    0x1000000300 ||  t4 || 0x1020000030
| SLUS_206.35 || Muppets Party Cruise || 01000000 01080000 ||  
|-style="background-color:#EEEFF2"
|-  
|   t5  || 0x10000000D0 || f13 || 0x1000000264 ||  Cause ||    0x1000000304 ||  t5 || 0x1020000034
| SLUS_205.90 || Spyhunter 2 || 01000000 00080000 ||  
|-
|-  
|   t6  || 0x10000000E0 || f14 || 0x1000000268 ||  EPC  ||    0x1000000308 ||  t6 || 0x1020000038
| SLUS_205.72 || Tiger Woods PGA Tour 2003 || 0A000000 E8030800 ||  
|-style="background-color:#EEEFF2"
|-  
|   t7 ||  0x10000000F0 ||  f15 ||  0x100000026C ||  PRid  ||    0x100000030C || t7  || 0x102000003C
| SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1] || 08000000 88130000 ||  
|-
|-  
|   s0 ||  0x1000000100 || f16 || 0x1000000270 || Config ||    0x1000000310 ||  s0 || 0x1020000040
| SLUS_204.33 || SWAT: Global Strike Team || 01000000 00080000 ||  
|-style="background-color:#EEEFF2"
|-  
|  s1 || 0x1000000110  || f17  || 0x1000000274 ||  Iab ||    0x1000000314 || s1  || 0x1020000044
| SLUS_204.13 || Shadowman 2 || 0A000000 00060800 ||  
|-
|-  
|   s2 ||  0x1000000120 ||  f18 ||  0x1000000278 ||  Iabm ||    0x1000000318 || s2  || 0x1020000048
| SLUS_203.64 || Tiger Woods PGA Tour 2002 || 0A000000 E8030800 ||  
|-style="background-color:#EEEFF2"
|-  
|  s3 || 0x1000000130 || f19 || 0x100000027C  ||  Dab ||    0x100000031C ||  s3 || 0x102000004C
| SLUS_203.05 || Simpsons: Road Rage || 01000000 00080000 ||  
|-
|-  
|   s4 || 0x1000000140  || f20 || 0x1000000280  || Dabm ||    0x1000000320 || s4  || 0x1020000050
| SLUS_202.74 || City Crisis || 0A000000 B80B0800 ||  
|-style="background-color:#EEEFF2"
|-  
|   s5 ||  0x1000000150 || f21  ||  0x1000000284 ||  Dvm  ||    0x1000000324 || s5  || 0x1020000054
| SLUS_200.77 || Donald Duck: Go'in Quackers || 01000000 00080000 ||  
|-
|-  
|   s6 ||  0x1000000160 || f22 || 0x1000000288 ||  Dvbm  ||    0x1000000328 || s6  || 0x1020000058
| SLUS_200.11 || Orphen: Ocion of Sorcery || 09000000 10000008 ||  
|-style="background-color:#EEEFF2"
|-  
|   s7 ||  0x1000000170 || f23 || 0x100000028C ||  BadPAddr ||    0x100000032C ||  s7 || 0x102000005C
| SLUS_200.11 || Orphen: Ocion of Sorcery || 08000000 88130000 ||  
|-
|-  
|   t8 || 0x1000000180  ||  f24 || 0x1000000290  ||  Debug  ||    0x1000000330 || t8  || 0x1020000060
| SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum) || 00000000 0000000A ||  
|-style="background-color:#EEEFF2"
|-  
|  t9 || 0x1000000190 || f25 ||  0x1000000294 || Perf  ||    0x1000000334 || t9  || 0x1020000064
| SLPS_257.27 || Routes PE || 08000000 E8030000 ||  
|-
|-  
|   k0 ||  0x10000001A0 || f26  ||  0x1000000298 ||  Pcr0 ||    0x1000000338 || k0 ||  0x1020000068
| SLPS_257.22 || Routes PE (Limited Edition) || 08000000 E8030000 ||  
|-style="background-color:#EEEFF2"
|-  
|  k1 ||  0x10000001B0 || f27  || 0x100000029C  || Pcr1 ||   0x100000033C ||   k1 ||  0x102000006C
| SLPS_257.21 || HimeHibi - Princess Days || 0B000000 00000008 ||  
|-
|-  
|   gp || 0x10000001C0 || f28  ||  0x10000002A0 || TagLo  ||    0x1000000340 ||  gp  || 0x1020000070
| SLPS_257.09 || The Familiar of Zero || 0A000000 E8030800 ||  
|-style="background-color:#EEEFF2"
|-  
|  sp || 0x10000001D0 || f29 || 0x10000002A4  || TagHi  ||    0x1000000344 ||  sp  || 0x1020000074
| SLPS_257.08 || The Familiar of Zero (Limited Edition) || 0A000000 E8030800 ||  
|-
|-  
|   fp || 0x10000001E0 ||  f30 || 0x10000002A8  ||  ErrorEPC ||    0x1000000348 ||  fp || 0x1020000078
| SLPS_256.98 || Fatal Fury Battle Archives Volume 2 || 00000000 0000000A ||  
|-style="background-color:#EEEFF2"
|-  
|  ra || 0x10000001F0  || f31  || 0x10000002AC || Rsvd31 ||   0x100000034C ||     ra || 0x102000007C
| SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune || 01000000 00180000 ||  
|-
|-  
|   hi/hi1 (2x 64bit) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers || ||   pc || 0x102000008C   
| SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel || 00000000 0000000A ||  
|-style="background-color:#EEEFF2"
|-  
|   lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 || 0x1000000350 || hi ||0x1020000090 ??
| SLPS_255.86 || Tales of the Abyss || 0A000000 E8030800 ||  
|-
|-  
|   sa  ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
| SLPS_255.85 || Monster Farm 5: Circus Caravan || 07000000 05000000 ||  
|--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??
| SLPS_255.10 || Tekken 5 || 0B000000 00000040 ||  
|-style="background-color:#EEEFF2"
|-  
| vi01 || 0x1030000220  || MACflag || 0x1030000320??
| SLPS_254.18 || Ace Combat 5: The Unsung War || 0A000000 00005000 ||  
|-
|-  
|  vi02|| 0x1030000230  || Clipflag || 0x1030000330??
| SLPS_254.06 || Hitman: Contracts || 08000000 AC0D0000 ||  
|-style="background-color:#EEEFF2"
|-  
|  vi03||  0x1030000240 || c2c19 || 0x1030000340??
| SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou || 0A000000 E8030800 ||  
|-
|-  
|  vi04||  0x1030000250 ||  R || 0x1030000350??
| SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate! || 01000000 00180000 ||  
|-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??
| SLPS_253.15 || One Piece: Grand Battle 3 || 01000000 00180000 ||
|-style="background-color:#EEEFF2"
|-
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
| SLPS_252.90 || Time Crisis 3 || 01000000 00080000 ||
|-
|-
|  vi02|| 0x1040000230  || vi18 || 0x1040000330??
| SLPS_252.78 || Memories Off: Mix || 0A000000 00030800 ||
|-style="background-color:#EEEFF2"
|-
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
| SLPS_252.75 || Def Jam: Vendetta || 01000000 02080000 ||
|-
|-
|  vi04||  0x1040000250 ||  vi20 || 0x1040000350??
| SLPS_252.37 || Only You || 0B000000 00000040 ||
|-style="background-color:#EEEFF2"
|-
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
| SLPS_251.50 || Only You || 0B000000 00000040 ||
|-
|-
|  vi06||  0x1040000270 || vi22 || 0x1040000370??
| SLPS_251.42 || Tiger Woods PGA Tour 2002 || 0A000000 E8030800 ||
|-style="background-color:#EEEFF2"
|-
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
| SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori || 0A000000 DC050800 ||
|-
|-
|  vi08||  0x1040000290 || vi24 || 0x1040000390??
| SLPS_250.81 || Saishuu Densha || 0A000000 E8030800 ||
|-style="background-color:#EEEFF2"
|-
|  vi09||  0x10400002A0 || vi25 || 0x10400003A0??
| SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 || 08000000 50140000 ||
|-
|-
|  vi10||  0x10400002B0 || vi26 || 0x10400003B0
| SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 || 08000000 50140000 ||
|-style="background-color:#EEEFF2"
|-
|  vi11||  0x10400002C0|| vi27 || 0x10400003C0??
| SLPS_250.08 || Sorcerous Stabber Orphen || 08000000 1C0C0000 ||
|-
|-
|  vi12||  0x10400002D0 || vi28 || 0x10400003D0
| SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby || 0B000000 00000040 ||
|-style="background-color:#EEEFF2"
|-
|  vi13||  0x10400002E0 || vi29 || 0x10400003E0??
| SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V || 08000000 581B0000 ||
|-
|-
|  vi14||  0x10400002F0 || vi30 || 0x10400003F0??
| SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2 || 0A000000 00030800 ||
|-style="background-color:#EEEFF2"
|-
|  vi15||  0x1040000300 || vi31 || 0x1040000400??
| SLPS_202.00 || Final Fantasy XI || 02000000 0B000000 ||
|-
|-
|}
| SLPS_201.99 || F1 2002 || 0B000000 05000200 ||
 
