Talk:PS2 Emulation: Difference between revisions

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==Regs==
== Registers ==


**1040000000 VU1 regs, mapping like on VU0.
**1040000000 VU1 regs, mapping like on VU0.
**1050000000 VU1 micro data  memory (1100C000 on real ps2 and pcsx2 debugger) size 0x4000.
**1050000000 VU1 micro data  memory (1100C000 on real PS2 and PCSX2 debugger) size 0x4000.
**1050004000 VU1 micro data memory mirror (1100C000 on real ps2 and pcsx2 debugger) size 0x4000. Likely mirrored 2 more times on 8000 and c000
**1050004000 VU1 micro data memory mirror (1100C000 on real PS2 and PCSX2 debugger) size 0x4000. Likely mirrored 2 more times on 8000 and c000
**104000C000 emulator place here VU1 constants used in popular operations. Eatan/eexp constants, masks for clamping, etc. Similar array can be found in Pcsx2 (mVU_Globals), Dobiestation (atan_const, etc), Play! (GenerateEATAN, etc.)
**104000C000 emulator place here VU1 constants used in popular operations. Eatan/eexp constants, masks for clamping, etc. Similar array can be found in PCSX2 (mVU_Globals), Dobiestation (atan_const, etc), Play! (GenerateEATAN, etc.)
**1030004000 emulator place here VU0 constants used in popular operations. Like above (vu0 don't have efu so placing there efu constants for eatan/eexp is pointless, but there they are).  
**1030004000 emulator place here VU0 constants used in popular operations. Like above (vu0 don't have efu so placing there efu constants for eatan/eexp is pointless, but there they are).  
--[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 09:37, 5 January 2023 (UTC)
--[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 09:37, 5 January 2023 (UTC)


=Misc info=
== Miscellaneous information ==
 
Some data that eventually need to be posted on main emulation page. All data posted here is obtained from jak tpl (so called v1) emulator. All data is confirmed in code itself, no guessing (unless said otherwise). Time to start releasing that old work to public.
Some data that eventually need to be posted on main emulation page. All data posted here is obtained from jak tpl (so called v1) emulator. All data is confirmed in code itself, no guessing (unless said otherwise). Time to start releasing that old work to public.


Line 23: Line 24:
*Default misc settings used by Jak TPL emu:                                https://pastebin.com/79JCRXkq (ps2_lang is changed later if host system match possible ps2 languages)
*Default misc settings used by Jak TPL emu:                                https://pastebin.com/79JCRXkq (ps2_lang is changed later if host system match possible ps2 languages)


==Misc misc info==
== Miscellaneous information 2 ==
 
*Both settings do the same thing:
*Both settings do the same thing:
  --external-hdd-fix
  --external-hdd-fix
Line 35: Line 37:
  No matter which value is used, 1 is set.
  No matter which value is used, 1 is set.


==Few popular misunderstandings==
== ee-native-function ==
*vu-xgkick-delay take integer between 0-31 (confirmed on both emu and compiler side), and not float (0.5 is invalid, will be truncated to 0 probably)
*Cop2 rounding in pcsx2 is governed by "EE/FPU" rounding setting, not by VU or VU0.
*Cop2 clamping is hardcodded in pcsx2 as far as i know, if no then is likely also governed by EE/FPU setting not VU/VU0
*xx-no-clamping setting is not really no clamping known from pcsx2. This is special mode which can be used regardless of other clamp commands. To compare pcsx2 have similar mode only for FPU (Full), to fully mimic that mode we still need fpu-to-double enabled.


==ee-native-function==
Emulator have set of predefined functions used in popular PS2 SDK libraries. Those function are highly optimized to run natively on x64. <br>
Emulator have set of predefined functions used in popular PS2 SDK libraries. Those function are highly optimized to run natively on x64. <br>
'''--ee-native-function=name,address''' under the hood this is hooking selected address, and replace it with jump to predefined function. Functions available in JAK TPL emu:
'''--ee-native-function=name,address''' under the hood this is hooking selected address, and replace it with jump to predefined function. Functions available in JAK TPL emu:
Line 99: Line 96:
  jr          $ra
  jr          $ra
  addiu        $sp, 0x30
  addiu        $sp, 0x30
This is corner case example as floatdidf convert a 64bit signed integer to IEEE double, and PS2 developers generally had no reason to use doubles (fpu/vu are operating on 32 bit floats). But you can see that whole conversion is practically done in 1 opcode, while ps2 take massive function to do this. Other functions are usually less optimized, but still really worth it.
This is corner case example as floatdidf convert a 64bit signed integer to IEEE double, and PS2 developers generally had no reason to use doubles (fpu/vu are operating on 32 bit floats). But you can see that whole conversion is practically done in 1 opcode, while ps2 take massive function to do this. Other functions are usually less optimized, but still really worth it.


==EE/VU injection==
== EE/VU injection ==
"Injections" are special sets of precompiled functions, idea is known better as HLE emulation. Available injections can vary depend on ps2-compiler.self, because that's where lookup for available functions is done. This literally replace code that normally is recompiler, with optimized version when address and hash match. Probably not many games can use this. Good candidates are games that use the same engine as currently released ps2 classics. Many times VU1 programs are reused by the same developer.  
 
<br>'''VU1'''
"Injections" are special sets of precompiled functions. This idea is known better as "HLE emulation". Available injections can vary depending on ps2-compiler.self, because that is where the lookup for available functions is done. This literally replaces the code that normally is the recompiler, with optimized version when address and hash match. Probably not many games can use this. Good candidates are games that use the same engine as currently released PS2 classics. Many times VU1 programs are reused by the same developer.
<br />
'''VU1'''
*Name + offset in JAK TPL compiler
*Name + offset in JAK TPL compiler
*unk1
*unk1
Line 245: Line 245:
Same goes for "kernel" injections, they are also based on ID + Hash + address. Generally all "injections" should be safe to be enabled by configs. There is really small chance for hash/address(and id) collision. Not to be confused with "native" / "native-patch" !
Same goes for "kernel" injections, they are also based on ID + Hash + address. Generally all "injections" should be safe to be enabled by configs. There is really small chance for hash/address(and id) collision. Not to be confused with "native" / "native-patch" !


==Fast Accurate MUL Implementation==
= RESEARCH TO DO =
While Accurate MUL is implemented as very resource heavy fully fledged soft float operation, there is theoretically less accurate but very fast "accurate MUL" available. Surprisingly this is not copy pasted PS3 implementation (no need to reach Olympus from Lop Nor this time). While this implementation is assumed to be less accurate (than soft floats), result should be the same as with soft floats. r14 and esi are source floats for operation. So, here it comes:
<pre>
mov    edx, r14d
mov    eax, esi
xor    eax, r14d
shr    edx, 23
and    eax, 80000000h
and    edx, 0FFh
jz      mul_end        ; mul by denormal
mov    ecx, 817h
bextr  ecx, esi, ecx  ; esi >> 23 & 0xFF
jz      mul_end        ; mul by denormal
and    r14d, 7FFFFFh
and    esi, 7FFFFFh
add    edx, ecx
or      r14d, 800000h
or      esi, 800000h
imul    rsi, r14
shr    rsi, 23
vcvtsi2ss xmm0, xmm0, rsi
vaddss  xmm0, xmm0, cs:(float)0.5
vmovd  ecx, xmm0
shr    ecx, 23
lea    edx, [rcx+rdx-115h]
cmp    edx, 0FFh
jle    case1
mov    ecx, 7F800000h
mov    esi, 7FFFFFh
jmp    case2
 
case1:
add    ecx, -150
xor    ebx, ebx
shr    esi, cl
mov    ecx, edx
and    esi, 0FF7FFFFFh
shl    ecx, 23
test    edx, edx
cmovle  esi, ebx
cmovle  ecx, ebx


case2:
or      esi, eax
or      esi, ecx
mov    eax, esi
mul_end:
ret
</pre>
=RESEARCH TO DO=
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Name !! Notes
! Name !! Notes
Line 301: Line 252:
| Locating the gs registers || Abysmal.
| Locating the gs registers || Abysmal.
|-
|-
| Trying to reverse-engineer any emulator's executable by using assembly and hxd to improve compatibility || Tedious. / TPC register's instruction 8998B0030000
| Trying to reverse-engineer any emulator's executable by using assembly and hxd to improve compatibility || Tedious.
|-
|-
| Locating the proper CDVD read speed (God of war and Ratchet size matters [Both have affected music]) || IOP and CDVD commands help
| Locating the proper CDVD read speed (God of war and Ratchet size matters [Both have affected music]) || IOP and CDVD commands help
|-
| Fully understand what the vif chunk command thingy does || Too low and your game will freeze at the intro
|-
|-
| Find out what some of the gs commands do and edit their description || Infelicitous!
| Find out what some of the gs commands do and edit their description || Infelicitous!
|-
|-
| Understand the gs lua functions   ||  
| Understand the gs lua functions ||  
|-
| Implement a EE memory patch for ratchet up your arsenal  || Not trivial obviously
|-
|-
|}
|}
* GS registers aren't mapped in easy way comparing to other ones. Offsets will vary per emulator, and that's for sure. This is what you get in read mode on JAK emu (not sure if i have v1 or v2 to be honest, is known as ps2emu16):
 
* GS registers are not mapped in easy way comparing to other ones. Offsets will vary per emulator, and that is for sure. This is what you get in read mode on Jak games emulator (not sure if I have v1 or v2 to be honest, but it is known as ps2emu16):
  gs_reg_SCISSOR_1              0000000001B11800                   
  gs_reg_SCISSOR_1              0000000001B11800                   
  gs_reg_FBA_1                  0000000001B11808                   
  gs_reg_FBA_1                  0000000001B11808                   
Line 376: Line 324:
  hwreg_GS_EXTWRITE            0000000007D89FB8                   
  hwreg_GS_EXTWRITE            0000000007D89FB8                   
  hwreg_GS_BGCOLOR              0000000007D89FC0
  hwreg_GS_BGCOLOR              0000000007D89FC0
But keep in mind that GS regs can be "duplicated" for different emulation stages. GS is jited too, so it should have kind of pipeline too.
But keep in mind that GS regs can be "duplicated" for different emulation stages. GS is jited too, so it should have kind of pipeline too.
"Implement a EE memory patch for ratchet up your arsenal" Game write data using qmtc2/ctc2 and expect VU0 to still run at this point, which is not always true. Mega high vu0 mpg cycles could potentially push it little further. Patching that will be pain just because Ratchet use code overlays. This mean you need to patch game image with the same patch in more than 20 places. Because what you see in pcsx2 debugger / ps2dis will change depend on stage you play now. That's why PS3, and PCSX2 use dynamic jit patches (pcsx2 use it for different issue tho). --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 14:20, 27 February 2023 (CET)
"Implement a EE memory patch for ratchet up your arsenal" Game write data using qmtc2/ctc2 and expect VU0 to still run at this point, which is not always true. Mega high vu0 mpg cycles could potentially push it little further. Patching that will be pain just because Ratchet use code overlays. This mean you need to patch game image with the same patch in more than 20 places. Because what you see in PCSX2 debugger / ps2dis will change depend on stage you play now. That's why PS3, and PCSX2 use dynamic JIT patches (PCSX2 use it for different issues tho). --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 14:20, 27 February 2023 (CET)


