Official Configuration Files: Difference between revisions
Line 3,343: | Line 3,343: | ||
end) | end) | ||
#Graphical glitches and stall fix.</pre> | #Graphical glitches and stall fix.</pre> | ||
====War of the Monsters==== | ====War of the Monsters==== |
Revision as of 19:31, 10 September 2024
These are configuration files extracted from official PS2 game packages. Most of them require emulator/recompiler files from their extracted pkgs to function optimally.
To Do:
There should be something between 50 and 60 {{official}} "PS2 Classics" released by Sony. |
ADK Damashii
CLI
SLPS-25906
--gs-uprender=none --gs-upscale=point --force-frame-blend=1
Ape Escape 2
SCES-50885
CLI
--gs-use-mipmap=1 --gs-kernel-cl="mipmap" --gs-kernel-cl-up="mipmap2x2" --gs-scanout-offsetx=27 --vu1-injection=1 --gs-packed15-fmv-opt=1 --gs-skip-dirty-flush-on-mipmap=1 --cop2-accurate-addsub-range=0x3151e8,0x315414
SCES-50885
LUA
local gpr = require("ee-gpr-alias") require( "ee-hwaddr" ) apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. local eeObj = getEEObject() -- -- never gonna die -- eeInsnReplace( 0x2bd0a0, 0x27bdfff0, 0x03e00008) -- addiu sp,sp,-16 -- eeInsnReplace( 0x2bd0a4, 0x3c02003e, 0x00000000) -- lui v0,0x3e -- performance fix bug #9789 local emuObj = getEmuObject() emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } ) emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alpha = 0x80000048 } ) emuObj.SetGsTitleFix( "ignoreUpRender", 50 , { } )
Arc the Lad: Twilight of the Spirits™
SCUS 972.31
Cli
--gs-force-bilinear=1 --gs-kernel-cl-up="up2x2Simple" --lopnor-config=1
SCUS 972.31
lua
require("ee-gpr-alias") apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. eeObj = getEEObject() -- Bug#8359 (see bugzilla for the detail) -- Skip FadeSet call if map is 'Scrappe Plateau' and the latest loaded script file is 'evt03B_07_0.moc'. -- This game seems to have a problem (sensitive) with frame count on the script engine. -- On our emulator, frame counting is slightly different from the original. -- therefore it reads out 'overun' script command, which is 'cmd_fade' to fade-in. -- At here, we will skip FADE-IN command if the situation meets the requirement. skip_fade_flag = { map_name = false, file_name = false } -- fade skip Bug#8359. skip FadeSet if skip_fade_flag meets the requirement. eeObj.AddHook( 0x13c464, 0x8e0500c0, function() -- print(skip_fade_flag.map_name) -- print(skip_fade_flag.file_name) if skip_fade_flag.map_name and skip_fade_flag.file_name then -- print("SKIP FADE") eeObj.SetPc(0x13c470) skip_fade_flag.map_name = false skip_fade_flag.file_name = false end end) -- cmd_read_file(const char* filename) eeObj.AddHook(0x13dad0, 0x27bdffc0, function() local filename = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0)) -- print(string.format("cmd_read_file %s", filename)) if "chara/evt_camera/evt03B_07_0.moc" == filename then -- print("skip_fade!") skip_fade_flag.file_name = true else skip_fade_flag.file_name = false end end) -- cmd_map_name(const char* mapname) eeObj.AddHook(0x13f138, 0x0080282d, function() local mapname = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0)) -- print(string.format("cmd_map_name %s", mapname)) if "Scrappe Plateau" == mapname then -- print("skip_fade!") skip_fade_flag.map_name = true else skip_fade_flag.map_name = false end end)
Canis Canem Edit (Bully)
CLI
--fpu-accurate-mul-fast=1 --fpu-muldiv-range=0x3fa5c0,0x3fa5c0 --gs-flush-ad-xyz=SafeZWrite --vu1-opt-vf00=2 --vu1-di-bits=0 --ee-hook=0x001f3ef4,FastForwardClock --gs-use-deferred-l2h=0 --vu1-injection=1 --vu1-mpg-cycles=2500 --fpu-rsqrt-fast-estimate=0 --safe-area-min=1.0
SLES 535.61
LUA
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 } )
SLUS-21269
SLUS-21269_features.lua
This is a substantial file. Over 150 lines with an extensive performance fix. I'm sharing the file itself as a download link. https://drive.google.com/file/d/12gt2fONqMP1rmEB9UMw3rIpEYbz1dQq8/view #Official widescreen support.
Destroy All Humans
SLUS_209.45
CLI
--gs-use-mipmap=1 --gs-kernel-cl="mipmap" --gs-kernel-cl-up="mipmap2x2" --gs-ignore-dirty-page-border=1 --fpu-accurate-addsub-range=0x28bf00,0x28c100 #Fix for graphical glitches.
SLUS_209.45
SLUS-20945_features.lua
-- Lua 5.3 -- Title: Destroy All Humans! PS2 - SLUS-20945 (USA) -- Author: Ernesto Corvi, Adam McInnis -- Changelog: apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. local eeObj = getEEObject() local emuObj = getEmuObject() local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"]) -- Widescreen eeObj.AddHook(0x308270, 0x3c0336c5, function() -- Graphics::Script::SetScreenRatio local mode = eeObj.GetGpr(gpr.v0) -- print(string.format("mode: %08x", mode)) if mode == 0x36c59d2b then -- widescreen emuObj.SetDisplayAspectWide() elseif mode == 0x855a87ef then -- standard emuObj.SetDisplayAspectNormal() end end) eeObj.AddHook(0x3078F4, 0xae0000f4, function() -- Graphics::Renderer::Renderer local renderer = eeObj.GetGpr(gpr.s0) eeObj.WriteMemFloat(renderer+0x200, 1.3333333) eeObj.WriteMemFloat(renderer+0x204, 1.7777777) eeObj.WriteMem32(renderer+0x208, 2) end) emuObj.SetDisplayAspectWide() -- CRC "settings.display.widescreen" = 0xbcf14d81 -- $s2 = SaveType (1 = new save) local overlay = InsnOverlay({ 0x27bdffe0, -- addiu $sp, -0x20 0xffbf0010, -- sd $ra, 0x10($sp) 0x0c0d49d8, -- jal Core::Memset(void *,int,uint) 0x00000000, -- nop 0x24030001, -- li $v1, 1 0x1472000b, -- bne $s2, $v1, +11 0x00000000, -- nop 0x0c09dacc, -- jal UFO::Progress::Get(void) 0x00000000, -- nop 0x3c01bcf1, -- lui $at, 0xbcf1 0x34214d81, -- ori $at, $at, 0x4d81 0xafa10000, -- sw $at, 0($sp) 0x24030001, -- li $v1, 1 0xa3a30004, -- sb $v1, 4($sp) 0x03a0282d, -- move $a1, $sp 0x0c09dd4c, -- jal UFO::Progress::Record::AddKey(UFO::Progress::Content const&) 0x0040202d, -- move $a0, $v0 0xdfbf0010, -- ld $ra, 0x10($sp) 0x03e00008, -- jr $ra 0x27bd0020 -- addiu $sp, 0x20 }) local call_overlay = 0x0c000000 | (overlay >> 2) eeInsnReplace(0x2789F8, 0x0c0d49d8, call_overlay) -- UFO::Progress::Storage::PrepareWrite #Official widescreen support.
Destroy All Humans 2
SLUS_214.39
CLI
--gs-use-mipmap=1 --gs-kernel-cl="mipmap" --gs-kernel-cl-up="mipmap2x2" #Fix for graphical glitches.
SLUS_214.39
SLUS-21439_features.lua
-- Lua 5.3 -- Title: Destroy All Humans! 2 PS2 - SLUS-21439 (USA) -- Author: Ernesto Corvi, Adam McInnis -- Changelog: apiRequest(0.7) -- request version 0.1 API. Calling apiRequest() is mandatory. local eeObj = getEEObject() local emuObj = getEmuObject() local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"]) -- Widescreen eeObj.AddHook(0x33ca98, 0x3c0436c5, function() -- Graphics::Script::SetScreenRatio local mode = eeObj.GetGpr(gpr.v0) -- print(string.format("mode: %08x", mode)) if mode == 0x36c59d2b then -- widescreen emuObj.SetDisplayAspectWide() elseif mode == 0x855a87ef then -- standard emuObj.SetDisplayAspectNormal() end end) eeObj.AddHook(0x33afac, 0x0000282d, function() -- Graphics::Renderer::Renderer eeObj.SetGpr(gpr.a1, 2) end) emuObj.SetDisplayAspectWide() -- CRC "settings.display.anamorphic" = 0x8b36afe9 -- $s2 = SaveType (1 = new save) local overlay = InsnOverlay({ 0x27bdffe0, -- addiu $sp, -0x20 0xffbf0010, -- sd $ra, 0x10($sp) 0x0c059d02, -- memset 0x00000000, -- nop 0x24030001, -- li $v1, 1 0x1472000b, -- bne $s2, $v1, +11 0x00000000, -- nop 0x0c09b400, -- jal UFO::Progress::Get(void) 0x00000000, -- nop 0x3c01bcf1, -- lui $at, 0x8b36 0x34214d81, -- ori $at, $at, 0xafe9 0xafa10000, -- sw $at, 0($sp) 0x24030001, -- li $v1, 1 0xa3a30004, -- sb $v1, 4($sp) 0x03a0282d, -- move $a1, $sp 0x0c09dd4c, -- jal UFO::Progress::Record::AddKey(UFO::Progress::Content const&) 0x0040202d, -- move $a0, $v0 0xdfbf0010, -- ld $ra, 0x10($sp) 0x03e00008, -- jr $ra 0x27bd0020 -- addiu $sp, 0x20 }) local call_overlay = 0x0c000000 | (overlay >> 2) eeInsnReplace(0x271AD0, 0x0c059d02, call_overlay) -- UFO::Progress::Storage::PrepareWrite -- Disable Progressive Scan and Adjust Screen Position local overlay2 = 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 }) local call_overlay2 = 0x0c000000 | (overlay2 >> 2) eeInsnReplace(0x2e5a14, 0x0c0dba4c, call_overlay2) -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag eeObj.AddHook(0x2e5a10, 0x0240202d, function() -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag local luaString = [[ -- disable progressive scan and adjust screen gui.i.SMOptionsDisplay.table.slots[3] = nil gui.i.SMOptionsDisplay.table.slots[4] = nil ]] eeObj.WriteMemStrZ(0xf7000, luaString) end) #Official widescreen support.
Eternal ring
CLI
--pad-analog-to-digital=0 --gs-use-deferred-l2h=1 --host-display-mode=16:9
LUA
local gpr = require("ee-gpr-alias") local PadStick = require("PadStick") apiRequest(1.5) local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() --X-Fov - ELF hack --803f013c 00a88144 0045013c eeObj.WriteMem32(0x00100fcc,0x3c013f40) --3c013f80 --Memory hack --eeObj.WriteMem32(0x201FF100,0x43c00000) end emuObj.AddVsyncHook(patcher) if 1 then -- bug#10361 (intro slowdown) & bug#9823 (conveyor belt effect) -- Use Deferred L2H except for conveyor belt effect. -- Unsure if other convery or similar effects are present, so use permissive match for bypassing deferral. L2H_SetNonDeferred({TRXREG=0x0000000900000080}) -- match any TRXPOS or BITBLTBUF -- Full specification of conveyor belt effect. -- L2H_SetNonDeferred({BITBLTBUF=0x0000000013023240,TRXPOS=0x0000000000770000,TRXREG=0x0000000900000080}) end local PadStickRemap_EternalRing_Default = { LR=PadStick.AxisRX_Pos, LL=PadStick.AxisRX_Neg, LU=PadStick.AxisLY_Neg, LD=PadStick.AxisLY_Pos, L1=PadStick.AxisLX_Neg, R1=PadStick.AxisLX_Pos, L2=PadStick.AxisRY_Neg, R2=PadStick.AxisRY_Pos, } local PadStickRemap_EternalRing_InvertY = { L2=PadStick.AxisRY_Pos, R2=PadStick.AxisRY_Neg, } emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_Default) -- Supporting Inverted Y Axis requires smoe menu changes, and should be done via features.lua --emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_InvertY)
Everybody's Tennis/Hot Shots Tennis
SCES_545.35
CLI
--gs-use-deferred-l2h=0 --l2h-2d-params=0x0000000800000010,0x00000000300a1400,256 --gs-motion-factor=50 --mtap1=always --gs-opt-frbuff-switch=1 --gs-ignore-dirty-page-border=1 --gs-ignore-rect-correction=1 --ee-native-function=memcpy,0x11e328 --ee-native-function=memset,0x11e4e0 #performance and visual fix(?)
SCES_545.35
LUA
local gpr = require("ee-gpr-alias") require( "ee-hwaddr" ) apiRequest(1.4) local eeObj = getEEObject() -- function dump(addr) -- print(string.format("=== dump %x ===", addr)) -- for i=0,0x1e do -- print(string.format(" %08x : %08x %08x %08x %08x", -- addr + i*16, -- eeObj.ReadMem32(addr + i*16 + 0), -- eeObj.ReadMem32(addr + i*16 + 4), -- eeObj.ReadMem32(addr + i*16 + 8), -- eeObj.ReadMem32(addr + i*16 +12))) -- end -- end -- Bug#8285 -- This patch changes the color of background on : -- - Language selection -- - Company logo -- - Start screen -- - Some menu -- which are in menu.bin overlay. Nothing affected in the actual game. eeObj.DmaAddHook( 1, function() if eeObj.ReadMem32(vif1_hw.TADR) == 0x1fd1c0 then -- On language select if eeObj.ReadMem32(0x4c8ef0) == 0x00ff9090 then eeObj.WriteMem32(0x4c8ef0, 0) end if eeObj.ReadMem32(0x548f30) == 0x00ff9090 then eeObj.WriteMem32(0x548f30, 0) end -- On company logo if eeObj.ReadMem32(0x4c6d70) == 0x00ff9090 then eeObj.WriteMem32(0x4c6d70, 0) end if eeObj.ReadMem32(0x546db0) == 0x00ff9090 then eeObj.WriteMem32(0x546db0, 0) end end end) eeInsnReplace(0x103d58, 0x27bdffc0, 0x03e00008) -- <SyncDCache> eeInsnReplace(0x103d5c, 0xffb20020, 0x00000000) eeNativeHook (0x103d58, 0x03e00008,'AdvanceClock',0x600) eeInsnReplace(0x103dd8, 0x3c02ffff, 0x03e00008) -- <iSyncDCache> eeInsnReplace(0x103ddc, 0x3442ffc0, 0x00000000) eeNativeHook (0x103dd8, 0x03e00008,'AdvanceClock',0x600) eeInsnReplace(0x103e98, 0x27bdffc0, 0x03e00008) -- <InvalidDCache> eeInsnReplace(0x103e9c, 0xffb20020, 0x00000000) eeNativeHook (0x103e98, 0x03e00008,'AdvanceClock',0x600) eeInsnReplace(0x103f18, 0x3c02ffff, 0x03e00008) -- <iInvalidDCache> eeInsnReplace(0x103f1c, 0x3442ffc0, 0x00000000) eeNativeHook (0x103f18, 0x03e00008,'AdvanceClock',0x600) eeInsnReplace(0x106970, 0x3c19ffff, 0x03e00008) -- <sceSifWriteBackDCache> eeInsnReplace(0x106974, 0x3739ffc0, 0x00000000) eeNativeHook (0x106970, 0x03e00008,'AdvanceClock',0x1700)
Fahrenheit/Indigo Prophecy
SLES_535.39
CLI
--ee-hook=0x002097d0,FastForwardClock,0x8c6261fc --ee-hook=0x1a5570,AdvanceClock,,500000 --ee-hook=0x00223c48,AdvanceClock,0x0080382d,8000 --gs-kernel-cl="h2lpool" --gs-kernel-cl-up="h2lpool2x2" #Performance fix.
