PS2 Emulation: Difference between revisions

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= Official games =


= Description =
== PS2 games available on PS4 PS Store ==
 
* Ace Combat 5: The Unsung War (Ace Combat: Squadron Leader) UP0700-CUSA13419_00-ACECOMBAT7EARLY5 or JP0700-CUSA13271_00-ACECOMBAT7EARLY5 or HP0700-CUSA14109_00-ACECOMBAT7EARLY5 or EP0700-CUSA13351_00-ACECOMBAT7EARLY5 Available as a "PS2 Classics" as part of the "Pre-Order-Bonus" for "Ace Combat 7: Skies Unknown" (PS4) only (not available separately).
* ADK DAMASHII™ UP0576-CUSA03783_00-SLPS259060000001 or EP0576-CUSA04151_00-SLPS259060000001 "2017-02-24"
* Arc the Lad: Twilight of the Spirits UP9000-CUSA02205_00-SCUS972310000001 or EP9000-CUSA02279_00-SCES519100000001 "2016-01-12"
* Art of Fighting Anthology UP0576-CUSA03754_00-SLUS214870000001 or EP0576-CUSA04152_00-SLES547900000001
* Ape Escape 2 UP9000-CUSA02194_00-SCES508850000001 or EP9000-CUSA02269_00-SCES508850000001 2016-08-02
* Blood Omen: Legacy of Kain UP8489-CUSA49771_00-SLUS000270000000 (PS5: UP8489-PPSA24270_00-0499283180274839) 2024-11-19 PS4 12.00
* Blood Omen 2: Legacy of Kain UP8489-CUSA49769_00-SLUS200240000000 (PS5: UP8489-PPSA24268_00-0200966777747783) 2024-11-19 PS4 12.00
* Bully (Canis Canem Edit) UP1004-CUSA03507_00-SLUS212690000001 or EP1004-CUSA03551_00-SLES535610000001 "2016-03-22"
* Dark Chronicle (Dark Cloud 2) UP9000-CUSA02037_00-SCUS972130000001 or EP9000-CUSA02075_00-SCES511900000001 "2016-01-19"
* Dark Cloud UP9000-CUSA01728_00-SCUS971110000001 or EP9000-CUSA01944_00-SCES502950000001 "2015-12-05"
* Destroy All Humans! (2005) (not to be confused with the remake EP4389-CUSA14910_00-DAH1REMAKEEU0000) UP4389-CUSA05232_00-SLUS209450000001 or EP4389-CUSA06353_00-SLES531960000001 2016-10-18
* Destroy All Humans! 2 (2006) UP4389-CUSA05233_00-SLUS214390000001 or EP4389-CUSA06355_00-SLES543840000001 2016-11-29
* Dropship: United Peace Force: announced on 2025-02-12. Enhanced with up-rendering, rewind, quick save, and custom video filters.
* Eternal Ring UP1022-CUSA04654_00-SLUS200150000001 requires PS4 4.70
* FantaVision JP9000-CUSA02407_00-SCPS150300000001 or UP9000-CUSA01724_00-SCUS971050000001 or EP9000-CUSA01949_00-SCES500020000001 "2015-12-22"
* Fatal Fury Battle Archives Vol. 2 UP0576-CUSA03750_00-SLUS217230000001 or EP0576-CUSA04153_00-SLUS217230000001 "2017-03-27"
* Fu'un Super Combo UP0576-CUSA03784_00-SLPS257810000001 or EP0576-CUSA04154_00-SLPS257810000001 "2016-12-20"
* Ghosthunter (English, Japanese) UP9000-CUSA47996_00-SLUS209930000000 (PS5: UP9000-PPSA21974_00-SLUS209930000000) 2024-06-18