== no-clamping ==
== no-clamping ==


Sup. Can i know how no-clamping behavior was tested to confirm that "The default emulator's behavior cannot be set by CLI commands."? Because that doesn't sound right, and emulator explicitly set 0 or 1 on init, which is confirmed in emu code. What can happen, is that other clamping settings were changed during test, and that affected result. But looking at code i don't think there is any possibility that something "in between" exist. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 09:33, 21 June 2023 (CEST)
Sup. Can i know how no-clamping behavior was tested to confirm that "The default emulator's behavior cannot be set by CLI commands."? Because that doesn't sound right, and emulator explicitly set 0 or 1 on init, which is confirmed in emu code. What can happen, is that other clamping settings were changed during test, and that affected result. But looking at code i don't think there is any possibility that something "in between" exist. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 09:33, 21 June 2023 (CEST)


<br>It is based on a test I did on Sly Cooper 2. If VU1 Clamping was set to 1 or 0, the game crashes. If left empty, game works fine. --[[User:Scalerize|Scalerize]] ([[User talk:Scalerize|talk]]) 14:58, 21 June 2023 (CEST)
<br>It is based on a test I did on Sly Cooper 2. If VU1 Clamping was set to 1 or 0, the game crashes. If left empty, game works fine. --[[User:Scalerize|Scalerize]] ([[User talk:Scalerize|talk]]) 14:58, 21 June 2023 (CEST)
Line 393: Line 340:
So, after taking some time to think about it, I had remembered that the game would crash right after the first pyramid fmv at the press start screen. But yeah, leave as it is. You have the upper hand in removing/adding anything you like --[[User:Scalerize|Scalerize]] ([[User talk:Scalerize|talk]]) 17:19, 21 June 2023 (CEST)
So, after taking some time to think about it, I had remembered that the game would crash right after the first pyramid fmv at the press start screen. But yeah, leave as it is. You have the upper hand in removing/adding anything you like --[[User:Scalerize|Scalerize]] ([[User talk:Scalerize|talk]]) 17:19, 21 June 2023 (CEST)


== Config table with IDs from Jak emu ==
== Configuration table with IDs from Jak games emulator ==


Table from Jak emulator, this is how emulator config parser see data from cli. Please don't edit typos, etc. This is how it is in emulator. I'm leaving it here, so main page can be slowly updated with data from table if needed. Emulator translate commands to ID, then use ID in jump table in parser to apply cfg. ID is not guaranteed to be the same between emulators, but i didn't tested that. Comments match id too. Script for ida to dump this info will be posted soon. UNK value is not critical for anything, but it is used for something, and it is part of original table. This table is missing few commands which are parsed outside of main cfg routine.
Here is a table from Jak games emulator. This is how the PS2 emulator config parser sees data from CLI. Please do not edit typos, etc as this is exactly how it is in the emulator. I am leaving it here, so that the main page can be slowly updated with data from the table if needed. The PS2 emulator translates commands to ID, then uses ID in the jump table in its parser to apply configuration. ID is not guaranteed to be the same between emulators, but I have not tested that. Comments match ID too. UNK value is not critical for anything, but it is used for something, and it is part of the original table. This table is missing a few commands which are parsed outside of the main configuration routine.


  |============================================================================================================|
  |============================================================================================================|
Line 774: Line 721:
  | 362 | 0x1    | --pmc-measure-frames            | frames(int)                                              |
  | 362 | 0x1    | --pmc-measure-frames            | frames(int)                                              |
  |============================================================================================================|
  |============================================================================================================|
Note: Few commands is accidentally read with = , for example --elf-symbols=. Commands like this possibly expect == to be used. Anyway, good for us all of those cmds are meaningless.
Note: Few commands is accidentally read with = , for example --elf-symbols=. Commands like this possibly expect == to be used. Anyway, good for us all of those cmds are meaningless.


===Script===
=== PS2 Emulator Configuration Table Dumper IDA PRO Script ===
IDA Script to dump this info, should find all by itself. Should... Tested on jak emu, and rogue emu. Keep in mind that it will dump only to ida output window, to dump it to file you need to modify it by yourself. Script will separate fields by comma. Output will be ID, UNK, COMMMAND, COMMENT. Next commas are eventually from config comment itself.
 
IDA Script to dump this information. It should find all by itself. Should... Tested on Jak games emulator, and Rogue Galaxy emulator. Keep in mind that it will dump only to IDA PRO output window. To dump it to file, you need to modify this script by yourself. Script will separate fields by comma. Output will be ID, UNK, COMMMAND, COMMENT. Next commas are eventually from config comment itself.
 
<source lang="py">
  import idc
  import idc
  import idaapi
  import idaapi
Line 809: Line 760:
             addr += 0x18
             addr += 0x18
  dump()
  dump()
==Fatal Fury Modding==
</source>
'''It seems modifying the eboot.bin of any emulator using HXD allows using commands without adding them to the CLI. Potentially, we could locate VU0's jit-sync and modify it to fix many issues, while changing the values of other commands to suit our needs. This is a to-do in the future. Considering it needs a lot of researching, I'm not sure when and if to work on it. --[[User:Scalerize|Scalerize]] ([[User talk:Scalerize|talk]]) 19:10, 29 June 2024 (CEST)'''
 
== Fatal Fury Battle Archives Vol. 2 Modding ==
 
'''It seems that modifying the eboot.bin of any emulator using HxD allows us to use commands without adding them to the CLI. Potentially, we could locate VU0's jit-sync and modify it to fix many issues, while changing the values of other commands to suit our needs. This is a to-do in the future. Considering it needs a lot of researching, I am not sure when and if to work on it. It is filled with what Stayhye calls "speculation".'''
 
<br>Eboot MD5: 7fc9af268802b36ef299c3ee0448de7b
{| class="wikitable"
{| class="wikitable"
|-
|-
! Fatal Fury Eboot !!  !!  !! !! !!
! Fatal Fury Battle Archives Vol. 2 Eboot !!  !!  !! !! !!
|-
|-
| || '''Offset (Eboot)''' || '''Value type''' || '''Normal value''' || '''Modified value''' || '''Notes'''
| || '''Offset (Eboot)''' || '''Value type''' || '''Normal value''' || '''Modified value''' || '''Notes'''
|-
|-
| '''EE Something (Delta counter?)''' || 50FE1 || 4 Bytes || 294912000 || Can be modified as needed for as long as the value fits 4 bytes. ||
| '''Counters speed''' || 50FE1 || 4 Bytes || 294912000 || Can be modified as needed for as long as the value fits 4 bytes. ||
|-
| '''EE Clock (Cycle scalar)''' || 50FE5 || 4 Bytes || 0x00010000 || Can be modified as needed for as long as the value fits 4 bytes. || It's converting decimals into hex?<br>0.1 -->0x19000000<br>0.19 --> 0x3000000<br>0.2 -->0x33000000<br>0.5 --> 0x80000000<br>0.98 --> 0xFA000000<br>0.987 --> 0xFC000000<br>0.996 --> 0xFE000000<br>0.999 --> 0xFF000000
|-
|-
| '''EE Clock (Cycle scalar)''' || 50FE5 || 2 Bytes || 256 || Can be modified as needed for as long as the value fits 2 bytes. ||
| '''IOP Clock (Cycle scalar)''' || 510EB  || 4 Bytes || 0x80000000 || Can be modified as needed for as long as the value fits 4 bytes. ||
|-
|-
| '''VU0 Clock??''' || 50FE7 || 2 Bytes (signed) || 0 || Can be modified as needed for as long as the value fits 2 bytes. || Unsure what this is, but it slows down fmvs if changed. Can only accept -1 or less values for some reason.
| '''VU0 mpg cycles''' || 4DE410  || 8x 2 bytes || 100 (dec) || ||  
|-
| '''VU1 mpg cycles''' || 4DE420  || 8x 2 bytes || 100 (dec) || ||
|-
|-
|  (?) || 5105B || 4 Bytes || 10000 || ||
|  (?) || 5105B || 4 Bytes || 10000 || ||
Line 834: Line 794:
|-
|-
| '''VU0-di-bits''' || 5110A || 1 Byte || 0x26 || 0x06 ||
| '''VU0-di-bits''' || 5110A || 1 Byte || 0x26 || 0x06 ||
|-
|-style="background-color:#7698FF"
| Completely unknown ||  || ||  || ||  
| Completely unknown ||  || ||  || ||  
|-
|-
Line 843: Line 803:
| ? || 510F5 || 2 bytes? || 0x7D ||  || ||
| ? || 510F5 || 2 bytes? || 0x7D ||  || ||
|-
|-
| ? || 51114 || 2 bytes? || 0x3628 ||  || Modifying creates sps
| ? || 51114 || 2 bytes? || 0x3628 ||  || Modifying creates an insane amount of sps
|-
| ? || 5127E || 2 bytes? ||  0x8005 ||  ||
|-
| ? || 51109 || 2 bytes? ||  0xCB26 ||  ||
|-
| ? || 4DEF60 || 8x 2 bytes || 1098907648(dec) || || Seems to have something to do with VU0
|-
| ? || 51194 || 4bytes? || 00A00000 || || Controls screen size
|-
| ? || 50FD3 || 4bytes || 70000000 || || --vif-thread-chunk-size??
|-
| Framelimiter? || 59C318 || 0x3 || ||
|-
|}
|}
== PS2 Classic Manuals (from ps2-museum website) ==
* Latest version of ps2-museum - v0.0.1 - 2015-11-24: https://s3.amazonaws.com/isdalive/2em/man/common/js/app.min.js
* CSS normalize script: https://s3.amazonaws.com/isdalive/2em/man/common/css/styles.min.css
Usage: create a index.html file at the root, containing (example here for the Fahrenheit game):
<source lang="html">
<!DOCTYPE HTML>
<html ng-app="museumApp">
  <head>
    <meta http-equiv="content-type" content="text/html; charset=utf-8" />
    <meta name="viewport" content="width = device-width, initial-scale = 1.0, user-scalable=no">
    <script>
      var TITLE = "Fahrenheit™";
      var PAGES = 52;
    </script>
    <link rel="stylesheet" href="/css/styles.min.css"/>
    <link rel="stylesheet" href="https://s3.amazonaws.com/isdalive/2em/man/common/css/styles.min.css"/>
  </head>
  <body>
  <div id="main" ng-controller="MainController">
    <nav ng-class="{'toggle-menu': menuState}">
      <div class="nav-title">
        <h1 ng-bind="title"></h1>
      </div>
    </nav>
    <ng-include src="currentTemplate"></ng-include>
    <div ng-if="debug" ng-bind="debugInfo" style="position: fixed; top: 0; z-index: 8888;"></div>
  </div>
  <script src="/js/app.min.js"></script>
  <script src="https://s3.amazonaws.com/isdalive/2em/man/common/js/app.min.js"></script>
  </body>
</html>
</source>
<pre>
SCEA:
War of the Monsters
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA01554_00-SCUS971970000001/index.html
Twisted Metal: Black
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02036_00-SCUS971010000001/index.html
The Mark of Kri
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA01729_00-SCUS971400000001/index.html
Grand Thrft Auto: Vice City
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03509_00-SLUS205520000001/index.html
Grand Theft Auto: San Andreas
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03506_00-SLUS209460000001/index.html
Grand Theft Auto 3
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03508_00-SLUS200620000001/index.html
PaRappa the Rapper 2
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA01555_00-SCUS971670000001/index.html
Arc the Lad: Twilight of the Spirits
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02205_00-SCUS972310000001/index.html
Star Wars: Racer Revenge
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1082-CUSA03474_00-SLUS202680000001/index.html
Star Wars Bounty Hunter
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1082-CUSA03472_00-SLUS204200000001/index.html
Dark Cloud 2
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02037_00-SCUS972130000001/index.html
Puzzle Quest: Challenge of the Warlords
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0367-CUSA03571_00-SLUS216920000001/index.html
Rise of the Kasai
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA01730_00-SCUS974160000001/index.html
OKAGE: Shadow King
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02199_00-SCUS971290000001/index.html
Manhunt
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03512_00-SLUS208270000001/index.html
Bully
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03507_00-SLUS212690000001/index.html
Max Payne
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03513_00-SLUS202300000001/index.html
THE KING OF FIGHTERS 2000
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP4002-CUSA03748_00-SLUS208340000001/index.html
Wild Arms 3
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02197_00-SCUS972030000001/index.html
Kinetica
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA01725_00-SCUS971320000001/index.html
Rogue Galaxy
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02195_00-SCUS974900000001/index.html
Primal
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02035_00-SCUS971420000001/index.html
Psychonauts
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP2154-CUSA03881_00-SLUS211200000001/index.html
Dark Cloud
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA01728_00-SCUS971110000001/index.html
SIREN
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02198_00-SCUS973550000001/index.html
The Warriors
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03515_00-SLUS212150000001/index.html
METAL SLUG ANTHOLOGY
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03749_00-SLUS215500000001/index.html
Indigo Prophecy
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1642-CUSA04798_00-SLUS211960000001/index.html
Hot Shots Tennis
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02193_00-SCUS976100000001/index.html
Red Dead Revolver
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03517_00-SLUS205000000001/index.html
Destroy All Humans!
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP4389-CUSA05232_00-SLUS209450000001/index.html
Samurai Shodown VI
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03787_00-SLUS216290000001-A0100-V0100/index.html
Destroy All Humans! 2
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP4389-CUSA05233_00-SLUS214390000001/index.html
Red Faction
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP4389-CUSA06402_00-SLUS200730000001/index.html
FU'UN SUPER COMBO
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03784_00-SLPS257810000001-A0100-V0100/index.html
ADK DAMASHII
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03783_00-SLPS259060000001-A0100-V0100/index.html
Fatal Fury: Battle Archives Volume 2
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03750_00-SLUS217230000001-A0100-V0100/index.html
Harvest Moon: A Wonderful Life Special Edition
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1014-CUSA06584_00-SLUS211710000001-A0100-V0100/index.html
RESIDENT EVIL CODE: Veronica X
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0102-CUSA07104_00-SLUS201840000001-A0100-V0100/index.html
Harvest Moon: Save The Homeland
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1014-CUSA06585_00-SLUS202510000001-A0100-V0100/index.html
Star Ocean: Till The End Of Time
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0082-CUSA04778_00-SLUS204880000001/index.html
Eternal Ring
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1022-CUSA04654_00-SLUS200150000001/index.html
Jak and Daxter: The Precursor Legacy
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02522_00-SCUS971240000001-A0100-V0100/index.html
Red Faction II
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP4389-CUSA06405_00-SLUS204420000001-A0100-V0100/index.html
Art of Fighting Anthology
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03754_00-SLUS214870000001-A0100-V0100/index.html
Jak X: Combat Racing
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA07842_00-SCUS974290000001/index.html
Jak II
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA07840_00-SCUS972650000001/index.html
Jak 3
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA07841_00-SCUS973300000001/index.html
The King of Fighters ’98 Ultimate Match
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03751_00-SLUS218160000001/index.html
The King of Fighters Collection: The Orochi Saga
missing link
SCEE:
Ape Escape 2
https://isdalive.s3.amazonaws.com/2em/man/SCEE/EP9000-CUSA02269_00-SCES508850000001/index.html
Fahrenheit
https://isdalive.s3.amazonaws.com/2em/man/SCEE/EP1628-CUSA05760_00-SLES535390000001/index.html
</pre>

