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== Official games ==
=== PSP games available on PS4 PS Store ===
<pre>
Jeanne d'Arc (2006) UP9000-CUSA41018_00-UCUS987000000000 (PS5: UP9000-PPSA13995_00-UCUS987000000000) 2024-07-16
Ratchet & Clank: Size Matters (2007) UP9000-CUSA41395_00-UCUS986330000000 (PS5: UP9000-PPSA14431_00-UCUS986330000000) 2024-07-16 PS4 11.50
LEGO Star Wars II: The Original Trilogy UP1082-CUSA41250_00-ULUS101550000000 or EP1006-CUSA41251_00-ULES004790000000 (PS5: UP1082-PPSA14300_00-ULUS101550000000 or UP1082-PPSA14300_00-0804842924824650) 2024-06-18 patch 1.01 requires PS4 11.50 or PS5 9.20
GODS EATER BURST PS4® & PS5® (PS5: UP0700-PPSA07715_00-GODEATERBURST000 or JP0700-PPSA07713_00-GODEATERBURST000) 2024-03-19
Daxter UP9000-CUSA36097_00-NPUG803290000000 (PS5: UP9000-PPSA09695_00-NPUG803290000000) 2024-06-18 patch 1.01 requires PS4 11.50 or PS5 9.20
Jak and Daxter: The Lost Frontier UP9000-CUSA41282_00-NPUG803300000000 (PS5: UP9000-PPSA14325_00-NPUG803300000000) 2024-03-19 patch 1.02 requires PS4 11.50 or PS5 9.00
Thrillville EP1006-CUSA41330_00-ULES006460000000 or UP1082-CUSA41329_00-ULUS101910000000 (PS5: UP1082-PPSA14358_00-0724668029168071) 2023-12-19
Thrillville: Off the Rails (PS5: UP1082-PPSA14360_00-0645898243839752) 2023-12-19
Tekken 6 PS4® & PS5® UP0700-CUSA33754_00-TEKKEN6000000000 or JP0700-CUSA33752_00-TEKKEN6000000000 (PS5: UP0700-PPSA07707_00-ULUS104660000000) 2023-10-17
Soulcalibur: Broken Destiny PS4® & PS5® UP0700-CUSA33758_00-SOULCALIBURBD000 or JP0700-CUSA33756_00-SOULCALIBURBD000 2023-10-17
Disney•Pixar Up UP1082-CUSA41345_00-0227660722516578 2023-11-21
MediEvil Resurrection™ UP9000-CUSA33589_00-UCUS986200000000 2023-08-15
Ridge Racer 2 PS4 & PS5 UP0700-CUSA33740_00-RIDGERACER200000 or JP0700-CUSA33738_00-RIDGERACER200000 2022-12-20
Gravity Crash Portable UP9000-CUSA40479_00-NPUG803210000000 or JP9000-CUSA40480_00-NPJG000440000000 2023-07-18
Killzone: Liberation (2006) EP9000-CUSA37875_00-UCES002790000000 or UP9000-CUSA37874_00-UCUS986460000000 (PS5: UP9000-PPSA11141_00-UCUS986460000000) 2023-06-20 PS5 7.40
Pursuit Force (2005) UP9000-CUSA37191_00-UCUS986400000000 or EP9000-CUSA37192_00-UCES000190000000 or JP9000-CUSA37932_00-ULJM050970000000 or HP9000-CUSA37193_00-UCKS450160000000 (PS5: UP9000-PPSA10609_00-UCUS986400000000) 2023-05-16
Pursuit Force: Extreme Justice UP9000-CUSA34853_00-UCUS987030000000 (PS5: UP9000-PPSA08696_00-UCUS987030000000) 2023-08-15
Blade Dancer: Lineage of Light UP9000-CUSA37870_00-ULUS101240000000 or JP9000-CUSA37872_00-UCJS100210000000 2023-05-16
Pinball Heroes UP9000-CUSA33617_00-0000000000000000 2022-12-20
Disney•Pixar Toy Story 3 UP1082-CUSA33343_00-4838282977086414 2022-09-20
Kingdom of Paradise UP9000-CUSA33573_00-UCUS986230000000 or JP9000-CUSA33575_00-UCJS100100000000 or HP9000-CUSA34893_00-UCAS400230000000 2022-09-20
No Heroes Allowed! UP9000-CUSA33595_00-NPUG804600000000 2022-07-19
LocoRoco Midnight Carnival UP9000-CUSA32639_00-0000000000000000 or JP9000-CUSA32641_00-0000000000000000 2022-07-19
Ape Escape: On the Loose UP9000-CUSA37860_00-UCUS986090000000 or EP9000-CUSA37861_00-UCES000450000000 or JP9000-CUSA37862_00-UCJS100040000000 2023-08-15 PS4 10.70
Ape Escape Academy UP9000-CUSA33020_00-UCUS986190000000 or JP9000-CUSA33022_00-UCJS100030000000 2023-10-17
Ape Academy 2 UP9000-CUSA37900_00-UCES003020000000 or JP9000-CUSA37866_00-UCJS100200000000 2023-03-21
Secret Agent Clank UP9000-CUSA41276_00-UCUS986970000000 (PS5: UP9000-PPSA14319_00-UCUS986970000000) 2024-09-17
Syphon Filter: Logan's Shadow (2007) EP9000-CUSA32631_00-UCES007100000000 or UP9000-CUSA32630_00-UCUS986060000000 (PS5: UP9000-PPSA06782_00-UCUS986060000000) 2023-05-16 PS5 9.00
Syphon Filter: Dark Mirror UP9000-CUSA32633_00-UCUS986410000000 2023-03-21
echochrome UP9000-CUSA32644_00-NPUG801350000000 or JP9000-CUSA32646_00-UCJS100810000000 2022-06-13
Super Stardust Portable (2007) EP9000-CUSA33036_00-NPEG000080000000 or UP9000-CUSA33035_00-NPUG802210000000 or JP9000-CUSA33037_00-NPJG000130000000 (PS5: UP9000-PPSA07135_00-NPUG802210000000 or EP9000-PPSA07136_00-NPEG000080000000) 2022-06-13
echoshift UP9000-CUSA33585_00-NPUG803030000000 or JP9000-CUSA33587_00-UCJS100960000000 2022-07-19
Resistance: Retribution (2009) EP9000-CUSA32637_00-UCES011840000000 or UP9000-CUSA32636_00-UCUS986680000000 (PS5: EP9000-PPSA06789_00-UCES011840000000 or UP9000-PPSA06788_00-UCUS986680000000 or JP9000-PPSA06790_00-UCJS100900000000) 2024-02-20
勇者のくせになまいきだ:3D (What Did I Do to Deserve This, My Lord? 3D) JP9000-CUSA33597_00-UCJS101090000000 2022-07-19
Coded Soul JP9000-CUSA33571_00-UCJS100610000000 or HP9000-CUSA34502_00-UCAS401800000000 2023-06-20
Ore no Shikabane o Koete Yuke (PS5: JP9000-PPSA09382_00-UCJS101170000000) 2024-04-16
</pre>
=== PSP remaster games available on PS4 PS Store ===
* LocoRoco™ Remastered UP9000-CUSA06090_00-UCUS986620000001 2017-05-09
* LocoRoco™ 2 Remastered UP9000-CUSA06091_00-UCUS987310000001 2017-12-09
* LUMINES REMASTERED UP0751-CUSA11624_00-LUMINESREMASTERE or JP1049-CUSA11673_00-LUMINESREMASTERE 2018-07-10
* Patapon™ Remastered UP9000-CUSA06171_00-UCUS987110000001 2017-08-01
* Patapon 2 Remastered UP9000-CUSA07321_00-UCES011770000001 2020-01-30
* Metal Slug Double X JP0576-CUSA11717_00-METALSLUGXX00001 2018-05-30
* PaRappa The Rapper™ Remastered UP9000-CUSA05289_00-UCUS987020000001 2017-04-04
=='''PSPHD'''==
=='''PSPHD'''==
 
<pre>The new ps plus psp emulator has a lot of undiscovered functionality. it even allows patches directly to the Allegrex cpu.
The PSP emulator for PlayStation 4 includes plenty of undiscovered functionalities. It even allows patches directly to the emulated Allegrex CPU. Not many CLI commands were added this time around. Very few commands have a description to their usage inside of the eboot.bin, everything else is just guesswork from the scene. Plenty of Lua commands need to be understood before the compatibility of games can improve. The PSP emulator has not gained the same popularity in the scene as the PS2 emulator due to the existence of an unofficial PPSSPP core in the unofficial Retroarch port for hacked PS4. As far as the compatibility and performance go, the Retroarch core is yet to be bested. This official emulator may hold potential, but the potential can only go so far as it seems not to have support for gamedata installation, which in turn will render many games unplayable.
Sadly sony has not made it easy for users to use CLI commands, since sony mostly uses lua patches. that has led to many cli command becoming redundant. very few commands have a description to their usage inside of the eboot.bin. everything else is just guesswork from the scene. The psp emulator has not gained the same popularity as the ps2 emulator since currently there is an unofficial PPSSPP core in the unofficial retroarch port. and as far as the compatibility and performance goes. the retroarch core is second to no one. But this emulator contains great potential. though sadly it does not seem to have support for gamedata installation. and that has lead to many games becoming currently unusable. with an official retroarch release coming our way it seems delving deeper into the PSPHD emulator and the PS1's new psplus emulator is pretty useless.</pre>


== Commands ==
== Commands ==
'''Known functions:''' Require cleanup.
'''Known functions:''' Require cleanup.
 
<br>The rest of the cli and lua commands can all be found inside of an emu's decrypted '''eboot.bin'''.
<br>The rest of the CLI and Lua commands can all be found inside of any PSP emulator's decrypted '''eboot.bin'''.
=== config-emu-ps4.txt commands ===
 
''General purpose CLI commands, or unknown usage''
=== CLI commands ===
These commands can be added to any of these files:
* '''config-title.txt'''
* '''package-ps4.conf'''
{| 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:#FEA15C"
|  || General || ||
|-
|-
| --boot || || Set directory of psp game's boot.bin || [disc0:/PSP_GAME/SYSDIR/BOOT.BIN]
| --boot || || Set directory of psp game's boot.bin || [disc0:/PSP_GAME/SYSDIR/BOOT.BIN]
|-
|-
| --notrophies || || Enable/disable trophies||  
| --notrophies || || Enable/disable trophies||  
|-
| --ps4-trophies  || || ||
|-
|-
| --locale || || ||
| --locale || || ||
Line 85: Line 23:
| --addon || || ||
| --addon || || ||
|-
|-
| --host || Sets host directory || --host="/hostapp/" ||
| --host || || Sets host directory || --host="/hostapp/"
|-
|-
| --loglevel || none, all, warn, info, error, debug, trace || debug logging ||
| --loglevel || none, all, warn, info, error, debug, trace || debug logging  
|-
|-
| --xobuttonmode || oenter, ocancel || Switcher between x and circle button, made specifically for japanese gamers ||
| --xobuttonmode || oenter, ocancel || Switcher between x and circle button, made specifically for japanese gamers  
|-
|-
| --lang || Including but not limited to "en" "jp" "fr" "it"  || Language selector || --lang="en"
| --lang || Including but not limited to "en" "jp" "fr" "it"  || Language selector || --lang="en"
Line 100: Line 38:
|-
|-
| --samplesave || ? || ? ||
| --samplesave || ? || ? ||
|-style="background-color:#ff99c2"
| || Graphical fixes || ||
|-
|-
| --antialias || off, MSAA4x, SSAA4x|| Anti-aliasing options || --antialias=off
| --vramcopyback || 0, 10000000 || || --vramcopyback=45
|-
|-
| --texcachemode || patchworkheroes drawbounds, drawboundsloco, patchworkheroes, locoroco2, rondo, full || for issues with texture cache (modes lower than full possibly read some textures directly without cache). || --texcachemode=patchworkheroes
| --msxxadhoc || true?, false? || ad hoc support ? ||
|-
|-
| --texclutmode || filter, full || || --texclutmode=full
|}
====Graphics====
''Commands that serve the purpose of improving / fixing graphics and textures''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
| --locorocomeshsmooth || true, false || Custom mesh smoothing for loco roco games|| --locorocomeshsmooth=true
|-
|-
| --texloadmode || launch, ondemand_lz4 || Seems to be a selector of when to load textures, either before the game requires it, or once the game requires it  ||
| --locorocomeshsmoothnonindexed || true, false || Non-indexed mesh smoothing ||--locorocomeshsmoothnonindexed=true
|-
|-
| --depthscalehack || true?, false? || ||--depthscalehack=true
| --parappareplacecolor || The command expects 8 Hex values || (rgb?) ||
|-
|-
| --depthscalehack || true?, false? || ||--depthscalehack=true
| --parappajapanesefonthack || true?, false? || Enables Support For Japanese Fonts ??|| --parappajapanesefonthack=true
|-
|-
| --locorocomeshsmooth || true, false || Custom mesh smoothing for loco roco games(?)|| --locorocomeshsmooth=true
| --antialias || off, MSAA4x, SSAA4x|| Anti-aliasing options || --antialias=off
|-
|-
| --locorocomeshsmoothnonindexed || true, false || Turns "locorocomeshsmooth" mesh smoothing into non-indexed(?) ||--locorocomeshsmoothnonindexed=true
| --clamp-line-thickness-min || ? || ? ||
|-
|-
| --forcenobilinear || true, false || Turn bilinear filtering on/off, setting it to True will fix many graphical glitches in games that use 2D Images ||--forcenobilinear=true
| --clamp-line-thickness-max || ? || ? ||
|-style="background-color:#D7EF54"
|-
| || Game fixes || ||
| --texcachemode || patchworkheroes drawbounds, drawboundsloco, patchworkheroes, locoroco2, rondo || Seems to be a selector of texture caching method|| --texcachemode=patchworkheroes
|-
|-
| --godofwarhack || true, false || Likely a performance patch for games that go way above the fps cap. Managed to help '''God Of War - Ghost Of Sparta''' skip intro freeze. it could possibly be used as a speedhack.  [https://github.com/hrydgard/ppsspp/pull/15640 Might be this?]|| --godofwarhack=true
| --texclutmode || filter, full || || --texclutmode=full
|-style="background-color:#03fcc2"
|-
| || No effect / unknown values || ||
| --texloadmode || launch, ondemand_lz4 || Seems to be a selector of when to load textures, either before the game requires it, or once the game requires it  ||
|-
|-
| --texloadcores || 0, 100 || textures to load || texloadcores=2
| --texloadcores || 0, 100 || textures to load || texloadcores=2
|-
| --depthscalehack || true?, false? || ||--depthscalehack=true
|-
|-
| --smoothlevel || 0, 100 ||  Mesh smoothing level? || --smoothlevel=0
| --smoothlevel || 0, 100 ||  Mesh smoothing level? || --smoothlevel=0
Line 133: Line 77:
| --anisolevel || 0, 100 || Anisotropic filtering level?? ||
| --anisolevel || 0, 100 || Anisotropic filtering level?? ||
|-
|-
| --parappajapanesefonthack || true?, false? || Enables Support For Japanese Fonts ??|| --parappajapanesefonthack=true
| --forcenobilinear || true, false || Turn bilinear filtering on/off, setting it to True will fix many graphical glitches in games that use 2D Images ||--forcenobilinear=true
|-
|-
| --clamp-line-thickness-min || ? || ? ||
|}
 