SLES_535.39
LUA
This is a substantial file. Over 20,000 lines with an extensive performance fix. I'm sharing the file itself as a download link. https://drive.google.com/file/d/1L2YxondID65KIAybKVCBH9KgFegqqOeQ/view -- Performace fix (bug #9785 ) -- bug#8571 -- ignore 'no wait vsync' case. -- unsyncv causes major slowness on loading screen, because the game pushes LOTS of identical frame data to GS.
SLES_535.39
SLES-53539_features.lua
-- Lua 5.3 -- Title: Fahrenheit PS2 - SLES-53539 (EUR) -- Author: Ernesto Corvi, Adam McInnis -- Changelog: require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"]) require( "ee-cpr0-alias" ) -- for EE CPR apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. local eeObj = getEEObject() local emuObj = getEmuObject() local L1 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Run emuObj.ThrottleMax() end local L2 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Stop emuObj.ThrottleNorm() end local load1 = eeObj.AddHook(0x387040, 0x3c02004b, L1) -- QDT::SINT::SCRIPT_LOADING_SCREEN::Run local load2 = eeObj.AddHook(0x387090, 0x3c02004b, L2) -- QDT::SINT::SCRIPT_LOADING_SCREEN::Stop -- Widescreen eeInsnReplace(0x20a7c0, 0x3c013faa, 0x3c013fe3) eeInsnReplace(0x20a7c4, 0x3421aaab, 0x34218e39) emuObj.SetDisplayAspectWide() -- Skip video mode options local videomenuVM = { 0x04, 0x01, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00, 0x3B, 0x0D, 0x00, 0x00, 0x3B, 0x0B, 0x00, 0x00, 0x3B, 0x26, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00 } local visualmenuVM = { 0x04, 0x01, 0x00, 0x00, 0xA2, 0x00, 0x00, 0x00, 0x3B, 0x19, 0x00, 0x00, 0x3B, 0x18, 0x00, 0x00 } -- locates src chunk on (dst,cnt). -1 if not found, offset if found local locateChunk = function(src, dst, count) local offs = -1 for x = 0, count - #src do if eeObj.ReadMem8(dst+x) == src[1] then local found = true for y = 1, #src do if eeObj.ReadMem8(dst+x+y-1) ~= src[y] then found = false break end end if found == true then offs = x break end end end return offs end eeObj.AddHook(0x2812b0, 0x27bdfff0, function() -- QDT::VM::BYTE_CODE::BYTE_CODE local obj = eeObj.GetGpr(gpr.a1) local bytecode = eeObj.ReadMem32(obj+0x18) local count = eeObj.ReadMem32(obj+0x20) if count > #videomenuVM then local offs = locateChunk(videomenuVM, bytecode, count) if offs >= 0 then print("Skipping video mode menu") eeObj.WriteMem8(bytecode+offs+4, 8) -- beq 0x44 -> beq 0x8 end end if count > #visualmenuVM then local offs = locateChunk(visualmenuVM, bytecode, count) if offs >= 0 then print("Skipping visual mode video menu") eeObj.WriteMem8(bytecode+offs+1, 2) -- beq 0xa2 -> bne 0xa2 end end end) -- Force 60hz eeInsnReplace(0x207ae0, 0x00a0802d, 0x24100001) -- move $s0, $a1 -> li $s0, 1 -- Fix for bug 9716, which is a bug in the game. -- Trying to retrieve a COM handle in the game will cause an infinite -- loop if the handle has been deallocated and the debug server is not -- connected. There's apparently a small race condition in the Asylum -- level that sometimes can trigger the bug. -- The fix involves getting out of the loop. -- It causes a small visual glitch but otherwise the game continues to work fine. eeInsnReplace(0x1c5958, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle eeInsnReplace(0x1c5b6c, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle eeInsnReplace(0x1c5d24, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle #Official widescreen support, forced 60Hz/NTSC, along with a game crash bug fix.
Fantavision
CLI
SCES-50002
--gs-kernel-cl-up="fantavision" --gs-motion-factor=1
LUA
SCES-50002
require("ee-gpr-alias") require( "ee-hwaddr" ) apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. eeObj = getEEObject() -- -- Bug#93709 (JP Bugzilla) -- Same as Parappa the Rapper 2, it's VIF1 vs GIF xfer timing issue. -- The game expects PATH3 happens before VU1 xgkick, but actually Olympus doesn't do like that. -- Game kicks : PATH3(Context1) PATH1(Rendering using Context1&2) PATH3(Context2) -- Game expects: PATH3(Context1) PATH3(Context2) PATH1(Rendering using Context1&2) -- Hence VIF1 DMA needs to be delayed. eeObj.AddHook(0x1b1468, 0xae020000, function() local ee = eeObj local s0 = ee.GetGpr(gpr.s0) if s0 == vif1_hw.CHCR then local chcr = ee.GetGpr(gpr.v0) if (chcr & 0x05) == 0x05 then local tadr = ee.ReadMem32(vif1_hw.TADR) if tadr == 0x8883e0 or tadr == 0x9f6b60 then ee.SchedulerDelayEvent("vif1.dma", 0x5000) end end end end) -- Performace fix local emuObj = getEmuObject() -- twIsLess=5 - texture width is less or eq. than 32 emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } )
Fatal Fury: Battle Archives volume 2
ALL
CLI
--gs-uprender=none --gs-upscale=point --host-audio-latency=0.010 --force-frame-blend=1 #Graphical fix.
SLUS_217.23
SLUS-21723_features.lua
This is a substantial file. Over 500 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link. https://drive.google.com/file/d/1FPPPJiHOazTXaD-H6K3kLACYDSdDeAE1/view #official widescreen support in the form of screen bezels, along with expanded fightstick support and scanline shaders.
Fu'un Super Combo!!!
SLPS_257.81
CLI
--gs-uprender=2x2 --gs-upscale=point --host-audio-latency=0.3 --ee-hook=0x127050,AdvanceClock,0x2403002b,0x4000 --ee-hook=0x106734,FastForwardClock,0x0c04149c --ee-native-function=memcpy,0x11fa9c,0x0080402d --force-frame-blend=1 --vif1-ignore-cmd-ints=1 #Graphical and performance fixes.
SLPS_257.81
LUA
apiRequest(1.4) eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy') eeNativeFunction(0x11fb48, 0x2cc20008, 'memset') eeInsnReplace(0x1279d0, 0x27bdffc0, 0x03e00008) -- <SyncDCache> eeInsnReplace(0x1279d4, 0xffb20020, 0x00000000) eeNativeHook (0x1279d0, 0x03e00008,'AdvanceClock',0xa00) eeInsnReplace(0x127b00, 0x27bdffc0, 0x03e00008) -- <InvalidDCache> eeInsnReplace(0x127b04, 0xffb20020, 0x00000000) eeNativeHook (0x127b00, 0x03e00008,'AdvanceClock',0xa00) eeInsnReplace(0x12a258, 0x3c19ffff, 0x03e00008) -- <sceSifWriteBackDCache> eeInsnReplace(0x12a25c, 0x3739ffc0, 0x00000000) eeNativeHook (0x12a258, 0x03e00008,'AdvanceClock',0x1700) require("ee-gpr-alias") local eeObj = getEEObject() local emuObj = getEmuObject() -- *** viBufBeginPut (1) --eeInsnReplace(0x105628, 0x0c049c78, 0) -- jal 1271e0 <WaitSema> eeInsnReplace(0x1056c8, 0x0c049c70, 0) -- jal 1271c0 <SignalSema> -- *** viBufEndPut (1) eeInsnReplace(0x105708, 0x0c049c78, 0) -- jal 1271e0 <WaitSema> --eeInsnReplace(0x105730, 0x0c049c70, 0) -- jal 1271c0 <SignalSema> -- *** viBufFlush (1) --eeInsnReplace(0x105a88, 0x0c049c78, 0) -- jal 1271e0 <WaitSema> --eeInsnReplace(0x105ab8, 0x0c049c70, 0) -- jal 1271c0 <SignalSema> -- *** viBufPutTs (1) eeInsnReplace(0x105c10, 0x0c049c78, 0) -- jal 1271e0 <WaitSema> eeInsnReplace(0x105cf4, 0x0c049c70, 0) -- jal 1271c0 <SignalSema> -- it's redundant calling of _waitIpuIdle in libmpeg... not so huge impact tho. eeInsnReplace(0x118620, 0x0c04672a, 0) -- jal 119ca8 <_waitIpuIdle> -- bug# 9972 local emuObj = getEmuObject() emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } ) #Crash/stall fixes.
Grand Theft Auto III
SLUS_200.62
CLI
--vu1-no-clamping=0 --gs-check-trans-rejection=1 --gs-kernel-cl-up="up2x2tc" --gs-optimize-30fps=1 --ee-hook=0x27cea8,FastForwardClock #Performance and graphical fix.
SLUS_200.62
LUA
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. -- Performace fix local emuObj = getEmuObject() local thresholdArea = 600 emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } ) -- Bug#9133 -- workaround ... -16020(gp) value is something wrong. the value comes from CCamera::Process(). -- unfortunately accurate math or any other flags don't help for this problem, -- even though it should be calculation error issue. -- for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension() -- actually the cloud is a billboard, so it should have 0 degree in view-space. -- so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something) eeInsnReplace(0x318344, 0xc792c16c, 0x44809000) -- lwc1 $f18,-16020(gp) #Performance fix.
SLUS_200.62
SLUS-20062_features.lua
-- Lua 5.3 -- Title: Grand Theft Auto III PS2 - SLUS-20062 (USA) v1.40 -- Author: Nicola Salmoria -- Date: November 3, 2015 require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"]) apiRequest(0.7) -- need widescreen support local eeObj = getEEObject() local emuObj = getEmuObject() local USEWIDESCREEN_ADDRESS = 0x416748 local H1 = -- start of main() function() eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen end local H2 = -- change widescreen flag function() local isWidescreen = eeObj.GetGpr(gpr.v0) if isWidescreen == 0 then emuObj.SetDisplayAspectNormal() else emuObj.SetDisplayAspectWide() end end local hook1 = eeObj.AddHook(0x27ed04, 0x7fbf0000, H1) -- <main>: local hook2 = eeObj.AddHook(0x270e50, 0xa382b8d8, H2) -- <CMenuManager::AnaliseMenuContents(void)>: #Official widescreen support.
Grand Theft Auto: San Andreas
SLUS_209.46
CLI
--gs-optimize-30fps=1 --ee-hook=0x34dee8,FastForwardClock --ee-hook=0x00245ee0,FastForwardClock --cop2-no-clamping=1 --gs-flush-ad-xyz=safe --vu1-clamp-range=0x04a,0x069 --gs-use-deferred-l2h=0 #Performance optimisation/fix.
SLUS_209.46
LUA
apiRequest(0.6) -- request version 0.1 API. Calling apiRequest() is mandatory. -- bug#8979 -- The game bugged. -- CStreaming::StreamPedsIntoRandomSlots(int*) expects 8 integers arrray to process, -- but CCheat::LoveConquersAllCheat() function copies just only 6 integers to the stack. -- it seems the table of the source is correct, so using lq/sq instead of ld/sd to copy -- the contents of the table correctly. eeInsnReplace(0x59fbb0, 0xdca20010, 0x78a20010) -- ld v0,16(a1) => lq eeInsnReplace(0x59fbb8, 0xfc820010, 0x7c820010) -- sd v0,16(a0) => sq -- bug#8979, actually different one -- the game has another bug... see https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8979 eeInsnReplace(0x1abdd8, 0x102000d9, 0x102000cf) -- beqz at,1ac140 <CPopulation::AddPed(ePedType, unsigned int, CVector const &, bool)+0x3a0> -- Performace fix local emuObj = getEmuObject() local thresholdArea = 700 emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } ) #Performance and rendering fixes.
SLUS_209.46
SLUS-20946_features.lua
-- Lua 5.3 -- Title: Grand Theft Auto: San Andreas - SLUS-20946 (USA) v3.00 -- Author: Nicola Salmoria -- Date: November 5, 2015 require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"]) apiRequest(0.7) -- need widescreen support local eeObj = getEEObject() local emuObj = getEmuObject() local USEWIDESCREEN_ADDRESS = 0x7004ef local H1 = -- init widescreen flag function() eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen end local H2 = -- main game loop function() local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS) if isWidescreen == 0 then emuObj.SetDisplayAspectNormal() else emuObj.SetDisplayAspectWide() end end local hook1 = eeObj.AddHook(0x233584, 0xa200004f, H1) -- <CMenuManager::__ct(void)>: local hook2 = eeObj.AddHook(0x246750, 0x24040012, H2) -- <TheGame(void)>: #Official widescreen support.
Grand Theft Auto: Vice City
SLUS_205.52
CLI
--gs-check-trans-rejection=1 --gs-kernel-cl-up="up2x2tc" --gs-optimize-30fps=1 --ee-hook=0x277b88,FastForwardClock --ee-hook=0x279a18,FastForwardClock #Performance fix.
SLUS_205.52
LUA
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. -- Performance fix local emuObj = getEmuObject() local thresholdArea = 600 emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } ) -- Bug#9147 -- workaround ... -2104(gp) value is something wrong. the value comes from CCamera::Process(). -- unfortunately accurate math or any other flags don't help for this problem, -- even though it should be calculation error issue. -- for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension() -- actually the cloud is a billboard, so it should have 0 degree in view-space. -- so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something) eeInsnReplace(0x334d64, 0xc792f7c8, 0x44809000) -- lwc1 $f18,-2104(gp) #Performance fix.
SLUS_205.52
SLUS-20552_features.lua
-- Lua 5.3 -- Title: Grand Theft Auto: Vice City - SLUS-20552 (USA) v3.00 -- Author: Nicola Salmoria -- Date: November 4, 2015 require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"]) apiRequest(0.7) -- need widescreen support local eeObj = getEEObject() local emuObj = getEmuObject() local USEWIDESCREEN_ADDRESS = 0x4ba7bc local H1 = -- start of main() function() eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1) -- enable widescreen end local H2 = -- main game loop function() local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS) if isWidescreen == 0 then emuObj.SetDisplayAspectNormal() else emuObj.SetDisplayAspectWide() end end local hook1 = eeObj.AddHook(0x279384, 0xffbf0000, H1) -- <main>: local hook2 = eeObj.AddHook(0x277784, 0x00000000, H2) -- <TheGame(void)>: -- Fix for bug #9161. The 'flying cars' cheat causes crashes when attempting to -- fly an helicopter. We avoid that by disabling recognition of the cheat altogether. -- The SLPM version comes with the cheat disabled out of the box. eeInsnReplace(0x27db2c, 0x14400015, 0x10000015) -- bnez -> b #Official widescreen support and removal of "flying cars" cheat due to game crash.