* Grand Theft Auto® 3 UP1004-CUSA03508_00-SLUS200620000001 or EP1004-CUSA03550_00-SLES503300000001 "2015-12-05"
* Grand Theft Auto: Vice City UP1004-CUSA03509_00-SLUS205520000001 or EP1004-CUSA03546_00-SLES510610000001 "2015-12-05"
* Grand Theft Auto: San Andreas UP1004-CUSA03506_00-SLUS209460000001 or EP1004-CUSA03541_00-SLES525410000001 PS4 3.11 "2015-12-05"
* Harvest Moon: Save the Homeland UP1014-CUSA06585_00-SLUS202510000001 or EP1014-CUSA06610_00-SLUS202510000001
* Harvest Moon: A Wonderful Life Special Edition UP1014-CUSA06584_00-SLUS211710000001 or EP1014-CUSA06609_00-SLUS211710000001 "2017-03-28"
* Hot Shots® Tennis (Everybody's Tennis) UP9000-CUSA02193_00-SCUS976100000001 or EP9000-CUSA02270_00-SCES545350000001 "2016-09-13"
* Indiana Jones and the Staff of Kings UP1082-CUSA41353_00-SLUS218850000000 (PS5: UP1082-PPSA14388_00-SLUS218850000000 or UP1082-PPSA14388_00-0064394372965033) 2024-11-26 PS4 12.00 or PS5 10.40
* Indigo Prophecy (aka Fahrenheit 2005) UP1642-CUSA04798_00-SLUS211960000001 or EP1628-CUSA05760_00-SLES535390000001 "2016-08-09"
* Jak and Daxter: The Precursor Legacy HP9000-CUSA08427_00-SCPS560030000001 patch 1.01 requires PS4 4.73
* Jak and Daxter: The Precursor Legacy™ UP9000-CUSA02522_00-SCUS971240000001 patch 1.01 requires PS4 4.73
* Jak and Daxter™: The Precursor Legacy EP9000-CUSA07934_00-SCES503610000001 patch 1.03 requires PS4 4.73
* Jak and Daxter™: The Precursor Legacy JP9000-CUSA02541_00-SCPS150210000001
* Jak II™ UP9000-CUSA07840_00-SCUS972650000001 patch 1.01 requires PS4 5.01
* Jak II™ EP9000-CUSA07990_00-SCES516080000001 patch 1.02 requires PS4 5.01
* Jak II™ HP9000-CUSA08422_00-SCKA200100000001 patch 1.01 requires PS4 5.01
* Jak II JP9000-CUSA08581_00-SCPS150570000001 2017-12-05
* Jak 3™ UP9000-CUSA07841_00-SCUS973300000001 patch 1.01 requires PS4 5.01
* Jak 3™ EP9000-CUSA07991_00-SCES524600000001 patch 1.01 requires PS4 5.01
* Jak 3™ HP9000-CUSA08423_00-SCKA200400000001 patch 1.01 requires PS4 5.01
* Jak 3 UP9000-CUSA07841_00-JPPS400000000001 2017-12-20
* Jak X: Combat Racing UP9000-CUSA07842_00-SCUS974290000001 patch 1.02 requires PS4 5.01
* Jak™ X EP9000-CUSA07992_00-SCUS974290000001 patch 1.02 requires PS4 5.01
* Jak X: Combat Racing UP9000-CUSA07842_00-JPPS400000000001 2018-03-15
* Kinetica UP9000-CUSA01725_00-SCUS971320000001 or EP9000-CUSA01947_00-SCUS971320000001 "2016-05-17"
* Manhunt UP1004-CUSA03512_00-SLUS208270000001 or EP1004-CUSA03545_00-SLES520230000001 "2016-03-22"
* Max Payne UP1004-CUSA03513_00-SLUS202300000001 or EP1004-CUSA04488_00-SLES503260000001 "2016-04-22"