Latest revision as of 01:25, 30 November 2024

Registers[edit source]

    • 1040000000 VU1 regs, mapping like on VU0.
    • 1050000000 VU1 micro data memory (1100C000 on real PS2 and PCSX2 debugger) size 0x4000.
    • 1050004000 VU1 micro data memory mirror (1100C000 on real PS2 and PCSX2 debugger) size 0x4000. Likely mirrored 2 more times on 8000 and c000
    • 104000C000 emulator place here VU1 constants used in popular operations. Eatan/eexp constants, masks for clamping, etc. Similar array can be found in PCSX2 (mVU_Globals), Dobiestation (atan_const, etc), Play! (GenerateEATAN, etc.)
    • 1030004000 emulator place here VU0 constants used in popular operations. Like above (vu0 don't have efu so placing there efu constants for eatan/eexp is pointless, but there they are).

--Kozarovv (talk) 09:37, 5 January 2023 (UTC)

Miscellaneous information[edit source]

Some data that eventually need to be posted on main emulation page. All data posted here is obtained from jak tpl (so called v1) emulator. All data is confirmed in code itself, no guessing (unless said otherwise). Time to start releasing that old work to public.

Miscellaneous information 2[edit source]

  • Both settings do the same thing:
--external-hdd-fix
--cdvd-determinism
--ee-kernel-hle
--ee-injection-kernel
  • Setting take unused value:
--ee-cache-breaks-block
No matter which value is used, 1 is set.

ee-native-function[edit source]

Emulator have set of predefined functions used in popular PS2 SDK libraries. Those function are highly optimized to run natively on x64.
--ee-native-function=name,address under the hood this is hooking selected address, and replace it with jump to predefined function. Functions available in JAK TPL emu:

memset      | fptoui           | ieee754_sinf
memcpy      | fptodp           | ieee754_cosf
strlen      | dptofp           | ieee754_sqrtf
strcmp      | fabs             | asinf
strcasecmp  | fabsf            | acosf
litodp      | ieee754_atan2f   | sinf
dptoli      | ieee754_asinf    | cosf
floatdidf   | ieee754_acosf    | sqrtf

This drastically reduce emitted code size for selected function. Additionally there is no need to recompile that at all, emulator just emit jump to label, and that's all. Additionally emulator advance delta clock to compensate cycles which will be normally took by original function.

Example ee_native_floatdidf

vcvtsi2sd    xmm0, xmm0, rdi
vmovq        rax, xmm0
retn

This is what real floatdidf looks like originally in ps2 mips, you can imagine that recompiled x64 code will be much longer. Every single instruction will be translated/recompiled separately.

addiu        $sp, -0x30
sd           $s0, 0x20+saved_s0($sp)
move         $s0, $a0
sd           $s1, 0x20+saved_s1($sp)
li           $s1, 0x81E0
dsll32       $s1, 15
dsra32       $a0, $s0, 0
sd           $ra, 0x20+saved_ra($sp)
jal          litodp
nop
move         $a1, $s1
jal          dpmul
move         $a0, $v0
move         $a1, $s1
jal          dpmul
move         $a0, $v0
move         $s1, $v0
lui          $v0, 0xFFFF
dsrl32       $v0, 0
and          $s0, $v0
dsll32       $s0, 0
dsra32       $s0, 0
jal          litodp
move         $a0, $s0
bgez         $s0, loc_2F3734
move         $a0, $s1
li           $a1, 0x83E0
dsll32       $a1, 15
jal          dpadd
move         $a0, $v0
move         $a0, $s1
jal          dpadd
move         $a1, $v0
ld           $ra, 0x20+saved_ra($sp)
ld           $s1, 0x20+saved_s1($sp)
ld           $s0, 0x20+saved_s0($sp)
jr           $ra
addiu        $sp, 0x30

This is corner case example as floatdidf convert a 64bit signed integer to IEEE double, and PS2 developers generally had no reason to use doubles (fpu/vu are operating on 32 bit floats). But you can see that whole conversion is practically done in 1 opcode, while ps2 take massive function to do this. Other functions are usually less optimized, but still really worth it.

EE/VU injection[edit source]

"Injections" are special sets of precompiled functions. This idea is known better as "HLE emulation". Available injections can vary depending on ps2-compiler.self, because that is where the lookup for available functions is done. This literally replaces the code that normally is the recompiler, with optimized version when address and hash match. Probably not many games can use this. Good candidates are games that use the same engine as currently released PS2 classics. Many times VU1 programs are reused by the same developer.
VU1

  • Name + offset in JAK TPL compiler
  • unk1
  • VU1 mpg start address (divided by 8)
  • Some kind of hash to ensure that correct part of microprogram gets replaced
  • Many other unknown values
|______NAME_______|U|_ADDR_|______HASH?_____|U|N|K|N|O|W|N
vu1_inject_1B5680, 0, 0,    354AAD4A5C5F8h, 0, 0,0, 0, 1, 0> ; DATA XREF: vu1_exec_1AD1D0+CC8↑o
vu1_inject_1B5CC0, 0, 10Fh, 31BE7F0B62906DB7h,0, 0, 0, 0, 1, 0>
vu1_inject_1BA950, 0, 0Fh,  0B67E7F1B32B878BDh,0, 0, 0, 0, 1, 0>
vu1_inject_1BF5E0, 0, 754h, 280C4275B1928A12h,0, 0, 0, 0, 1, 0>
vu1_inject_1C0290, 0, 74Ah, 8978033C72E3DCA2h,0, 0, 0, 0, 1, 0>
vu1_inject_1C1080, 0, 58h,  559E11A1D3055656h, 0, 0, 0, 0, 1, 0>
vu1_inject_1C09E0, 0, 49h,  0FF679F42534A3255h,0, 0, 0, 0, 1, 0>
vu1_inject_1C72C0, 0, 17Eh, 52A3C65951B99CF3h,0, 0, 0, 0, 1, 0>
vu1_inject_1C8840, 0, 286h, 0F6B365D47BC423C0h, 0, 0, 0, 0, 1, 0>
vu1_inject_1C8A50, 0, 18Ch, 0D50B071B598E86C1h, 0, 0, 0, 0, 1, 0>
vu1_inject_1C9C70, 0, 18Bh, 0D504FF9B7B8E86CFh, 0, 0, 0, 0, 1, 0>
vu1_inject_1C9D40, 0, 183h, 0D886632A2396F9A4h, 0, 0, 0, 0, 1, 0>
vu1_inject_1CAD20, 0, 3DDh, 36CF5FCB8AAED87Eh,0, 0, 0, 0, 1, 0>
vu1_inject_1CC4F0, 0, 474h, 0D1A1E17DE3811013h, 0, 0, 0, 0, 1, 0>
vu1_inject_1CCF10, 0, 96h,  2B8DB65EE593B395h, 0, 0, 0, 0, 1, 0>
vu1_inject_1CE5E0, 0, 2B2h, 9E7800006C113EE5h,0, 0, 0, 0, 1, 0>
vu1_inject_1CE930, 0, 0B8h, 760E33D4278BEA74h,0, 0, 0, 0, 1, 0>
vu1_inject_1D0830, 0, 112h, 0DCE5CDA96EB6389Bh, 0, 0, 0, 0, 1, 0>
vu1_inject_1D22E0, 0, 538h, 52561DBBF5CF1832h,0, 0, 0, 0, 1, 0>
vu1_inject_1D3D80, 0, 55Ah, 1083419D800001Ch, 0, 0, 0, 0, 2, 0>
vu1_inject_1D4820, 0, 549h, 0C5755531B35CC848h, 0, 0, 0, 0, 2, 0>
vu1_inject_1D5300, 0, 168h, 0CAA8A8936947CFC1h, 0, 0, 0, 0, 2, 0>
vu1_inject_1D8FC0, 0, 24h,  90616BE83F46B0B8h, 0, 0, 0, 0, 1, 0>
vu1_inject_1DA6F0, 0, 7Fh,  3CF37762DE2DC97Ch, 0, 0, 0, 0, 2, 0>
vu1_inject_1DC1B0, 0, 88h,  7004A0F767800h, 0, 0, 0, 0, 1, 0>
vu1_inject_1DC1D0, 0, 0F3h, 2D4BD82E171ACD84h,0, 0, 0, 0, 2, 0>
vu1_inject_1DE5C0, 0, 10Dh, 0BD8855ED4151881Ah, 0, 0, 0, 0, 2, 0>
vu1_inject_1E0410, 0, 0DBh, 0F6B7D7417D0400D7h, 0, 0, 0, 0, 2, 0>
vu1_inject_1E2160, 0, 10Ch, 0CFF00003408100h, 0, 0, 0, 0, 2, 0>
vu1_inject_1E25E0, 0, 7FCh, 500001B028000259h,0, 0, 0, 0, 2, 0>
vu1_inject_1E2A60, 0, 5ECh, 5D40E9B71E6A01A1h,0, 0, 0, 0, 2, 0>
vu1_inject_1E6170, 0, 5A4h, 3917D188F40B9940h,0, 0, 0, 0, 2, 0>
vu1_inject_1E8E30, 0, 16Fh, 95C2C290F7DD248h, 0, 0, 0, 0, 2, 0>
vu1_inject_1ECDA0, 0, 7D3h, 7A00268978312859h,0, 0, 0, 0, 2, 0>
vu1_inject_1EDBE0, 0, 5BDh, 0A9FAF30FCE438D4Bh, 0, 0, 0, 0, 2, 0>
vu1_inject_1EF510, 0, 1C6h, 7C7755083564464Ch,0, 0, 0, 0, 2, 0>