==== Gamefixes / Hacks ====
''Commands that serve the purpose of fixing broken games''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-  
| --umddelay || ? || Seems to be I/O timing method, Some games need a delay to work properly. [https://github.com/hrydgard/ppsspp/issues/7647 More here]  ||
|-
|-
| --clamp-line-thickness-max || ? || ? ||
| --depthscalehack || true?, false? || ||--depthscalehack=true
|-
|-
| --parappareplacecolor || The command expects 8 Hex values || (rgb?) ||
| --godofwarhack || true?, false? || Seems specifically made for god of war, unknown effect || --godofwarhack=true
|-
|-
| --msxxadhoc || true?, false? || ad hoc support ? ||
| --parappaalphahack || true?, false? || || --parappaalphahack=true
|-
|-
| --parappaalphahack || true?, false? || Doesn't seem to have any effect.|| --parappaalphahack=true
|}
|-
 
| --umddelay || ? || Seems to be I/O timing method. Doesn't seem to have any effect  ||
==== Speedhacks ====
|-
''Commands that imrpove the game's performance, it can contain duplicate commands''
| --vramcopyback || 0, 10000000 || for games that download data from GPU to Allegrex || --vramcopyback=45
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
|-
! Command !! Values !! Notes !! Usage  
|-style="background-color:#7698FF"
| || Speedhacks / Possible duplicates|| ||
|-
|-
| --antialias || off || Turning Anti-Alias Off Improves Performance||--antialias=off
| --antialias || off || Turning Anti-Alias Off Improves Performance||--antialias=off
Line 160: Line 109:
| --smoothlevel || 0 || Set mesh smooth level||--smoothlevel=0
| --smoothlevel || 0 || Set mesh smooth level||--smoothlevel=0
|-
|-
| --gputhread || true, false || possibly move GPU emulation to another thread. Speedhack, but can decrease compatibility. || --gputhread=true
| --gputhread || true, false || Run the PSP GPU on a separate thread || --gputhread=true
|-
|-
| --texcachemode || patchworkheroes drawbounds, drawboundsloco, patchworkheroes, locoroco2, rondo || Set texture caching method ||--texcachemode=patchworkheroes
| --texcachemode || patchworkheroes drawbounds, drawboundsloco, patchworkheroes, locoroco2, rondo || Set texture caching method ||--texcachemode=patchworkheroes
Line 166: Line 115:
| --anisolevel || 0, 100 || Anisotropic filtering level?? ||
| --anisolevel || 0, 100 || Anisotropic filtering level?? ||
|-
|-
| --present || vblankstart, setframebuf, drawsync|| set when frame is presented. Sync issues, flickering screen, tearing, input lag, etc. Doesn't seem to have any effect. ||--present=setframebuf
| --present || vblankstart, setframebuf, drawsync|| Display on draw to reduce latency ||--present=setframebuf
|-
|-
| --texrecent || true || Optimize texture hashes ||--texrecent=true
| --texrecent || true || Optimize texture hashes ||--texrecent=true
|}
|}
====Syphon Filter Dark Mirror====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage 
|-
| --force-native-aspect-ratio || || ||
|-
| --use-higher-precision-depth || || ||
|-
| --optimize-fb-self-resolves || || ||
|-
| --force-dsf-present || || ||
|-
| --bend-30hz-lock|| || ||
|-
| --setframebuf-auto-vblank-wait-threshold|| || ||
|-
| --gpu-renderthread|| || ||
|-
| --force-triangle-clip-off|| || ||
|-
| --hack-use-sku-vms|| || ||
|-
| --active-sku || || ||
|-
| --psp-right-stick-action || 0,1 || ||--psp-right-stick-action=1
|-
| --psp-right-stick-deadzone-x || || ||--psp-right-stick-deadzone-x=15
|-
| --psp-right-stick-deadzone-y || || ||--psp-right-stick-deadzone-y=15
|-
| --psp-right-stick-deadzone-semicircle-arc || || ||--psp-right-stick-deadzone-semicircle-arc=40
|-
|}
 
====Texture replacement====
====Texture replacement====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
Line 225: Line 141:


===XXXXYYYYY_patches.lua===
===XXXXYYYYY_patches.lua===
The lua can be placed as: '''scripts\XXXXYYYYY_patches.lua'''  
Your lua can be placed as '''Image0\Patches\XXXXYYYYY\XXXXYYYYY_patches.lua'''
<br>'''Requires Cleanup'''.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes - Example
|-
| apiRequest || '''apiRequest(<api version>)''' || example: apiRequest(0.1) 
Calling api is mandatory. some commands require higher versions.
|-
 


====Emulator commands====
====Emulator commands====
Line 233: Line 157:
|getEmuObject || '''local emuObj = getEmuObject()''' || Required for all functions using emuObj
|getEmuObject || '''local emuObj = getEmuObject()''' || Required for all functions using emuObj
|-
|-
|LoadSlideshow ||emuObj.LoadSlideshow()||
| AddVsyncHook ||emuObj.AddVsyncHook()|| Set function to be done on every vsync
|-
| RemoveVsyncHook ||emuObj.RemoveVsyncHook()|| Remove vsynchook
|-
| AddBootHook ||emuObj.AddBootHook()|| Set function to be done when the game boots up
|-
|RemoveBootHook||emuObj.RemoveBootHook()|| remove function to be done when the game boots up
|-
|PadRead || emuObj.PadRead() ||
|-
|PadReadPitch || emuObj.PadReadPitch() ||
|-
|PadReadRoll || emuObj.PadReadRoll()||
|-
|PadRegisterSamples || emuObj.PadRegisterSamples()||
|-
|LoadSlideshow ||emuObj.LoadSlideshow()||
|-
|-
|StartSlideshow ||emuObj.StartSlideshow()||
|StartSlideshow ||emuObj.StartSlideshow()||
Line 259: Line 199:
| SaveState ||emuObj.SaveState()||  
| SaveState ||emuObj.SaveState()||  
|-
|-
| SetFDExtraDelay ||emuObj.SetFDExtraDelay()|| 0? 1?
| SetFDExtraDelay ||emuObj.SetFDExtraDelay()||
|-
|-
| MeshSmooth ||emuObj.MeshSmooth()||
| MeshSmooth ||emuObj.MeshSmooth()||
Line 292: Line 232:
|-
|-
| PlayVideo||emuObj.PlayVideo()||
| PlayVideo||emuObj.PlayVideo()||
|-
| AddGPUHook ||emuObj.AddGPUHook()||
|-
|-
| RescaleUForUpscale ||emuObj.RescaleUForUpscale()||
| RescaleUForUpscale ||emuObj.RescaleUForUpscale()||
Line 304: Line 246:
|-
|-
| OverrideFBSize||emuObj.OverrideFBSize()|| Override framebuffer size ?
| OverrideFBSize||emuObj.OverrideFBSize()|| Override framebuffer size ?
|-
| PadSetButtonsMode || emuObj.PadSetButtonsMode() || emuObj.PadSetButtonsMode(pad.BUTTONS_MODE_OPTION_IS_SELECT)
|-
|-
|RemapSavedata || emuObj.RemapSavedata() ||emuObj.RemapSavedata("UCUS98711", "CUSA06171", "504e802b04a1838c32b616abbe0b475fbea1c823825ef0df06cc2bad129ce2f7")
|RemapSavedata || emuObj.RemapSavedata() ||emuObj.RemapSavedata("UCUS98711", "CUSA06171", "504e802b04a1838c32b616abbe0b475fbea1c823825ef0df06cc2bad129ce2f7")
|-
| PadVibrate|| emuObj.PadVibrate() || emuObj.PadVibrate(5,180,180)
|-
|-
| NeoMode || emuObj.NeoMode() || Checks whether or not the ps4 is pro  
| NeoMode || emuObj.NeoMode() || Checks whether or not the ps4 is pro  
|-
|-
| ThrottleMax || emuObj.ThrottleMax() ||  Disable framelimiter during loading screens. This setting can sometimes be harmful when used globally in config files. Loading times are faster, but the game also runs faster than it should when the PS4 has enough free cpu power.
| ThrottleMax || emuObj.ThrottleMax() ||  Disable framelimiter During loading screens, This setting can sometimes be harmful when used globally in config files. Loading times are faster, but the game also runs faster than it should when the PS4 has enough free cpu power.
|-
|-
| ThrottleFast|| emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
| ThrottleFast|| emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
Line 328: Line 274:
|-
|-
| CopyFB || emuObj.CopyFB() ||
| CopyFB || emuObj.CopyFB() ||
|-style="background-color:#c6ecd9"
| Hooks  || ||
|-
|-
| AddVsyncHook ||emuObj.AddVsyncHook()|| Set function to be done on every vsync
|}
====Allegrex commands====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes - Example
|-
|-
| RemoveVsyncHook ||emuObj.RemoveVsyncHook()|| Remove vsynchook
| getAXObject ||'''local axObj = getAXObject()''' || Required for all functions using AXObject
|-
| AddHook || axObj.AddHook() ||
|-
|-
| AddBootHook ||emuObj.AddBootHook()|| Set function to be done when the game boots up
| RemoveHook || axObj.RemoveHook() ||
|-
|-
|RemoveBootHook||emuObj.RemoveBootHook()|| remove function to be done when the game boots up
|SetPC|| axObj.SetPC() ||
|-
|-
| AddGPUHook ||emuObj.AddGPUHook()||
|GetPC|| axObj.GetPC() ||
|-
|-
|-style="background-color:#D7EF54"
| ReadMem32 || axObj.ReadMem32() || Read 4 bytes from offset
|  Pad || ||  
|-
|-
| Pad require ||'''local pad = require("pad")''' || Required for all commands that rely on pad
| WriteMem32 || axObj.WriteMem32() || Write 4 bytes to offset
|-
|-
|PadRead || emuObj.PadRead() ||
| ReadMem16 || axObj.ReadMem16() || Read 2 bytes from offset
<br>L3        = 0x00000002
<br>R3        = 0x00000004
<br>OPTIONS  = 0x00000008
<br>UP        = 0x00000010
<br>RIGHT    = 0x00000020
<br>DOWN      = 0x00000040
<br>LEFT      = 0x00000080
<br>L2        = 0x00000100
<br>R2        = 0x00000200
<br>L1        = 0x00000400
<br>R1        = 0x00000800
<br>TRIANGLE  = 0x00001000
<br>CIRCLE    = 0x00002000
<br>CROSS    = 0x00004000
<br>SQUARE    = 0x00008000
<br>SELECT    = 0x00010000
<br>START    = 0x00020000
|-
|-
|PadReadPitch || emuObj.PadReadPitch() ||
| WriteMem16 || axObj.WriteMem16() || Write 2 bytes to offset
|-
|-
|PadReadRoll || emuObj.PadReadRoll()||
| ReadMem8 || axObj.ReadMem8() || Read 1 byte from offset
|-
|-
|PadRegisterSamples || emuObj.PadRegisterSamples()||
| WriteMem8 || axObj.WriteMem8() || Write 1 byte to offset
|-
|-
| PadSetButtonsMode || emuObj.PadSetButtonsMode() ||  
| ReadMemString || axObj.ReadMemString() ||
<br>0 = Touch bar is split in two for Start/Select. Option is unmapped (default behaviour)
<br>1 = Touch bar is Start. Option is Select
<br>2 = Touch bar is Select. Option is Start
|-
|-
| PadVibrate|| emuObj.PadVibrate() || emuObj.PadVibrate(5,180,180)
| WriteMemString || axObj.WriteMemString() ||
|-
|-
|}
| WriteMemStr16 || axObj.WriteMemStr16() ||
 