* Metal Slug Anthology UP0576-CUSA03749_00-SLUS215500000001 or EP0576-CUSA04156_00-SLES546770000001 "2016-07-05"
* Mister Mosquito UP9000-CUSA48755_00-SLUS203750000000 (PS5: UP9000-PPSA22948_00-SLUS203750000000) 2024-09-17 patch 1.02 requires PS4 11.52 or PS5 9.60
* Okage: Shadow King UP9000-CUSA02199_00-SCUS971290000001 or EP9000-CUSA02282_00-SCUS971290000001, requires PS4 FW version 3.15, although it was compiled with PS4 SDK version 3.008.000, latest patch requires PS4 FW 4.05 "2016-03-22"
* PaRappa The Rapper 2™ UP9000-CUSA01555_00-SCUS971670000001 or EP9000-CUSA01946_00-SCES504080000001 2015-12-15
* Primal UP9000-CUSA02035_00-SCUS971420000001 or EP9000-CUSA02077_00-SCES511350000001 "2016-05-31"
* Psychonauts UP2154-CUSA03881_00-SLUS211200000001 or EP2154-CUSA04150_00-SLES538300000001 "2016-06-07"
* Puzzle Quest: Challenge of the Warlords UP0367-CUSA03571_00-SLUS216920000001 "2016-02-24"
* Red Dead Revolver UP1004-CUSA03517_00-SLUS205000000001 or EP1004-CUSA03542_00-SLES524780000001 "2016-10-11"
* Red Faction UP4389-CUSA06402_00-SLUS200730000001 or EP4389-CUSA06354_00-SLES502770000001 "2016-12-06"
* Red Faction II UP4389-CUSA06405_00-SLUS204420000001 or EP4389-CUSA06356_00-SLES511330000001
* Resident Evil Code: Veronica X UP0102-CUSA07104_00-SLUS201840000001 or EP0102-CUSA07343_00-SLES503060000001
* Rise of the Kasai UP9000-CUSA01730_00-SCUS974160000001 or EP9000-CUSA01948_00-SCUS974160000001 "2016-03-08"
* Rogue Galaxy UP9000-CUSA02195_00-SCUS974900000001 or EP9000-CUSA02271_00-SCES545520000001 "2015-12-05"
* Samurai Shodown VI UP0576-CUSA03787_00-SLUS216290000001 or EP0576-CUSA04158_00-SLES552920000001 "2016-11-22"
* Siren (Forbidden Siren) UP9000-CUSA02198_00-SCUS973550000001 or EP9000-CUSA02274_00-SCES519200000001 (PS5: UP9000-PPSA22947_00-SCUS973550000000) PS4 patch 1.02 requires PS4 3.00 and 2024-10-15 PS5 patch 1.00 requires PS5 9.40 "2016-06-14"
* SkyGunner UP9000-CUSA49210_00-SLUS203840000000 (PS5: UP9000-PPSA23535_00-SLUS203840000000) 2024-09-17 patch 1.03 requires PS4 11.52 or PS5 9.60
* Sly Raccoon (2002), Sly Cooper and the Thievius Raccoonus UP9000-CUSA47431_00-SCUS971980000000 (PS5: UP9000-PPSA21300_00-SCUS971980000000) 2024-06-11 PS4 11.50 or PS5 9.20
* Sly 2: Band of Thieves™ (PS5: UP9000-PPSA22287_00-SCUS973160000000) 2024-12-10 PS5 10.01
* Sly 3: Honour Among Thieves™ (PS5: UP9000-PPSA22288_00-SCUS974640000000) 2024-12-10 PS5 10.01
* Star Ocean Till The End Of Time UP0082-CUSA04778_00-SLUS204880000001 or JP0082-CUSA04842_00-SLPM654380000001 or EP0082-CUSA06379_00-SLES820280000001