EE Title

  • Name used by emu
  • Address in ps2-compiler memory

Please keep in mind that names can be misleading because if function can be reused for EU release, then US inject is used. This happen in Max Payne2 injects.

                NAME                                     ADDR
Psychonauts_compareFunction_EMeshFrag          CODE    0x12BC80
__Psychonauts_loadVUGeneralConstants_WorldClip CODE    0x12CA00
Psychonauts_loadVUGeneralConstants_WorldClip   CODE    0x12CEB0
Psychonauts_loadVUGeneralConstants_ClipScreen  CODE    0x12CFE0
Psychonauts_loadVUGeneralConstants_Frustrum    CODE    0x12D110
GTALCS_SetMatrix                               CODE    0x12D670
GTALCS_sqrtf                                   CODE    0x12DB80
GTALCS_US_0x2016b4                             CODE    0x12DC80
GTALCS_US_0x201780                             CODE    0x12E0E0
GTALCS_US_0x201c74                             CODE    0x12E160
GTALCS_US_0x201da8                             CODE    0x12E1E0
GTALCS_US_0x202a6c                             CODE    0x12E260
GTALCS_EU_0x2017bc                             CODE    0x12E2E0
GTALCS_EU_0x201888                             CODE    0x12E360
GTALCS_EU_0x201d7c                             CODE    0x12E3E0
GTALCS_EU_0x201eb0                             CODE    0x12E460
GTALCS_EU_0x202b74                             CODE    0x12E4E0
GTALCS_JP_0x21e3fc                             CODE    0x12E560
GTALCS_JP_0x21e4c8                             CODE    0x12E5E0
GTALCS_JP_0x21e9bc                             CODE    0x12E660
GTALCS_JP_0x21eaf0                             CODE    0x12E6E0
GTALCS_JP_0x21f7b4                             CODE    0x12E760
GTALCS_US_0x20138c                             CODE    0x12E7E0
GTALCS_US_0x2018ec                             CODE    0x12E8B0
GTALCS_US_0x201ae8                             CODE    0x12E970
GTALCS_US_0x2021bc                             CODE    0x12EA30
GTALCS_US_0x2023c8                             CODE    0x12EAE0
GTALCS_US_0x2025c4                             CODE    0x12EB90
GTALCS_US_0x202770                             CODE    0x12EC50
GTALCS_US_0x202b3c                             CODE    0x12ED10
GTALCS_EU_0x201494                             CODE    0x12EDD0
GTALCS_EU_0x2019f4                             CODE    0x12EEA0
GTALCS_EU_0x201bf0                             CODE    0x12EF60
GTALCS_EU_0x2022c4                             CODE    0x12F020
GTALCS_EU_0x2024d0                             CODE    0x12F0D0
GTALCS_EU_0x2026cc                             CODE    0x12F180
GTALCS_EU_0x202878                             CODE    0x12F240
GTALCS_EU_0x202c44                             CODE    0x12F300
GTALCS_JP_0x21e0d4                             CODE    0x12F3C0
GTALCS_JP_0x21e634                             CODE    0x12F490
GTALCS_JP_0x21e830                             CODE    0x12F550
GTALCS_JP_0x21ef04                             CODE    0x12F610
GTALCS_JP_0x21f110                             CODE    0x12F6C0
GTALCS_JP_0x21f30c                             CODE    0x12F770
GTALCS_JP_0x21f4b8                             CODE    0x12F830
GTALCS_JP_0x21f884                             CODE    0x12F8F0
GTALCS_US_0x22dd8c                             CODE    0x12F9B0
GTALCS_US_0x22ddd0                             CODE    0x12FCD0
GTALCS_US_0x22e034                             CODE    0x12FD50
GTALCS_US_0x22e078                             CODE    0x12FE30
GTALCS_EU_0x22de8c                             CODE    0x12FEB0
GTALCS_EU_0x22ded0                             CODE    0x12FF30
GTALCS_EU_0x22e178                             CODE    0x12FFB0
GTALCS_JP_0x31ad3c                             CODE    0x130030
GTALCS_JP_0x31ad80                             CODE    0x1300B0
GTALCS_JP_0x31b028                             CODE    0x130130
GTAVCS_US_0x23e5ac                             CODE    0x1301B0
GTAVCS_US_0x23f440                             CODE    0x130230
GTAVCS_US_0x23f558                             CODE    0x1302B0
GTAVCS_US_0x23f8e0                             CODE    0x130330
GTAVCS_US_0x23fa80                             CODE    0x1303B0
GTAVCS_US_0x23ffb8                             CODE    0x130430
GTAVCS_US_0x2f1d64                             CODE    0x1304B0
GTAVCS_US_0x280bbc                             CODE    0x130530
GTAVCS_US_0x280c04                             CODE    0x130610
GTAVCS_US_0x280894                             CODE    0x130690
GTAVCS_US_0x2808e8                             CODE    0x130710
MaxPayne2_assignSubDot                         CODE    0x130800
MaxPayne2_sceVu0MulMatrix3x4Const              CODE    0x130D80
MaxPayne2_setTransformedPos                    CODE    0x132640
MaxPayne2_US_506940                            CODE    0x132E50
MaxPayne2_US_506984                            CODE    0x133460
sce_waitIpuIdle_hook                           CODE    0x133B10
sce_waitIpuIdle64_loop                         CODE    0x133E70
sce_waitIpuIdle64_top                          CODE    0x134300
sceMpeg_ri0_000                                CODE    0x1351A0
sceMpeg_copyAddRefImage                        CODE    0x136B10

Example of one entry in emu.

SCE_RELRO:000000000021A280 stru_21A280     db 'SLES-53830',0       ; game_id ; "Psychonauts_compareFunction_EMeshFrag"
SCE_RELRO:000000000021A280                 db 0
SCE_RELRO:000000000021A280                 dd 18A498h              ; hook_start_pc
SCE_RELRO:000000000021A280                 dd 0                    ; unk
SCE_RELRO:000000000021A280                 dd 18A504h              ; hook_end_pc
SCE_RELRO:000000000021A280                 dd 0A40B81CBh           ; hash
SCE_RELRO:000000000021A280                 dd 0                    ; align1
SCE_RELRO:000000000021A280                 dq offset Psychonauts_compareFunction_EMeshFrag; fnc_ptr
SCE_RELRO:000000000021A280                 dq 0                    ; align2
SCE_RELRO:000000000021A280                 dq offset aPsychonautsCom; hook_name

Same goes for "kernel" injections, they are also based on ID + Hash + address. Generally all "injections" should be safe to be enabled by configs. There is really small chance for hash/address(and id) collision. Not to be confused with "native" / "native-patch" !

RESEARCH TO DO[edit source]

Name Notes
Locating the gs registers Abysmal.
Trying to reverse-engineer any emulator's executable by using assembly and hxd to improve compatibility Tedious.
Locating the proper CDVD read speed (God of war and Ratchet size matters [Both have affected music]) IOP and CDVD commands help
Find out what some of the gs commands do and edit their description Infelicitous!
Understand the gs lua functions
  • GS registers are not mapped in easy way comparing to other ones. Offsets will vary per emulator, and that is for sure. This is what you get in read mode on Jak games emulator (not sure if I have v1 or v2 to be honest, but it is known as ps2emu16):
gs_reg_SCISSOR_1              0000000001B11800                  
gs_reg_FBA_1                  0000000001B11808                  
gs_reg_ALPHA_1                0000000001B11810                  
gs_reg_TEST_1                 0000000001B11818                  
gs_reg_CLAMP_1                0000000001B11820                  
gs_reg_FRAME_1                0000000001B11828                  
gs_reg_ZBUF_1                 0000000001B11830                  
gs_reg_TEX0_1                 0000000001B11838                  
gs_reg_TEX1_1                 0000000001B11840                  
gs_reg_MIPTBP1_1              0000000001B11880                  
gs_reg_MIPTBP2_1              0000000001B11888                  
gs_reg_XYOFFSET_1_X           0000000001B11890                  
gs_reg_XYOFFSET_1_Y           0000000001B118A0                  
gs_reg_SCISSOR_2              0000000001B11910                  
gs_reg_FBA_2                  0000000001B11918                  
gs_reg_ALPHA_2                0000000001B11920                  
gs_reg_TEST_2                 0000000001B11928                  
gs_reg_CLAMP_2                0000000001B11930                  
gs_reg_FRAME_2                0000000001B11938                  
gs_reg_ZBUF_2                 0000000001B11940                  
gs_reg_TEX0_2                 0000000001B11948                  
gs_reg_TEX1_2                 0000000001B11950                  
gs_reg_MIPTBP1_2              0000000001B11990                  
gs_reg_MIPTBP2_2              0000000001B11998                  
gs_reg_XYOFFSET_2_X           0000000001B119A0                  
gs_reg_XYOFFSET_2_Y           0000000001B119B0                  
gs_reg_FOGCOL                 0000000001B11A20                  
gs_reg_COLCLAMP               0000000001B11A28                  
gs_reg_SCANMSK                0000000001B11A2C                  
gs_reg_DTHE                   0000000001B11A30                  
gs_reg_DIMX                   0000000001B11A78                  
gs_reg_TEXA                   0000000001B11A80                  
gs_reg_TEXCLUT                0000000001B11A88                  
gs_reg_PRIM                   0000000001B11A90                  
gs_reg_PRMODE                 0000000001B11AA0                  
gs_reg_PRMODECONT             0000000001B11AA8                  
gs_reg_BITBLTBUF              0000000001B222E8                  
gs_reg_TRXPOS                 0000000001B222F0                  
gs_reg_TRXREG                 0000000001B222F8                  
gs_reg_TRXDIR                 0000000001B22300                  