|-
= Open CL and Floats =
| SLPS_201.97 || Surfing Air Show with RatBoy || 09000000 0A00472B ||
 
|-
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].
| SLPS_201.73 || Hard Hitter 2 || 0A000000 00030800 ||
 
|-
== CPU ==
| SLPS_201.72 || Koushien: Konpeki no Sora || 09000000 0A00472B ||
 
|-
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
| SLPS_201.11 || Magical Sports Pro Baseball 2001 || 09000000 0A00472B ||
! Info !! Value
|-
|-
| SLPS_201.01 || City Crisis || 0A000000 B80B0800 ||
| Device Name                                ||  CXD90026AG - DG1002FGF84HT
|-
|-
| SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari || 0B000000 00000020 ||
| Device Vendor                              ||  AuthenticAMD
|-
|-
| SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition) || 0B000000 00000020 ||
| Device Vendor ID                            ||  0x1022
|-
|-
| SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament || 08000000 94110000 ||
| Device OpenCL C Version                    ||  OpenCL C 1.2 pocl
|-
|-
| SLPS_200.37 || Go Go Golf || 09000000 0A00472B ||
| Device Type                                ||  CPU
|-
|-
| SLPS_200.20 || FIFA 2000 World Championship || 04000000 01200000 ||
| Max compute units                          ||  8
|-
|-
| SLPS_200.08 || Morita Shogi || 08000000 88130000 ||
| Max work item dimensions                    ||  3
|-
|-
| SLPM_680.10 || || 08000000 88130000 ||
| Max work item sizes                        ||  4096x4096x4096
|-
|-
| SLPM_680.07 || Karaoke Revolution (Trial) || 08000000 88130000 ||
| Max work group size                        ||  4096
|-
|-
| SLPM_665.74 || Detective Evangelion || 00000000 00000002 ||
| Preferred work group size multiple          ||  8
|-
|-
| SLPM_665.58 || Tomb Raider: Legend || 08000000 E8030000 ||
! Half-precision Floating-point support      !!  (n/a)
|-
|-
| SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou || 02000000 0B000000 ||
! Single-precision Floating-point support    !!  (core)
|-
|-
| SLPM_664.36 || Aria the Natural || 01000000 00180000 ||
| Denormals                                  || Yes
|-
|-
| SLPM_664.36 || Aria the Natural || 00000000 0000000A ||
| Infinity and NANs                          || Yes
|-
|-
| SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan || 02000000 0B000000 ||
| Round to nearest                            || Yes
|-
|-
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)  || 0A000000 E8030800 ||
| Round to zero                              || Yes
|-
|-
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) || 09000000 0A00472B ||
| Round to infinity                          || Yes
|-
|-
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) || 02000000 0B000000 ||
| IEEE754-2008 fused multiply-add            || No
|-
|-
| SLPM_661.75 || Akumajo Dracula: Yami no Juin || 0B000000 1C000200 ||
| Support is emulated in software            || No
|-
|-
| SLPM_661.75 || Akumajo Dracula: Yami no Juin || 08000000 60000000 ||
| Correctly-rounded divide and sqrt operations|| Yes
|-
|-
| SLPM_661.56 || Marheaven: Arm Fight Dream || 01000000 00180000 ||
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|-
|-
| SLPM_660.57 || Taito Memories Vol.1 || 08000000 E40C0000 ||
| Denormals                                  || Yes
|-
|-
| SLPM_660.48 || The Sword of Etheria || 08000000 1C0C0000 ||
| Infinity and NANs                          || Yes
|-
|-
| SLPM_660.48 || The Sword of Etheria || 00000000 00000002 ||
| Round to nearest                            || Yes
|-
|-
| SLPM_660.33 || The Sword of Etheria || 08000000 1C0C0000 ||
| Round to zero                              || Yes
|-
|-
| SLPM_660.33 || The Sword of Etheria || 00000000 00000002 ||
| Round to infinity                          || Yes
|-
|-
| SLPM_659.84 || Grand Theft Auto: San Andreas || 0A000000 E8030800 ||
| IEEE754-2008 fused multiply-add            || Yes
|-
|-
| SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005) ||
| 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


function Queue:enqueue(x)
  table.insert(self.buff, x)
end
function Queue:dequeue()
  return table.remove(self.buff, 1)
end
function Queue:top()
  if #self.buff > 0 then
    return self.buff[1]
  end
end
function Queue:isEmpty()
  return #self.buff == 0
end
</pre>
</pre>


= Links =
=Links=
 
*More info: http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/
* [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)]
*More emulator configurations examples: https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List  
* [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]


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{{Reverse Engineering}}
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