* Star Wars Bounty Hunter UP1082-CUSA03472_00-SLUS204200000001 or EP1006-CUSA03493_00-SLES508310000001 2016-01-15
* Star Wars Racer Revenge UP1082-CUSA03474_00-SLUS202680000001 or EP1006-CUSA03492_00-SLES503660000001 2016-01-15
* STAR WARS: Jedi Starfighter UP1082-CUSA03473_00-SLUS202930000001 or EP1006-CUSA03494_00-SLES503710000001 2016-01-15
* STAR WARS The Clone Wars UP1082-CUSA48010_00-SLUS205100000000 (PS5: UP1082-PPSA21985_00-SLUS205100000000 or UP1082-PPSA21985_00-0384550355606536) 2024-06-11 PS4 11.50
* Summoner PS2 Emulation (2000) UP4389-CUSA48889_00-SLUS200740000000 (PS5: UP4389-PPSA23124_00-SLUS200740000000 or UP4389-PPSA23124_00-EMUPS2SUMMONER00) 2024-07-16 PS4 patch 1.01 requires PS4 11.50, PS5 patch 1.02 requires PS5 9.40
* The King of Fighters Collection: The Orochi Saga UP0576-CUSA03753_00-SLUS215540000001 or EP0576-CUSA04164_00-SLUS215540000001 2018-06-26
* The King of Fighters '98 Ultimate Match (not to be confused with the Final Edition) UP0576-CUSA03751_00-SLUS218160000001 or EP0576-CUSA04159_00-SLES552800000001 2018-03-20
* The King of Fighters 2000 UP0576-CUSA03748_00-SLUS208340000001 or UP4002-CUSA03748_00-SLUS208340000001 or EP0576-CUSA04160_00-SLUS208340000001 "2016-05-03"
* The Mark of Kri UP9000-CUSA01729_00-SCUS971400000001 or EP9000-CUSA01945_00-SCES511640000001 "2015-12-05"
* The Warriors UP1004-CUSA03515_00-SLUS212150000001 or EP1004-CUSA03548_00-SLES534430000001 "2016-07-05"
* TimeSplitters EP4062-CUSA49387_00-SLUS200900000000 (for PS5: EP4062-PPSA23799_00-SLUS200900000000 or EP4062-PPSA23799_00-TIMESPLITTERSONE) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* TimeSplitters 2 EP4062-CUSA49392_00-SLUS203140000000 (for PS5: EP4062-PPSA23801_00-SLUS203140000000 or EP4062-PPSA23801_00-TIMESPLITTERSTWO) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* TimeSplitters: Future Perfect EP4062-CUSA49435_00-SLUS211480000000 (for PS5: EP4062-PPSA23847_00-SLUS211480000000 or EP4062-PPSA23847_00-TIMESPLITTERS3FP) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* Tomb Raider: Legend UP8489-CUSA48389_00-SLUS212030000000 (PS5: UP8489-PPSA22453_00-SLUS212030000000 or UP8489-PPSA22453_00-0217126708396262) 2024-06-11 PS4 11.50
* Twisted Metal: Black UP9000-CUSA02036_00-SCUS971010000001 or EP9000-CUSA02076_00-SCES503600000001 "2015-12-05"
* War of the Monsters™ UP9000-CUSA01554_00-SCUS971970000001 or EP9000-CUSA01981_00-SCES512240000001 2015-12-05
* Wild Arms™ 3 UP9000-CUSA02197_00-SCUS972030000001 or EP9000-CUSA02273_00-SCUS972030000001 2016-05-17
 