hwreg_GS_CSR_lower_bits       00000000079892C8                  
hwreg_GS_IMR                  00000000079892C9                  
hwreg_GS_BUSDIR               00000000079892CA                  
hwreg_GS_SIGBLID              00000000079892CC                  
hwreg_GS_SMODE2_INT           0000000007989304                  
hwreg_GS_PMODE                0000000007D89F50                  
hwreg_GS_SMODE1               0000000007D89F58                  
hwreg_GS_SMODE2               0000000007D89F60                  
hwreg_GS_SFRSH                0000000007D89F68                  
hwreg_GS_SYNCH1               0000000007D89F70                  
hwreg_GS_SYNCH2               0000000007D89F78                  
hwreg_GS_SYNCV                0000000007D89F80                  
hwreg_GS_DISPFB1              0000000007D89F88                  
hwreg_GS_DISPLAY1             0000000007D89F90                  
hwreg_GS_DISPFB2              0000000007D89F98                  
hwreg_GS_DISPLAY2             0000000007D89FA0                  
hwreg_GS_EXTBUF               0000000007D89FA8                  
hwreg_GS_EXTDATA              0000000007D89FB0                  
hwreg_GS_EXTWRITE             0000000007D89FB8                  
hwreg_GS_BGCOLOR              0000000007D89FC0

But keep in mind that GS regs can be "duplicated" for different emulation stages. GS is jited too, so it should have kind of pipeline too. "Implement a EE memory patch for ratchet up your arsenal" Game write data using qmtc2/ctc2 and expect VU0 to still run at this point, which is not always true. Mega high vu0 mpg cycles could potentially push it little further. Patching that will be pain just because Ratchet use code overlays. This mean you need to patch game image with the same patch in more than 20 places. Because what you see in PCSX2 debugger / ps2dis will change depend on stage you play now. That's why PS3, and PCSX2 use dynamic JIT patches (PCSX2 use it for different issues tho). --Kozarovv (talk) 14:20, 27 February 2023 (CET)

no-clamping[edit source]

Sup. Can i know how no-clamping behavior was tested to confirm that "The default emulator's behavior cannot be set by CLI commands."? Because that doesn't sound right, and emulator explicitly set 0 or 1 on init, which is confirmed in emu code. What can happen, is that other clamping settings were changed during test, and that affected result. But looking at code i don't think there is any possibility that something "in between" exist. --Kozarovv (talk) 09:33, 21 June 2023 (CEST)


It is based on a test I did on Sly Cooper 2. If VU1 Clamping was set to 1 or 0, the game crashes. If left empty, game works fine. --Scalerize (talk) 14:58, 21 June 2023 (CEST)

  • Do you remember when game crash? Right after ps2 logo, when going ingame, any specific level, etc. --Kozarovv (talk) 15:32, 21 June 2023 (CEST)


Right after the ps2 logo if I recall correctly --Scalerize (talk) 16:34, 21 June 2023 (CEST)

  • I think there was typo in config you tested. Crash right after PS2 logo is usually caused by unsupported command (emu will print "Unhandled option for this build/platform" and hit UD2 right after). Missing separator, typo, upper case characters, or something else was wrong. I double checked emu code, and it is set or not set (0 or 1). Recompiler parts which use it also test only for 0/1, and setting this command don't affect anything else. I'm going to leave description as is because without PS4 i can't test it by myself, but i'm really sceptical about it. :P --Kozarovv (talk) 16:46, 21 June 2023 (CEST)

So, after taking some time to think about it, I had remembered that the game would crash right after the first pyramid fmv at the press start screen. But yeah, leave as it is. You have the upper hand in removing/adding anything you like --Scalerize (talk) 17:19, 21 June 2023 (CEST)

Configuration table with IDs from Jak games emulator[edit source]

Here is a table from Jak games emulator. This is how the PS2 emulator config parser sees data from CLI. Please do not edit typos, etc as this is exactly how it is in the emulator. I am leaving it here, so that the main page can be slowly updated with data from the table if needed. The PS2 emulator translates commands to ID, then uses ID in the jump table in its parser to apply configuration. ID is not guaranteed to be the same between emulators, but I have not tested that. Comments match ID too. UNK value is not critical for anything, but it is used for something, and it is part of the original table. This table is missing a few commands which are parsed outside of the main configuration routine.