SCES_503.61
LUA
-- Jak EU apiRequest(2.2) local gpr = require("ee-gpr-alias") local emuObj = getEmuObject()vi local eeObj = getEEObject() local gsObj = getGsObject() local eeOverlay = eeObj.getOverlayObject() -- Disable internal field shift compensation, part of post-process removal feature. gsObj.SetDeinterlaceShift(0) -- 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 -- update: removed due to occasional regression (bug#10608). post-processing is now skipped in the EE via 'depth-cue' -- emuObj.SetGsTitleFix( "ignoreSprite", "reserved", { texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044 } ) -- ------------------------- OVERLAY MANAGER -------------------------- g_OnOverlayRegistered = function(filename, start, size) -- global function provided for adding per-overlay callback handlers. end local DH8 = function() local s0 = eeObj.GetGpr(gpr.s0) local linkblock = eeObj.ReadMem32(s0+0x5c) --print( string.format("--> PRELOAD %08x %08x",s0, linkblock) ) local linkblock_allocate_length = eeObj.ReadMem32 (linkblock + 0x00) local linkblock_allocate_version = eeObj.ReadMem32 (linkblock + 0x04) local linkblock_allocate_segment_count = eeObj.ReadMem32 (linkblock + 0x08) local linkblock_allocate_name = eeObj.ReadMemStr(linkblock + 0x0c) local linkblock_allocate_seg1_linkptr = eeObj.ReadMem32 (linkblock + 0x4C) local linkblock_allocate_seg1_dataptr = eeObj.ReadMem32 (linkblock + 0x50) local linkblock_allocate_seg1_size = eeObj.ReadMem32 (linkblock + 0x54) local linkblock_allocate_seg1_flags = eeObj.ReadMem32 (linkblock + 0x58) local linkblock_allocate_seg2_linkptr = eeObj.ReadMem32 (linkblock + 0x5C) local linkblock_allocate_seg2_dataptr = eeObj.ReadMem32 (linkblock + 0x60) local linkblock_allocate_seg2_size = eeObj.ReadMem32 (linkblock + 0x64) local linkblock_allocate_seg2_flags = eeObj.ReadMem32 (linkblock + 0x68) local linkblock_allocate_seg3_linkptr = eeObj.ReadMem32 (linkblock + 0x6C) local linkblock_allocate_seg3_dataptr = eeObj.ReadMem32 (linkblock + 0x70) local linkblock_allocate_seg3_size = eeObj.ReadMem32 (linkblock + 0x74) local linkblock_allocate_seg3_flags = eeObj.ReadMem32 (linkblock + 0x78) -- seg1 is equiv to main in Jak3 -- seg3 is equiv to top in Jak3 -- seg2 appears to be unused ... ? --jstine if emuObj.IsToolingVerbose() then print( string.format("--> LOADED SEGMENT alloc_len %08x ver %08x segcount %08x name:\"%s\"", linkblock_allocate_length, linkblock_allocate_version, linkblock_allocate_segment_count, linkblock_allocate_name) ) print( string.format(" seg1linkptr %08x seg1dataptr %08x seg1size %08x seg1flags %08x", linkblock_allocate_seg1_linkptr, linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, linkblock_allocate_seg1_flags) ) print( string.format(" seg2linkptr %08x seg2dataptr %08x seg2size %08x seg2flags %08x", linkblock_allocate_seg2_linkptr, linkblock_allocate_seg2_dataptr, linkblock_allocate_seg2_size, linkblock_allocate_seg2_flags) ) print( string.format(" seg3linkptr %08x seg3dataptr %08x seg3size %08x seg3flags %08x", linkblock_allocate_seg3_linkptr, linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, linkblock_allocate_seg3_flags) ) end if linkblock_allocate_seg1_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, false) end if linkblock_allocate_seg3_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, true) end if (g_OnOverlayRegistered ~= nil) then -- Make sure to execute any previously registered OnOverlay handler if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size) end if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size) end end end assert(g_OnOverlayRegistered ~= nil) local prev_OnOverlayRegistered = g_OnOverlayRegistered g_OnOverlayRegistered = function(filename, start, size) if filename == "depth-cue.seg1" then -- Disable full-screen post process via depth-cue. -- This also removes half-pixel shift during interlacing. -- <depth-cue.seg1+00039c> -- 00701DFC:67BDFFF0 daddiu $sp,$sp,-0x10 (0xfffffff0) -> 03E00008 jr $ra -- 00701E00:FFBE0008 sd $fp,8($sp) -> 00000000 nop eeObj.WriteMem32(start + 0x39c, 0x03E00008) eeObj.WriteMem32(start + 0x3a0, 0x00000000) eeObj.WriteMem32(start + 0x004, 0x03E00008) eeObj.WriteMem32(start + 0x008, 0x00000000) end if (prev_OnOverlayRegistered ~= nil) then -- Make sure to execute any previously registered OnOverlay handler prev_OnOverlayRegistered(filename, start, size) end end -- hooked in link_control::finish(void)>: eeObj.AddHook(0x0010ACF8, 0x040C825, DH8) -- this is address US:0010abe0 JP:0010abd8 EU:0010ACF8 #Graphical fix, removal of intensive post process effects.
SCES-50361
SCES-50361_features.lua
This is a substantial file. Over 700 lines with an extensive graphical and control fix. I'm sharing the file itself as a download link. https://drive.google.com/file/d/1KppgZpiK5bgESrpSRKo6kKPTysZ-NAC9/view #Shadows fix, control scheme changes, forced 60Hz/NTSC/Widescreen.
Harvest Moon®: A Wonderful Life Special Edition
CUSA06584
CLI
--ee-cycle-scalar=0.78
CUSA06584
LUA
apiRequest (1.7) local eeObj = getEEObject() local gpr = require("ee-gpr-alias") -- 00107be0 <syncV>: idle loop on vsync eeNativeHook (0x107c14, 0x3c03005d,"FastForwardClock", 0) eeNativeFunction(0x44f3f8, 0x27bdffd0, 'ieee754_acosf') eeNativeFunction(0x44f820, 0x27bdffd0, 'ieee754_asinf') eeNativeFunction(0x450930, 0x44036000, 'ieee754_sqrtf') eeNativeFunction(0x452848, 0x0080102d, 'fabs') eeNativeFunction(0x453080, 0x27bdffd0, 'cosf') eeNativeFunction(0x453158, 0x27bdfff0, 'fabsf') eeNativeFunction(0x453320, 0x27bdffd0, 'sinf') eeNativeFunction(0x4534b0, 0x27bdfff0, 'acosf') eeNativeFunction(0x4534c8, 0x27bdfff0, 'asinf') eeNativeFunction(0x453510, 0x27bdfff0, 'sqrtf') eeNativeFunction(0x4552d8, 0x27bdffd0, 'fptoui') eeNativeFunction(0x455298, 0x27bdffd0, 'fptodp') eeNativeFunction(0x455d48, 0x27bdffd0, 'litodp') eeNativeFunction(0x455e00, 0x27bdffc0, 'dptoli') eeNativeFunction(0x455ed0, 0x27bdffc0, 'dptofp') eeNativeFunction(0x45d580, 0x0080402d, 'memcpy') eeNativeFunction(0x45d738, 0x2cc20008, 'memset') eeNativeFunction(0x45fde8, 0x30820007, 'strlen') eeInsnReplace(0x4443e0, 0x24030064, 0x03e00008) -- <FlushCache> eeInsnReplace(0x4443e4, 0x0000000c, 0x00000000) eeNativeHook (0x4443e0, 0x03e00008,'AdvanceClock',0x800) eeInsnReplace(0x444410, 0x2403ff98, 0x03e00008) -- <iFlushCache> eeInsnReplace(0x444414, 0x0000000c, 0x00000000) eeNativeHook (0x444410, 0x03e00008,'AdvanceClock',0x800) eeInsnReplace(0x444a58, 0x27bdffc0, 0x03e00008) -- <SyncDCache> eeInsnReplace(0x444a5c, 0xffb20020, 0x00000000) eeNativeHook (0x444a58, 0x03e00008,'AdvanceClock',0x800) eeInsnReplace(0x444b98, 0x27bdffc0, 0x03e00008) -- <InvalidDCache> eeInsnReplace(0x444b9c, 0xffb20020, 0x00000000) eeNativeHook (0x444b98, 0x03e00008,'AdvanceClock',0x800) -- bug#10318 : workaround... eeObj.AddHook(0x3ce0fc, 0x0200202d, function() local sign = (eeObj.GetGpr(gpr.v1) >> 31) & 1 if sign then eeObj.SetPc(0x3ce118) end end)
Jak 3
LUA
SCUS-97330
apiRequest(2.3) local gpr = require("ee-gpr-alias") local emuObj = getEmuObject() local eeObj = getEEObject() local gsObj = getGsObject() local eeOverlay = eeObj.getOverlayObject() -- 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 } ) -- Disabled due to embossing effect problem --jstine --emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) -- All JAK titles have a silly way of obtaining the PS2 Timestamp Counter. A binary code snippet is written -- into a NON-CONST array, like so: static u32 getTSC[] = { 0x40024800, 0x03E00008 }; and then that snippet is -- called via: ((u32 (*)())getTSC)() -- -- Actual disasm of snippet: -- 129780:40024800 mfc0 $v0,$count -- 129784:03E00008 jr $ra -- -- Because the code is right next to data in the .data section of the process, the emulator's page fault protection -- gets tripped up constantly and the code must be re-validated on every invocation. Interesting aside: had the devs -- marked the array as 'const' and thus had it placed in .ro_data, there wouldn't be a perf issue in the emu since -- page invalidations only occur on writes. -- -- Solution: rewrite the code which calls this function to simply execute mfc0 inline instead. Typical pattern which -- invokes the PS2 TSC read: -- 108c80:8c629790 lw v0,-26736(v1) -- 108c84:0040f809 jalr v0 -- Replace four separate instances: eeInsnReplace(0x108a78, 0x8c629790, 0x40024800) -- lw v0,-26736(v1) -> mfc0 $v0,$count eeInsnReplace(0x108a7c, 0x0040f809, 0x00000000) -- jalr v0 -> jr $ra eeInsnReplace(0x108c80, 0x8c629790, 0x40024800) -- lw v0,-26736(v1) -> mfc0 $v0,$count eeInsnReplace(0x108c84, 0x0040f809, 0x00000000) -- jalr v0 -> jr $ra eeInsnReplace(0x108ea4, 0x8c629790, 0x40024800) -- lw v0,-26736(v1) -> mfc0 $v0,$count eeInsnReplace(0x108ea8, 0x0040f809, 0x00000000) -- jalr v0 -> jr $ra eeInsnReplace(0x10902c, 0x8c629790, 0x40024800) -- lw v0,-26736(v1) -> mfc0 $v0,$count eeInsnReplace(0x109030, 0x0040f809, 0x00000000) -- jalr v0 -> jr $ra -- ------------------------- OVERLAY MANAGER -------------------------- g_OnOverlayRegistered = function(filename, start, size) -- global function provided for adding per-overlay callback handlers. end local DH8 = function() local s1 = eeObj.GetGpr (gpr.s1) local filename = eeObj.ReadMemStr(s1 + 17) local segment = eeObj.ReadMem32 (s1 + 8) local main = eeObj.ReadMem32 (segment + 4) local mainSize = eeObj.ReadMem32 (segment + 8) local top = eeObj.ReadMem32 (segment + 36) local topSize = eeObj.ReadMem32 (segment + 40) if emuObj.IsToolingVerbose() then print( string.format("--> LOADED SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x", filename, main, mainSize, top, topSize) ) end eeOverlay.Register(filename .. ".main", main, mainSize, false) eeOverlay.Register(filename .. ".top", top, topSize, true ) --local debugObj = getDebugObject() --debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".main.dasm", main, mainSize, 0) --debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".top.dasm", top, topSize, 0) --debugObj.eDumpAotToFile ("./DisasmGoal/Jak3/" .. filename .. ".main.aot", main, mainSize, 0) --debugObj.eDumpAotToFile ("./DisasmGoal/Jak3/" .. filename .. ".top.aot", top, topSize, 0) if (g_OnOverlayRegistered ~= nil) then -- Make sure to execute any previously registered OnOverlay handler g_OnOverlayRegistered(filename .. ".main", main, mainSize) g_OnOverlayRegistered(filename .. ".top", top, topSize ) end end eeObj.AddHook(0x1091d4, 0x0080c825, DH8) -- <ndi::link_control::finish(void)>: -- -------------------------------------------------------------------- assert(g_OnOverlayRegistered ~= nil) local prev_OnOverlayRegistered = g_OnOverlayRegistered g_OnOverlayRegistered = function(filename, start, size) if (prev_OnOverlayRegistered ~= nil) then -- Make sure to execute any previously registered OnOverlay handler prev_OnOverlayRegistered(filename, start, size) end if filename == "sparticle-launcher.main" then -- this RNG-sqrt instance is removed for performance. Additionally, not corrupting the RNG seed with -- bad sqrt math is always a good thing in my book --jstine assert(eeObj.ReadMem32(start + 0x005de4) == 0x4be1043d) -- vrget.wxyz vf01,r assert(eeObj.ReadMem32(start + 0x005de8) == 0x4a0103bd) -- vsqrt q,vf01x assert(eeObj.ReadMem32(start + 0x005df0) == 0x4b0000a0) -- vaddq.x vf02,vf00,q assert(eeObj.ReadMem32(start + 0x005e4c) == 0x4a00143f) -- vrxor r,vf02x assert(eeObj.ReadMem32(start + 0x005ef8) == 0x4a00143f) -- vrxor r,vf02x assert(eeObj.ReadMem32(start + 0x005f80) == 0x4a00143f) -- vrxor r,vf02x assert(eeObj.ReadMem32(start + 0x006018) == 0x4a00143f) -- vrxor r,vf02x eeObj.WriteMem32(start + 0x005de4, 0x00000000) eeObj.WriteMem32(start + 0x005de8, 0x00000000) eeObj.WriteMem32(start + 0x005df0, 0x00000000) eeObj.WriteMem32(start + 0x005e4c, 0x00000000) eeObj.WriteMem32(start + 0x005ef8, 0x00000000) eeObj.WriteMem32(start + 0x005f80, 0x00000000) eeObj.WriteMem32(start + 0x006018, 0x00000000) end end -- -------------------------------------------------------------------------------------- -- diagnostic for checking the Jak engine's internal frame skipping mechanism. -- $fp30 contains a ratio of time-taken-to-16ms to render the scene, eg. 18 ms is approx 1.15. -- The engine will proceed to make a series of logical decisions according to this value. -- The value read out here will be affected by both EE cycle rates and adaptive GS penalties. -- I tried modifiying this value directly but it gives somewhat unsatisfactory results. -- eeOverlay.AddPreHook("drawable.main",0x208+8, 0x461E0034, function() -- local v1 = eeObj.GetGpr(gpr.v1) -- print(string.format("fpuCompare fpr0=%f fpr30=%f", eeObj.GetFpr(0), eeObj.GetFpr(30))) -- end) -- --------------------------------------------------------------------------------------
Jak 2
CLI
SCUS-97265
--ee-jit-pagefault-threshold=20 --gs-frontend-opt-mode=1 --gs-use-mipmap=1 --gs-kernel-cl="mipmap" --gs-kernel-cl-up="mipmap2x2" --cop2-no-clamping=1 --cop2-clamp-range=0x2A18,0x2a20,joint.seg1 --vu1-mpg-cycles=250
LUA
SCUS-97265