== PS2 games available on PS4 Bluray Disc ==
 
* ADK DAMASHII™ (by Limited Run #315) UP0576-CUSA03783_00-SLPS259060000001 "2017-02-24"
* Art of Fighting Anthology (by Limited Run #375) UP0576-CUSA03754_00-SLUS214870000001
* Destroy All Humans! (2005) (PS2 Classic by Limited Run #370, not to be confused with the remake EP4389-CUSA14910_00-DAH1REMAKEEU0000) UP4389-CUSA05232_00-SLUS209450000001 2016-10-18
* Fatal Fury Battle Archives Vol. 2 (by Limited Run #371) UP0576-CUSA03750_00-SLUS217230000001
* Fu'un Super Combo UP0576-CUSA03784_00-SLPS257810000001
* Indigo Prophecy™ (aka Fahrenheit 2005, by Limited Run #331) UP1642-CUSA04798_00-SLUS211960000001 or EP1628-CUSA05760_00-SLES535390000001 "2016-08-09"
* Jak and Daxter: The Precursor Legacy™ (US version, by Limited Run #184) UP9000-CUSA02522_00-SCUS971240000001
* Jak X Combat Racing™® (US version, by Limited Run #292) UP9000-CUSA07842_00-SCUS974290000001
* Jak II (US version, by Limited Run #212) UP9000-CUSA07840_00-SCUS972650000001
* Jak 3 (US version, by Limited Run #258) UP9000-CUSA07841_00-SCUS973300000001
* METAL SLUG ANTHOLOGY™ (US version by Limited Run #364) UP0576-CUSA03749_00-SLUS215500000001 "2016-07-05"
* METAL SLUG ANTHOLOGY™ (EU version by SNK) EP0576-CUSA04156_00-SLES546770000001
* Psychonauts UP2154-CUSA03881_00-SLUS211200000001 or EP2154-CUSA04150_00-SLES538300000001 "2016-06-07"
* Red Faction (by Limited Run #281) UP4389-CUSA06402_00-SLUS200730000001 "2016-12-06"
* Samurai Shodown VI (by Limited Run #329) UP0576-CUSA03787_00-SLUS216290000001 or EP0576-CUSA04158_00-SLES552920000001
* STAR WARS™ BOUNTY HUNTER™ (US version, by Limited Run #273) UP1082-CUSA03472_00-SLUS204200000001 2016-01-15
* Star Wars Racer Revenge UP1082-CUSA03474_00-SLUS202680000001, requires PS4 FW version ?3.15?, although it was compiled with SDK version 3.008.000
* The King of Fighters '98 Ultimate Match (by Limited Run #344, not to be confused with the Final Edition) UP0576-CUSA03751_00-SLUS218160000001
* The King of Fighters 2000 (by Limited Run #386) UP0576-CUSA03748_00-SLUS208340000001 or UP4002-CUSA03748_00-SLUS208340000001 "2016-05-03"
* The King of Fighters™ Collection: the Orochi Saga (by Limited Run #393) UP0576-CUSA03753_00-SLUS215540000001 2018-06-26


PlayStation 2 emulation on the PlayStaion 4 is handled with little difference to the PlayStation 3,
These PS2onPS4 games can be bought online directly via Limited Run Games for brand new or for example on Ebay for second hand or like new.
But still many issues that the PlayStation 3 faced have moved into the PlayStation 4 along with many new issues.


The fact of the matter is that the PS4 is too weak for emulation, For that reason alone, Sony had to sacrifice accuracy in order to gain performance, but the PS4's emu has more accuracy than PCSX2 in terms of GS and SPU emulation, As for the other parts, PCSX2 is much better at emulating it, For instance PCSX2 syncs VU0 extremely well; the PS4 doesn't, and it's because it doesn't have the horsepower to do that, and that has to lead to games like Rayman 3 being unplayable without overclocking the EE at a specific offset.
== PS2 remaster games available on PS4 PS Store ==