|============================================================================================================|
| ID  |  UNK   |            COMMAND              |                        COMMENT                            |
|------------------------------------------------------------------------------------------------------------|
| 0   | 0x0    | --help                          |                                                           |
| 0   | 0x0    | -?                              |                                                           |
| 1   | 0x1    | --rom                           | filename                                                  |
| 2   | 0x1    | --image                         | filename                                                  |
| 3   | 0x1    | --pack-image                    | filename                                                  |
| 4   | 0x301  | --emulog-file                   |                                                           |
| 5   | 0x1    | --r30                           | filename                                                  |
| 6   | 0x1    | --vu0                           | filename                                                  |
| 7   | 0x1    | --vu1                           | filename                                                  |
| 8   | 0x1    | --cop1                          | filename                                                  |
| 9   | 0x1    | --cop2                          | filename                                                  |
| 10  | 0x1    | --gs-plugin                     | filename                                                  |
| 11  | 0x1    | --config                        | filename                                                  |
| 12  | 0x1    | --config-opt                    | filename                                                  |
| 13  | 0x1    | --config-local-lua              | full pathname                                             |
| 14  | 0x301  | --ee-cache-breaks-block         |                                                           |
| 15  | 0x2    | --unit-test                     | filename                                                  |
| 16  | 0x0    | --no-gs                         |                                                           |
| 17  | 0x0    | --cli-only                      |                                                           |
| 18  | 0x301  | --cpu-avx                       |                                                           |
| 19  | 0x301  | --cpu-crc32                     |                                                           |
| 21  | 0x0    | --stopped                       |                                                           |
| 22  | 0x4301 | --host-pad-enhance-deadzone     | Legacy value/ignored                                      |
| 23  | 0x301  | --savedata-delete               |                                                           |
| 24  | 0x1    | --vmc1  filename                |                                                           |
| 24  | 0x4001 | --mcd1  filename                |                                                           |
| 25  | 0x1    | --vmc2  filename                |                                                           |
| 25  | 0x4001 | --mcd2  filename                |                                                           |
| 26  | 0x301  | --formatted-vmc                 |                                                           |
| 26  | 0x4301 | --formatted-mcd                 |                                                           |
| 27  | 0x301  | --mtap1                         |                                                           |
| 28  | 0x301  | --mtap2                         |                                                           |
| 29  | 0x1    | --vmc-src                       | native,host,target,null                                   |
| 30  | 0x1    | --vmc-dest                      | native,host,target,null                                   |
| 31  | 0x1    | --vmc1-src                      | native,host,target,null                                   |
| 31  | 0x4001 | --mcd1-initialize               | native,host,target,null                                   |
| 32  | 0x1    | --vmc1-dest                     | native,host,target,null                                   |
| 32  | 0x4001 | --mcd1-write-type               | native,host,target,null                                   |
| 33  | 0x1    | --vmc2-src                      | native,host,target,null                                   |
| 33  | 0x4001 | --mcd2-initialize               | native,host,target,null                                   |
| 34  | 0x1    | --vmc2-dest                     | native,host,target,null                                   |
| 34  | 0x4001 | --mcd2-write-type               | native,host,target,null                                   |
| 35  | 0x301  | --jitproc-use-aslr              |                                                           |
| 36  | 0x301  | --jitproc-build-match           |                                                           |
| 37  | 0x301  | --host-gamepads                 |                                                           |
| 38  | 0x101  | --host-keyboard                 | slot [0-7]                                                |
| 39  | 0x302  | --host-pad-loses-focus          |                                                           |
| 40  | 0x301  | --ds4-deadzone-adjust           |                                                           |
| 41  | 0x301  | --ds4-diagonal-adjust           |                                                           |
| 42  | 0x301  | --pad-analog-to-digital         |                                                           |
| 43  | 0x301  | --hid-pad                       |                                                           |
| 44  | 0x1    | --host-audio                    | [1,0,on,off,mono]                                         |
| 45  | 0x1    | --mute-audio                    | [all,none,main,bgm]                                       |
| 46  | 0x201  | --host-audio-latency            | msec/float                                                |
| 47  | 0x301  | --host-vsync                    |                                                           |
| 48  | 0x1    | --host-osd                      | [0,off,minimal,verbose]                                   |
| 49  | 0x1    | --host-graph                    | [0,off,fps]                                               |
| 50  | 0x301  | --host-dbg-kbd                  |                                                           |
| 51  | 0x301  | --host-edit-safe-area           |                                                           |
| 52  | 0x302  | --threaded-gs                   |                                                           |
| 53  | 0x101  | --rtc-epoch                     | unix_time (seconds since epoch)                           |
| 54  | 0x2    | --isd-git-hash                  | git hash (sha1)                                           |
| 55  | 0x2    | --usrd-git-hash                 | git hash (sha1)                                           |
| 56  | 0x301  | --playgo-disc-per-chunk         |                                                           |
| 57  | 0x201  | --external-hdd-sleep-idle       | idle timeout in ms                                        |
| 58  | 0x201  | --external-hdd-spinup-delay     | delay in ms                                               |
| 59  | 0x301  | --external-hdd-sim              |                                                           |
| 60  | 0x301  | --external-hdd-fix              |                                                           |
| 61  | 0x201  | --host-window-scale             | scale/float                                               |
| 62  | 0x1    | --host-window-pos               | x,y                                                       |
| 63  | 0x1    | --host-display-mode             | [normal/4:3,full/16:9]                                    |
| 64  | 0x301  | --framelimiter                  |                                                           |
| 65  | 0x201  | --framelimit-fps                | FPS/float                                                 |
| 66  | 0x201  | --framelimit-scalar             | scalar/float                                              |
| 67  | 0x1    | --framelimit-mode               | [normal,fast,fastest,slow,slower,slowest]                 |
| 68  | 0x301  | --force-pal-60hz                |                                                           |
| 69  | 0x301  | --force-frame-blend             |                                                           |
| 70  | 0x301  | --audio-stretching              |                                                           |
| 71  | 0x101  | --spu2-update-deferral          | Ts/integer                                                |
| 72  | 0x301  | --spu2-reverb                   |                                                           |
| 73  | 0x301  | --spu2-c0-memin-to-bgm          |                                                           |
| 74  | 0x301  | --spu2-c1-memin-to-bgm          |                                                           |
| 75  | 0x101  | --spu2-ignore-kof               |                                                           |
| 76  | 0x101  | --spu2-voice-keyoff-threshold   | Ts/integer                                                |
| 77  | 0x301  | --spu2-warnings                 |                                                           |
| 78  | 0x101  | --stop-at                       | frameID/integer                                           |
| 79  | 0x101  | --exit-at                       | frameID/integer                                           |
| 80  | 0x2    | --pad-run                       | filename                                                  |
| 81  | 0x1    | --pad-run-stop-after            | [800ms,1s,3m,5h]                                          |
| 82  | 0x1    | --pad-run-exit-after            | [800ms,1s,3m,5h]                                          |
| 83  | 0x2    | --pad-record                    | filename                                                  |
| 84  | 0x101  | --pad-run-frame                 | frame_id/integer                                          |
| 85  | 0x101  | --pad-record-frame              | frame_id/integer                                          |
| 86  | 0x301  | --record-video-hash             |                                                           |
| 87  | 0x301  | --record-audio-hash             |                                                           |
| 88  | 0x101  | --record-video-modulo           | frames/integer                                            |
| 89  | 0x301  | --record-audio                  |                                                           |
| 90  | 0x301  | --record-audio-image            |                                                           |
| 90  | 0x301  | --record-audio-img              |                                                           |
| 91  | 0x301  | --record-audio-ext              |                                                           |
| 92  | 0x1    | --path-snaps                    | dir/folder                                                |
| 93  | 0x1    | --path-recordings               | dir/folder                                                |
| 94  | 0x1    | --path-audio-images             | dir/folder                                                |
| 95  | 0x1    | --path-memcards                 | dir/folder                                                |
| 95  | 0x1    | --path-vmc                      | dir/folder                                                |
| 96  | 0x1    | --path-emulog                   | dir/folder                                                |
| 97  | 0x1    | --path-manual                   | dir/folder                                                |
| 98  | 0x1    | --path-patches                  | dir/folder                                                |
| 99  | 0x1    | --path-trophydata               | dir/folder                                                |
| 100 | 0x1    | --path-featuredata              | dir/folder                                                |
| 101 | 0x1    | --path-postproc                 | dir/folder                                                |
| 102 | 0x1    | --path-patches                  | dir/folder                                                |
| 103 | 0x1    | --path-toolingscript            | dir/folder                                                |
| 104 | 0x1    | --record-name                   | subdir/folder                                             |
| 105 | 0x1    | --max-console-spam              | bytes/lifetime                                            |
| 106 | 0x1    | --snapshot-name                 | filename                                                  |
| 107 | 0x101  | --snapshot-save                 | frameId                                                   |
| 108 | 0x2    | --snapshot-restore              | filename                                                  |
| 109 | 0x301  | --snapshot-mcd-files            |                                                           |
| 110 | 0x101  | --snapshot-repeat               | repeat_count                                              |
| 111 | 0x1    | --snapshot-datafile             | filename                                                  |
| 112 | 0x101  | --snapshot-modulo               | frames/integer                                            |
| 113 | 0x101  | --snapshot-debug                | dbg-on-of                                                 |
| 114 | 0x1    | --ee-block-validation           | [PageProt,Hash,None]                                      |
| 115 | 0x301  | --ee-validate-kernel            |                                                           |
| 116 | 0x1    | --ee-const-folding              | [None,Gpr,Fpu,All]                                        |
| 117 | 0x301  | --ee-load-rewrites              |                                                           |
| 118 | 0x301  | --ee-store-rewrites             |                                                           |
| 119 | 0x301  | --ee-live32                     |                                                           |
| 120 | 0x1    | --ee-regalloc-scalar            | [0,none,ReadOnly,WriteOnly,RW]                            |
| 121 | 0x1    | --ee-regalloc-simd              | [0,none,ReadOnly,WriteOnly,RW]                            |
| 122 | 0x301  | --ee-insn-flush-pc              |                                                           |
| 122 | 0x4301 | --ee-pc-coherency               |                                                           |
| 123 | 0x301  | --ee-insn-callmark              |                                                           |
| 123 | 0x4301 | --ee-insn-marking               |                                                           |
| 123 | 0x4301 | --ee-inst-marking               |                                                           |
| 124 | 0x301  | --ee-injection-kernel           |                                                           |
| 124 | 0x301  | --ee-kernel-hle                 |                                                           |
| 125 | 0x301  | --ee-injection-title            |                                                           |
| 126 | 0x1    | --ee-static-block-links         | Type,Type,... [None,Branches,JAL,COP2,All]                |
| 127 | 0x1    | --ee-regalloc-preserve-scalar   | [0,none,LoadOnly,StoreOnly,LS]                            |
| 128 | 0x1    | --ee-regalloc-preserve-simd     | [0,none,LoadOnly,StoreOnly,LS]                            |
| 129 | 0x301  | --ee-peephole                   |                                                           |
| 130 | 0x301  | --ee-ignore-break               |                                                           |
| 130 | 0x4301 | --ee-break-as-nop               |                                                           |
| 131 | 0x101  | --ee-inline-limit-full          | insn_count/integer                                        |
| 132 | 0x101  | --ee-inline-limit-partial       | insn_count/integer                                        |
| 133 | 0x101  | --ee-jit-pagefault-threshold    | fault_count/integer                                       |
| 134 | 0x301  | --ee-jit-opt-debug              |                                                           |
| 135 | 0x301  | --iop-validate-kernel           | [PageProt,ShortHash,Hash,None]                            |
| 136 | 0x1    | --iop-block-validation          | [PageProt,ShortHash,Hash,None]                            |
| 137 | 0x1    | --iop-shorthash-len             | insn_count/integer                                        |
| 138 | 0x301  | --iop-const-folding             |                                                           |
| 141 | 0x301  | --iop-pc-coherency              |                                                           |
| 142 | 0x301  | --iop-inst-marking              |                                                           |
| 143 | 0x301  | --fpu-to-double                 |                                                           |
| 144 | 0x301  | --fpu-no-clamping               |                                                           |
| 145 | 0x301  | --fpu-clamp-operands            |                                                           |
| 146 | 0x301  | --fpu-clamp-results             |                                                           |
| 147 | 0x301  | --fpu-custom-min-max            |                                                           |
| 148 | 0x301  | --fpu-custom-fused-madd         |                                                           |
| 149 | 0x301  | --fpu-accurate-range            | start,end                                                 |
| 150 | 0x301  | --fpu-accurate-muldiv           |                                                           |
| 151 | 0x1    | --fpu-accurate-muldiv-range     | start,end                                                 |
| 152 | 0x1    | --fpu-accurate-mul-fast         |                                                           |
| 153 | 0x1    | --fpu-accurate-addsub           |                                                           |
| 154 | 0x1    | --fpu-accurate-addsub-range     | start,end                                                 |
| 155 | 0x1    | --fpu-rsqrt-fast-estimate       |                                                           |
| 156 | 0x1    | --fpu-no-clamp-range            | start,edn                                                 |
| 157 | 0x301  | --vu-to-double                  |                                                           |
| 158 | 0x301  | --vu-branch-hazard              |                                                           |
| 159 | 0x301  | --vu-evil-branches              |                                                           |
| 160 | 0x301  | --vu-d-bit                      |                                                           |
| 161 | 0x301  | --vu-t-bit                      |                                                           |
| 162 | 0x301  | --vu-inst-mflag                 |                                                           |
| 163 | 0x301  | --vu-inst-cflag                 |                                                           |
| 164 | 0x301  | --vu-custom-min-max             |                                                           |
| 165 | 0x301  | --vu-custom-fused-madd          |                                                           |
| 166 | 0x101  | --vu-xgkick-delay               | vu_cycles/integer                                         |
| 167 | 0x301  | --vu-hack-triace                |                                                           |
| 168 | 0x101  | --vu-range-merge                | vu_inst_cnt                                               |
| 169 | 0x301  | --vu0-no-clamping               |                                                           |
| 170 | 0x301  | --vu0-clamp-operands            |                                                           |
| 171 | 0x301  | --vu0-clamp-results             |                                                           |
| 172 | 0x101  | --vu0-opt-flags                 | [0,1,2] - 1=safe, 2=unsafe                                |
| 173 | 0x101  | --vu0-opt-vf00                  | [0,1,2] - 1=safe, 2=unsafe                                |