apiRequest(2.2) local gpr = require("ee-gpr-alias") local emuObj = getEmuObject() local eeObj = getEEObject() local eeOverlay = eeObj.getOverlayObject() local iopObj = getIOPObject() local gsObj = getGsObject() -- 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 } ) --------------------------------------------------------------------------------- -- Basic Block breakers for EE AOT Injection eeOverlay.AddPreHook("traffic-engine.seg1", 0x004474, 0x0080e025, "nop" ) eeOverlay.AddPreHook("spatial-hash.seg1", 0x004474, 0x0080e025, "nop" ) --------------------------------------------------------------------------------- -- ------------------------- OVERLAY MANAGER -------------------------- g_OnOverlayRegistered = function(filename, start, size) -- global function provided for adding per-overlay callback handlers. end local DH8 = function() local s0 = eeObj.GetGpr(gpr.s0) local linkblock = eeObj.ReadMem32(s0+0x60) -- was 0x5c on Jak1 --print( string.format("--> PRELOAD %08x %08x",s0, linkblock) ) local linkblock_allocate_length = eeObj.ReadMem32 (linkblock + 0x00) local linkblock_allocate_version = eeObj.ReadMem32 (linkblock + 0x04) local linkblock_allocate_segment_count = eeObj.ReadMem32 (linkblock + 0x08) local linkblock_allocate_name = eeObj.ReadMemStr(linkblock + 0x0c) local linkblock_allocate_seg1_linkptr = eeObj.ReadMem32 (linkblock + 0x4C) local linkblock_allocate_seg1_dataptr = eeObj.ReadMem32 (linkblock + 0x50) local linkblock_allocate_seg1_size = eeObj.ReadMem32 (linkblock + 0x54) local linkblock_allocate_seg1_flags = eeObj.ReadMem32 (linkblock + 0x58) local linkblock_allocate_seg2_linkptr = eeObj.ReadMem32 (linkblock + 0x5C) local linkblock_allocate_seg2_dataptr = eeObj.ReadMem32 (linkblock + 0x60) local linkblock_allocate_seg2_size = eeObj.ReadMem32 (linkblock + 0x64) local linkblock_allocate_seg2_flags = eeObj.ReadMem32 (linkblock + 0x68) local linkblock_allocate_seg3_linkptr = eeObj.ReadMem32 (linkblock + 0x6C) local linkblock_allocate_seg3_dataptr = eeObj.ReadMem32 (linkblock + 0x70) local linkblock_allocate_seg3_size = eeObj.ReadMem32 (linkblock + 0x74) local linkblock_allocate_seg3_flags = eeObj.ReadMem32 (linkblock + 0x78) -- seg1 is equiv to main in Jak3 -- seg3 is equiv to top in Jak3 -- seg2 appears to be unused ... ? --jstine (it's a debug segment, so likely unused on retail) DH if emuObj.IsToolingVerbose() then print( string.format("--> LOADED SEGMENT alloc_len %08x ver %08x segcount %08x name:\"%s\"", linkblock_allocate_length, linkblock_allocate_version, linkblock_allocate_segment_count, linkblock_allocate_name) ) print( string.format(" seg1linkptr %08x seg1dataptr %08x seg1size %08x seg1flags %08x", linkblock_allocate_seg1_linkptr, linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, linkblock_allocate_seg1_flags) ) print( string.format(" seg2linkptr %08x seg2dataptr %08x seg2size %08x seg2flags %08x", linkblock_allocate_seg2_linkptr, linkblock_allocate_seg2_dataptr, linkblock_allocate_seg2_size, linkblock_allocate_seg2_flags) ) print( string.format(" seg3linkptr %08x seg3dataptr %08x seg3size %08x seg3flags %08x", linkblock_allocate_seg3_linkptr, linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, linkblock_allocate_seg3_flags) ) end -- local debugObj = getDebugObject() -- debugObj.eDumpDisasmToFile("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg1.dasm", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, 0) -- debugObj.eDumpDisasmToFile("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg3.dasm", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, 0) -- debugObj.eDumpAotToFile ("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg1.aot", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, 0) -- debugObj.eDumpAotToFile ("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg3.aot", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, 0) if linkblock_allocate_seg1_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, false) end if linkblock_allocate_seg3_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, true) end if (g_OnOverlayRegistered ~= nil) then -- Make sure to execute any previously registered OnOverlay handler if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size) end if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size) end end end assert(g_OnOverlayRegistered ~= nil) local prev_OnOverlayRegistered = g_OnOverlayRegistered g_OnOverlayRegistered = function(filename, start, size) if (prev_OnOverlayRegistered ~= nil) then -- Make sure to execute any previously registered OnOverlay handler prev_OnOverlayRegistered(filename, start, size) end if filename == "sparticle-launcher.seg1" then -- this RNG-sqrt instance is removed for performance. Additionally, not corrupting the RNG seed with -- bad sqrt math is always a good thing in my book --jstine assert(eeObj.ReadMem32(start + 0x0044ec) == 0x4be1043d) -- vrget.wxyz vf01,r assert(eeObj.ReadMem32(start + 0x0044f0) == 0x4a0103bd) -- vsqrt q,vf01x assert(eeObj.ReadMem32(start + 0x0044f8) == 0x4b0000a0) -- vaddq.x vf02,vf00,q assert(eeObj.ReadMem32(start + 0x00454c) == 0x4a00143f) -- vrxor r,vf02x assert(eeObj.ReadMem32(start + 0x0045f8) == 0x4a00143f) -- vrxor r,vf02x assert(eeObj.ReadMem32(start + 0x004680) == 0x4a00143f) -- vrxor r,vf02x assert(eeObj.ReadMem32(start + 0x004718) == 0x4a00143f) -- vrxor r,vf02x eeObj.WriteMem32(start + 0x0044ec, 0x00000000) eeObj.WriteMem32(start + 0x0044f0, 0x00000000) eeObj.WriteMem32(start + 0x0044f8, 0x00000000) eeObj.WriteMem32(start + 0x00454c, 0x00000000) eeObj.WriteMem32(start + 0x0045f8, 0x00000000) eeObj.WriteMem32(start + 0x004680, 0x00000000) eeObj.WriteMem32(start + 0x004718, 0x00000000) end end -- hooked in link_control::finish(void)>: function install_c_hooks(offset) eeObj.AddHook(0x1085a0 + offset , 0x0080c825, DH8) end local Ready = 0 local DetectFunc = function() if Ready == 0 then local discID = eeObj.ReadMemStr(0x0012fc8) if (discID ~= "") then if (discID == "cdrom0:\\SCUS_972.65;1") or (discID == "cdrom0:\\SCPS_150.57;1") then -- US or Japan Disc Ready = 1 install_c_hooks(0) print( string.format("********************* DETECTED USA, JAPAN DISC ********************" ) ) elseif (discID == "cdrom0:\\SCKA_200.10;1") then Ready = 1 install_c_hooks(0x08) print( string.format("********************* KOREA DISC ********************" ) ) elseif (discID == "cdrom0:\\SCES_516.08;1") then -- European Disc Ready = 1 install_c_hooks(0xb8) print( string.format("********************* DETECTED EUROPE DISC (SCES-51608) ********************" ) ) elseif (discID == "rom0:PS2LOGO") then -- loading PS2 logo elseif (discID == "EELOAD") then -- loading? elseif (discID == "rom0:OSDSYS") then -- loading initial boot else print( string.format("--> DISC ID \"%s\"", discID ) ) end end end end emuObj.AddVsyncHook(DetectFunc)
Jak X
CLI
SCUS-97429
--ee-jit-pagefault-threshold=30 --gs-frontend-opt-mode=1 --gs-use-mipmap=1 --gs-kernel-cl="mipmap" --gs-kernel-cl-up="mipmap2x2" --cop2-no-clamping=1 --vu1-mpg-cycles=250
LUA
SCUS-97429
-- Jak X Combat Racing [US] apiRequest(2.2) local gpr = require("ee-gpr-alias") local eeObj = getEEObject() local emuObj = getEmuObject() local gsObj = getGsObject() local eeOverlay = eeObj.getOverlayObject() -- Bug 10697 emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { texMode=2 , tw=6 , th=5} ) -- 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 } ) -- ------------------------- OVERLAY MANAGER -------------------------- g_OnOverlayRegistered = function(filename, start, size) -- global function provided for adding per-overlay callback handlers. -- See code for bug#10141 below, as example of this usage. end -- -- this hooks at the moment of loading the relocatable code and patch it only on the target segment. eeObj.AddHook(0x0026ff90, 0x03207825, function() local s1 = eeObj.GetGpr (gpr.s1) local filename = eeObj.ReadMemStr(s1 + 17) local segment = eeObj.ReadMem32 (s1 + 8) local main = eeObj.ReadMem32 (segment + 4) local mainSize = eeObj.ReadMem32 (segment + 8) local top = eeObj.ReadMem32 (segment + 36) local topSize = eeObj.ReadMem32 (segment + 40) if emuObj.IsToolingVerbose() then print(string.format("LOAD SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x", filename, main, mainSize, top, topSize)) end eeOverlay.Register(filename .. ".main", main, mainSize, false) eeOverlay.Register(filename .. ".top", top, topSize, true ) if (g_OnOverlayRegistered ~= nil) then -- Make sure to execute any previously registered OnOverlay handler g_OnOverlayRegistered(filename .. ".main", main, mainSize) g_OnOverlayRegistered(filename .. ".top", top, topSize ) end end) -- --------------------------------------------------------------------------------- -- This code serves as both a working patch for Jak X and as a sample for implementing -- overlay-relative code patches in trophy or feature lua scripts. The process described: -- -- 1. store local copy of current global variable instance. if g_OnOverlayRegistered is -- nil then we have a problem. The universal overlay hook is missing for some reason. -- -- 2. Bind our own function to g_OnOverlayRegistered. Since it's a global, the hook code -- in config.lua will execute our handler when the hook is invoked. assert(g_OnOverlayRegistered ~= nil) local prev_OnOverlayRegistered = g_OnOverlayRegistered g_OnOverlayRegistered = function(filename, start, size) if (prev_OnOverlayRegistered ~= nil) then -- Make sure to execute any previously registered OnOverlay handler prev_OnOverlayRegistered(filename, start, size) end -- bug#10141 workaround -- the problem is actually on a block 0x013090bc - 0x01309188. -- the block is expected to loop 8 times (s4 is the loop counter), -- the game falls into freezing state once it reaches at 0x01309170. -- it seems it's OK just to avoid to go into this 'freeze' state, eliminated the branch. -- this doesn't take into account relocatable code. -- eeInsnReplace(0x01309174, 0x1000012f, 0) -- beq $zero,$zero,0x01309634 -- 01309c64 : (1000012f) beq $zero,$zero,0x0130a124 => nop if filename == "lobby-menu-manager.main" then local adr = start + 0x1224 assert (eeObj.ReadMem32(adr) == 0x1000012f) eeObj.WriteMem32(adr, 0) end -- bug#10720 - title has a bugged RNG which does an SQRT of the current seed and xor the -- result back into the seed. This breaks the prime factorial pattern of the RNG and causes -- it to fall into a repeating loop with disturbing regularity. NOP'ing out the sqrt/xor -- hack seems to fix the title. --jstine if filename == "math.main" then assert(eeObj.ReadMem32(start + 0x0005e4) == 0x4be1043d) -- vrget.wxyz vf01,r assert(eeObj.ReadMem32(start + 0x0005e8) == 0x4a0103bd) -- vsqrt q,vf01x assert(eeObj.ReadMem32(start + 0x0005ec) == 0x4b0000a0) -- vaddq.x vf02,vf00,q assert(eeObj.ReadMem32(start + 0x0005f0) == 0x4a00143f) -- vrxor r,vf02x eeObj.WriteMem32(start + 0x0005e4, 0x00000000) eeObj.WriteMem32(start + 0x0005e8, 0x00000000) eeObj.WriteMem32(start + 0x0005ec, 0x00000000) eeObj.WriteMem32(start + 0x0005f0, 0x00000000) end -- this RNG-sqrt instance is removed more for performance than for RNG corruption. the particle -- launcher iterates over the sqrt quite often. In any case, not corrupting the RNG seed with -- bad sqrt math is always a good thing in my book --jstine if filename == "sparticle-launcher.main" then assert(eeObj.ReadMem32(start + 0x00630c) == 0x4be1043d) -- vrget.wxyz vf01,r assert(eeObj.ReadMem32(start + 0x006310) == 0x4a0103bd) -- vsqrt q,vf01x assert(eeObj.ReadMem32(start + 0x006318) == 0x4b0000a0) -- vaddq.x vf02,vf00,q assert(eeObj.ReadMem32(start + 0x006370) == 0x4a00143f) -- vrxor r,vf02x assert(eeObj.ReadMem32(start + 0x0063fc) == 0x4a00143f) -- vrxor r,vf02x assert(eeObj.ReadMem32(start + 0x006484) == 0x4a00143f) -- vrxor r,vf02x assert(eeObj.ReadMem32(start + 0x00651c) == 0x4a00143f) -- vrxor r,vf02x eeObj.WriteMem32(start + 0x00630c, 0x00000000) eeObj.WriteMem32(start + 0x006310, 0x00000000) eeObj.WriteMem32(start + 0x006318, 0x00000000) eeObj.WriteMem32(start + 0x006370, 0x00000000) eeObj.WriteMem32(start + 0x0063fc, 0x00000000) eeObj.WriteMem32(start + 0x006484, 0x00000000) eeObj.WriteMem32(start + 0x00651c, 0x00000000) end end -- ---------------------------------------------------------------------------------
Kinetica
CLI
SCUS-97132
--vu1-clamp-range=0x386,0x386 --vu1-clamp-range=0x5e0,0x5f0 # another gritches --gs-kernel-cl-up="up2x2skipinterp" --vu1-injection=1 --vu1-jr-cache-policy=sameprog --vu1-jalr-cache-policy=sameprog --vu1-mpg-cycles=900 --host-audio-latency=0.10 --cdvd-sector-read-cycles=40000
LUA
SCUS-97132
local gpr = require("ee-gpr-alias") apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. local emuObj = getEmuObject() local eeObj = getEEObject() -- require("debughooks") -- local iopObj = getIOPObject() -- iopObj.AddHook(0x000135ac, 0x27bdffe0, DebugHooks.h_IOP_ioman_write) -- bug#8123 -- Skip resetting VAG stream which happens on an error. iopInsnReplace(0x00090028, 0x16220009, 0x08024014) -- bne $s1,$v0,0x00090050 => j 0x00090050 -- bug#9405 - advance EE clock according to spinning-loop SIF activity. local skip_syncDCache = function() -- Original value when actually processing syncDCache was 3300 -- Boosting to 8000 helps reduce bottleneck eeObj.AdvanceClock(8000) end eeInsnReplace(0x1ca9e0, 0x27bdffe0, 0x03e00008) eeInsnReplace(0x1ca9e4, 0x0080302d, 0x00000000) eeObj.AddHookJT(0x1ca9e0, 0x03e00008, skip_syncDCache) -- gametime to be from realtim.... -- # this causes the time elapses even while in pause. so bugged -- # also maybe this causes 'negative' race time as well. -- we should be OK even without this because skipping frame works (mostly). -- -- local prevtime = 0.0 -- eeObj.AddHook(0x12350c, 0x27bdfec0, function() -- local curtime = os.clock() -- if prevtime ~= 0.0 then -- eeObj.WriteMemFloat(eeObj.GetGpr(gpr.gp)-31776, curtime - prevtime) -- end -- prevtime = curtime -- end) -- to work skipping frame mechanism correctly... -- the game checks a flag set by INTC GS whether GS still does his job or not to -- determine whether it should skip a frame or not. -- Unfortunately we don't have the actual timing of GS FINISH signal. -- Instead of that, we check EE clock to determine to skip or not. local ee_frequency = 294912000 local vsync_frequency = 59.94 -- use interlace freq. local one_vsync_clock_on_ntsc = math.floor(ee_frequency / vsync_frequency) -- Kinetica has some inconsistency among frames -- some frames take unusually long, possibly due -- to AI updates. In these cases, it is necessary to skip multiple frames to catch the game's -- clock back up to realtime. To do so, we track 'expected_clock' over time, so that especially -- slow frames are compensated for over time. local prev_clock = 0 local expected_clock = 0 eeObj.AddHook(0x181f7c, 0x8f82bf54, function() -- It hits here when it skips a frame. --local diff = eeObj.GetClock() - prev_clock local clock = eeObj.GetClock() --local diff = clock - expected_clock --print(string.format("SKIP FRAME: diff=%7d", diff)) --prev_clock = eeObj.GetClock() -- just update the clock. expected_clock = expected_clock + one_vsync_clock_on_ntsc end) eeObj.AddHook(0x18202c, 0x8f84bf54, function() local clock = eeObj.GetClock() --local diff = clock - prev_clock --print(string.format("diff=%d vsync_term=%f %s", diff, one_vsync_clock_on_ntsc, diff > one_vsync_clock_on_ntsc and "SKIP" or "")) local diff = clock - expected_clock -- Sanity correction -- to handle cases where expected_clock contents is -- zero or out-dated. if (math.abs(diff) > (one_vsync_clock_on_ntsc * 6)) then expected_clock = clock end -- print(string.format("diff=%7d %s", diff, diff > 17000 and "SKIP" or "")) if diff > 17000 then eeObj.SetGpr(gpr.a0, 1) end -- update clock --prev_clock = clock expected_clock = expected_clock + one_vsync_clock_on_ntsc end) -- Applies a cycle rate hack to what I presume is the game logic pipeline, for roughly per-frame updates. local mpgCycles_default = 900 local currentMpgCycles = mpgCycles_default local checkNeedsSpeedHack = function() local stageId = eeObj.ReadMem32(0x01fce8c) local numPlayers = eeObj.ReadMem32(0x01ffd78) -- 0x01ffd7c seems to always match this one... -- print(string.format("stageId = %d, numPlayers = %d", stageId, numPlayers)) -- 3 = Electrica -- 7 = Electrica II -- 8 = Cliffhanger local newMpgCycles = mpgCycles_default if (stageId == 3 or stageId == 7 or stageId == 8) then -- note: this will also apply to demo loops (0 players) newMpgCycles = newMpgCycles + 120 if stageId == 7 then -- Electrica 2 is extra-special slow in some areas. -- (and 2-player mode on this map runs enough mpgs that extra penalty isn't needed) if numPlayers == 2 then newMpgCycles = newMpgCycles - 100 else newMpgCycles = newMpgCycles + 275 end elseif numPlayers == 2 then -- increment is not so big here because two player mode already runs many more VU programs. newMpgCycles = newMpgCycles + 100 end end if currentMpgCycles ~= newMpgCycles then -- print ( string.format("################### Setting mpg-cycles = %d", newMpgCycles) ) eeObj.Vu1MpgCycles(newMpgCycles) currentMpgCycles = newMpgCycles end end eeObj.AddHookJT(0x15ca2c,0x27bdff20,checkNeedsSpeedHack)
The King of Fighters Collection: The Orochi Saga
CLI
SLUS-21554
--host-audio-latency=0.010 --force-frame-blend=1
King of Fighters 98 Ultimate Match
ALL
CLI
--force-frame-blend=1 --gs-use-deferred-l2h=0 #Graphical fix.