Each PS2 game PS4 package file (.pkg) includes the emulator itself, there is no included emulator in the PS4 firmware. although The PS4 firmware has some PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu.
* Destroy All Humans! UP4389-CUSA14899_00-DAH1REMAKEUS0000 or JP2880-CUSA19492_00-DAH1REMAKEJP0000 or EP4389-CUSA14910_00-DAH1REMAKEEU0000, PS4 7.50 2020-07-28
* Destroy All Humans! 2 (in Destroy All Humans! 2 - Reprobed) (PS5: UP4389-PPSA05398_00-DAH2REPRODBEDUS0) 2022-08-30
* Metal Gear Solid 2: Sons of Liberty (HD Collection version i.e. Metal Gear Solid 2: Substance) (in METAL GEAR SOLID: MASTER COLLECTION Vol.1 PS4 & PS5) 2023-10-24
* Metal Gear Solid 3: Snake Eater (HD Collection version i.e. Metal Gear Solid 3: Subsistence) (in METAL GEAR SOLID: MASTER COLLECTION Vol.1 PS4 & PS5) 2023-10-24
* Tales of Symphonia (in Tales of Symphonia Remastered) UP0700-CUSA29214_00-TALESOFSYMPHONIA 2023-02-17
* Legacy of Kain™ Soul Reaver 2 (in Legacy of Kain™ Soul Reaver 1&2 Remastered PS4 & PS5) (PS5: UP1032-PPSA18153_00-SOULREAVER120824) 2024-12-10
* Tomb Raider: The Angel of Darkness (in Tomb Raider IV-VI Remastered PS4 & PS5) (PS5: UP1032-PPSA18154_00-TOMBRAIDER456225) 2025-02-14
* The King of Fighters '98 Ultimate Match (in The King of Fighters '98 Ultimate Match Final Edition) UP0576-CUSA29364_00-KOF98UMFE00000US or EP0576-CUSA29365_00-KOF98UMFE00000EU 2022-06-21


Emulators are programmed to be accurate for the games that they were extracted from, and that alone provides a challenge for accurate emulation. since emulators include per title patches, and different default settings, and since the Playstation 2 hardware is known to be one of the most complex systems to emulate, any small change in configuration can have negative consequences in games.
= Description =


Currently the most used emulator is Jakv2 since it is the most compatible, but for game crashes we use RECVX, and for VU accuracy we use roguev1.
The PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3. Some issues on PS3's PS2 emulator were left unfixed on the PlayStation 4. Consequently, the PS4 inherited some of PS3's emulation glitches, and even introduced new ones. The new issues came as a result of PS4's weakness with emulation, which likely resulted in the trade of accuracy for performance.


Also note that the BIOS itself is included in the game's pkg and it is the exact same BIOS that was used in the ps2_netemu. Another important thing is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Memory card is also decrypted, but the emulator checks the crc of some of the regions to ensure that the memory card was Not modified. the PS2 Emulator supports LUA scripting by "Lua Bridge", and it is an extremely powerful interface that provide many possibilities to improve compatibility.
Each PS2onPS4 package file (.pkg) includes the PS2 emulator itself. The PS4 does not have a native built-in emulator in its System Software, but it does have a few PS2 emulator specific features, like the usermode functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, and sceSystemServiceShowImposeMenuForPs2Emu.


This is first time that Sony really cared about floats in their emulator. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicing PS2 FPU, and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. the emulator uses openCL for GS, and probably other components.
The PS2 emulators are programmed to be accurate for the games they were designed to emulate. In turn, this makes accurate emulation challenging, as emulators include per-title patches and different default settings. The PlayStation 2 hardware is a complex system to emulate; any small change in configuration can make or break a game. Currently, the most commonly used emulator is "Jakv2" from Jak games, as it is the most compatible one out there. When game crashes are concerned in an emulated PS2 game, then the Resident Evil Code: Veronica X's emulator is typically used, whereas for VU accuracy it is Rogue Galaxy's.


= Emulator Configuration =
The PS2 BIOS is included in the game's pkg file. It is the same PS2 BIOS as used in the ps2_netemu software in PS3 Operating System. The lack of encryption mechanism for PS2 game disc image files is also huge. This time, it is a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Moreover, memory cards are also unencrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was not modified. The PS2 emulator on PS4 also supports Lua scripting by a "Lua Bridge", which is a powerful interface that may prove exceptionally handy in fixing games.


== Files ==
This is first time Sony cared about floats in its emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses OpenCL for GS, and likely other components as well.