|-
====Allegrex commands====
|WriteMemStr16Z  ||axObj.WriteMemStr16Z() ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes - Example
|-
|-
| getAXObject ||'''local axObj = getAXObject()''' || Required for all functions using AXObject
| WriteMemStringZ ||axobj.WriteMemStringZ ||
|-
|-
| AddHook || axObj.AddHook() ||
|ReadMemFloat || axObj.ReadMemFloat() ||
|-
|-
| RemoveHook || axObj.RemoveHook() ||
|WriteMemFloat || axObj.WriteMemFloat() ||
|-
|-
| BurnCycles|| axobj.BurnCycles() || Could be an option to overclock cpu at a hooked offset
| BurnCycles|| axobj.BurnCycles() || Could be an option to overclock cpu at a hooked offset
Line 395: Line 321:
|-
|-
|Overlay ||axObj.Overlay()||
|Overlay ||axObj.Overlay()||
|-style="background-color:#ff8080"
| GPR || ||
|-
|-
| gpr require || '''local gpr = require("ax-gpr-alias")''' || Required for any command that includes gpr registers
| gpr require || '''local gpr = require("ax-gpr-alias")''' || Required for any command that includes gpr registers
|-
|SetPC|| axObj.SetPC() ||
|-
|GetPC|| axObj.GetPC() ||
|-
|-
| GetGpr || axObj.GetGpr() ||
| GetGpr || axObj.GetGpr() ||
Line 423: Line 343:
|-
|-
|GetReg||axObj.GetReg()||
|GetReg||axObj.GetReg()||
|-style="background-color:#D7EF54"
| Memory editing || || Do note that the offsets on PPSSPP are mapped differently than the ones on the PS4
|-
|-
| ReadMem32 || axObj.ReadMem32() || Read 4 bytes from offset
! !! Other/Unknown/Standalone Commands !!
|-
|-
| WriteMem32 || axObj.WriteMem32() || Write 4 bytes to offset
|FuncReplace || axFuncReplace() || axFuncReplace(0x8804670, "__ptmf_scall") Replace allegrex function.
|-
|-
| ReadMem16 || axObj.ReadMem16() || Read 2 bytes from offset
| InsnReplace || axInsnReplace() || Replace allegrex memory
|-
|-
| WriteMem16 || axObj.WriteMem16() || Write 2 bytes to offset
|}
|-
=====Examples=====
| ReadMem8 || axObj.ReadMem8() || Read 1 byte from offset
======User made lua======
|-
''A custom lua made by a user''
| WriteMem8 || axObj.WriteMem8() || Write 1 byte to offset
<pre>
|-
apiRequest(0.1)
| ReadMemString || axObj.ReadMemString() ||
local axObj = getAXObject()
|-
local emuObj = getEmuObject()
| WriteMemString || axObj.WriteMemString() ||
local patcher = function()
|-
axobj.WriteMem32(0x0053d5d4,0x21c828bd)
| WriteMemStr16 || axObj.WriteMemStr16() ||
end
|-
 
|WriteMemStr16Z  ||axObj.WriteMemStr16Z() ||
emuObj.AddVsyncHook(patcher)
|-
</pre>
| WriteMemStringZ ||axobj.WriteMemStringZ ||
 
|-
======Patches.lua======
|ReadMemFloat || axObj.ReadMemFloat() ||
'''An official lua created by sony for Patapon 2'''
|-
<pre>
|WriteMemFloat || axObj.WriteMemFloat() ||
-- Lua 5.3
|-
-- Title:  Patapon 2 PSP - UCUS-98732 (USA)
! !! Other/Unknown/Standalone Commands !!
 
|-
apiRequest(1.0) -- request version 1.0 API. Calling apiRequest() is mandatory.
|FuncReplace || axFuncReplace() || axFuncReplace(0x8804670, "__ptmf_scall") Replace allegrex function.
 
|-
local gpr = require( "ax-gpr-alias" ) -- you can access Allegrex GPR by alias (gpr.a0 / gpr["a0"])
| InsnReplace || axInsnReplace() || Replace allegrex memory
local emuObj = getEmuObject() -- emulator
|-
local axObj = getAXObject() -- allegrex
|}
local pad = require("pad")


=====User-made examples=====
-- Hook memcpy to catch framebuffer effects
<br>'''Coconut Dodge'''
axFuncReplace(0x881D194, "patapon_memcpy")
<br>"NPEZ00164"
<pre>
local axObj = getAXObject()
local emuObj = getEmuObject()


local patcher = function()
-- Accelerate some functions
--Infinite lives
axFuncReplace(0x8804670, "__ptmf_scall")
axObj.WriteMem32(0x8ACA1A4, 0x3) --0x08ACE1A4 on PPSSPP. PPSSPP addresses need to be reduced by 0x4000 in order to work on PS4
axFuncReplace(0x8892230, "Renderer__makeWorldMatrix__4psysFv")
end
axFuncReplace(0x88209A8, "patapon_strcmp")
axFuncReplace(0x8815130, "sceGupSetStatus")
axFuncReplace(0x8851D84, "FMtx44__setRow__3PydFv")
axFuncReplace(0x88437F0, "Script__Talk__Controller__setDeltaTime__3PydFv")
axFuncReplace(0x8843B6C, "Script__Talk__Controller__setCmdId__3PydFv")
axFuncReplace(0x88441DC, "Script__Talk__Controller__getArgValuePtr__3PydFv_0")
axFuncReplace(0x89B25B0, "sceGmoCol4Multiply")
axFuncReplace(0x8910A60, "Gfx__CacheModel__getNodeMtx__6SystemFv")
axFuncReplace(0x8911440, "Gfx__StaticGmoModel__getNodeIdx__6SystemFv")
axFuncReplace(0x89114C8, "Gfx__StaticGmoModel__getNodeMtx__6SystemFv")
axFuncReplace(0x891157C, "Gfx__StaticGmoModel__getNodeMtx__6SystemFv_0")
axFuncReplace(0x881462C, "sceGuEnable", 0x8B3C050) -- param = gupbase pointer
axFuncReplace(0x8814684, "sceGuDisable", 0x8B3C050) -- param = gupbase pointer
axFuncReplace(0x89B2D84, "sceGmoFCurveEval_fastpath", 0x89B2D88) -- param = function entry if not fast path
--axFuncReplace(0x88D0788, "Game__Map__Weather__WindLocus__update__4LaboFv_loop", 0x88D0864) -- param = continue address
axFuncReplace(0x890FCBC, "convertLowerString__6SystemFv")
axFuncReplace(0x8877104, "convertLowerString__6SystemFv") -- convertLowerString__21@unnamed@BNDFile_cpp@Fv, same functionality
axFuncReplace(0x897927C, "__extendsfdf2")
axFuncReplace(0x8979AF8, "__muldf3")
axFuncReplace(0x8979A8C, "__adddf3")
axFuncReplace(0x897A750, "__truncdfsf2")
axFuncReplace(0x88CBD64, "RemapPacket", 0x8ACC394) -- param comes from RemapPacketAddr24 & RemapPacketAddr16
axFuncReplace(0x890FEA0, "patapon_strcmp") -- strcmpFast__6SystemFv ('fast' strcmp)


emuObj.AddVsyncHook(patcher)
-- Switch Select command to "Options" button.
</pre>
emuObj.PadSetButtonsMode(pad.BUTTONS_MODE_OPTION_IS_SELECT)
<br>'''Daxter'''
<br>"NPUG80329"
<pre>
local axObj = getAXObject()
local emuObj = getEmuObject()


local patcher = function()
-- Remove "Transfer Patapon Saved Data" option from New Game option
--Performance patch
--axInsnReplace(0x8A46660, 0x24070002, 0x24070001) -- li  a3,0x2  (change 2 menu options to 1)
axObj.WriteMem32(0x08862E40, 0x10000019) --0x08866E40 on PPSSPP. PPSSPP addresses need to be reduced by 0x4000 in order to work on PS4
emuObj.RemapSavedata("UCUS98711", "CUSA06171", "504e802b04a1838c32b616abbe0b475fbea1c823825ef0df06cc2bad129ce2f7")
axObj.WriteMem32(0x08862EAC, 0x0) --0x08866EAC on PPSSPP. PPSSPP addresses need to be reduced by 0x4000 in order to work on PS4
end


emuObj.AddVsyncHook(patcher)
-- Fix "Tree of Life" unaligned lines and shadows
</pre>
axObj.AddHook(0x884600C, 0x8c850010, function() -- PSP::Gfx::PrimitiveContext::setVertex2f
 
local context = axObj.GetGpr(gpr.a0)
[https://www.psdevwiki.com/ps4/Talk:PSP_Emulator_Compatibility_List#Official_PSPemu_Configuration_Files More patches can be found here]
local cmdCount = axObj.ReadMem32(context + 0x14)
 
if (cmdCount & 1) == 1 then -- we have at least 2 commands
====Patches.lua====
local cmdBuffer = axObj.ReadMem32(context + 0x10)
======Syphon Filter: Dark Mirror======
local cx = axObj.GetFpr(12)
 
local cy = axObj.GetFpr(13)
<pre>
local ox = axObj.ReadMemFloat(cmdBuffer-12)
-- Lua 5.3
local oy = axObj.ReadMemFloat(cmdBuffer-8)
-- Title: Syphon Filter: Dark Mirror
 
if cx == ox then
-- Patches for fixing issues with post fx in games using the Syphon Filter/Resistance engine
axObj.SetFpr(12, cx + 0.5)
 
axObj.WriteMemFloat(cmdBuffer-12, ox + 0.5)
apiRequest(1.0) -- request version 1.0 API. Calling apiRequest() is mandatory.
elseif cy == oy then
 
axObj.SetFpr(13, cy + 0.5)
local emuObj = getEmuObject()
axObj.WriteMemFloat(cmdBuffer-8, oy + 0.5)
local cpu = getAXObject()
 
-- The bloom filter uses 1.5 pixel jitter to make a ghetto blur. When up-ressed, this doesn't look good.
-- To compensate, reduce the jitter amount before rendering.
function BloomJitterPlusAdjust()
-- 1.5 pixel "+" pattern
emuObj.AdjustUVJitter(0, 4, 0.0, 1.5)
emuObj.AdjustUVJitter(4, 4, 0.0, -1.5)
emuObj.AdjustUVJitter(8, 4, 1.5, 0.0)
emuObj.AdjustUVJitter(12, 4, -1.5, 0.0)
end
 
function BloomJitterCrossAdjust()
-- 1.5 pixel "x" pattern
emuObj.AdjustUVJitter(0, 4, 1.5, 1.5)
emuObj.AdjustUVJitter(4, 4, -1.5, 1.5)
emuObj.AdjustUVJitter(8, 4, 1.5, -1.5)
emuObj.AdjustUVJitter(12, 4, -1.5, -1.5)
end
 
local jitterFixPlus = emuObj.AddGPUHook(0x40dc000, 0, 16, 0x40d4000, BloomJitterPlusAdjust)
local jitterFixCross = emuObj.AddGPUHook(0x40d4000, 0, 16, 0x40dc000, BloomJitterCrossAdjust)
 
function depthquery()
local querystruct = 0x8eda968 -- this is always in a fixed location
-- the depth query struct is fixed to 24 entries
-- 0..15 seem to be always used for lights, 16..23 are for npcs
for i=0,23 do
local querytype = cpu.ReadMem32(querystruct+0)
local valid = cpu.ReadMem32(querystruct+1*4)
if valid ~= 0xffffffff then
--local queryx = cpu.ReadMem32(querystruct+2*4)
--local queryy = cpu.ReadMem32(querystruct+3*4)
--local querydepth = cpu.ReadMem32(querystruct+4*4)
--local querywidth = cpu.ReadMem32(querystruct+5*4)
--local queryheight = cpu.ReadMem32(querystruct+6*4)
--local param1c = cpu.ReadMem32(querystruct+7*4)
--local param20 = cpu.ReadMem32(querystruct+8*4)
local param24 = cpu.ReadMem32(querystruct+9*4)
--local result = cpu.ReadMemFloat(querystruct+10*4)
if param24 <= 0 then
cpu.WriteMem32(querystruct+1*4, 0xffffffff) -- to be removed from the list -> mark as invalid
else
if querytype == 3 then -- n x n coverage based occlusion used by lights. Object opacity is set to (visible_samples / total_samples)
cpu.WriteMemFloat(querystruct+10*4, 0.0) -- always hide lights
else -- Enemies use a 5-point (corners + center) occlusion check. Object is visible if any of the points is visible.
cpu.WriteMemFloat(querystruct+10*4, 1.0) -- set always visible
end
end
end
end
querystruct = querystruct + 0x2c
end
end
end
end)


cpu.AddHook(0x8c163d4, 0x27bdff80, depthquery) -- = addiu sp, sp, -0x80
-- LANGUAGES --
-- the hook code replaces the occlusion function, so just adjust the stack and return
local langCode = "us" -- default
cpu.InsnReplace(0x8c163d8, 0x34040000, 0x27bd0080) -- addiu sp, sp, 0x80
--local languageList = {"Japanese","English","UK","Italian","German","Spanish","French","Korean","Chinese","ns","nf","Dutch","Portuguese","gr","Belgium"}
cpu.InsnReplace(0x8c163dc, 0xafa40048, 0x03e00008) -- jr ra
--local gameLanguageCode = {"jp","us","uk","it","de","sp","fr","kr","cn","ns","nf","nl","pt","gr","be"}
cpu.InsnReplace(0x8c163e0, 0x3c0408ee, 0x00000000) -- nop
local languageList = {"","English","","","","","","","","Spanish","French","","","",""}
</pre>
local gameLanguageCode = {"","us","","","","","","","","ns","nf","","","",""}
======Patapon 2'''======
<pre>
-- Lua 5.3
-- Title:  Patapon 2 PSP - UCUS-98732 (USA)


apiRequest(1.0) -- request version 1.0 API. Calling apiRequest() is mandatory.
-- US: english = 1, spanish = 9, french = 0xA (from Localize__Manager__setDefaultLangage)
-- EU: uk = 2, italian = 3, german = 4, spanish = 5, french = 6
-- JP: jp = 0
-- HP: ko = 7, ch = 8,
-- GLOBAL FUNCTIONS --


local gpr = require( "ax-gpr-alias" ) -- you can access Allegrex GPR by alias (gpr.a0 / gpr["a0"])
local GLOBAL = 0x8B7D088 -- reawakeDeathUnit - offset 0x88A95E8 in $v1
local emuObj = getEmuObject() -- emulator
local axObj = getAXObject() -- allegrex
local pad = require("pad")