SLES_552.80
SLES-55280_features.lua
This is a substantial file. Over 800 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link. https://drive.google.com/file/d/1-lArL1Yqe079Ni3G-ZtHr8hqNPUsjQJy/view #More stick support, shaders, bezels, widescreen fix.
King of Fighters 2000
ALL
CLI
--gs-uprender=none --gs-upscale=point --host-audio-latency=0.01 --hid-pad=1 #graphical fixes and support for further fightsticks.
SLUS_208.34
LUA
-- The King of Fighters 2000 apiRequest(1.1) local emuObj = getEmuObject() --will fix sprite rendering artifact ndx = 28 val = 0x86 -- spriteCorrectionTab[ndx] = val emuObj.SetGsTitleFix( "globalSet", "reserved", { fixSpriteDivTab = val | ( ndx<<16) }) #graphical fixes.
SLUS_208.34
SLUS-20834_features.lua
This is a substantial file. Over 700 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link. https://drive.google.com/file/d/1FsPnuxgEa0ymnGdU6w2tdy-eamRN6l3e/view #More stick support, shaders, bezels, widescreen fix.
Manhunt
SLUS_208.27
CLI
--ee-hook=0x4329e0,FastForwardClock,0x1600fff1 --gs-uv-shift-pointsampling=1 --ee-hook=0x1d1d60,AdvanceClock,0x27bdffb0,225 --ee-hook=0x1d71e0,AdvanceClock,0x0c09a4d0,100 #Fix crane issue, and probably fixing lightsourcing.
SLUS_208.27
Lua
-- Manhunt [US] local gpr = require('ee-gpr-alias') apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. local emuObj = getEmuObject() local eeObj = getEEObject() -- Bug #9413 -- 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} ) -- Bug#9277 -- Shorten the timeout period for some particular execution command(s). -- When entering the crane, some instruction is executed with a wait period of 0x7333. -- Shortening the wait period to 0x4000 it. Note that 0x5000 is enough to fix entering the -- crane once, but a more aggressive value was needed for subsequent entry into the crane. local FixBug9277 = function() local s0 = eeObj.GetGpr(gpr.s0) --local v0 = eeObj.GetGpr(gpr.v0) --print( string.format("-------- v0=0x%08x s0=0x%08x", v0, s0) ) if s0 == 0x7333 then eeObj.SetGpr(gpr.s0, 0x5800) end end -- No longer seems necessary, when FastForwardClock is applied here instead (see _cli.conf) eeObj.AddHookJT(0x1d71f8, 0x10000036, FixBug9277) #Further bug fixes as well as fixing bloom/overglare from lightsources.
Max Payne
SLES_503.26
CLI
--gs-use-clut-merge=1 --gs-kernel-cl="clutmerge" --gs-kernel-cl-up="clutmerge2x2" --vu1-no-clamping=1 --vu0-no-clamping=1 --fpu-no-clamping=1 --force-pal-60hz=1 --vu1-mpg-cycles=1000 --safe-area-min=1.0 --fpu-accurate-mul-fast=1 --fpu-accurate-muldiv-range=0x2acce0,0x2acce0 #Graphics clean-up
SLES_503.26
Features Lua
-- Max Payne [US] -- Lua 5.3 -- Title: Max Payne - SLES-50326 (Europe FIGS) v1.00 require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"]) apiRequest(0.2) -- request version 0.2 API for throttling control. local eeObj = getEEObject() local emuObj = getEmuObject() local TH1A = -- start of main() function() emuObj.ThrottleMax() end local TH1B = -- init loading screen function() local mode = eeObj.GetGpr(gpr.a0) if mode ~= 4 then -- not sure what mode 4 is, but doesn't precede a real loading emuObj.ThrottleMax() end end local TH1C = -- advance progress bar function() local pct = eeObj.GetFpr(2) if pct >= 1.0 then emuObj.ThrottleNorm() end end -- register hooks local registeredHooks = {} maxpayne_features_unregisterHooks = function() -- global function (called by trophy_data) for _, hook in pairs(registeredHooks) do eeObj.RemoveHook(hook) end registeredHooks = {} end maxpayne_features_registerHooks = function() -- global function (called by trophy_data) registeredHooks = { eeObj.AddHook(0x133dc8, 0x24030001, TH1A), -- <main>: eeObj.AddHook(0x15ed7c, 0x24030003, TH1B), -- <MaxPayne_GameMode::initLoadingScreen(void)>: eeObj.AddHook(0x133078, 0xc4a20000, TH1C), -- <UpdateProgressBarKH(void)>: } end
Metal Slug Anthology
ALL
CLI
--host-audio-latency=0.010 --gs-upscale=point --gs-uprender=none #fix for graphical glitches.
SLUS_215.50
LUA
-- Metal Slug Anthology PS2 - SLUS-21550 (USA) apiRequest(1.2) -- request version 0.1 API. Calling apiRequest() is mandatory. local eeObj = getEEObject() local emuObj = getEmuObject() -- Fix for black screen booting an elf. This is a game bug. -- The v1.0 of the game suffered from an intermittent bug on the real PS2 -- where sometimes it would hang on a black screen trying to launch a new elf. -- This is apparently due to a bad IOP state, which caused sceCdInit to hang. -- Later versions of the game (1.1, 1.2) attempted to fix this in different ways. -- On Olympus, v1.0 (USA) hangs always, while v1.2 (EUR/JPN) works always. -- The fix implemented here replaces a call to FlushCache() to loadImageAndReboot(), -- which is a function that reboots the IOP and resolves the hang. eeInsnReplace(0x189c24, 0x0c08f7f8, 0x0c061dd2) -- FlushCache() -> loadImageAndReboot() eeInsnReplace(0x117804, 0x0c0c1e08, 0x0c045e20) -- FlushCache() -> loadImageAndReboot()
Okage
TXT
SCUS-97129
--vu1-mpg-cycles=50 --vu1-mpg-cycles=850,$037,$7b3 --vu1-mpg-cycles=150,$2b4,$7c4
LUA
SCUS-97129
require("ee-gpr-alias") require("ps2") apiRequest(0.6) -- request version 0.1 API. Calling apiRequest() is mandatory. local eeObj = getEEObject() -- bug#8740 -- SPSetDirect(addr, char-pos, char-pos, x-coord, y-coord, width, height) -- reduce width just 1 pix. local Replace_1a1fb0 = InsnOverlay( { 0x0806720a, -- j 0x19c828 0x2529ffff, -- addiu t1,t1,-1 }) eeInsnReplace(0x1a1fb0, 0x0c06720a, 0x0c000000 | (Replace_1a1fb0>>2)) -- jal 19c828 <SPSetDirect>
Parappa the Rapper 2
ALL
CLI
--host-audio-latency=0.01 #fix for audio off sync.
SCUS_971.67
LUA
-- Parappa the Rapper 2 [SCUS-97167] apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. require( "ee-gpr-alias" ) require( "ee-hwaddr" ) local eeObj = getEEObject() -- ================================================================================================ -- Title issues racy combination of VIF1 and GIF transfers. It expects GIF to finish ahead of VU -- XGKICK (via VIF1), which is atypical among PS2 titles (XGKICK has HW priority over GIF, and so -- GIF can only finish ahead of XGKICK in certain extreme cases). -- -- Fixed by delaying the specific VIF1 transfer (identified by MADR) for a long time to ensure GIF -- gains arbitration and finishes ahead of XGKICKs. -- local fix01_dma_vif1 = function() local ee = eeObj local tgtaddr = ee.GetGpr(gpr.s0) -- print( string.format("success pt.1 : %x %x", vif1_hw.CHCR, tgtaddr ) ) if tgtaddr == vif1_hw.CHCR then -- expected: -- # DIR==1 and MOD==1 (chain) -- # TADR==0x01C76AA0 local chcr = ee.GetGPR(gpr.v0) if (chcr & 0x05) == 0x05 then local tadr = ee.ReadMem32(vif1_hw.TADR); if tadr == 0x01C76AA0 then -- 0x6000 works fine, 0x6500 adds a little extra cushion. ee.SchedulerDelayEvent("vif1.dma", 0x6500) -- print( "Parappa fix applied!" ) end end end end -- ================================================================================================ eeObj.AddHook(0x0015A008, 0xAE020000, fix01_dma_vif1) -- ================================================================================================ -- Our emulator has accuracy problems on so many places. In this title, we have problems on VU. -- To be accurate on VU is quite painful (we won't be able to get reasonable performance with it) -- So as workaround, we just disable bilinear textures on Render-To-Texture drawing. -- Bug#8122 eeInsnReplace(0x118084, 0xde260008, 0x24060000) -- ld a2,8(s1) eeInsnReplace(0x118798, 0xde260008, 0x24060000) -- ld a2,8(s1) eeInsnReplace(0x118868, 0xde660008, 0x24060000) -- ld a2,8(s3) eeInsnReplace(0x119d18, 0xdc460008, 0x24060000) -- ld a2,8(v0) eeInsnReplace(0x119d18, 0xdc460008, 0x24060000) -- ld a2,8(v0)
Primal
CLI
--vu1-mul0fix-range=0x22f,0x22f --vu1-mul0fix-range=0x298,0x29c --vu1-native-patch=1 --ee-hook=0x2f76c0,FastForwardClock,0x1200ffbf --vu1-mpg-cycles=700 --gs-kernel-cl-up="up2x2Simple" --cop2-no-clamp-range=0x37bd78,0x37c514 ;; CMatrix functions --cop2-no-clamp-range=0x38c0e0,0x38c174 ;; CModel::CalcSkinningMatrices --cop2-no-clamp-range=0x391cf0,0x392084 ;; CSkelton::Update
LUA
-- Primal [EU] apiRequest(1.1) local eeObj = getEEObject() local emuObj = getEmuObject() -- Bug 9094 - Title exhibits poor performance due to VU0 spin loops. -- The spin loops are meant to be an optimizaion on PS2 and the best way of handling them is -- to remove them from the original code. This can be done since the VF09 register is unsed by -- the first portion of the VU0 mpg. -- -- Insn replacements Summarized: -- 1. NOP the spin loop from VU0. -- 2. NOP the setup code for VI05, which is the reg tested by the VU0 spin loop -- 3. Reorder the vcallms and qmtc2. -- [$167:520507ff] IBNE vi05, vi00, [$167] -- [$167:000002ff] NOP local orig = (0x000002ff << 32) | 0x520507ff vuInsnReplace(0, 0x167, orig, 0x8000033c | (0x000002ff << 32)) -- NOP / NOP2 vuInsnReplace(0, 0x172, orig, 0x8000033c | (0x000002ff << 32)) -- NOP / NOP2 local region_base = 0x399c5c eeInsnReplace(region_base + 0x000, 0x24040001, 0x00000000) -- li a0,1 -> NOP eeInsnReplace(region_base + 0x010, 0x48c42800, 0x00000000) -- ctc2.ni a0,$5 -> NOP eeInsnReplace(region_base + 0x090, 0x24040001, 0x00000000) -- li a0,1 -> NOP eeInsnReplace(region_base + 0x0a0, 0x48c42800, 0x00000000) -- ctc2.ni a0,$5 -> NOP eeInsnReplace(region_base + 0x05c, 0x48c02800, 0x00000000) -- ctc2.ni zero,$5 -> NOP eeInsnReplace(region_base + 0x114, 0x48c02800, 0x00000000) -- ctc2.ni zero,$5 -> NOP eeInsnReplace(region_base + 0x054, 0x4a00d839, 0x48a44800) -- vcallmsr vi27 -> qmtc2 a0,vf9 eeInsnReplace(region_base + 0x058, 0x48a44800, 0x4a00d839) -- qmtc2 a0,vf9 -> vcallmsr vi27 eeInsnReplace(region_base + 0x10c, 0x4a00d839, 0x48a44800) -- vcallmsr vi27 -> qmtc2 a0,vf9 eeInsnReplace(region_base + 0x110, 0x48a44800, 0x4a00d839) -- qmtc2 a0,vf9 -> vcallmsr vi27 -- remove heat haze distortion ( for performance reason Bug#8827 ) -- reg = 0x42 packedFlags = 3( iip, tme, fst) packedPrim = 5(SCE_GS_PRIM_TRIFAN) emuObj.SetGsTitleFix( "globalSet", "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5}) emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x348000 , zmsk=1 }) -- NOP out cacheline prefetch instructions. -- Prefetch might have been a good idea on PS2, but it is entirely unhelpful on the PS4 target. if 1 then eeInsnReplace(0x381e60, 0x78400040, 0x00000000) -- lq zero,64(v0) eeInsnReplace(0x3822c0, 0x78400040, 0x00000000) -- lq zero,64(v0) eeInsnReplace(0x38ec7c, 0x78800040, 0x00000000) -- lq zero,64(a0) eeInsnReplace(0x38ed78, 0x78600040, 0x00000000) -- lq zero,64(v1) eeInsnReplace(0x38eec0, 0x78a00040, 0x00000000) -- lq zero,64(a1) eeInsnReplace(0x38fe28, 0x7a600040, 0x00000000) -- lq zero,64(s3) eeInsnReplace(0x38fea4, 0x78800040, 0x00000000) -- lq zero,64(a0) eeInsnReplace(0x390da8, 0x78400040, 0x00000000) -- lq zero,64(v0) eeInsnReplace(0x391020, 0x78400040, 0x00000000) -- lq zero,64(v0) eeInsnReplace(0x391174, 0x78a00040, 0x00000000) -- lq zero,64(a1) eeInsnReplace(0x3912b0, 0x78a00040, 0x00000000) -- lq zero,64(a1) eeInsnReplace(0x398790, 0x7a000040, 0x00000000) -- lq zero,64(s0) eeInsnReplace(0x399e60, 0x78400050, 0x00000000) -- lq zero,80(v0) eeInsnReplace(0x399ee8, 0x78400050, 0x00000000) -- lq zero,80(v0) end -- NOP out an idle loop meant to flush some cache lines... if 1 then eeInsnReplace(0x331038, 0x18a00009, 0x00000000) -- blez a1,331060 <CDMAStreamIterator::AllocateBlock(unsigned int)+0x110> eeInsnReplace(0x33103c, 0x00d41821, 0x00000000) -- addu v1,a2,s4 eeInsnReplace(0x331040, 0xbc5a0000, 0x00000000) -- cache 0x1a,0(v0) eeInsnReplace(0x331044, 0x24a5ffff, 0x00000000) -- addiu a1,a1,-1 eeInsnReplace(0x331054, 0x1ca0fffa, 0x00000000) -- bgtz a1,331040 <CDMAStreamIterator::AllocateBlock(unsigned int)+0xf0> eeInsnReplace(0x331058, 0x24420040, 0x00000000) -- addiu v0,v0,64 end -- perf. fix bug 9094 emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) emuObj.SetGsTitleFix( "ignoreUpRender", 230, {} ) emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x00000000 } ) emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } )
Red Dead Revolver
SLUS-20500
CLI
--gs-kernel-cl-up="up2x2skipInterp" --fpu-rsqrt-fast-estimate=0 --mtap1=Always --vif1-ignore-cmd-ints=1 --iop-cycle-scalar=0.80 --iop-hook=0x0086ac,FastForwardClock --ee-sif0-cycle-scalar=2.0 --ee-sif1-cycle-scalar=2.0 --iop-sif1-cycle-scalar=5.0 --iop-sif0-cycle-scalar=5.0 --iop-tight-slice-count=12 --cdvd-sector-read-cycles=5000 --ee-hook=0x352dd0,AdvanceClock,0x0c0ef9a2,4500 --ee-hook=0x3b5068,FastForwardClock,0x00481024 --ee-hook=0x46fb68,FastForwardClock,0x8ca30000 --ee-hook=0x46fb38,FastForwardClock,0x8c620000 --ee-hook=0x46fb68,MfifoDrain,0x8ca30000 --ee-hook=0x46fb38,MfifoDrain,0x8c620000 --mfifo-manual-drain=0.30 --mfifo-chunk-drain-cycles=210000
SLUS-20500
LUA
-- red_dead_revolver local gpr = require("ee-gpr-alias") apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. -- Bug 9309 local emuObj = getEmuObject() -- psm= SCE_GS_PSMCT32 (0) emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} ) emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) -- bug#9490 - Disable post-processing effect - <imgImageryDeriver<fxDistort>::Draw(void)> eeInsnReplace(0x4c4b78, 0x27bdfff0, 0x03e00008) -- JR $ra eeInsnReplace(0x4c4b7c, 0xffbf0000, 0x00000000) -- NOP -- gfxState class writes bytes and then reads them back as words later on. -- This replaces most of the word readbacks with lbu equivalents to avoid STLF. -- 003c0950 <gfxState::Update_TEST(void)>: eeInsnReplace(0x3c0970, 0x8ce6efd8, 0x90e6efd8) -- lw a2,-4136(a3) eeInsnReplace(0x3c09a0, 0x8ce3f37c, 0x90e3f37c) -- lw v1,-3204(a3) -- 0032aa70 <fxFloatPropGrid::Get(Vector2 const &) const>: -- The original compiler couldn't assume that Vector2 was an aligned object, so it generated -- ldr/sdr instructions to access it. The lack of assumption seems to have also caused it to -- spill FPU registers to memory needlessly. if true then eeInsnReplace(0x32aa74, 0x68a20007, 0x00000000) eeInsnReplace(0x32aa78, 0x6ca20000, 0x00000000) eeInsnReplace(0x32aa7c, 0xb3a20017, 0xc4a00000) -- lwc1 $f0,0(a1) eeInsnReplace(0x32aa80, 0xb7a20010, 0xc4a10004) -- lwc1 $f1,4(a1) eeInsnReplace(0x32aa8c, 0xc7a00010, 0x00000000) -- nop eeInsnReplace(0x32aa9c, 0xc7a10014, 0x00000000) -- nop eeInsnReplace(0x32aaa8, 0xe7a00010, 0x00000000) -- nop eeInsnReplace(0x32aaac, 0x46020082, 0x46020002) -- mul.s $f0,$f0,$f2 eeInsnReplace(0x32aab0, 0x3c014480, 0x3c014480) -- lui at,0x4480 eeInsnReplace(0x32aab4, 0x34211000, 0x34211000) -- ori at,at,0x1000 eeInsnReplace(0x32aab8, 0x44812000, 0x44812000) -- mtc1 at,$f4 eeInsnReplace(0x32aabc, 0xe7a10014, 0x00000000) -- nop eeInsnReplace(0x32aac0, 0x460308c2, 0x46030842) -- mul.s $f1,$f1,$f3 eeInsnReplace(0x32aac4, 0xe7a20010, 0xe7a00000) -- swc1 $f0,0(sp) eeInsnReplace(0x32aac8, 0x90a4001c, 0x90a4001c) -- lbu $a0,28($a1) eeInsnReplace(0x32aacc, 0xe7a30014, 0xe7a10004) -- swc1 $f1,4(sp) eeInsnReplace(0x32aad0, 0x6baa0017, 0x00000000) -- nop eeInsnReplace(0x32aad4, 0x6faa0010, 0x00000000) -- nop eeInsnReplace(0x32aad8, 0xb3aa0007, 0x00000000) -- nop eeInsnReplace(0x32aadc, 0xb7aa0000, 0x00000000) -- nop eeInsnReplace(0x32aae0, 0xc7a00000, 0x00000000) -- nop eeInsnReplace(0x32aae4, 0xc7a10004, 0x00000000) -- nop end
Features.lua
SLUS-20500
Even though it's features.lua, it's still a very good example for learning
-- Lua 5.3 -- Title: Red Dead Revolver - SLUS-20500 (USA) v1.03 -- Author: Nicola Salmoria -- Date: March 23, 2016 require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"]) apiRequest(0.7) -- need widescreen support local eeObj = getEEObject() local emuObj = getEmuObject() local GFXPIPELINE_16BY9_ADDRESS = 0x79eeec local GLOBALS_UNIVERSALDATA_ADDRESS = 0x742120 local TH1A = -- start loading screen function() emuObj.ThrottleMax() end local TH1B = -- switch to threaded loading (over cutscene etc.) function() emuObj.ThrottleNorm() end local TH2A = -- start flashing loading message function() emuObj.ThrottleMax() end local TH2B = -- pause loading message function() emuObj.ThrottleNorm() end local TH2C = -- unpause loading message function() emuObj.ThrottleMax() end local TH2D = -- end loading message function() emuObj.ThrottleNorm() end local showdownLoading = false local TH3A = -- draw "Loading" on Showdown info screen function() if showdownLoading == false then emuObj.ThrottleMax() showdownLoading = true end end local TH3B = -- draw "Press START" on Showdown info screen function() if showdownLoading == true then emuObj.ThrottleNorm() showdownLoading = false end end local WH1 = -- update 16:9 flag function() local isWidescreen = eeObj.GetGpr(gpr.a0) if isWidescreen == 0 then emuObj.SetDisplayAspectNormal() else emuObj.SetDisplayAspectWide() end end local WH2 = -- init universal data function() local v1 = eeObj.GetGpr(gpr.v1) eeObj.SetGpr(gpr.v1, v1 | 1) -- enable widescreen end local WH3 = -- end of boot up sequence function() local universalData = eeObj.ReadMem32(GLOBALS_UNIVERSALDATA_ADDRESS) local isWidescreen = eeObj.ReadMem32(universalData + 92) & 1 eeObj.WriteMem8(GFXPIPELINE_16BY9_ADDRESS, isWidescreen) if isWidescreen == 0 then emuObj.SetDisplayAspectNormal() else emuObj.SetDisplayAspectWide() end end -- unthrottle loading screens local thr1a = eeObj.AddHook(0x21e02c, 0x0080982d, TH1A) -- <staNewLoadShow::Enter(void)>: local thr1b = eeObj.AddHook(0x220100, 0x27bdfff0, TH1B) -- <staNewLoadShow::DoThreadedLoadShow(void)>: local thr2a = eeObj.AddHook(0x233970, 0x27bdfff0, TH2A) -- <ThreadedLoadingMessage::Start(void)>: local thr2b = eeObj.AddHook(0x233a30, 0x27bdfff0, TH2B) -- <ThreadedLoadingMessage::Pause(void)>: local thr2c = eeObj.AddHook(0x233a80, 0x3c02004f, TH2C) -- <ThreadedLoadingMessage::Unpause(void)>: local thr2d = eeObj.AddHook(0x2339d8, 0x27bdfff0, TH2D) -- <ThreadedLoadingMessage::Stop(void)>: local thr3a = eeObj.AddHook(0x226110, 0x8e850008, TH3A) -- <staNewLoadShow::DrawMultiplayerInfo(void)>: local thr3b = eeObj.AddHook(0x226058, 0x8e650008, TH3B) -- <staNewLoadShow::DrawMultiplayerInfo(void)>: -- widescreen support local wide1 = eeObj.AddHook(0x3b9050, 0x46010003, WH1) -- <gfxPipeline::Set16By9(bool)>: local wide2 = eeObj.AddHook(0x180f90, 0x00641824, WH2) -- <swcSaveUniversalData::swcSaveUniversalData(void)>: local wide3 = eeObj.AddHook(0x102b70, 0x24040003, WH3) -- <gmGame::DoBootUpSequence(void)>:
Psychonauts
SLUS_211.20
CLI
--vu1-jr-cache-policy=sameprog --vu1-jalr-cache-policy=sameprog --ee-hook=0x101fc0,FastForwardClock,0x3c0f0036 --ee-hook=0x110390,FastForwardClock,0x8d8f0000 --ee-hook=0x101c10,FastForwardClock,0x51cf0052 --gs-vert-precision=8 --gs-kernel-cl="h2lpool" --gs-kernel-cl-up="h2lpool2x2" --gs-render-tile-threshold=300000 --vu-custom-min-max=0 --vu1-di-bits=0 --vu0-di-bits=0 --vu1-opt-vf00=2 --vu0-opt-vf00=2 --vu1-injection=1 --vu1-mpg-cycles=666 --vu1-mpg-cycles=1166,$000 --vu1-mpg-cycles=950,0xffffffff --vu0-mpg-cycles=300,0xfc --ee-hook=0x127630,AdvanceClock,0x27bdffd0,2100 --cdvd-sector-read-cycles=4000 --iop-cycle-scalar=1.6 #Seems like substantial performance fixes
SLUS_211.20
LUA
-- psychonauts_slus21120 local gpr = require("ee-gpr-alias") local emuObj = getEmuObject() apiRequest(1.0) -- request version 0.1 API. Calling apiRequest() is mandatory. -- 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 } ) -- Bug#9176 -- -- This bug seems GPUGS interpolation problem. -- The game draws clouds as undiscovered area on the map, but -- Z value is unstable --- sometimes 0x320, sometimes 0x321. -- On drawing 'Highlight' object (which is missing one), it uses z=0x320 with -- ZTST=GEQUAL. Therefore if the cloud renders with z=0x321, this highlighted object -- doesn't appear. But it's OK on the real PS2 because of no-drawing right edge, -- z=0x321 won't be available on the packet (interpolation differences between -- the real PS2 and our gs) -- it gives some values (50.0f) to get +1 on Z value for the highlighted object. -- this value will be used later to create the packet in _sprite_ps2_push_data(ESprite*). -- -- This old one causes a problem on some other scenes. -- local eeObj = getEEObject() -- eeObj.AddHook(0x1b276c, 0xe4400024, function() -- local v0 = eeObj.GetGpr(gpr.v0) -- local z = eeObj.ReadMemFloat(v0+32) -- eeObj.WriteMemFloat(v0+32, z+50.0) -- end) -- New one by Ernesto : -- The idea is to apply the offset only on the marker. local eeObj = getEEObject() local adjustMapZHook = function() -- EMapRenderWindow::drawHighlightSprites eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) end eeObj.AddHook(0x25d654, 0x8de40068, adjustMapZHook) -- \/ eeObj.AddHook(0x25d714, 0xe7b500cc, adjustMapZHook) -- /\ eeObj.AddHook(0x25d7d0, 0xe7b500cc, adjustMapZHook) -- < eeObj.AddHook(0x25d894, 0x46000386, adjustMapZHook) -- > -- bug#9423 - menus render 20+ times over again, causing very low fps. -- The whole game in general has no concept of pacing and will re-draw frames multiple times -- between vsync refreshes. Hook placed on GameApp::EndFrame() measures time between frames and -- if it's too short, the EE clock is advanced significantly to compensate. local last_time = 0 local last_diff = 0 local advanceClockForAny = function() local thistime = eeObj.GetClock() local diff = thistime - last_time local adv = 0 if diff <= 0 then -- sanity check, mostly for snapshot restore. last_diff = diff last_time = thistime return end -- EE @ 30fps == roughly 10 million cycles -- bug#9555 - We need to make a reasonable tally of VIF cycles across game display swaps. -- Use a combination heuristic of EE and VIF1 cycles to gues at whether the title should -- lock to 45fps, 30fps, or something worse. local fastminEE = 1600000 -- less than this it's safe to run > 30 fps local fastminVIF_30 = 2200000 -- VU1 total that merits 30hz throttle local fastminVIF_45 = 1700000 -- VU1 total that merit 45hz throttle. local baremin_wo_vif= 6100000 -- EE values below this get promoted to this value (~50hz) local forced30hz = 9330000 local forced45hz = 7820000 local vif1_cycles = eeObj.GetVif1Cycles() if (vif1_cycles > forced30hz) then vif1_cycles = forced30hz end local diff_vif = diff + vif1_cycles adv = adv + vif1_cycles -- Lock anything that seems like "Real Work" to either 30 or 45 FPS: if diff_vif < fastminEE then adv = adv + (fastminEE*2 - diff_vif) elseif vif1_cycles > fastminVIF_30 and (diff+(fastminVIF_30)//2) < forced30hz then adv = adv + (forced30hz - diff - (fastminVIF_30)//2) elseif vif1_cycles > fastminVIF_45 and (diff+(fastminVIF_45)//2) < forced45hz then adv = adv + (forced45hz - diff - (fastminVIF_45)//2) elseif diff < baremin_wo_vif then adv = adv + (baremin_wo_vif - diff) end -- print (string.format("DELTA: %d ADV: %d VIF1: %d", diff, adv, vif1_cycles)) if adv ~= 0 then eeObj.AdvanceClock(adv) end -- Ensure next frame's delta time takes into consideration this frame's advancement. -- Otherwise each fraem delta time would get progressively worse. thistime = thistime + adv last_time = thistime last_diff = diff end local advanceClockForGame = function() advanceClockForAny(5300000, 2700000) end eeObj.AddHookJT(0x207cf8, 0x27bdfff0, advanceClockForGame) -- <GameApp::EndFrame()>: #Performance and optimisations
Red Faction
SLUS_200.73
CLI
--gs-use-deferred-l2h=1 --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 --vu1=jit-sync --ee-cycle-scalar=1.02 --ee-hook=0x00213370,FastForwardClock,0x8F8293A8 --ee-hook=0x24ce30,AdvanceClock,0x8c620000,20000 --ee-hook=0x272b44,FastForwardClock,0x3c0201ee --ee-hook=0x272bc4,FastForwardClock,0x3c0201ee --ee-hook=0x21b354,AdvanceClock,0x3c031000,0x1240 #performance fixes.