Emulator configuration is handled by 4 files:
From old emulators like WOTM, up until new ones like Jak, the PS2 emulator underwent many changes from one game to the next. This complicates documenting and predicting the emu's behavior.


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


== Commands ==
Every PS2 emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed in the PS4 OS, but instead they have to be unpacked from an official PS2 CLASSICS PKG file signed by Sony. This list includes the typical usage of those emulators. Emus with apis below 1.5 are considered old, Emus with apis above 1.5 and below 2.0 are considered in-between, and 2.0 and above are modern.
'''Known functions:''' Require cleanup.
<br>The rest of the cli and lua commands can all be found inside of an emu's decrypted '''eboot.bin'''.
=== config-emu-ps4.txt commands ===


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Values !! Notes !! Usage
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators
|-style="background-color:#7698FF"
|-style="background-color:#D7EF54"
|  || Misc || ||
|  || 2018 || ||
|-
|-
| --config-local-lua ||   ||   || --config-local-lua=""
| The King of Fighters '98: Ultimate Match || The only known emulator where '''Mojin-ribbon''' is playable. Commonly known as "KOF98". || 2.0 ||
|-
|-
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
|-style="background-color:#D7EF54"
|| 2017 || ||
|-
|-
| --max-console-spam ||  || ||  
| Jak and Daxter: The Precursor Legacy || Good compatibility with most PS2 games. It has a very high api version which means more Lua commands are supported. In addition, Jak emulators are one of the few that can use the '''--gs-adaptive-frameskip=1''' command. It is often referred to as "Jak v2"|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,'''
|-
|-
| --path-snaps || dir/folder || Path to savestates folder || --path-snaps="/tmp/snapshots"
| Jak x || Useful for games with COP2 issues. It fixed Superman - Shadow of Apokolips's sps. || || '''Jak,''' '''Jak 2,''' '''Jak 3,'''
|-
|-
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
|-
|-
| --path-memcards || dir/folder ||   ||
| Resident Evil - Code: Veronica || Fixes games like '''Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at a black/splash screen. Additionally, games requiring '''OPL's mode 2''' tend to have a higher chance of being playable under it. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Samurai Showdown,''' '''Redfaction,''' '''AOFA.'''
|-
|-
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. || ||  
|-style="background-color:#D7EF54"
|  || 2016 || ||
|-
|-
| --emulog-file || 0, 1 || Creates a log file with information that is Rarely useful || --emulog-file=1
| Red Faction || It is prominently used to fix VU1/VIF1 sensitive games. It was used to fix '''Tony Hawk games''' suddenly crashing, as well as MTVU sensitive games such as '''Star Wars Battlefront II'''.|| 1.6 || '''Max payne'''
|-
|-
| --path-emulog || dir/folder || Sets the directory of the emulog file, Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
| Forbidden Siren || The only emulator to fix '''Ice age 2''' being stuck at splash screen. It also fixed '''Gran turismo 4''' running abysmally slow. || 0.1 ||
|-
|-
| --path-manual || dir/folder ||   ||
| The King of Fighters 2000 || Seemingly one of the most GIF-accurate emus, it '''prevents Koei Tecmo games (Dynasty Warriors 5: Empires and Samurai Warriors 2) from suddenly freezing when battle starts. Moreover, it is likely the only emulator where '''Batman Begins''' does not crash.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage'''
|-
|-
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''', and Veggietales crashing, as well as Bratz The Movie from freezing. This may be a result of a good GIF/VIF timing. || 0.1 ||  
|-
|-
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
| Destroy All Humans! 2 || || 0.7 ||  
|-
|-
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
| Rise of the Kasai || It fixed most of the '''Harry Potter''' games. Often referred to as "rotk". || 0.2 ||
|-
|-
| --path-postproc || dir/folder || Post-processing (shaders?) ||
|-style="background-color:#D7EF54"
|| 2015 || ||
|-
|-
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
| War of the Monsters v1 || Subjectively the best emulator to use. Used as PS2CLASSICSGUI's default emulator, it is the best one around for accurate GS emulation, as some graphical issues on the Ratchet series and Tekken 5 can only be fixed by it. Another interesting case is GTA SA's lack of need for auto flush on it, and being natively performant. Additionally, its VU0 timing as well as performance is much better than Jakv2's, as can be seen in the case of Spyro Enter the Dragonfly running comparatively better on it, and the Ratchet series requiring a lower EE delay amount in patches to work, making it one of the best emulators on the PS4. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter'''
|-
|-
| --snapshot-name || || ||  
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 ||
|-
|-
| --snapshot-datafile || || ||  
| PaRappa The Rapper 2 || The only emulator to boot '''Spyro: A Hero's Tail'''. || 0.1 ||
|-
|-
| --snapshot-restore ||  ||  ||  
| Star Wars Racer Revenge || Seemingly the closest emulator to the PS3's. Useful for debugging games as it also shows useful information such as pagefault. || 0.4 ||
|}
 