-- Hook memcpy to catch framebuffer effects
function getGlobalAddr() -- gets Global to user data.
axFuncReplace(0x881D194, "patapon_memcpy")
-- address comes from: Labo::Bases::Camp::Controller::reawakeDeathUnit - offset 0x88A95E8 in $v1
 
-- add 0x20 to address to align it with the word "none"
-- Accelerate some functions
axFuncReplace(0x8804670, "__ptmf_scall")
local main = axObj.ReadMem32(GLOBAL) -- fixed Global address from: 0x88A95E8 -> 0x8c9fbc0
axFuncReplace(0x8892230, "Renderer__makeWorldMatrix__4psysFv")
if main == 0xFFFFFFFF or main == 0 then
axFuncReplace(0x88209A8, "patapon_strcmp")
return 0xFFFFFFFF
axFuncReplace(0x8815130, "sceGupSetStatus")
end
axFuncReplace(0x8851D84, "FMtx44__setRow__3PydFv")
local ptr = axObj.ReadMem32(main + 0x10c0) --> sets to: 0x8d07840
axFuncReplace(0x88437F0, "Script__Talk__Controller__setDeltaTime__3PydFv")
if ptr == 0xFFFFFFFF or ptr == 0 then
axFuncReplace(0x8843B6C, "Script__Talk__Controller__setCmdId__3PydFv")
return 0xFFFFFFFF
axFuncReplace(0x88441DC, "Script__Talk__Controller__getArgValuePtr__3PydFv_0")
end
axFuncReplace(0x89B25B0, "sceGmoCol4Multiply")
 
axFuncReplace(0x8910A60, "Gfx__CacheModel__getNodeMtx__6SystemFv")
return ptr
axFuncReplace(0x8911440, "Gfx__StaticGmoModel__getNodeIdx__6SystemFv")
end
axFuncReplace(0x89114C8, "Gfx__StaticGmoModel__getNodeMtx__6SystemFv")
 
axFuncReplace(0x891157C, "Gfx__StaticGmoModel__getNodeMtx__6SystemFv_0")
-- MAIN FUNCTIONS --
axFuncReplace(0x881462C, "sceGuEnable", 0x8B3C050) -- param = gupbase pointer
 
axFuncReplace(0x8814684, "sceGuDisable", 0x8B3C050) -- param = gupbase pointer
local H1 = function() -- Labo::Bases::Camp::Scene::updateTips
axFuncReplace(0x89B2D84, "sceGmoFCurveEval_fastpath", 0x89B2D88) -- param = function entry if not fast path
local v0 = axObj.GetGpr(gpr.v0)
--axFuncReplace(0x88D0788, "Game__Map__Weather__WindLocus__update__4LaboFv_loop", 0x88D0864) -- param = continue address
if v0 > 0 then
axFuncReplace(0x890FCBC, "convertLowerString__6SystemFv")
emuObj.ThrottleMax()
axFuncReplace(0x8877104, "convertLowerString__6SystemFv") -- convertLowerString__21@unnamed@BNDFile_cpp@Fv, same functionality
else
axFuncReplace(0x897927C, "__extendsfdf2")
emuObj.ThrottleNormal()
axFuncReplace(0x8979AF8, "__muldf3")
end
axFuncReplace(0x8979A8C, "__adddf3")
end
axFuncReplace(0x897A750, "__truncdfsf2")
axFuncReplace(0x88CBD64, "RemapPacket", 0x8ACC394) -- param comes from RemapPacketAddr24 & RemapPacketAddr16
axFuncReplace(0x890FEA0, "patapon_strcmp") -- strcmpFast__6SystemFv ('fast' strcmp)


-- Switch Select command to "Options" button.
local H2 = function() -- GameSystem__SaveDataController__setStateMessage
emuObj.PadSetButtonsMode(pad.BUTTONS_MODE_OPTION_IS_SELECT)
local ptr = axObj.GetGpr(gpr.a2)
 
local str = axObj.ReadMemStr16(ptr)
-- Remove "Transfer Patapon Saved Data" option from New Game option
local newStr = "Now loading. Do not turn off the power."
--axInsnReplace(0x8A46660, 0x24070002, 0x24070001) -- li  a3,0x2  (change 2 menu options to 1)
-- english: Now loading./Do not remove the Memory Stick Duo™ /or turn off the system power.
emuObj.RemapSavedata("UCUS98711", "CUSA06171", "504e802b04a1838c32b616abbe0b475fbea1c823825ef0df06cc2bad129ce2f7")
-- spanish: Cargando./No extraigas el Memory Stick Duo™ /ni apagues el sistema.
 
-- french: Chargement./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système.
-- Fix "Tree of Life" unaligned lines and shadows
-- italian: Caricamento in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema.
axObj.AddHook(0x884600C, 0x8c850010, function() -- PSP::Gfx::PrimitiveContext::setVertex2f
-- german: Lädt./Bitte den Memory Stick Duo™ nicht entfernen /und das System nicht ausschalten.
local context = axObj.GetGpr(gpr.a0)
-- japanese: システムデータをロード中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。
local cmdCount = axObj.ReadMem32(context + 0x14)
-- chinese: 系統資料載入中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。
if (cmdCount & 1) == 1 then -- we have at least 2 commands
-- korean: 시스템 데이터를 불러오는 중입니다./Memory Stick Duo™를 빼거나/전원을 끄지 마십시오.
local cmdBuffer = axObj.ReadMem32(context + 0x10)
local cx = axObj.GetFpr(12)
if string.find(str, "Now loading") then
local cy = axObj.GetFpr(13)
newStr = "Now loading." -- English: Now loading./Do not remove the Memory Stick Duo™ /or turn off the system power.
local ox = axObj.ReadMemFloat(cmdBuffer-12)
axObj.WriteMemStr16Z(ptr, newStr)
local oy = axObj.ReadMemFloat(cmdBuffer-8)
elseif string.find(str, "Checking Memory Stick") then
newStr = "Please wait." -- English: Checking Memory Stick Duo™.
if cx == ox then
axObj.WriteMemStr16Z(ptr, newStr)
axObj.SetFpr(12, cx + 0.5)
elseif string.find(str, "Now saving")then
axObj.WriteMemFloat(cmdBuffer-12, ox + 0.5)
newStr = "Now saving." -- English: Now saving./Do not remove the Memory Stick Duo™ /or turn off the system power.
elseif cy == oy then
axObj.WriteMemStr16Z(ptr, newStr)
axObj.SetFpr(13, cy + 0.5)
--
axObj.WriteMemFloat(cmdBuffer-8, oy + 0.5)
elseif string.find(str, "Cargando.") then
end
newStr = "Cargando..." -- Spanish: Cargando./No extraigas el Memory Stick Duo™ /ni apagues el sistema.
end
axObj.WriteMemStr16Z(ptr, newStr)
end)
elseif string.find(str, "Guardando...")then
 
newStr = "Espera..." -- Spanish: Guardando.../No extraigas el Memory Stick Duo™ /ni apagues el sistema.
-- LANGUAGES --
axObj.WriteMemStr16Z(ptr, newStr)
local langCode = "us" -- default
elseif string.find(str, "Comprobando el Memory Stick") then
--local languageList = {"Japanese","English","UK","Italian","German","Spanish","French","Korean","Chinese","ns","nf","Dutch","Portuguese","gr","Belgium"}
newStr = "Guardando..." -- Spanish: Comprobando el Memory Stick Duo™.
--local gameLanguageCode = {"jp","us","uk","it","de","sp","fr","kr","cn","ns","nf","nl","pt","gr","be"}
axObj.WriteMemStr16Z(ptr, newStr)
local languageList = {"","English","","","","","","","","Spanish","French","","","",""}
--
local gameLanguageCode = {"","us","","","","","","","","ns","nf","","","",""}
elseif string.find(str, "Chargement.") then
 
newStr = "Chargement." -- French: Chargement./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système.
-- US: english = 1, spanish = 9, french = 0xA (from Localize__Manager__setDefaultLangage)
axObj.WriteMemStr16Z(ptr, newStr)
-- EU: uk = 2, italian = 3, german = 4, spanish = 5, french = 6
elseif string.find(str, "Vérification du Memory Stick")then
-- JP: jp = 0
newStr = "Veuillez patienter." -- French: Vérification du Memory Stick Duo™.
-- HP: ko = 7, ch = 8,  
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Sauvegarde.") then
-- GLOBAL FUNCTIONS --
newStr = "Sauvegarde en cours." -- French: Sauvegarde./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système.
 
axObj.WriteMemStr16Z(ptr, newStr)
local GLOBAL = 0x8B7D088 -- reawakeDeathUnit - offset 0x88A95E8 in $v1
--
 
elseif string.find(str, "Caricamento in corso") then
function getGlobalAddr() -- gets Global to user data.
newStr = "Caricamento in corso." -- Italian: Caricamento in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema.
-- address comes from: Labo::Bases::Camp::Controller::reawakeDeathUnit - offset 0x88A95E8 in $v1
axObj.WriteMemStr16Z(ptr, newStr)
-- add 0x20 to address to align it with the word "none"
elseif string.find(str, "Controllo del Memory Stick")then
newStr = "Attendi." -- Italian: Controllo del Memory Stick Duo™.
local main = axObj.ReadMem32(GLOBAL) -- fixed Global address from: 0x88A95E8 -> 0x8c9fbc0
axObj.WriteMemStr16Z(ptr, newStr)
if main == 0xFFFFFFFF or main == 0 then
elseif string.find(str, "Salvataggio in corso") then
return 0xFFFFFFFF
newStr = "Salvataggio in corso." -- Italian: Salvataggio in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema.
end
axObj.WriteMemStr16Z(ptr, newStr)
local ptr = axObj.ReadMem32(main + 0x10c0) --> sets to: 0x8d07840
--
if ptr == 0xFFFFFFFF or ptr == 0 then
elseif string.find(str, "Lädt") then
return 0xFFFFFFFF
newStr = "Lädt." -- German: Lädt./Bitte den Memory Stick Duo™ nicht entfernen /und das System nicht ausschalten.
end
axObj.WriteMemStr16Z(ptr, newStr)
 
elseif string.find(str, "Memory Stick Duo™ wird überprüft")then
return ptr
newStr = "Bitte warten." -- German: Memory Stick Duo™ wird überprüft.
end
axObj.WriteMemStr16Z(ptr, newStr)
 
elseif string.find(str, "Speichert.") then
-- MAIN FUNCTIONS --
newStr = "Speichert." -- German: Speichert./Bitte den Memory Stick Duo™ nicht entfernen und /das System nicht ausschalten.
 
axObj.WriteMemStr16Z(ptr, newStr)
local H1 = function() -- Labo::Bases::Camp::Scene::updateTips
--
local v0 = axObj.GetGpr(gpr.v0)
elseif string.find(str, "システムデータをロード中です。") then
if v0 > 0 then
newStr = "ロード中。" -- Japanese: システムデータをロード中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。
emuObj.ThrottleMax()
axObj.WriteMemStr16Z(ptr, newStr)
else
elseif string.find(str, "Memory Stick Duo™のチェック中です。")then
emuObj.ThrottleNormal()
newStr = "お待ちください。" -- Japanese: Memory Stick Duo™のチェック中です。
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "システムデータをセーブ中です。") then
newStr = "セーブ中。" -- Japanese: システムデータをセーブ中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。
axObj.WriteMemStr16Z(ptr, newStr)
--
elseif string.find(str, "系統資料載入中。") then
newStr = "載入中。" -- Chinese: 系統資料載入中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Memory Stick Duo™確認中。")then
newStr = "請稍候。" -- Chinese: Memory Stick Duo™確認中。
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "保存中。") then
newStr = "存檔中。" -- Chinese: 保存中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。
axObj.WriteMemStr16Z(ptr, newStr)
--
elseif string.find(str, "시스템 데이터를 불러오는 중입니다") then
newStr = "불러오는 중입니다." -- Korean: 시스템 데이터를 불러오는 중입니다./Memory Stick Duo™를 빼거나/전원을 끄지 마십시오.
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Memory Stick Duo™ 체크 중입니다")then
newStr = "잠시 기다려 주십시오." -- Korean: Memory Stick Duo™ 체크 중입니다.
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "시스템 데이터를 저장 중입니다") then
newStr = "저장 중입니다." -- Korean: 시스템 데이터를 저장 중입니다./Memory Stick Duo™를 빼거나,/전원을 끄지 마십시오.
axObj.WriteMemStr16Z(ptr, newStr)
end
end
end
end


local H2 = function() -- GameSystem__SaveDataController__setStateMessage
local H3 = function() -- Localize__Manager__getLanguageName
local ptr = axObj.GetGpr(gpr.a2)
local v0 = axObj.GetGpr(gpr.v0)
local str = axObj.ReadMemStr16(ptr)
local langPtr = axObj.ReadMem32(v0)
local newStr = "Now loading. Do not turn off the power."
langCode = axObj.ReadMemStr(langPtr)
-- english: Now loading./Do not remove the Memory Stick Duo™ /or turn off the system power.
end
-- spanish: Cargando./No extraigas el Memory Stick Duo™ /ni apagues el sistema.
 