SLUS_200.73
LUA
-- Red Faction [US] apiRequest(1.6) local gpr = require("ee-gpr-alias") -- title uses memcpy() to write to VU1 memory, so some instances will be hotfixed to -- use slowpath_memcpy() at runtime. eeNativeFunction(0x259820, 0x0080402d, 'memcpy') eeNativeFunction(0x2599d8, 0x2cc20008, 'memset') eeNativeFunction(0x253870, 0x27bdffd0, 'ieee754_acosf') eeNativeFunction(0x254620, 0x44026000, 'ieee754_sqrtf') eeNativeFunction(0x255a50, 0x44026000, 'cosf') eeNativeFunction(0x255df0, 0x44026000, 'sinf') eeNativeFunction(0x256318, 0x27bdffa0, 'acosf') eeInsnReplace(0x24d7e0, 0x24030064, 0x03e00008) -- <FlushCache> eeInsnReplace(0x24d7e4, 0x0000000c, 0x00000000) eeNativeHook (0x24d7e0, 0x03e00008,'AdvanceClock',0xa00) eeInsnReplace(0x24d810, 0x2403ff98, 0x03e00008) -- <iFlushCache> eeInsnReplace(0x24d814, 0x0000000c, 0x00000000) eeNativeHook (0x24d810, 0x03e00008,'AdvanceClock',0xa00) eeInsnReplace(0x24de20, 0x27bdffe0, 0x03e00008) -- <SyncDCache> eeInsnReplace(0x24de24, 0x0080302d, 0x00000000) eeNativeHook (0x24de20, 0x03e00008,'AdvanceClock',0x600) eeInsnReplace(0x24de98, 0x3c02ffff, 0x03e00008) -- <iSyncDCache> eeInsnReplace(0x24de9c, 0x3442ffc0, 0x00000000) eeNativeHook (0x24de98, 0x03e00008,'AdvanceClock',0x600) eeInsnReplace(0x24df58, 0x27bdffe0, 0x03e00008) -- <InvalidDCache> eeInsnReplace(0x24df5c, 0x0080302d, 0x00000000) eeNativeHook (0x24df58, 0x03e00008,'AdvanceClock',0x600) eeInsnReplace(0x24dfd0, 0x3c02ffff, 0x03e00008) -- <iInvalidDCache> eeInsnReplace(0x24dfd4, 0x3442ffc0, 0x00000000) eeNativeHook (0x24dfd0, 0x03e00008,'AdvanceClock',0x600) local emuObj = getEmuObject() local eeObj = getEEObject() -- bug#10159 workaround -- slowdown the jeep speed.... local jeepObj = 0 eeObj.AddHook(0x1376f0, 0xc6600174, function() jeepObj = eeObj.GetGpr(gpr.s1) end) eeObj.AddHook(0x137a48, 0xc7ac00bc, function() local s1 = eeObj.GetGpr(gpr.s1) if s1 == jeepObj then eeObj.SetFpr(12, eeObj.GetFpr(12)*0.90) end end) -- bug#10249 workaround -- forcibly calculate the jeep's suspension. eeObj.AddHook(0x19ee08, 0x8ec2120c, function() if jeepObj - 624 == eeObj.GetGpr(gpr.s6) then eeObj.SetGpr(gpr.v0, 1) end end) -- debug code for jeep movment target. -- local px = 0.0 -- local pz = 0.0 -- eeObj.AddHook(0x1375bc, 0x26650174, function() -- local s1 = eeObj.GetGpr(gpr.s1) -- if s1 == jeepObj then -- local s3 = eeObj.GetGpr(gpr.s3) -- px = eeObj.ReadMemFloat(s3 + 372) -- pz = eeObj.ReadMemFloat(s3 + 380) -- end -- end) -- eeObj.AddHook(0x1375c8, 0xa2620170, function() -- local s1 = eeObj.GetGpr(gpr.s1) -- if s1 == 0x19a7a00 then -- local s3 = eeObj.GetGpr(gpr.s3) -- local x = eeObj.ReadMemFloat(s3 + 372) -- local z = eeObj.ReadMemFloat(s3 + 380) -- if px ~= x or pz ~= z then -- print(string.format("[%f %f] => [%f %f] v0=%d", -- px, pz, x, z, eeObj.GetGpr(gpr.v0))) -- end -- end -- end) #physics calculations and performance fix.
SLUS_200.73
SLUS-20073_features.lua
-- Lua 5.3 -- Title: Red Faction PS2 - SLUS-20073 (USA) -- Author: Ernesto Corvi, Adam McInnis -- Changelog: apiRequest(1.1) -- request version 1.1 API. Calling apiRequest() is mandatory. local eeObj = getEEObject() local emuObj = getEmuObject() local L1 = -- main function() emuObj.ThrottleMax() end local L2 = -- main function() emuObj.ThrottleNorm() end local load1 = eeObj.AddHook(0x165590, 0x27bdffb0, L1) -- game_load_level local load2 = eeObj.AddHook(0x16578C, 0x7bb10010, L2) -- game_load_level -- Widescreen support -- eeInsnReplace(0x2071c4, 0x00000000, 0x3c013f40) -- gr_setup_3d eeInsnReplace(0x2071d0, 0x00000000, 0x4481f000) -- gr_setup_3d eeInsnReplace(0x2072e0, 0x00000000, 0x461ea502) -- gr_setup_3d eeInsnReplace(0x2072e8, 0x00000000, 0x461ead43) -- gr_setup_3d eeInsnReplace(0x23a34c, 0x44826000, 0x461e0303) -- shadow_ngps_render_and_copy eeInsnReplace(0x23a444, 0x3c024334, 0x3c024309) -- shadow_ngps_render_and_copy emuObj.SetDisplayAspectWide() #Official widescreen support.
Red faction II
CUSA06356
CLI
--gs-use-deferred-l2h=0 --l2h-2d-params=0x0000000800000001,0x000000003a083000,612,2 --mtap1=disabled --mtap2=disabled
Resident Evil Code: Veronica X
ALL
CLI
--ee-jit-pagefault-threshold=30 #crash fix.
ALL
LUA
-- VeronicaX apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. -- Bug# 9976 local emuObj = getEmuObject() emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) #graphical fix.
Rogue Galaxy
ALL
CLI
--gs-kernel-cl-up="up2x2skipinterp" --gs-optimize-30fps=1 #visual fixes and performance optimisation.
SCUS_974_90
LUA
require("ee-gpr-alias") apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. -- Bug#8404 WORKAROUND -- See https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8404 eeInsnReplace(0x124898, 0x3442ffff, 0x3442fffe) -- ori v0,v0,0xffff #unsure what this fixes.
Rise of the Kasai
CLI
SCUS-97416
--gs-kernel-cl-up="up2x2skipinterp" --cdvd-sector-read-cycles=31000 --iop-cycle-scalar=0.7
LUA
SCUS-97416
-- rise_of_kasai require("ee-gpr-alias") apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. local emuObj = getEmuObject() local eeObj = getEEObject() -- bug #9037. -- Force point sampling when max mip map > 0 and min filter is set to nearest( 0). -- This is done generically when mipmaping is On , however we prefer to disable mip maps for this title. emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0, mmin=0} ) -- bug#9241 -- SwapMemCard to Mark of Kri -- bug#136347 (SCEI bugzilla) -- we re-use US image for Rise of Kasai EU package and want to let use be able to have Mark of Kri completion bonus. -- unfortunately we don't have any ways to distinguish which PS4 package we are working on. -- instead of US => EU reading out modification, let the game retry EU saved data when it fails. -- -- NOTE: you can write down the filepath directly(onto strptr) at boot time if we can distinguish the differences of the packages. local first_attempt = true local buffer = -1 local strptr = -1 local write_str = function (ptr, str) for i=1,string.len(str) do eeObj.WriteMem8(ptr + i - 1, string.byte(str, i, i)) end end eeObj.AddHook(0x1aa904, 0x0040382d, function() strptr = eeObj.GetGpr(gpr.a2) local fname = eeObj.ReadMemStr(strptr) -- print(string.format("%s", fname)) if fname == "BASCUS-97140/BASCUS-97140" then if first_attempt then buffer = eeObj.GetGpr(gpr.a3) --print("Trying to read out SCUS-97140 Mark of Kri US saved data"); --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3))) emuObj.SwapMemCard(0, 0, "SCUS-97140") -- 2nd argument, user-id isn't used in the current implementation. else -- this is the case of re-trying : reading out EU mark of kri --print("Trying to read out SCES-51164 Mark of Kri EU saved data"); write_str(strptr, "BESCES-51164/BESCES-51164") eeObj.SetGpr(gpr.a3, buffer); --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3))) emuObj.SwapMemCard(0, 0, "SCES-51164") end end end) eeInsnReplace(0x1aa910, 0x10400020, 0x00000000) eeObj.AddHook(0x1aa910, 0x00000000, function() local v0 = eeObj.GetGpr(gpr.v0) if v0 == 0 then -- failed --print("File Load Failed") if first_attempt then first_attempt = false eeObj.SetPc(0x1aa8fc) else first_attempt = true eeObj.SetPc(0x1aa994) end end end) -- SwapMemCard to Rise of Kasai eeObj.AddHook(0x1aa9e8, 0xdfbf0000, function() emuObj.SwapMemCard(0, 0, "SCUS-97416") write_str(strptr, "BASCUS-97140/BASCUS-97140") -- write back the original string to the place. strptr = -1 buffer = -1 end)
Samurai Shodown Anthology
SLUS_216.29
CLI
--gs-upscale=point --gs-uprender=2x2 --gs-motion-factor=25 --host-audio-latency=0.01 --gs-ignore-dirty-page-border=1 --gs-kernel-cl="h2lpool" --gs-kernel-cl-up="h2lpool2x2" --gs-h2l-list-opt=1 --gs-h2l-accurate-hash=1 #fix for substantial slowdown during combat.
Star Ocean 3
SLES-82028
CLI
--vu-hack-triace=1 --assert-path1-ad=0 --gs-kernel-cl-up="OptRightTri" --ee-cycle-scalar=1.0 --ee-sif0-cycle-scalar=0.1 --ee-sif1-cycle-scalar=2.0 --iop-sif0-cycle-scalar=0.1 --iop-sif1-cycle-scalar=2.0 --ee-hook=0x0011DF00,FastForwardClock,0x8C82000C --vu1-injection=1 --vu1-mpg-cycles=1 --ee-injection-title=1 --ee-hook=0x109bc4,SO3_AudioRequest,0x3c011001 --ee-hook=0x109c04,SO3_AudioRequest,0x3c011001 --ee-hook=0x1097a0,SO3_AudioWriteBack,0x27bdffe0 --host-audio-latency=0.060 --cop2-accurate-mul-range=0x004cce00,0x004ccf00
SLES-82028
LUA
-- star_ocean sles82028 local gpr = require("ee-gpr-alias") apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. local emuObj = getEmuObject() local eeObj = getEEObject() -- 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 local reduceShadowsToOne = function() eeObj.SetGPR(gpr.a3 ,1) end if 1 then -- not emuObj.IsNeoMode() then -- neo mode check disabled, due to bug #10443 -- enable this hook only in base mode. -- NEO mode hardware has enough horsepower to render extra shadows. (correction: it doesn't, bug 10443) eeObj.AddHook(0x0042d1e0, 0x24c60001, reduceShadowsToOne) end -- NOP out some meaningless (M) bits. -- SO3 uses these as a performance optimization to allow writing next data set regs in parallel -- to mpg calculating results of current set. In our emu it's sync always, so just interlock is ok. vuInsnReplace(0, 0x004, (0x21f809bc<<32) | 0x8000033c, (0x01f809bc<<32) | 0x8000033c) -- MULAbc.xyzw Acc, vf01, vf24.x (M) vuInsnReplace(0, 0x016, (0x21f859bc<<32) | 0x8000033c, (0x01f859bc<<32) | 0x8000033c) -- MULAbc.xyzw Acc, vf11, vf24.x (M) vuInsnReplace(0, 0x034, (0x21f880bd<<32) | 0x8000033c, (0x01f880bd<<32) | 0x8000033c) -- MADDAbc.xyzw Acc, Acc, vf16, vf24.y (M) vuInsnReplace(0, 0x05b, (0x21f81e4a<<32) | 0x8000033c, (0x01f81e4a<<32) | 0x8000033c) -- MADDbc.xyzw vf25, Acc, vf03, vf24.z (M) vuInsnReplace(0, 0x06c, (0x210001c3<<32) | 0x8000033c, (0x010001c3<<32) | 0x8000033c) -- ADDbc.x vf07, vf00, vf00.w (M) vuInsnReplace(0, 0x15d, (0x21e141bc<<32) | 0x8000033c, (0x01e141bc<<32) | 0x8000033c) -- MULAbc.xyzw Acc, vf08, vf01.x -- remove DMA Ch1 kick for audio-vu1. -- using Native EE processing code. -- See. SLES82028_cli.conf and eJitExec_NativeHooks.cpp. eeInsnReplace(0x00109bd4, 0xac239000, 0) -- sw $v1,-0x7000 (0xffff9000)($at) eeInsnReplace(0x00109c08, 0xac239000, 0) -- sw $v1,-0x7000 (0xffff9000)($at) --Title must always run 50 hz (PAL) even when PRogressive Mode has been enabled. -- (progressive mode is made possible via ISD LUA patch, it was originally removed from the PAL region -- release of SO3) emuObj.ForceRefreshRate(50)
Star Wars Bounty Hunter
ALL
CLI
--gs-kernel-cl-up="OptRightTri" --gs-vert-precision=8
Star Wars: Jedi Starfighter
SLES_503.71
CLI
--gs-check-trans-rejection68=1 --gs-dirty-page-policy=1
SLES_503.71
Lua
-- Star Wars: Jedi Starfighter [SLES-50371] [EU] require("ee-gpr-alias") require("pad-and-key") apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. local eeObj = getEEObject() local emuObj = getEmuObject() -- Bug#9013 - title calls PS2::Exit() at the end of a bonus stage. eeInsnReplace(0x323398, 0x0c116bb4, 0x00000000) -- jal Stop__12CTaskManagerFv -- Bug#8905 -- The game sets a little bit big DH values for GS Display Register. -- mimic overscan cropping (generic crop happens in GsScanoutArea::Populate) local dump_display = function() local a5 = eeObj.GetGpr(gpr.t1) local ds1_h = eeObj.ReadMem32(a5+892) local ds2_h = eeObj.ReadMem32(a5+908) local dh1 = (ds1_h>>(44-32))&0x7ff local dh2 = (ds2_h>>(44-32))&0x7ff if dh1 >= 574 then dh1 = 558 -- 574-16 ds1_h = (ds1_h & 0xfff) | (dh1 << (44-32)) eeObj.WriteMem32(a5+892, ds1_h) end if dh2 >= 575 then dh2 = 559 -- 575-16 ds2_h = (ds2_h & 0xfff) | (dh2 << (44-32)) eeObj.WriteMem32(a5+908, ds2_h) end end eeObj.AddHook(0x4fc33c, 0x02084821, dump_display) eeObj.AddHook(0x4fc068, 0x02084821, dump_display) -- Bug#8944 -- The game doesn't clear the framebuffer on movie-startup and movie-display. -- call clear functions at the appropriate points by using Replacement. local Replace_CVideoDecoder_Draw = InsnOverlay( { 0x27bdfff0, -- addiu sp,sp,-16 0xffbf0000, -- sd ra,0(sp) -- swap 0x0c13f044, -- jal 0x4fc110 0x00000000, -- nop -- clear 0x0c13f228, -- jal 0x4fc8a0 0x24044000, -- li a0,16384 0xdfbf0000, -- ld ra,0(sp) 0x03e00008, -- jr ra 0x27bd0010, -- addiu sp,sp,16 }) eeInsnReplace(0x427fe0, 0x0c13f044,0x0c000000 | (Replace_CVideoDecoder_Draw>>2)) local Replace_CPS2MpegPlayer_Open = InsnOverlay( { 0x27bdfff0, -- addiu sp,sp,-16 0xffbf0000, -- sd ra,0(sp) -- clear color 0x44806000, -- mtc1 zero,$f12 0x46006346, -- mov.s $f13,$f12 0x0c13f1d8, -- jal 0x4fc760 0x46006386, -- mov.s $f14,$f12 -- clear 0x0c13f228, -- jal 0x4fc8a0 0x24044000, -- li a0,16384 -- swap 0x0c13f044, -- jal 4fc110 <glSwapBuffersPSX2> 0x00000000, -- nop -- restore some registers 0x0220302d, -- move a2,s1 0x0200382d, -- move a3,s0 0xdfbf0000, -- ld ra,0(sp) 0x03e00008, -- jr ra 0x27bd0010, -- addiu sp,sp,16 }) eeInsnReplace(0x423c3c, 0x0220302d, 