| 174 | 0x301  | --vu0-opt-subroutine            |                                                           |
| 175 | 0x301  | --vu0-const-prop                |                                                           |
| 176 | 0x301  | --vu0-inst-q                    |                                                           |
| 177 | 0x301  | --vu0-inst-p                    |                                                           |
| 178 | 0x301  | --vu0-use-rcp                   |                                                           |
| 179 | 0x301  | --vu0-use-rsqrt                 |                                                           |
| 180 | 0x301  | --vu0-di-bits                   |                                                           |
| 181 | 0x1    | --vu0-clamp-range               | start,end                                                 |
| 182 | 0x1    | --vu0-jr-cache-policy           | [newprog,sameprog,auto]                                   |
| 183 | 0x1    | --vu0-jalr-cache-policy         | [newprog,sameprog,auto]                                   |
| 184 | 0x1    | --vu0-mul0fix-range             | start,end                                                 |
| 185 | 0x1    | --vu0-accurate-addsub-range     | start,end                                                 |
| 186 | 0x1    | --vu0-aot-outmode               | out/overwrite, append                                     |
| 187 | 0x101  | --vu0-aot-start-addr            | start address                                             |
| 188 | 0x101  | --vu0-aot-end-addr              | end address                                               |
| 189 | 0x1    | --vu0-aot-start-crc             | verify crc                                                |
| 190 | 0x1    | --vu0-aot-end-crc               | verify crc                                                |
| 191 | 0x301  | --vu1-no-clamping               |                                                           |
| 192 | 0x301  | --vu1-clamp-operands            |                                                           |
| 193 | 0x301  | --vu1-clamp-results             |                                                           |
| 194 | 0x101  | --vu1-opt-flags                 | [0,1,2] - 1=safe, 2=unsafe                                |
| 195 | 0x101  | --vu1-opt-vf00                  | [0,1,2] - 1=safe, 2=unsafe                                |
| 196 | 0x301  | --vu1-opt-subroutine            |                                                           |
| 197 | 0x301  | --vu1-const-prop                |                                                           |
| 198 | 0x301  | --vu1-inst-q                    |                                                           |
| 199 | 0x301  | --vu1-inst-p                    |                                                           |
| 200 | 0x301  | --vu1-use-rcp                   |                                                           |
| 201 | 0x301  | --vu1-use-rsqrt                 |                                                           |
| 202 | 0x301  | --vu1-di-bits                   |                                                           |
| 203 | 0x1    | --vu1-clamp-range               | start,end                                                 |
| 204 | 0x1    | --vu1-jr-cache-policy           | [newprog,sameprog,auto]                                   |
| 205 | 0x1    | --vu1-jalr-cache-policy         | [newprog,sameprog,auto]                                   |
| 206 | 0x1    | --vu1-mul0fix-range             | start,end                                                 |
| 207 | 0x1    | --vu1-accurate-addsub-range     | start,end                                                 |
| 208 | 0x1    | --vu1-aot-outmode               | out/overwrite, append                                     |
| 209 | 0x101  | --vu1-aot-start-addr            | start address                                             |
| 210 | 0x101  | --vu1-aot-end-addr              | end address                                               |
| 211 | 0x1    | --vu1-aot-start-crc             | verify crc                                                |
| 212 | 0x1    | --vu1-aot-end-crc               | verify crc                                                |
| 214 | 0x301  | --vu0-injection                 |                                                           |
| 215 | 0x301  | --vu1-injection                 |                                                           |
| 216 | 0x301  | --vu1-native-patch              |                                                           |
| 217 | 0x301  | --cop2-no-clamping              |                                                           |
| 218 | 0x301  | --cop2-clamp-operands           |                                                           |
| 219 | 0x301  | --cop2-clamp-results            |                                                           |
| 220 | 0x101  | --cop2-opt-flags                | [0,1,2] - 1=safe, 2=unsafe                                |
| 221 | 0x101  | --cop2-opt-vf00                 | [0,1,2] - 1=safe, 2=unsafe                                |
| 222 | 0x301  | --cop2-const-prop               |                                                           |
| 223 | 0x301  | --cop2-inst-q                   |                                                           |
| 224 | 0x301  | --cop2-inst-p                   |                                                           |
| 225 | 0x301  | --cop2-use-rcp                  |                                                           |
| 226 | 0x301  | --cop2-use-rsqrt                |                                                           |
| 227 | 0x301  | --cop2-di-bits                  |                                                           |
| 228 | 0x1    | --cop2-accurate-range           | start,end                                                 |
| 229 | 0x301  | --cop2-accurate-mul             |                                                           |
| 230 | 0x1    | --cop2-accurate-mul-range       | start,end                                                 |
| 231 | 0x1    | --cop2-accurate-addsub          |                                                           |
| 232 | 0x1    | --cop2-accurate-addsub-range    | start,end                                                 |
| 233 | 0x1    | --cop2-no-clamp-range           | start,end                                                 |
| 234 | 0x301  | --cop2-regalloc                 |                                                           |
| 235 | 0x101  | --ee-jit-disasm                 | [0,1=mips,2=x86]                                          |
| 236 | 0x101  | --iop-jit-disasm                | [0,1=mips,2=x86]                                          |
| 237 | 0x101  | --vu-jit-disasm                 | [0,1=mips,2=x86]                                          |
| 238 | 0x301  | --vtune-ee                      |                                                           |
| 239 | 0x301  | --vtune-vu                      |                                                           |
| 240 | 0x1    | --ee-precompile-trace           | filename                                                  |
| 241 | 0x1    | --elf-symbols=                  | filename                                                  |
| 242 | 0x1    | --map-symbols=                  | filename                                                  |
| 243 | 0x1    | --symbols=                      | filename                                                  |
| 244 | 0x1    | --pc-bisect-srcfile=            | filename                                                  |
| 245 | 0x301  | --verbose-tooling               |                                                           |
| 246 | 0x301  | --log-tooling                   |                                                           |
| 247 | 0x301  | --verbose-deci2                 |                                                           |
| 248 | 0x301  | --verbose-cdvd-reads            |                                                           |
| 249 | 0x301  | --verbose-cpu-cycles            |                                                           |
| 250 | 0x301  | --verbose-thread-id             |                                                           |
| 252 | 0x301  | --assert-path1-ad               |                                                           |
| 254 | 0x301  | --ee-evt-check-full             |                                                           |
| 255 | 0x201  | --ee-cycle-scalar               | scalar/float                                              |
| 256 | 0x1    | --ee-ignore-segfault            | [none,R,W,RW]                                             |
| 257 | 0x1    | --ee-native-function            | name,mipsaddr                                             |
| 258 | 0x101  | --ee-stlf-cycle-threshold       |                                                           |
| 259 | 0x201  | --ee-sif0-cycle-scalar          | multiplier/float                                          |
| 260 | 0x201  | --ee-sif1-cycle-scalar          | multiplier/float                                          |
| 261 | 0x201  | --iop-sif0-cycle-scalar         | multiplier/float                                          |
| 262 | 0x201  | --iop-sif1-cycle-scalar         | multiplier/float                                          |
| 263 | 0x101  | --iop-tight-slice-count         | slices/int                                                |
| 264 | 0x301  | --iop-evt-check-full            |                                                           |
| 265 | 0x201  | --iop-cycle-scalar              | scalar/float                                              |
| 266 | 0x101  | --cdvd-sector-read-cycles       | cycles_per_sector                                         |
| 267 | 0x101  | --cdvd-sector-seek-cycles       | cycles_per_sector                                         |
| 268 | 0x301  | --cdvd-determinism              |                                                           |
| 269 | 0x101  | --idec-cycles-per-qwc           | int/multiplier                                            |
| 270 | 0x301  | --vif1-instant-xfer             |                                                           |
| 271 | 0x301  | --vif1-ignore-cmd-ints          |                                                           |
| 272 | 0x301  | --vif-ignore-invalid-cmd        |                                                           |
| 273 | 0x101  | --vif-thread-chunk-size         | int/kilowords                                             |
| 274 | 0x1    | --vu1-mpg-cycles                | cycles,$vupc,$vupc...                                     |
| 275 | 0x1    | --vu0-mpg-cycles                | cycles,$vupc,$vupc...                                     |
| 276 | 0x301  | --detect-idle-vif               |                                                           |
| 277 | 0x301  | --detect-idle-ee                |                                                           |
| 278 | 0x301  | --detect-idle-iop               |                                                           |
| 279 | 0x301  | --detect-idle-intc              |                                                           |
| 280 | 0x1    | --detect-idle-chcr              | dmaChan,dmaChan,... [none,VIF0,VIF1,GIF,fromIPU,toIPU,etc]|
| 281 | 0x201  | --mfifo-manual-drain            | frame_multiplier/float                                    |
| 282 | 0x101  | --mfifo-chunk-drain-cycles      | cycles/int                                                |
| 283 | 0x101  | --gs-scanout-delay              | hsync_count/integer                                       |
| 284 | 0x101  | --gs-fieldswap-delay            | hsync_count/integer                                       |
| 285 | 0x301  | --gs-use-deferred-l2h           |                                                           |
| 286 | 0x1    | --l2h-2d-params                 | TRXREG,BITBLTBUF,height                                   |
| 287 | 0x1    | --gs-uprender                   | [none,2x2]                                                |
| 288 | 0x1    | --gs-upscale                    | [none,gpu,edgesmooth,motionvec]                           |
| 289 | 0x201  | --gs-aspect-ratio               | aspect/float (default=0.81)                               |
| 290 | 0x301  | --gs-progressive                |                                                           |
| 291 | 0x301  | --gs-force-bilinear             |                                                           |
| 292 | 0x301  | --gs-use-mipmap                 |                                                           |
| 293 | 0x301  | --gs-use-clut-merge             |                                                           |
| 294 | 0x1    | --gs-kernel-cl                  | kernelVariant                                             |
| 295 | 0x1    | --gs-kernel-cl-up               | kernelVariantUp                                           |
| 296 | 0x301  | --gs-optimize-30fps             |                                                           |
| 297 | 0x101  | --gs-motion-factor              | motion factor                                             |
| 298 | 0x101  | --gs-vert-precision             | pixelshift                                                |
| 299 | 0x301  | --gs-check-trans-rejection      |                                                           |
| 300 | 0x301  | --gs-check-trans-rejection68    |                                                           |
| 301 | 0x301  | --gs-override-small-tri-area    |                                                           |
| 302 | 0x1    | --gs-flush-ad-xyz               | [always,safe,off,0]                                       |
| 303 | 0x1    | --gs-dirty-page-policy          | dirtyPagePolicy                                           |
| 304 | 0x101  | --gs-render-tile-threshold      |                                                           |
| 305 | 0x101  | --gs-opt-frbuff-switch          |                                                           |
| 306 | 0x301  | --gs-uv-shift-pointsampling     |                                                           |
| 307 | 0x301  | --gs-h2l-list-opt               |                                                           |
| 308 | 0x301  | --gs-h2l-accurate-hash          |                                                           |
| 309 | 0x301  | --gs-ignore-rect-correction     |                                                           |
| 310 | 0x301  | --gs-ignore-dirty-page-border   |                                                           |
| 311 | 0x101  | --gs-frontend-opt-mode          |                                                           |
| 312 | 0x301  | --gs-hdr-support                |                                                           |
| 313 | 0x301  | --gs-adaptive-frameskip         |                                                           |
| 314 | 0x4101 | --gs-scanout-offsetx            | relative offset/ignored                                   |
| 315 | 0x4101 | --gs-scanout-offsety            | relative offset/ignored                                   |
| 316 | 0x301  | --gs-skip-dirty-flush-on-mipmap |                                                           |
| 317 | 0x301  | --gs-packed15-fmv-opt           |                                                           |
| 318 | 0x1    | --safe-area-min                 | area/float (range 0.9 to 1.0)                             |
| 319 | 0x301  | --lopnor-config                 |                                                           |
| 320 | 0x301  | --lua-script                    |                                                           |
| 321 | 0x301  | --lua-debug-api                 |                                                           |
| 322 | 0x301  | --lua-use-pcall                 |                                                           |
| 323 | 0x301  | --lua-trace-gc                  |                                                           |
| 324 | 0x301  | --lua-trace-fn                  |                                                           |
| 325 | 0x301  | --lua-trace-hooks               |                                                           |
| 326 | 0x301  | --lua-trace-vmsteps             |                                                           |
| 327 | 0x301  | --load-trophy-lua               |                                                           |
| 328 | 0x301  | --load-tooling-lua              |                                                           |
| 329 | 0x301  | --load-feature-lua              |                                                           |
| 330 | 0x301  | --host-trophy-support           |                                                           |
| 330 | 0x301  | --trophy-support                |                                                           |
| 331 | 0x201  | --pcr0-delta-hack               | ratio/float                                               |
| 332 | 0x1    | --app-entitlement               | entitlement/string                                        |
| 333 | 0x301  | --ee-mem-check-eob              |                                                           |
| 334 | 0x1    | --ee-hook                       |                                                           |
| 335 | 0x1    | --iop-hook                      |                                                           |
| 336 | 0x301  | --game-live-streaming           |                                                           |
| 337 | 0x301  | --game-live-streaming-record    |                                                           |
| 338 | 0x301  | --remote-play                   |                                                           |
| 339 | 0x301  | --screenshot                    |                                                           |
| 340 | 0x1    | --screenshot-overlay-image      | filename                                                  |
| 341 | 0x1    | --screenshot-photo-title        | title/string                                              |
| 343 | 0x1    | --screenshot-comment            | string                                                    |
| 344 | 0x301  | --video-recording               |                                                           |
| 345 | 0x1    | --mute-streaming-audio          | [none,all,main,bgm]                                       |
| 346 | 0x301  | --share-play                    |                                                           |
| 347 | 0x1    | --image-disc1                   | filename                                                  |
| 348 | 0x1    | --image-disc2                   | filename                                                  |
| 349 | 0x1    | --image-disc3                   | filename                                                  |
| 350 | 0x1    | --image-disc4                   | filename                                                  |
| 351 | 0x1    | --image-disc5                   | filename                                                  |
| 352 | 0x101  | --max-disc-num                  | [1-5]                                                     |
| 353 | 0x101  | --boot-disc-id                  | [0-4]                                                     |
| 354 | 0x101  | --switch-disc-delay             | frame_count/integer                                       |
| 355 | 0x301  | --switch-disc-reset             |                                                           |
| 356 | 0x1    | --ps2-title-id                  | title_id (ex: SLUS-21059)                                 |
| 356 | 0x4001 | --title-id-override             | title_id (ex: SLUS-21059)                                 |
| 357 | 0x1    | --ps2-lang                      |                                                           |
| 358 | 0x1    | --savedata-fingerprint          | ps2tc,ps4tc,fingerprint                                   |
| 359 | 0x301  | --pmc-enable                    |                                                           |
| 360 | 0x101  | --pmc-buffer-size               | MB                                                        |
| 361 | 0x1    | --pmc-sample-freq               | Hz                                                        |
| 362 | 0x1    | --pmc-measure-frames            | frames(int)                                               |
|============================================================================================================|