-- french: Chargement./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système.
local bundleFileName = ""
-- italian: Caricamento in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema.
local H4 = function() -- System::Util__BNDFile__doNameCallback
-- german: Lädt./Bitte den Memory Stick Duo™ nicht entfernen /und das System nicht ausschalten.
local ptr = axObj.GetGpr(gpr.a0)
-- japanese: システムデータをロード中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。
bundleFileName = axObj.ReadMemStr(ptr)
-- chinese: 系統資料載入中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。
end
-- korean: 시스템 데이터를 불러오는 중입니다./Memory Stick Duo™를 빼거나/전원을 끄지 마십시오.
 
local H5 = function() -- Labo::GameSystem__callbackFunc_MemoryObject
local ptr = axObj.GetGpr(gpr.s5)
local dataPtr = axObj.ReadMem32(ptr)
if string.find(str, "Now loading") then
if bundleFileName == "colony_data.pac" then
newStr = "Now loading." -- English: Now loading./Do not remove the Memory Stick Duo™ /or turn off the system power.
axObj.WriteMem16(dataPtr + 0x79ba, 4)
axObj.WriteMemStr16Z(ptr, newStr)
end
elseif string.find(str, "Checking Memory Stick") then
end
newStr = "Please wait." -- English: Checking Memory Stick Duo™.
 
axObj.WriteMemStr16Z(ptr, newStr)
-- Black Smith - Remove "KeyGuide" bug when hit anvil head while quenching --
elseif string.find(str, "Now saving")then
local blackSmithRunning = false
newStr = "Now saving." -- English: Now saving./Do not remove the Memory Stick Duo™ /or turn off the system power.
local H6 = function() -- Sound__SubGame__Blacksmith__Command__start__4LaboFv
axObj.WriteMemStr16Z(ptr, newStr)
blackSmithRunning = true
--
end
elseif string.find(str, "Cargando.") then
local H7 = function() -- Sound__BeatCommander__endSubGame__4LaboFv
newStr = "Cargando..." -- Spanish: Cargando./No extraigas el Memory Stick Duo™ /ni apagues el sistema.
if blackSmithRunning == true then
axObj.WriteMemStr16Z(ptr, newStr)
local a0 = axObj.GetGpr(gpr.a0)
elseif string.find(str, "Guardando...")then
axObj.WriteMem8(a0 + 0x19c, 1) -- set memory to 1 (instead of 0) otherwise brings up bad "KeyGuide"
newStr = "Espera..." -- Spanish: Guardando.../No extraigas el Memory Stick Duo™ /ni apagues el sistema.
end
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Comprobando el Memory Stick") then
blackSmithRunning = false
newStr = "Guardando..." -- Spanish: Comprobando el Memory Stick Duo™.
end
axObj.WriteMemStr16Z(ptr, newStr)
 
--
-- TIPS System hacks --
elseif string.find(str, "Chargement.") then
axInsnReplace(0x8A73A44, 0x3C0342A8, 0x3C0342A4) -- change required number of Tips from 84 to 82.
newStr = "Chargement." -- French: Chargement./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système.
local H8 = function() -- GameSystem__Tips__Viewer__setup__4LaboFv
axObj.WriteMemStr16Z(ptr, newStr)
local global = getGlobalAddr()
elseif string.find(str, "Vérification du Memory Stick")then
if global == 0xFFFFFFFF then
newStr = "Veuillez patienter." -- French: Vérification du Memory Stick Duo™.
return
axObj.WriteMemStr16Z(ptr, newStr)
end
elseif string.find(str, "Sauvegarde.") then
 
newStr = "Sauvegarde en cours." -- French: Sauvegarde./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système.
local unitTable = axObj.ReadMem32(global + 0x1068) --> sets to: 0x8d13580 (unit table)
axObj.WriteMemStr16Z(ptr, newStr)
local tipsPtr = unitTable + 0x1F5E4
--
elseif string.find(str, "Caricamento in corso") then
local badTips = axObj.ReadMem32(tipsPtr + 8)
newStr = "Caricamento in corso." -- Italian: Caricamento in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema.
badTips = badTips & 0xFFBBFFFF -- remove tips 0x53 and 0x57 as they referred to Multiplayer
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMem32(tipsPtr + 8, badTips)
elseif string.find(str, "Controllo del Memory Stick")then
end
newStr = "Attendi." -- Italian: Controllo del Memory Stick Duo™.
 
axObj.WriteMemStr16Z(ptr, newStr)
-- Remove AutoSave menu from initial startup --
elseif string.find(str, "Salvataggio in corso") then
local H9 = function() -- GameSystem__SaveDataController__update__4LaboFv
newStr = "Salvataggio in corso." -- Italian: Salvataggio in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema.
local s3 = axObj.GetGpr(gpr.s3)
axObj.WriteMemStr16Z(ptr, newStr)
local flg = axObj.ReadMem32(s3 + 0x7eed)
--
local val = axObj.ReadMem32(s3 + 0x7efc)
elseif string.find(str, "Lädt") then
newStr = "Lädt." -- German: Lädt./Bitte den Memory Stick Duo™ nicht entfernen /und das System nicht ausschalten.
if flg == 0 and val == 0x14 then
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMem32(s3 + 0x7efc, 0x13)
elseif string.find(str, "Memory Stick Duo™ wird überprüft")then
end
newStr = "Bitte warten." -- German: Memory Stick Duo™ wird überprüft.
end
axObj.WriteMemStr16Z(ptr, newStr)
 
elseif string.find(str, "Speichert.") then
-- Change game save name to "Patapon 2 Remastered" --
newStr = "Speichert." -- German: Speichert./Bitte den Memory Stick Duo™ nicht entfernen und /das System nicht ausschalten.
local H10 = function() -- Utility__SaveDataUtility__setDataParamsfoString
axObj.WriteMemStr16Z(ptr, newStr)
local ptr = axObj.GetGpr(gpr.s1)
--
local strPtr = axObj.ReadMem32(ptr)
elseif string.find(str, "システムデータをロード中です。") then
local newStr = "PATAPON™ 2 Remastered"
newStr = "ロード中。" -- Japanese: システムデータをロード中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemStrZ(strPtr, newStr)
elseif string.find(str, "Memory Stick Duo™のチェック中です。")then
end
newStr = "お待ちください。" -- Japanese: Memory Stick Duo™のチェック中です。
 
axObj.WriteMemStr16Z(ptr, newStr)
-- Change description for the "Friendship" weapon to remove game sharing text --
elseif string.find(str, "システムデータをセーブ中です。") then
local itemsTable = {}
newStr = "セーブ中。" -- Japanese: システムデータをセーブ中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。
itemsTable[1] = "Proof of friendship establish" -- English
axObj.WriteMemStr16Z(ptr, newStr)
itemsTable[2] = "Prueba de la amistad establecida" -- Spanish
--
itemsTable[3] = "Preuve de l'amitié établie" -- French
elseif string.find(str, "系統資料載入中。") then
itemsTable[4] = "Preuve d'une amitié" -- French alt
newStr = "載入中。" -- Chinese: 系統資料載入中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。
axObj.WriteMemStr16Z(ptr, newStr)
function changeStrings(strPtr) -- modify strings
elseif string.find(str, "Memory Stick Duo™確認中。")then
local str = axObj.ReadMemStr16(strPtr) -- ptr to the string
newStr = "請稍候。" -- Chinese: Memory Stick Duo™確認中。
local strFind = string.gsub(str, "/", " ") -- change any slash to space to strings can match.
axObj.WriteMemStr16Z(ptr, newStr)
strFind = string.gsub(strFind, " ", " ") -- change any double spaces due to above change to only 1 space.
elseif string.find(str, "保存中。") then
newStr = "存檔中。" -- Chinese: 保存中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。
for i = 1, #itemsTable do
axObj.WriteMemStr16Z(ptr, newStr)
local startPos, endPos = string.find(strFind, itemsTable[i])
--
elseif string.find(str, "시스템 데이터를 불러오는 중입니다") then
if startPos ~= nil then
newStr = "불러오는 중입니다." -- Korean: 시스템 데이터를 불러오는 중입니다./Memory Stick Duo™를 빼거나/전원을 끄지 마십시오.
str = string.sub(str, 1, (startPos-1) )
axObj.WriteMemStr16Z(ptr, newStr)
-- SPECIAL fixes --
elseif string.find(str, "Memory Stick Duo™ 체크 중입니다")then
str = string.gsub(str, "Un oiseau avec de bons HP et /une grosse attaque.","Un oiseau qui augmente vos/HP.") -- French incorrect grammar (bird)
newStr = "잠시 기다려 주십시오." -- Korean: Memory Stick Duo™ 체크 중입니다.
str = string.gsub(str, "aumente","augmente") -- French incorrect grammar.
axObj.WriteMemStr16Z(ptr, newStr)
 
elseif string.find(str, "시스템 데이터를 저장 중입니다") then
axObj.WriteMemStr16Z(strPtr, str)
newStr = "저장 중입니다." -- Korean: 시스템 데이터를 저장 중입니다./Memory Stick Duo™를 빼거나,/전원을 끄지 마십시오.
end
axObj.WriteMemStr16Z(ptr, newStr)
end
end
end
end
local H11 = function() -- from Bases__Item__ExplanationWindow__setItemId
local ptr = axObj.GetGpr(gpr.a0)
local a2 = axObj.GetGpr(gpr.a2)
local valPtr = axObj.ReadMem32(ptr)
local v1 = valPtr + 8
local v0 = a2 * 4
v0 = v0 + v1
local strPtr = axObj.ReadMem32(v0)
strPtr = strPtr + valPtr


local H3 = function() -- Localize__Manager__getLanguageName
changeStrings(strPtr)
local v0 = axObj.GetGpr(gpr.v0)
local langPtr = axObj.ReadMem32(v0)
langCode = axObj.ReadMemStr(langPtr)
end
end


local bundleFileName = ""
-- Skip Memory message when selecting "Delete Save Data" on "Save the adventure" dialogue.
local H4 = function() -- System::Util__BNDFile__doNameCallback
local menuSkip = false
local ptr = axObj.GetGpr(gpr.a0)
local H12 = function() -- Bases__Talk__CommandCamp__showDialog
bundleFileName = axObj.ReadMemStr(ptr)
menuSkip = true
end
end
 
local H13 = function() -- Bases__Talk__CommandCamp__showDialog
local H5 = function() -- Labo::GameSystem__callbackFunc_MemoryObject
if menuSkip == true then
local ptr = axObj.GetGpr(gpr.s5)
axObj.SetGpr(gpr.v1, 0)
local dataPtr = axObj.ReadMem32(ptr)
menuSkip = false
if bundleFileName == "colony_data.pac" then
axObj.WriteMem16(dataPtr + 0x79ba, 4)
end
end
end
end
 
local H14 = function() -- Bases__Talk__CommandCamp__showDialog
-- Black Smith - Remove "KeyGuide" bug when hit anvil head while quenching --
if menuSkip == true then
local blackSmithRunning = false
axObj.SetPC(0x88D908C)
local H6 = function() -- Sound__SubGame__Blacksmith__Command__start__4LaboFv
blackSmithRunning = true
end
local H7 = function() -- Sound__BeatCommander__endSubGame__4LaboFv
if blackSmithRunning == true then
local a0 = axObj.GetGpr(gpr.a0)
axObj.WriteMem8(a0 + 0x19c, 1) -- set memory to 1 (instead of 0) otherwise brings up bad "KeyGuide"
end
end
blackSmithRunning = false
end
end