0x0c000000 | (Replace_CPS2MpegPlayer_Open>>2)) -- -- Bug#8981 / Bug#9006 -- local std_string_c_str = function(ptr) return eeObj.ReadMemStr(eeObj.ReadMem32(eeObj.ReadMem32(ptr) + 12)) end local player_obj_found_flag = 0 local player_obj = 0 eeObj.AddHook(0x464530, 0x27bdff90, function() if std_string_c_str(eeObj.GetGpr(gpr.a1)) == "_player" then --print(string.format("LookupGameObject %s", std_string_c_str(eeObj.GetGpr(gpr.a1)))) player_obj_found_flag = 1 end end) eeObj.AddHook(0x464720, 0x7bb10010, function() if player_obj_found_flag == 1 then player_obj = eeObj.ReadMem32(eeObj.GetGpr(gpr.v0)+92) --print(string.format(" obj = %x", eeObj.GetGpr(gpr.v0))) --print(string.format(" 92(v0) = %x", player_obj)) --print(string.format(" [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+116), eeObj.ReadMemFloat(player_obj+120), eeObj.ReadMemFloat(player_obj+124))) --print(string.format(" [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+52), eeObj.ReadMemFloat(player_obj+56), eeObj.ReadMemFloat(player_obj+60))) player_obj_found_flag = 0 end end) eeObj.AddHook(0x147444, 0x0040282d, function() local strptr = eeObj.GetGpr(gpr.v0) local str = std_string_c_str(strptr) if string.match(str, "ExplosionFire") -- or string.match(str, "ExplosionSpark") then local explosion_object = eeObj.ReadMem32(eeObj.GetGpr(gpr.s0)+92) local eo_x = eeObj.ReadMemFloat(explosion_object+116) local eo_y = eeObj.ReadMemFloat(explosion_object+120) local eo_z = eeObj.ReadMemFloat(explosion_object+124) -- print(string.format("exp obj : %x", explosion_object)) -- print(string.format(" [%f, %f, %f]", eo_x, eo_y, eo_z)) -- print(string.format(" [%f, %f, %f]", eeObj.ReadMemFloat(explosion_object+52), eeObj.ReadMemFloat(explosion_object+56), eeObj.ReadMemFloat(explosion_object+60))) local pl_x = eeObj.ReadMemFloat(player_obj+116) local pl_y = eeObj.ReadMemFloat(player_obj+120) local pl_z = eeObj.ReadMemFloat(player_obj+124) -- print(string.format("pl obj : %x", player_obj)) -- print(string.format(" [%f, %f, %f]", pl_x, pl_y, pl_z)); local len = (eo_x-pl_x)*(eo_x-pl_x) + (eo_y-pl_y)*(eo_y-pl_y) + (eo_z-pl_z)*(eo_z-pl_z) -- print(string.format("lengh^2 = %f", len)) -- print(string.format("str : %s", std_string_c_str(strptr))) if len < 960000.0 then -- print(" REMOVED") eeObj.SetPc(0x1474b0) end end end) local overlay_addr = InsnOverlay( { 0x8c700008, -- lw $s0, 8($v1) 0x8e040000, -- lw $a0, 0($s0) 0x8c840000, -- lw $a0, 0($a0) 0x3c05006c, -- lui $a1,0x6c 0x34a5ce28, -- ori $a1,$a1,0xce28 0x14850002, -- bne $a0, $a1, <ret> 0x00000000, -- nop 0xac600004, -- sw zero, 4($v1) 0x03e00008, -- ret: jr $ra 0x8c630004, -- lw $v1, 4($v1) } ) local call_insn = (overlay_addr >> 2) | 0x0c000000 eeInsnReplace( 0x267f84, 0x8c700008, call_insn ) -- lw $s0, 8($v1) -> jal overlay_addr eeInsnReplace( 0x267f88, 0x8c630004, 0x00000000 ) -- lw $v1, 4($v1) -> nop -- The game has a bug when you replay the last campaign mission in coop mode ("The Jedi Master"). -- Upon completing the mission successfully, the game asks to "Continue" or "Quit". -- Selecting "Continue" causes the game to hang, as there's nothing to continue to (it's the last mission) -- The following patch fixes this problem by changing to prompt to "Retry" or "Quit", as it behaves in 1p mode eeObj.AddHook(0x39debc, 0x0220202d, function() local strptr = eeObj.GetGpr(gpr.v0) local str = std_string_c_str(strptr) if string.match(str, "m16_fleet") then eeObj.SetGpr(gpr.s0, 1) end end) -- fix for a node corruption. -- here's what happens (from Ernesto) -- -- Well, I was finally able to track down the issue. It's actually difficult to explain and the actual trigger is still unknown to me, as it seems to be timing related somehow. -- But, I found a way to reliably detect it and work around it. Basically, when the bug happens, CSGNode::AddChild will try to add a child node that's already a children of a different root node. -- That causes all sorts of havok and it's what ends up causing the node child list to eventually be deallocated and the render to crash. eeObj.AddHook(0x266A70, 0x27bdffc0, function() -- local obj = eeObj.GetGpr(gpr.a0) local node = eeObj.GetGpr(gpr.a1) local parent = eeObj.ReadMem32(node+0x10) -- local caller = eeObj.GetGpr(gpr.ra) if parent ~= 0 then -- print(string.format("Node %08x already has a parent (%08x, caller: %08x)", node, parent, caller)) eeObj.SetPC(0x266B80) end end)
Star Wars Racer Revenge
SLES_503.66
CLI
--ee-hook=0x0025b3b0,FastForwardClock --ee-hook=0x0025b188,FastForwardClock --ee-hook=0x00243274,FastForwardClock --gs-vert-precision=8 --idec-cycles-per-qwc=768 --host-audio-latency=0.60 --fpu-no-clamping=1 --cop2-no-clamping=1 --vu1-di-bits=0 --gs-override-small-tri-area=1 --assert-path1-ad=0 --ee-ignore-segfault=Read
SLES_503.66
Lua
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] local eeObj = getEEObject() local emuObj = getEmuObject() eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025, -- Track# -- The Grand Reefs : 6 -- Ruins of Carnuss Gorgull : 9 eeObj.AddHook(0x187330, 0x3c010001, function() local track = eeObj.GetGpr(gpr.a1) print(string.format("Track : %d", track)) if track == 6 or track == 9 then eeObj.Vu1MpgCycles(1000) -- makes it be 30fps. else eeObj.Vu1MpgCycles(100) -- default value. end end) -- 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 } )
SLES_503.66
Lua Features
Seems to also include some game fix
-- Lua 5.3 -- Title: Star Wars Racer Revenge PS2 - SLES-50366 (EUR) -- Author: Ernesto Corvi -- Changelog: apiRequest(0.2) -- request version 0.2 API. Calling apiRequest() is mandatory. local eeObj = getEEObject() local emuObj = getEmuObject() local L1 = -- PodUILoadingPage::PodUILoadingPage function() emuObj.ThrottleMax() end local L2 = -- PodUILoadingPage::~PodUILoadingPage function() emuObj.ThrottleNorm() end local load1 = eeObj.AddHook(0x1caa30, 0x27bdffe0, L1) -- PodUILoadingPage::PodUILoadingPage local load2 = eeObj.AddHook(0x1caa70, 0x27bdffd0, L2) -- PodUILoadingPage::~PodUILoadingPage -- BUG 9244 - This title exhibits memory allocation problems as described on the -- PS2 tech note titled "malloc() Issues". Overlay the FullAllocAndFree() and hook it to main() local overlay_addr = InsnOverlay( { 0x27bdfff0, -- addiu $sp, -0x10 0x7fbf0000, -- sq $ra, 0($sp) 0x0c0c1710, -- jal malloc 0x3c0401e0, -- lui $a0, 0x01e0 0x0c0c171a, -- jal free 0x70402628, -- paddub $a0, $v0, 0 0x7bbf0000, -- lq $ra, 0($sp) 0x03e00008, -- jr $ra 0x27bd0010 -- addiu $sp, 0x10 } ) local call_insn = (overlay_addr >> 2) | 0x0c000000 eeInsnReplace(0x23a020, 0x0c0be0a2, call_insn) -- jal scePrintf -- BUG 9244 - move stack down to 0x01f80000 to free up an extra 512KB eeInsnReplace(0x100038, 0x3c0501f0, 0x3c0501f8)
Twisted Metal Black
ALL
CLI
--mtap1=always --gs-use-deferred-l2h=0 --l2h-2d-params=0x0000000400000004,0x00000000300a0000,240 --vu1-di-bits=0 --vu1-opt-vf00=2 #performance fix.
SCUS_971.01
LUA
require("ee-gpr-alias") apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. -- This game uses an old kernel which has a bug on _TerminateThread. -- It is necessary to check the target thread is already in readyqueue or not. iopObj = getIOPObject() iopInsnReplace(0x0000C5C0, 0x0C004430, 0) -- jal 0x000110C0 // unlink_element (in TerminateThread) iopInsnReplace(0x0000C6EC, 0x0C004430, 0) -- jal 0x000110C0 // unlink_element (in iTerminateThread) local fix_TerminateThread = function() local TCB = iopObj.GetGpr(gpr.s0) local TCB_status = iopObj.ReadMem8(TCB + 0xc) local TCB_h_l = TCB if TCB_status == 0x2 then -- the target thread is on ready. local TCB_h_l_prev = iopObj.ReadMem32(TCB_h_l + 0) local TCB_h_l_next = iopObj.ReadMem32(TCB_h_l + 4) if TCB_h_l_prev == TCB_h_l_next then -- last_one_element(&tcb->h.l) -- we need to maintain threadManCB.readymap. -- print("WE NEED TO MAINTAIN threadManCB.readymap!") local s0 = iopObj.ReadMem16(TCB + 0xe) -- prio local s1 = TCB local a0 = s0 >> 5 a0 = a0 << 2 local v1 = s0 & 0x1f local v0 = 1 << v1 v1 = 0x10000 + a0 v1 = iopObj.ReadMem32(v1 + 0x1a08) v0 = ~v0 v1 = v1 & v0 local at = 0x10000+a0 iopObj.WriteMem32(at+0x1a08, v1) -- 0000B798 00102142 srl a0,s0,5 -- 0000B79C 00042080 sll a0,a0,2 -- 0000B7A0 3203001F andi v1,s0,0x1F -- 0000B7A4 24020001 li v0,0x1 -- 0000B7A8 00621004 sllv v0,v0,v1 -- 0000B7AC 3C030001 lui v1,0x1 -- 0000B7B0 00641821 addu v1,v1,a0 -- 0000B7B4 8C631A08 lw v1,0x1A08(v1) -- 0000B7B8 00021027 nor v0,zero,v0 -- 0000B7BC 00621824 and v1,v1,v0 -- 0000B7C0 3C010001 lui at,0x1 -- 0000B7C4 00240821 addu at,at,a0 -- 0000B7C8 AC231A08 sw v1,0x1A08(at) end end -- do unlink_element local v1 = iopObj.ReadMem32(TCB_h_l+0) -- element->prev local v0 = iopObj.ReadMem32(TCB_h_l+4) -- element->next iopObj.WriteMem32(v1 + 4, v0) -- element->prev->next = element->next iopObj.WriteMem32(v0 + 0, v1) end iopObj.AddHook(0x0000C5C4, 0x02002021, fix_TerminateThread) -- move a0,s0 iopObj.AddHook(0x0000C6F0, 0x02002021, fix_TerminateThread) -- move a0,s0 -- _waitIpuIdle64 spin perf down problem. Bug#8289 -- NOTE: new libarary also loops just 500dec around. 0x1389 is too much. eeInsnReplace(0x0020CF80, 0x28421389, 0x28420200) -- slti v0,v0,0x1389 #Performance and stall fixes.
The Mark of Kri
CLI
SCES-51164
--gs-scanout-offsetx=27
The Warriors
ALL
CLI
--vu1-injection=1 --vu1-mpg-cycles=2300 --vu1-mpg-cycles=2600,-1 --vu1-clamp-range=0x028,0x060 --ee-hook=0x48c660,FastForwardClock,0x1620ffe3 --force-pal-60hz=1
?
LUA
-- Lua 5.3 -- Title: The Warriors (USA) SLUS-21215 ( 1.04 NTSC ) -- The Warriors (Europe) SLES-53443 ( 1.01 PAL ) -- Features version: 1.00 -- Author: David Haywood -- Date: November 15th 2015 require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"]) apiRequest(0.7) -- request version 0.7 API. Calling apiRequest() is mandatory. -- request version 0.7 API. Calling apiRequest() is mandatory. (0.7 is needed for Widescreen switching) -- obtain necessary objects. local eeObj = getEEObject() local emuObj = getEmuObject() local trophyObj = getTrophyObject() local dmaObj = getDmaObject() -- load configuration if exist local SaveData = emuObj.LoadConfig(0) local firstCall = 0 --[[ this is the 'setWideScreen' function of the gfx devices from studying the code it seems that the content of 'a1' that gets passed in determines if the requested mode is widescreen. DevRWGraphicsDevice::setWideScreenMode(void) 00194E28 27BDFFD0 addiu sp,sp,-0x30 00194E2C 7FB00010 sq s0,0x0010(sp) 00194E30 E7B50028 swc1 f21,0x0028(sp) 00194E34 0080802D dmove s0,a0 00194E38 FFBF0000 sd ra,0x0000(sp) 00194E3C E7B40020 swc1 f20,0x0020(sp) 00194E40 4480A800 mtc1 zero,f21 00194E44 C600044C lwc1 f0,0x044C(s0) 00194E48 46150032 c.eq.s f0,f21 00194E4C 00000000 nop 00194E50 45010053 bc1t 0x00194FA0 00194E54 AE05045C sw a1,0x045C(s0) --]] local WidesrceenFunction = function() local a1 = eeObj.GetGPR(gpr.a1) a1 = a1 & 1 -- force to widescreen on boot, ensures new profiles get created in widescreen mode by default etc. -- has some unwanted side-effects tho, so don't do it if firstCall == 1 then a1 = 1 eeObj.SetGPR(gpr.a1, a1) firstCall = 0 end if a1 == 1 then print( string.format("********* Request WIDE SCREEN mode **************" ) ) emuObj.SetDisplayAspectWide() else print( string.format("********* Request 4:3 mode **************" ) ) emuObj.SetDisplayAspectNormal() end end -- this hook address actually differs between Europe / US. WidescreenHook = eeObj.AddHook(0x194e18,0x27BDFFD0,WidesrceenFunction) #official widescreen patch for The Warrior's emulator. The typos are apparently deliberate.
Wild ARMS 3
ALL
CLI
--gs-motion-factor=50 --ee-static-block-links=JAL,COP2 #graphical fixes.
SCUS_972.03
LUA
require("ee-gpr-alias") apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. local emuObj = getEmuObject() -- fix vision logo (Wild Arms 3) local thresholdArea = 0 -- ignore alls items : fix #112276 emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , { texType = 3, cbp = 0x2390, tbp = 0x288000} ) -- fix bug #9072 -- this is caused by a wrong string, which we patch directly on the disc. emuMediaPatch(0x438a, 12 + 0x174, { 0x6e5c2535 }, { 0x11202535 }) -- Bug#8907. accuracy-muldiv is too slow to use, so here added some value to get correct value. local eeObj = getEEObject() eeObj.AddHook(0x001ef6ec, 0x00000000, function() eeObj.SetFpr(0, eeObj.GetFpr(0) + 0.00001) end) #Graphical glitches and stall fix.
War of the Monsters
SCUS-97197
CLI
--gs-kernel-cl-up="up2x2Simple"
SCUS-97197
LUA
require("ee-gpr-alias") apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory. -- bug#8201 -- this game clear sound handlers if something errant situation happened. -- just remove clearing memory code from the error check-ups. eeInsnReplace( 0x1f71e8, 0xac400000, 0 ) -- sw zero,0(v0) eeInsnReplace( 0x1f7200, 0xae000000, 0 ) -- sw zero,0(s0)