Note: Few commands is accidentally read with = , for example --elf-symbols=. Commands like this possibly expect == to be used. Anyway, good for us all of those cmds are meaningless.

PS2 Emulator Configuration Table Dumper IDA PRO Script[edit source]

IDA Script to dump this information. It should find all by itself. Should... Tested on Jak games emulator, and Rogue Galaxy emulator. Keep in mind that it will dump only to IDA PRO output window. To dump it to file, you need to modify this script by yourself. Script will separate fields by comma. Output will be ID, UNK, COMMMAND, COMMENT. Next commas are eventually from config comment itself.

 import idc
 import idaapi
 
 def dump():
     search = "00 2D 3F 00" #\x00 -? x\00
     addr = idaapi.find_binary(0, ida_idaapi.BADADDR, search, 0x10, SEARCH_DOWN)
     addr += 1
     addr = get_first_dref_to(addr)
     addr -= 0x8 # Some emus might need that line commented. 
     if addr != BADADDR:
         while 1:
             nr = get_wide_word(addr)
             nr = "%s" % nr
             unk = get_wide_word(addr + 2)
             unk = "%x" % unk
             cfg_str_ptr = get_qword(addr + 8)
             cfg_str     = get_strlit_contents(cfg_str_ptr, -1, STRTYPE_C)
             cfg_str     = cfg_str.decode("ascii")
             cfg_cmt_ptr = get_qword(addr + 16)
             cfg_cmt     = get_strlit_contents(cfg_cmt_ptr, -1, STRTYPE_C)
             cfg_cmt     = cfg_cmt.decode("ascii")
             if cfg_cmt_ptr != 0:
                 full_str = nr + ", 0x" + unk + ", " + cfg_str + ", " + cfg_cmt
             else:
                 full_str = nr + ", 0x" + unk + ", " + cfg_str
             print(full_str)
             if cfg_str[0:1] != "-":
                 print("Finished!")
                 break
             addr += 0x18
 dump()

Fatal Fury Battle Archives Vol. 2 Modding[edit source]

It seems that modifying the eboot.bin of any emulator using HxD allows us to use commands without adding them to the CLI. Potentially, we could locate VU0's jit-sync and modify it to fix many issues, while changing the values of other commands to suit our needs. This is a to-do in the future. Considering it needs a lot of researching, I am not sure when and if to work on it. It is filled with what Stayhye calls "speculation".


Eboot MD5: 7fc9af268802b36ef299c3ee0448de7b

Fatal Fury Battle Archives Vol. 2 Eboot
Offset (Eboot) Value type Normal value Modified value Notes
Counters speed 50FE1 4 Bytes 294912000 Can be modified as needed for as long as the value fits 4 bytes.
EE Clock (Cycle scalar) 50FE5 4 Bytes 0x00010000 Can be modified as needed for as long as the value fits 4 bytes. It's converting decimals into hex?
0.1 -->0x19000000
0.19 --> 0x3000000
0.2 -->0x33000000
0.5 --> 0x80000000
0.98 --> 0xFA000000
0.987 --> 0xFC000000
0.996 --> 0xFE000000
0.999 --> 0xFF000000
IOP Clock (Cycle scalar) 510EB 4 Bytes 0x80000000 Can be modified as needed for as long as the value fits 4 bytes.
VU0 mpg cycles 4DE410 8x 2 bytes 100 (dec)
VU1 mpg cycles 4DE420 8x 2 bytes 100 (dec)
(?) 5105B 4 Bytes 10000
Binary or 1 byte???
VU1 Jit-sync 510DE Binary 10000010 10000011 Adding jit-sync changes the value at the end to 1
Vif1-instant-xfer Still unknown, but it sits to the left of VU1 Jit-sync when found using ps4 cheater. Binary 00011111 00001111 Adding vif1-instant-xfer=0, changes the 1 to 0
VU0 vf00 51109 and 5110A 1 Byte each? 0xCB and 0x26 0x4B and 0x27 Modified value is when the command is set to 2
VU0-di-bits 5110A 1 Byte 0x26 0x06
Completely unknown
? 51142 2 bytes? 0x8
? 51139 2 bytes? 0x2
? 510F5 2 bytes? 0x7D
? 51114 2 bytes? 0x3628 Modifying creates an insane amount of sps
? 5127E 2 bytes? 0x8005
? 51109 2 bytes? 0xCB26
? 4DEF60 8x 2 bytes 1098907648(dec) Seems to have something to do with VU0
? 51194 4bytes? 00A00000 Controls screen size
? 50FD3 4bytes 70000000 --vif-thread-chunk-size??
Framelimiter? 59C318 0x3

PS2 Classic Manuals (from ps2-museum website)[edit source]

Usage: create a index.html file at the root, containing (example here for the Fahrenheit game):

<!DOCTYPE HTML>
<html ng-app="museumApp">
  <head>
    <meta http-equiv="content-type" content="text/html; charset=utf-8" />
    <meta name="viewport" content="width = device-width, initial-scale = 1.0, user-scalable=no">
    <script>
      var TITLE = "Fahrenheit™";
      var PAGES = 52;
    </script>
    <link rel="stylesheet" href="/css/styles.min.css"/>
    <link rel="stylesheet" href="https://s3.amazonaws.com/isdalive/2em/man/common/css/styles.min.css"/>
  </head>
  <body>
  <div id="main" ng-controller="MainController">
    <nav ng-class="{'toggle-menu': menuState}">
      <div class="nav-title">
        <h1 ng-bind="title"></h1>
      </div>
    </nav>
    <ng-include src="currentTemplate"></ng-include>
    <div ng-if="debug" ng-bind="debugInfo" style="position: fixed; top: 0; z-index: 8888;"></div>
  </div>
  <script src="/js/app.min.js"></script>
  <script src="https://s3.amazonaws.com/isdalive/2em/man/common/js/app.min.js"></script>
  </body>
</html>
SCEA:

War of the Monsters
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA01554_00-SCUS971970000001/index.html
Twisted Metal: Black
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02036_00-SCUS971010000001/index.html
The Mark of Kri
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA01729_00-SCUS971400000001/index.html
Grand Thrft Auto: Vice City
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03509_00-SLUS205520000001/index.html
Grand Theft Auto: San Andreas
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03506_00-SLUS209460000001/index.html
Grand Theft Auto 3
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03508_00-SLUS200620000001/index.html
PaRappa the Rapper 2
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA01555_00-SCUS971670000001/index.html
Arc the Lad: Twilight of the Spirits
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02205_00-SCUS972310000001/index.html
Star Wars: Racer Revenge
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1082-CUSA03474_00-SLUS202680000001/index.html
Star Wars Bounty Hunter
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1082-CUSA03472_00-SLUS204200000001/index.html
Dark Cloud 2
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02037_00-SCUS972130000001/index.html
Puzzle Quest: Challenge of the Warlords
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0367-CUSA03571_00-SLUS216920000001/index.html
Rise of the Kasai
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA01730_00-SCUS974160000001/index.html
OKAGE: Shadow King
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02199_00-SCUS971290000001/index.html
Manhunt
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03512_00-SLUS208270000001/index.html
Bully
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03507_00-SLUS212690000001/index.html
Max Payne
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03513_00-SLUS202300000001/index.html
THE KING OF FIGHTERS 2000
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP4002-CUSA03748_00-SLUS208340000001/index.html
Wild Arms 3
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02197_00-SCUS972030000001/index.html
Kinetica
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA01725_00-SCUS971320000001/index.html
Rogue Galaxy
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02195_00-SCUS974900000001/index.html
Primal
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02035_00-SCUS971420000001/index.html
Psychonauts
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP2154-CUSA03881_00-SLUS211200000001/index.html
Dark Cloud
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA01728_00-SCUS971110000001/index.html
SIREN
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02198_00-SCUS973550000001/index.html
The Warriors
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03515_00-SLUS212150000001/index.html
METAL SLUG ANTHOLOGY
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03749_00-SLUS215500000001/index.html
Indigo Prophecy
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1642-CUSA04798_00-SLUS211960000001/index.html
Hot Shots Tennis
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02193_00-SCUS976100000001/index.html
Red Dead Revolver
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1004-CUSA03517_00-SLUS205000000001/index.html
Destroy All Humans!
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP4389-CUSA05232_00-SLUS209450000001/index.html
Samurai Shodown VI
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03787_00-SLUS216290000001-A0100-V0100/index.html
Destroy All Humans! 2
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP4389-CUSA05233_00-SLUS214390000001/index.html
Red Faction
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP4389-CUSA06402_00-SLUS200730000001/index.html
FU'UN SUPER COMBO
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03784_00-SLPS257810000001-A0100-V0100/index.html
ADK DAMASHII
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03783_00-SLPS259060000001-A0100-V0100/index.html
Fatal Fury: Battle Archives Volume 2
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03750_00-SLUS217230000001-A0100-V0100/index.html
Harvest Moon: A Wonderful Life Special Edition
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1014-CUSA06584_00-SLUS211710000001-A0100-V0100/index.html
RESIDENT EVIL CODE: Veronica X
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0102-CUSA07104_00-SLUS201840000001-A0100-V0100/index.html
Harvest Moon: Save The Homeland
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1014-CUSA06585_00-SLUS202510000001-A0100-V0100/index.html
Star Ocean: Till The End Of Time
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0082-CUSA04778_00-SLUS204880000001/index.html
Eternal Ring
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP1022-CUSA04654_00-SLUS200150000001/index.html
Jak and Daxter: The Precursor Legacy
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA02522_00-SCUS971240000001-A0100-V0100/index.html
Red Faction II
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP4389-CUSA06405_00-SLUS204420000001-A0100-V0100/index.html
Art of Fighting Anthology
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03754_00-SLUS214870000001-A0100-V0100/index.html
Jak X: Combat Racing
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA07842_00-SCUS974290000001/index.html
Jak II
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA07840_00-SCUS972650000001/index.html
Jak 3
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP9000-CUSA07841_00-SCUS973300000001/index.html
The King of Fighters ’98 Ultimate Match
https://isdalive.s3.amazonaws.com/2em/man/SCEA/UP0576-CUSA03751_00-SLUS218160000001/index.html
The King of Fighters Collection: The Orochi Saga
missing link

SCEE:

Ape Escape 2
https://isdalive.s3.amazonaws.com/2em/man/SCEE/EP9000-CUSA02269_00-SCES508850000001/index.html
Fahrenheit
https://isdalive.s3.amazonaws.com/2em/man/SCEE/EP1628-CUSA05760_00-SLES535390000001/index.html