-- TIPS System hacks --
axInsnReplace(0x8A73A44, 0x3C0342A8, 0x3C0342A4) -- change required number of Tips from 84 to 82.
local H8 = function() -- GameSystem__Tips__Viewer__setup__4LaboFv
local global = getGlobalAddr()
if global == 0xFFFFFFFF then
return
end


local unitTable = axObj.ReadMem32(global + 0x1068) --> sets to: 0x8d13580 (unit table)
-- HOOKS --
local tipsPtr = unitTable + 0x1F5E4
local hook1  = axObj.AddHook(0x88E9564, 0x0002102B, H1) -- Labo::Bases__Camp__Scene__updateTips
local hook2  = axObj.AddHook(0x899E718, 0x00403021, H2) -- GameSystem__SaveDataController__setStateMessage
local badTips = axObj.ReadMem32(tipsPtr + 8)
local hook3  = axObj.AddHook(0x897771C, 0x00431021, H3) -- Localize__Manager__getLanguageName
badTips = badTips & 0xFFBBFFFF -- remove tips 0x53 and 0x57 as they referred to Multiplayer
local hook4  = axObj.AddHook(0x88774D0, 0x00402821, H4) -- System::Util__BNDFile__doNameCallback
axObj.WriteMem32(tipsPtr + 8, badTips)
local hook5  = axObj.AddHook(0x886889C, 0x02002021, H5) -- Labo::GameSystem__callbackFunc_MemoryObject
end
local hook6  = axObj.AddHook(0x898BCDC, 0x27BDFFE0, H6) -- Sound__SubGame__Blacksmith__Command__start__4LaboFv
 
local hook7  = axObj.AddHook(0x89220F8, 0xAC80019C, H7) -- Sound__BeatCommander__endSubGame__4LaboFv
-- Remove AutoSave menu from initial startup --
local hook8  = axObj.AddHook(0x8A734DC, 0x27BDFFC0, H8) -- GameSystem__Tips__Viewer__setup__4LaboFv
local H9 = function() -- GameSystem__SaveDataController__update__4LaboFv
local hook9  = axObj.AddHook(0x899CF4C, 0x92637EED, H9) -- GameSystem__SaveDataController__update__4LaboFv
local s3 = axObj.GetGpr(gpr.s3)
local hook10 = axObj.AddHook(0x88E7E48, 0x2490009C, H10) -- Utility__SaveDataUtility__setDataParamsfoString
local flg = axObj.ReadMem32(s3 + 0x7eed)
local hook11 = axObj.AddHook(0x897CF90, 0x26041718, H11) -- Bases__Item__ExplanationWindow__setItemId
local val = axObj.ReadMem32(s3 + 0x7efc)
local hook12 = axObj.AddHook(0x88D9114, 0xAEA00014, H12) -- Bases__Talk__CommandCamp__showDialog
local hook13 = axObj.AddHook(0x88D90B4, 0x9063C550, H13) -- Bases__Talk__CommandCamp__showDialog
local hook14 = axObj.AddHook(0x88D907C, 0x8FA2003C, H14) -- Bases__Talk__CommandCamp__showDialog
local hook15 = axObj.AddHook(0x8A394B4, 0x26241718, H11) -- Bases__Organization__Managed__ItemSelectWindow__onSlotChange (note uses H11)
 
 
-- US game bug fix.  "Paraget" -> "Patagate" --
axObj.AddHook(0x88DC5F4, 0x00409021, function() -- from Bases__Camp__Person__Behavior__Idle__update__4LaboFv
local strPtr = axObj.GetGpr(gpr.v0) + 0xE -- 0xE skip over X/Y positions.
local str = axObj.ReadMemStr16(strPtr)
if flg == 0 and val == 0x14 then
if string.find(str, "The Paraget will") then
axObj.WriteMem32(s3 + 0x7efc, 0x13)
-- org string: The Paraget will teleport you to/another world…
local newStr = "The Patagate can teleport you to/another world…"
axObj.WriteMemStr16Z(strPtr, newStr)
elseif string.find(str, "Paraget Shrine") then
-- org string: This is the Paraget Shrine./Only <N0> and <N1> can/enter.
local newStr = "This is the Patagate Shrine/Only <N0> and <N1> can/enter."
axObj.WriteMemStr16Z(strPtr, newStr)
end
end
end
end)


-- Change game save name to "Patapon 2 Remastered" --
--[[
local H10 = function() -- Utility__SaveDataUtility__setDataParamsfoString
axObj.AddHook(0x08982F48, 0x24070001, function()
local ptr = axObj.GetGpr(gpr.s1)
if emuObj.NeoMode() then
local strPtr = axObj.ReadMem32(ptr)
axObj.SetGpr(gpr.a3, 0) -- turn on 60fps mode
local newStr = "PATAPON™ 2 Remastered"
end
end)
axObj.WriteMemStrZ(strPtr, newStr)
]]--
 
--- MOVIE FIX ---
local movieLastTime = 0.0
local movieFix = function() -- Labo::GameSystem__MovieModule__render
local t = axObj.GetFpr(0)
if t == 0 and movieLastTime > 0 then
local s0 = axObj.GetGpr(gpr.s0)
axObj.WriteMemFloat(s0 + 0x44, movieLastTime)
elseif t > 0 then
movieLastTime = t
end
end
end


-- Change description for the "Friendship" weapon to remove game sharing text --
axObj.AddHook(0x8A6A1DC, 0xe6000044, movieFix)
local itemsTable = {}
 
itemsTable[1] = "Proof of friendship establish" -- English
 
itemsTable[2] = "Prueba de la amistad establecida" -- Spanish
--- PAT2-16 FIX ---
itemsTable[3] = "Preuve de l'amitié établie" -- French
axObj.AddHook(0x890E9E0, 0x02002021, function() -- Labo::Game__Gimmick__WindowAttacher__update
itemsTable[4] = "Preuve d'une amitié" -- French alt
local ptr = axObj.GetGpr(gpr.sp) + 0x28
local posy = axObj.ReadMemFloat(ptr + 4)
function changeStrings(strPtr) -- modify strings
local str = axObj.ReadMemStr16(strPtr) -- ptr to the string
local strFind = string.gsub(str, "/", " ") -- change any slash to space to strings can match.
strFind = string.gsub(strFind, "  ", " ") -- change any double spaces due to above change to only 1 space.
for i = 1, #itemsTable do
if posy < -30 then
local startPos, endPos = string.find(strFind, itemsTable[i])
local obj = axObj.GetGpr(gpr.a0)
axObj.WriteMem8(obj + 0x2a8, 0)
if startPos ~= nil then
str = string.sub(str, 1, (startPos-1) )
-- SPECIAL fixes --
str = string.gsub(str, "Un oiseau avec de bons HP et /une grosse attaque.","Un oiseau qui augmente vos/HP.") -- French incorrect grammar (bird)
str = string.gsub(str, "aumente","augmente") -- French incorrect grammar.
 
axObj.WriteMemStr16Z(strPtr, str)
end
end
end
end
end)
</pre>
local H11 = function() -- from Bases__Item__ExplanationWindow__setItemId
local ptr = axObj.GetGpr(gpr.a0)
local a2 = axObj.GetGpr(gpr.a2)
local valPtr = axObj.ReadMem32(ptr)
local v1 = valPtr + 8
local v0 = a2 * 4
v0 = v0 + v1
local strPtr = axObj.ReadMem32(v0)
strPtr = strPtr + valPtr


changeStrings(strPtr)
====LUA paths: ====
end
*XXXXYYYYY_patches.lua
<pre>
Image0\patches\XXXXYYYYY_patches.lua
</pre>
*XXXXYYYYY_features.lua
<pre>
*Image0\feature_data\*XXXXYYYYY_features.lua
</pre>
*XXXXYYYYY_tooling.lua
<pre>
*Image0\tooling\XXXXYYYYY_tooling.lua
</pre>
*XXXXYYYYY_trophies.lua
<pre>
Image0\trophy_data\XXXXYYYYY_trophies.lua
</pre>
 
== Emulators ==
<pre>Every emulator is programmed in a different way, sometimes choosing the right emulator is the only possible way to fix a game, emulators are not provided pre-installed on your ps4, they have to be unpacked from your backup that's downloaded from the ps store from that specific game. this list includes The typical usage of some of The emulators. and by emulator we mean the Eboot.bin</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Emulator !! Usage !! API Version !! Similar emulators (Usage)
|-
| LocoRoco Midnight Carnival  || ? || ? || ?
|-
| Patapon 2 || ? ||  ? || ?
|-
| PaRappa the Rapper || ? ||  ? || ?
|-
|}


-- Skip Memory message when selecting "Delete Save Data" on "Save the adventure" dialogue.
local menuSkip = false
local H12 = function() -- Bases__Talk__CommandCamp__showDialog
menuSkip = true
end
local H13 = function() -- Bases__Talk__CommandCamp__showDialog
if menuSkip == true then
axObj.SetGpr(gpr.v1, 0)
menuSkip = false
end
end
local H14 = function() -- Bases__Talk__CommandCamp__showDialog
if menuSkip == true then
axObj.SetPC(0x88D908C)
end
end


==Information==
====Other====


-- HOOKS --
*XXXXYYYYY_config.txt
local hook1  = axObj.AddHook(0x88E9564, 0x0002102B, H1) -- Labo::Bases__Camp__Scene__updateTips
*videos/
local hook2  = axObj.AddHook(0x899E718, 0x00403021, H2) -- GameSystem__SaveDataController__setStateMessage
*.mp4
local hook3  = axObj.AddHook(0x897771C, 0x00431021, H3) -- Localize__Manager__getLanguageName
*videos/%08x.mp4
local hook4  = axObj.AddHook(0x88774D0, 0x00402821, H4) -- System::Util__BNDFile__doNameCallback
*audio/%08x.ogg
local hook5  = axObj.AddHook(0x886889C, 0x02002021, H5) -- Labo::GameSystem__callbackFunc_MemoryObject
 
local hook6  = axObj.AddHook(0x898BCDC, 0x27BDFFE0, H6) -- Sound__SubGame__Blacksmith__Command__start__4LaboFv
Paths:
local hook7  = axObj.AddHook(0x89220F8, 0xAC80019C, H7) -- Sound__BeatCommander__endSubGame__4LaboFv
 
local hook8  = axObj.AddHook(0x8A734DC, 0x27BDFFC0, H8) -- GameSystem__Tips__Viewer__setup__4LaboFv
*/app0/
local hook9  = axObj.AddHook(0x899CF4C, 0x92637EED, H9) -- GameSystem__SaveDataController__update__4LaboFv
*/download0/
local hook10 = axObj.AddHook(0x88E7E48, 0x2490009C, H10) -- Utility__SaveDataUtility__setDataParamsfoString
*/savedata
local hook11 = axObj.AddHook(0x897CF90, 0x26041718, H11) -- Bases__Item__ExplanationWindow__setItemId
*/host/
local hook12 = axObj.AddHook(0x88D9114, 0xAEA00014, H12) -- Bases__Talk__CommandCamp__showDialog
*/hostapp/
local hook13 = axObj.AddHook(0x88D90B4, 0x9063C550, H13) -- Bases__Talk__CommandCamp__showDialog
*/data/
local hook14 = axObj.AddHook(0x88D907C, 0x8FA2003C, H14) -- Bases__Talk__CommandCamp__showDialog
local hook15 = axObj.AddHook(0x8A394B4, 0x26241718, H11) -- Bases__Organization__Managed__ItemSelectWindow__onSlotChange (note uses H11)


====Sample====


-- US game bug fix.  "Paraget" -> "Patagate" --
<pre>; PS4 configuration file for PSPHD
axObj.AddHook(0x88DC5F4, 0x00409021, function() -- from Bases__Camp__Person__Behavior__Idle__update__4LaboFv
   
local strPtr = axObj.GetGpr(gpr.v0) + 0xE -- 0xE skip over X/Y positions.
; Game Image
local str = axObj.ReadMemStr16(strPtr)
--image="data/USER_L0.IMG"
   
if string.find(str, "The Paraget will") then
; Redirect host0: to a specific directory (uncomment to enable).
-- org string: The Paraget will teleport you to/another world…
; By default it's mapped to either "/hostapp/" if available, or "/app0/" if "/hostapp/" is not available.
local newStr = "The Patagate can teleport you to/another world…"
;--host="/hostapp/"
axObj.WriteMemStr16Z(strPtr, newStr)
   
elseif string.find(str, "Paraget Shrine") then
; To dump the original video in PMF format, uncomment the --dumpvideos line
-- org string: This is the Paraget Shrine./Only <N0> and <N1> can/enter.
; For example, with the current setting, it will save them in a "videos" directory inside the File Serving Directory
local newStr = "This is the Patagate Shrine/Only <N0> and <N1> can/enter."
;--dumpvideos="host0:videos"
axObj.WriteMemStr16Z(strPtr, newStr)
   
end
; To dump the original audio in Atrac3 format, uncomment the --dumpaudio line
end)
; For example, with the current setting, it will save them in a "audio" directory inside the File Serving Directory
 
;--dumpaudio="host0:audio"
--[[
   
axObj.AddHook(0x08982F48, 0x24070001, function()
; To replace atrac3 audio samples, use this.
if emuObj.NeoMode() then
--samplereplace="host0:samplereplace"
axObj.SetGpr(gpr.a3, 0) -- turn on 60fps mode
   
end
; To save the in-game textures as the game runs, uncomment the --texsave line
end)
; For example, with the current setting, it will save them in a "texdump" directory inside the File Serving Directory
]]--
;--texsave="host0:texdump"
 
;--texmissingsave="host0:texdump"
--- MOVIE FIX ---
   
local movieLastTime = 0.0
; To replace specific textures as the game runs, uncomment the --texreplace line
local movieFix = function() -- Labo::GameSystem__MovieModule__render
; For example, with the current setting, it will load them from the "texreplace" directory inside the File Serving Directory
local t = axObj.GetFpr(0)
--texreplace="host0:texreplace"
if t == 0 and movieLastTime > 0 then
   
local s0 = axObj.GetGpr(gpr.s0)
axObj.WriteMemFloat(s0 + 0x44, movieLastTime)
elseif t > 0 then
movieLastTime = t
end
end
 
axObj.AddHook(0x8A6A1DC, 0xe6000044, movieFix)
 
 
--- PAT2-16 FIX ---
axObj.AddHook(0x890E9E0, 0x02002021, function() -- Labo::Game__Gimmick__WindowAttacher__update
local ptr = axObj.GetGpr(gpr.sp) + 0x28
local posy = axObj.ReadMemFloat(ptr + 4)
if posy < -30 then
local obj = axObj.GetGpr(gpr.a0)
axObj.WriteMem8(obj + 0x2a8, 0)
end
end)
</pre>
 
== Emulators ==
<pre>Every emulator is programmed in a differently. Sometimes choosing the right emulator is the only possible way to fix a game. Emulators are not provided pre-installed on the ps4, they have to be unpacked from a backup that's downloaded from the ps store from that specific game. This list includes The typical usage of some of The emulators.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Emulator !! Usage !! API Version !! Similar emulators (compatibility)
|-
| Echochrome || The default psp emulator for PSPFPKG tool at the time of writing and the best in terms of compatibility. || ? || ?
|-
| LocoRoco Midnight Carnival  || ? || ? || ?
|-
| LocoRoco 1  || ? || ? || ?
|-
| LocoRoco 2  || ? || ? || ?
|-
| Castlevania Requiem  || ? || ? || ?
|-
| Patapon 2 || ? ||  ? || ?
|-
| PaRappa the Rapper || An unofficial emulator developed by sony with very bad compatibility ||  ? || ?
|-
| Syphon Filter: Dark Mirror || ? || ? || ?
|-
|}
 
==Memory mapping==
<br>'''Note''': The memory on PPSSPP is 0x4000 offsets ahead of the memory on the PS4
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Size !! Offset From -> Offset To !! Name
|-
| || 1008000000 -> 10887FFFFF ||  Allegrex memory(?)
|-
|640.00MB  || 228200000 -> 250200000 ||
|-
|64.00MB  ||  250200000 -> 254200000 ||
|-
|32.00MB  ||  254200000 -> 256200000 ||
|-
|2048.00MB ||  256200000 -> 2d6200000 ||
|-
|16.00MB  ||  2d6200000 -> 2d7200000 ||
|-
|16.00MB  ||  2d7200000 -> 2d8200000 ||
|-
|16.00MB  ||  2d8200000 -> 2d9200000 ||
|-
|16.00MB  ||  2d9200000 -> 2da200000 ||
|-
|}
 
===Registers map===
<br>Registers that are marked with '''(?)''' are untested but should be accurate.
<br>*'''Note''': The offsets' positions change as the CLI file's content increases, but the offsets should still be somewhere nearby the offsets listed below and the layout should be the same regardless. The PC pointer script can be used to locate another PC register properly in Echochrome's emulator
{| class=wikitable style="border: none; background: none;"
! scope=col | GPR
! scope=col | Offset
! scope=col | Notes
| rowspan=900 style="border: none; background: none;"|
! scope=col | FPU
! scope=col | Offset
|-
| zero || 0x200414CA8? || || f0 || 0x200414D4C?
|--style="background-color:#EEEFF2"
| at  || 0x200414CAC? || || f1 || 0x200414D50
|-
| v0 || 0x200414CB0  || || f2 || 0x200414D54?
|--style="background-color:#EEEFF2"
| v1 || 0x200414CB4  || || f3 || 0x200414D58?
|-
| a0 || 0x200414CB8  || || f4 || 0x200414D5C?
|--style="background-color:#EEEFF2"
| a1 || 0x200414CBC? || || f5 || 0x200414D60?
|-
| a2 || 0x200414CC0? || || f6 || 0x200414D64?
|--style="background-color:#EEEFF2"
| a3 ||  0x200414CC4? || || f7 || 0x200414D68?
|-
| t0 || 0x200414CC8? || ||f8|| 0x200414D6C?
|--style="background-color:#EEEFF2"
| t1 || 0x200414CCC? || ||f9 || 0x200414D70?
|-
| t2 ||  0x200414CD0? || || f10 || 0x200414D74?
|--style="background-color:#EEEFF2"
| t3 ||  0x200414CD4? || ||f11|| 0x200414D78?
|-
| t4 ||  0x200414CD8? || || f12 || 0x200414D7C?
|--style="background-color:#EEEFF2"
| t5 ||  0x200414CDC? || || f13 || 0x200414D80?
|-
| t6 || 0x200414CE0? || || f14 || 0x200414D84?
|--style="background-color:#EEEFF2"
| t7 || 0x200414CE4? || || f15 || 0x200414D88?
|-
| s0 ||  0x200414CE8? || || f16 || 0x200414D8C?
|--style="background-color:#EEEFF2"
| s1 || 0x200414CEC? || || f17 || 0x200414D90?
|-
| s2 ||  0x200414CF0? || || f18 || 0x200414D94?
|--style="background-color:#EEEFF2"
| s3 || 0x200414CF4? || || f19 || 0x200414D98?
|-
| s4 ||  0x200414CF8? || || f20|| 0x200414D9C?
|--style="background-color:#EEEFF2"
| s5 ||  0x200414CFC? || || f21 || 0x200414DA0?
|-
| s6 ||  0x200414D00? || || f22 || 0x200414DA4?
|--style="background-color:#EEEFF2"
| s7 ||  0x200414D04? || || f23|| 0x200414DA8?
|-
| t8 ||  0x200414D08? || || f24 || 0x200414DAC?
|--style="background-color:#EEEFF2"
| t9 ||  0x200414D0C? || || f25 || 0x200414DB0?
|-
| k0 ||  0x200414D10 || ||f26 || 0x200414DB4?
|--style="background-color:#EEEFF2"
| k1 ||  0x200414D14 || || f27 || 0x200414DB8?
|-
| gp ||  0x200414D18 || || f28|| 0x200414DBC?
|--style="background-color:#EEEFF2"
| sp || 0x200414D1C || || f29 || 0x200414DC0?
|-
| fp || 0x200414D20 ||  || f30 || 0x200414DC4?
|--style="background-color:#EEEFF2"
| {{cellcolors|#D7EF54|#000000}}ra || 0x200414D24 || || f31 || 0x200414DC8
|-
| ? || 0x20AD14D28 || ||  ||
|--style="background-color:#EEEFF2"
| last syscall? || 0x20AD14D2C || ||  ||
|-
| {{cellcolors|#7698FF|#000000}}pc || 0x200414D34 || Will show "0x0", "0x1", "0x5", if the Allegrex cpu is idle(?). || ||
|--style="background-color:#EEEFF2"
| hi || 0x200414D38 || ||  ||
|-
| lo || 0x200414D3C || ||  ||
|--style="background-color:#EEEFF2"
| Memory base? || 0x200414D48 || Shows "0x08800000", could be used as pointer or something?|| ||
|-
|}
====PC pointer====
<br>PS4CHEATER
<br>'''PSP.cht'''
<pre>
1.5|eboot.bin|ID:|VER:01.00|FM:505
simple pointer|pointer|4 bytes|@C6B8C8_2_6B8C8+210+108|data|4 bytes|143011412|0||
</pre>
'''VFPU'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Register !! Offset !! Register !! Offset !! Register !! Offset !! Register !! Offset
|-
| S000|| 0x200414DE0 || S001|| 0x200414DE4 || S002|| 0x200414DE8 || S003|| 0x200414DEC
|-
| S010|| 0x200414DF0 || S011|| 0x200414DF4 || S012|| 0x200414DF8  || S013|| 0x200414DFC
|-
| S020|| 0x200414E00 || S021|| 0x200414E04 || S022||  0x200414E08 || S023|| 0x200414E0C
|-
|S030|| 0x200414E10 || S031|| 0x200414E14 || S032|| 0x200414E18  || S033|| 0x200414E1C
|-
|S100|| 0x200414E20  || S101|| 0x200414E24  || S102||  0x200414E28  || S103|| 0x200414E2C
|-
| S110 || 0x200414E30  || S111|| 0x200414E34 || S112||  0x200414E38 || S113||0x200414E3C
|-
| S120|| 0x200414E40  || S121|| 0x200414E44 || S122|| 0x200414E48 || S123|| 0x200414E4C
|-
|S130|| 0x200414E50 || S131||0x200414E54  || S132|| 0x200414E58  || S133|| 0x200414E5C
|-
|S200|| 0x200414E60  || S201|| 0x200414E64 || S202||  0x200414E68 || S203||0x200414E6C
|-
|S210|| 0x200414E70  || S211|| 0x200414E74 || S212||  0x200414E78 || S213|| 0x200414E7C
|-
|S220|| 0x200414E80  || S221|| 0x200414E84 || S222|| 0x200414E88 || S223|| 0x200414E8C
|-
|S230|| 0x200414E90 || S231|| 0x200414E94 || S232||  0x200414E98 || S233|| 0x200414E9C
|-
|S300|| 0x200414EA0  || S301|| 0x200414EA4 || S302||  0x200414EA8 || S303|| 0x200414EAC
|-
|S310|| 0x200414EB0  || S311|| 0x200414EB4 || S312|| 0x200414EB8  || S313|| 0x200414EBC
|-
|S320|| 0x200414EC0  || S321|| 0x200414EC4 || S322|| 0x200414EC8 || S323||0x200414ECC
|-
|S330|| 0x200414ED0 || S331|| 0x200414ED4 || S332|| 0x200414ED8 || S333||0x200414EDC
|-
|S400|| 0x200414EE0  || S401||  0x200414EE4 || S402|| 0x200414EE8 || S403|| 0x200414EEC
|-
|S410|| 0x200414EF0  || S411||  0x200414EF4 || S412||  0x200414EF8 || S413|| 0x200414EFC
|-
|S420|| 0x200414F00 || S421|| 0x200414F04 || S422||  0x200414F08 || S423|| 0x200414F0C
|-
|S430|| 0x200414F10 || S431|| 0x200414F14 || S432||  0x200414F18 || S433|| 0x200414F1C
|-
|S500|| 0x200414F20 || S501|| 0x200414F24|| S502|| 0x200414F28 || S503|| 0x200414F2C
|-
|S510|| 0x200414F30  || S511|| 0x200414F34 || S512|| 0x200414F38 || S513|| 0x200414F3C
|-
|S520|| 0x200414F40 || S521|| 0x200414F44 || S522|| 0x200414F48 || S523||0x200414F4C
|-
|S530 || 0x200414F50|| S531|| 0x200414F54 || S532||  0x200414F58|| S533|| 0x200414F5C
|-
|S600|| 0x200414F60 || S601|| 0x200414F64 || S602|| 0x200414F68 || S603|| 0x200414F6C
|-
|S610|| 0x200414F70  || S611|| 0x200414F74 || S612||  0x200414F78 || S613||0x200414F7C
|-
|S620|| 0x200414F80  || S621|| 0x200414F84 || S622|| 0x200414F88 || S623|| 0x200414F8C
|-
|S630 || 0x200414F90 || S631|| 0x200414F94 || S632||  0x200414F98 || S633|| 0x200414F9C
|-
|S700|| 0x200414FA0 || S701 || 0x200414FA4 || S702|| 0x200414FA8  || S703|| 0x200414FAC
|-
|S710|| 0x200414FB0  || S711|| 0x200414FB4 || S712||  0x200414FB8 || S713|| 0x200414FBC
|-
|S720|| 0x200414FC0  || S721|| 0x200414FC4 || S722|| 0x200414FC8 || S723|| 0x200414FCC
|-
|S730 || 0x200414FD0|| S731|| 0x200414FD4 || S732||  0x200414FD8 || S733|| 0x200414FDC
|-
|}
 
= Known issues =
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
|-
| No gamdata installation functionality (?)|| || ||
|-
| Highly unoptimized graphics renderer || || || Low fps
|-
| No support for some syscalls || || ||
|-
|}
 
=LUA include files=
<br>Files that need to be placed in the '''/lua_include/''' folder
 
'''uv-clamping.lua'''
<pre>
print ("Loading uv-clamping.lua from global scripts")
 
UV_CLAMPING_ENABLE = true
UV_CLAMPING_DISABLE = false
 
UV_CLAMPING_USE_ZERO_EDGE_ALPHA = true
UV_CLAMPING_DONT_USE_ZERO_EDGE_ALPHA = false
 
emuObj = getEmuObject()
 
-- Turns off UV clamping for the given list of textures.
-- textureTable: A list of texture base addresses.
DisableUvClampingForTextures = function(textureTable)
if emuObj.OverrideUvClampingState then
for _, texAddr in ipairs(textureTable) do
emuObj.OverrideUvClampingState(texAddr, UV_CLAMPING_DISABLE, UV_CLAMPING_DONT_USE_ZERO_EDGE_ALPHA);
end
else
print ("This emulator does not support OverrideUvClampingState()")
end
end
 
</pre>
'''sce-locale.lua'''
<pre>
print ("Loading sce-locale.lua from global scripts")
 
-- Language codes
--
-- ja    Japanese
-- en    English (US)
-- fr    French (France)
-- es    Spanish (Spain)
-- de    German
-- it    Italian
-- nl    Dutch
-- pt    Portuguese (Portugal)
-- ru    Russian
-- ko    Korean
-- zh-TW  Chinese (traditional)
-- zh-CN  Chinese (simplified)
-- fi    Finnish
-- sv    Swedish
-- da    Danish
-- no    Norwegian
-- pl    Polish
-- pt-BR  Portuguese (Brazil)
-- en-GB  English (UK)
-- tr    Turkish
-- es-MX  Spanish (Latin America)
-- ar    Arabic
-- fr-CA  French (Canada)
-- cs    Czech
-- hu    Hungarian
-- el    Greek ("Ελληνικά" in the system language menu)
-- ro    Romanian
-- th    Thai
-- vi    Vietnamese
-- id    Indonesian
-- uk    Ukrainian
 
-- returns locale (en-US) and language only (us), useful for lookups with fallback.
GetLocaleLangPair = function()
local locale, lang
locale = AppHost_GetLocaleTag()
lang = locale:sub(1,2)    -- grab first two digits, eg. en-US -> en
 
print ("[BOOT] App Host Langauge =", lang)
 
if locale ~= nil then
print ("[BOOT] App Host Locale =", locale)
else
print ("[BOOT] Deprecated Native Language =", lang)
end
 
return locale, lang
end
 
FindLocaleTableKey = function(table, primary, fallback, default)
-- try for a specific Locale, and if that fails fallback on just a language (without region),
-- and if that fails fallback on default.
 
local keyres = primary
if keyres == nil or table[keyres] == nil then
keyres = fallback
end
 
if keyres == nil or table[keyres] == nil then
print ("WARNING: No table entry for locale", primary, "or language", fallback, ", using default", default);
keyres = default
else
print ("Found locale table entry", keyres);
end
 
return keyres
end
 
</pre>
'''disc-selection.lua'''
<pre>
print ("Loading disc-selection.lua from global scripts")
require "sce-locale"
 
-- Determines and sets the active SKU.
--
-- sku_map: Cannot be nil.  A table of the form
-- {
-- en = <sku dir name>,
-- fr = <sku dir name>,
-- de = <sku dir name>,
-- it = <sku dir name>,
-- es = <sku dir name>,
--  ...
-- }
--
RegisterSkus = function(sku_map, default_locale)
if default_locale == nil then
default_locale = "en"
end
local locale, lang = GetLocaleLangPair()
local key = FindLocaleTableKey(sku_map, locale, lang, default_locale)
local sku_name = sku_map[key]
 
if EM_SetActiveSku == nil then
print "EM_SetActiveSku is undefined, use the stable branch of the packager or use a new version of the emulator."
end
EM_SetActiveSku(sku_name)
 
end
 
</pre>
 
'''ax-gpr-alias.lua'''
<pre>
 
-- Recommended method to import this module:
--  local gpr = require("ax-gpr-alias")
 
 
gpr = {}
 
gpr.zero = 0
gpr.at  = 1
gpr.v0  = 2
gpr.v1  = 3
gpr.a0  = 4
gpr.a1  = 5
gpr.a2  = 6
gpr.a3  = 7
gpr.t0  = 8
gpr.t1  = 9
gpr.t2  = 10
gpr.t3  = 11
gpr.t4  = 12
gpr.t5  = 13
gpr.t6  = 14
gpr.t7  = 15
gpr.s0  = 16
gpr.s1  = 17
gpr.s2  = 18
gpr.s3  = 19
gpr.s4  = 20
gpr.s5  = 21
gpr.s6  = 22
gpr.s7  = 23
gpr.t8  = 24
gpr.t9  = 25
gpr.k0  = 26
gpr.k1  = 27
gpr.gp  = 28
gpr.sp  = 29
gpr.fp  = 30
gpr.ra  = 31
 
return gpr
 
</pre>
'''multiapp.lua'''
<pre>
-- Recommended method to import this module:
--  local mapp = require("mapp")
--
-- Multi-application support module
-- Wraps common hook calls to support multiple executables
--
 
local emuObj = getEmuObject() -- emulator
local axObj = getAXObject() -- allegrex
 
mapp = {}
mapp.curAppName = emuObj.GetAppName()
 
mapp.AddBootHook = function(app, func)
if mapp[app] == nil then
mapp[app] = {}
end
 
mapp[app].boot = func
end
 
mapp.AddHook = function(app, pc, verify, func)
if mapp[app] == nil then
mapp[app] = {}
end
if mapp[app].hooks == nil then
mapp[app].hooks = {}
mapp[app].hookids = 1
end
local localid = mapp[app].hookids
mapp[app].hookids = mapp[app].hookids + 1
local handler = { addr = pc, v = verify, f = func, id = 0 }
if mapp.curAppName == app then
handler.id = axObj.AddHook(pc, verify, func)
end
-- print(string.format("Added Hook for app: %s, pc=%08x, handler=%d", app, pc, localid))
mapp[app].hooks[localid] = handler
return localid
end
 
mapp.RemoveHook = function(app, hookid)
-- print(string.format("RemoveHook for app: %s, id=%d", app, hookid))
if mapp[app] ~= nil then
if mapp[app].hooks ~= nil then
if mapp[app].hooks[hookid] ~= nil then
local id = mapp[app].hooks[hookid].id
mapp[app].hooks[hookid] = nil -- WBD 7/6/2018
if mapp.curAppName == app and id > 0 then
axObj.RemoveHook(id)
end
end
end
end
end
 
mapp.GetHookPC = function(app, hookid)
if mapp[app] ~= nil then
if mapp[app].hooks ~= nil then
if mapp[app].hooks[hookid] ~= nil then
return mapp[app].hooks[hookid].addr
end
end
end
return 0
end
 
mapp.AddVSyncHook = function(app, func)
if mapp[app] == nil then
mapp[app] = {}
end
mapp[app].vsync = func
if mapp.curAppName == app then
emuObj.AddVsyncHook(func)
end
end
 
mapp.RemoveVSyncHook = function(app)
if mapp[app] == nil then
mapp[app] = {}
end
if mapp[app].vsync ~= nil then
table.remove(mapp[app].vsync)
end
if mapp.curAppName == app then
emuObj.RemoveVsyncHook(func)
end
end
 
-- Actual switch functionality
emuObj.AddBootHook(function()
local app = emuObj.GetAppName()
 
if app ~= mapp.curAppName then
-- switch out the old handlers
-- print(string.format("Switching out handlers for app: %s", mapp.curAppName))
if mapp[mapp.curAppName] ~= nil then
if mapp[mapp.curAppName].vsync ~= nil then
emuObj.RemoveVsyncHook()
end
if mapp[mapp.curAppName].hooks ~= nil then
local hooks = mapp[mapp.curAppName].hooks
-- print(string.format("hooks: %d", #hooks))
for k,v in pairs(hooks) do
if v.id > 0 then
axObj.RemoveHook(v.id)
v.id = 0
end
end
end
end
-- switch current app name
mapp.curAppName = app
-- install the new handlers
-- print(string.format("Switching in handlers for app: %s", mapp.curAppName))
if mapp[mapp.curAppName] ~= nil then
if mapp[mapp.curAppName].vsync ~= nil then
emuObj.AddVsyncHook(mapp[mapp.curAppName].vsync)
end
if mapp[mapp.curAppName].hooks ~= nil then
local hooks = mapp[mapp.curAppName].hooks
-- print(string.format("hooks: %d", #hooks))
for k,v in pairs(hooks) do
v.id = axObj.AddHook(v.addr, v.v, v.f)
end
end
end
end
if mapp[mapp.curAppName] ~= nil then
if mapp[mapp.curAppName].boot ~= nil then
mapp[mapp.curAppName].boot()
end
end
end)
 
return mapp
 
</pre>
 
'''pad.lua'''
<pre>
-- Recommended method to import this module:
--  local pad = require("pad")
--
-- Buttons marked PS4 are not used by the emulator, but can be read from Lua
--
-- Read the Pad state with getEmuObject().PadRead()
-- ie:
-- local padstate = getEmuObject().PadRead()
--
 
pad = {}
 
pad.L3        = 0x00000002 -- L3 (PS4)
pad.R3        = 0x00000004 -- R3 (PS4)
pad.OPTIONS  = 0x00000008 -- Options (PS4)
pad.UP        = 0x00000010 -- Up
pad.RIGHT    = 0x00000020 -- Right
pad.DOWN      = 0x00000040 -- Down
pad.LEFT      = 0x00000080 -- Left
pad.L2        = 0x00000100 -- L2 (PS4)
pad.R2        = 0x00000200 -- R2 (PS4)
pad.L1        = 0x00000400 -- L1
pad.R1        = 0x00000800 -- R1
pad.TRIANGLE  = 0x00001000 -- Triangle
pad.CIRCLE    = 0x00002000 -- Circle
pad.CROSS    = 0x00004000 -- Cross
pad.SQUARE    = 0x00008000 -- Square
pad.SELECT    = 0x00010000 -- Select
pad.START    = 0x00020000 -- Start
 
-- Automap SELECT or START to the Options Button, leaving the full touchar for the opposite, with getEmuObject().PadSetButtonsMode(mode)
-- ie:
-- getEmuObject().PadSetButtonsMode(pad.BUTTONS_MODE_OPTION_IS_SELECT)
 
pad.BUTTONS_MODE_NORMAL = 0 -- Touch bar is split in two for Start/Select. Option is unmapped (default behaviour)
pad.BUTTONS_MODE_OPTION_IS_SELECT = 1 -- Touch bar is Start. Option is Select
pad.BUTTONS_MODE_OPTION_IS_START = 2 -- Touch bar is Select. Option is Start
 
return pad
 
</pre>
 
=Information=
Note: Missing entries
==Folder/File layout==
<pre>
├── assets
│  ├── common
│  └── PSPHD
├── app
│  └── USER_L0.IMG
├── lua_include
│  ├── ax-gpr-alias.lua
│  ├── multiapp.lua
│  ├── sce-locale.lua
│  ├── uv-clamping.lua
│  ├── disc-selection.lua
│  └── pad.lua
├── scripts
│  ├──XXXXYYYYY_patches.lua
│  ├──XXXXYYYYY_features.lua
│  ├──XXXXYYYYY_tooling.lua
│  └──XXXXYYYYY_trophies.lua
├── sce_module
├── sce_sys
├── vms
├── trophy_data
├── usermodule
│  └──libfont.lib
├── sce_discmap.plt
├── eboot.bin
├── revision.conf
├── package-ps4.conf
└── config-title.txt
</pre>
 
==Other==
<pre>
XXXXYYYYY_config.txt
videos/
.mp4
videos/%08x.mp4
audio/%08x.ogg
 
Paths:
 
/app0/
/download0/
/savedata
/host/
/hostapp/
/data/
</pre>
 
==Sample==
 
<pre>; PS4 configuration file for PSPHD
   
; Game Image
--image="data/USER_L0.IMG"
   
; Redirect host0: to a specific directory (uncomment to enable).
; By default it's mapped to either "/hostapp/" if available, or "/app0/" if "/hostapp/" is not available.
;--host="/hostapp/"
   
; To dump the original video in PMF format, uncomment the --dumpvideos line
; For example, with the current setting, it will save them in a "videos" directory inside the File Serving Directory
;--dumpvideos="host0:videos"
   
; To dump the original audio in Atrac3 format, uncomment the --dumpaudio line
; For example, with the current setting, it will save them in a "audio" directory inside the File Serving Directory
;--dumpaudio="host0:audio"
   
; To replace atrac3 audio samples, use this.
--samplereplace="host0:samplereplace"
   
; To save the in-game textures as the game runs, uncomment the --texsave line
; For example, with the current setting, it will save them in a "texdump" directory inside the File Serving Directory
;--texsave="host0:texdump"
;--texmissingsave="host0:texdump"
   
; To replace specific textures as the game runs, uncomment the --texreplace line
; For example, with the current setting, it will load them from the "texreplace" directory inside the File Serving Directory
--texreplace="host0:texreplace"
   
; This forces alpha blending to on for replaced textures. (uncomment to enable)
; This forces alpha blending to on for replaced textures. (uncomment to enable)
; With this we can freely make use of a normal alpha channel on replacement textures
; With this we can freely make use of a normal alpha channel on replacement textures
Line 1,680: Line 868:
; Parappa Alpha Hack
; Parappa Alpha Hack
--parappaalphahack=true
--parappaalphahack=true
</pre>
==NIDs in HLE==
; Adjust overall volume level (does not include pad speaker volume). Range from 0.0 (min) to 1.0 (max)
--volume="0.25"</pre>
 
===NIDs in HLE===
<pre>
<pre>
|HLEInterruptManager|
|HLEInterruptManager|
Line 2,151: Line 1,342:
</pre>
</pre>


==Unimplemented functions==
===Unimplemented functions===
<pre>
<pre>
sceIoChdir() unimplemented, ignoring
sceIoChdir() unimplemented, ignoring
Line 2,211: Line 1,402:
</pre>
</pre>


==Restricted==
===Restricted===
<pre>
<pre>
scePowerRegisterCallback - ignoring
scePowerRegisterCallback - ignoring
Line 2,225: Line 1,416:
* https://forums.ppsspp.org/showthread.php?tid=11961
* https://forums.ppsspp.org/showthread.php?tid=11961
* https://github.com/LunaMoo/PPSSPP_workarounds/blob/master/cheat.db
* https://github.com/LunaMoo/PPSSPP_workarounds/blob/master/cheat.db
* https://www.psdevwiki.com/ps4/Talk:PSP_Emulator_Compatibility_List#Official_PSPemu_Configuration_Files
* https://www.psdevwiki.com/ps4/PSP_Emulator_Compatibility_List


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===More Information:===
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