= Emulator Configuration =
 
The PS2 emulator can be configured through 4 files.
 
== Files ==
 
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.
 
== Commands ==
 
The rest of the CLI and Lua commands can all be found inside of any PS2 emulator's '''EBOOT.BIN''' file.
 
=== config-emu-ps4.txt commands ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|| Misc ||  ||
|-
|-
| --snapshot-save || frameId(?) ||  ||
| --config-local-lua ||   ||  || --config-local-lua=""
|-
|-
| --snapshot-mcd-files || ||  ||  
| --lopnor-config || 0,1 ||  Enables limited PS3's PS2 config support || --lopnor-config=1
|-
|-
| --snapshot-repeat || repeat_count ||  ||
| --load-tooling-lua ||   ||  || --load-tooling-lua=0
|-
|-
| --snapshot-modulo ||  ||  ||  
| --max-console-spam ||  ||  ||  
|-
|-
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
| --path-snaps || dir/folder || Path to savestates folder || --path-snaps="/tmp/snapshots"
|-
|-
| --host-window-scale || scale/float ||  || --host-window-scale=0.5
| --path-recordings || dir/folder ||  || --path-recordings="/tmp/recordings"
|-
|-
| --host-window-pos || x,y ||  ||
| --path-memcards || dir/folder ||  ||
|-
|-
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
|-
|-
| --host-graph || fps || Debug option that requires an unleaked debug ps2 bios || --host-graph=fps
| --emulog-file || 0, 1 || Creates a log file with information that is rarely useful || --emulog-file=1
|-
|-
| --host-osd || verbose, minimal ||   || --host-osd=0
| --path-emulog || dir/folder || Sets the directory of the emulog file. Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
|-
|-
| --host-vsync || 0, 1 || Enable or disable vsync || --host-vsync=1
| --path-manual || dir/folder ||   ||
|-
|-
| --host-trophy-support ||   ||   ||
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
|-
|-
| --rtc-epoch || unix_time (seconds since epoch) ||  || --rtc-epoch=1523776362
| --path-trophydata || dir/folder ||  || --path-trophydata="/app0/trophy_data"
|-
|-
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| --path-postproc || dir/folder || Post-processing (shaders?) ||
|-
|-
| --framelimit-scalar || scalar/float || scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
| --snapshot-name || || ||  
|-
|-
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
| --snapshot-datafile || || ||  
|-
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
| --snapshot-restore || || ||  
|-
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
| --snapshot-save || frameId(?) ||   ||
|-
|-
| --ps2-lang || system || sets language, Might seem like a useless command, but a Tiny number of games refuse to boot without a selected language. || --ps2-lang=system
| --snapshot-mcd-files ||  || ||  
|-
|-
| --ps2-title-id || XXXX-YYYYY Example: (SLUS-21515) || Sets title-id for patches, Requires the game's region code as value || --ps2-title-id=SLES-50366
| --snapshot-repeat || repeat_count ||   ||
|-
|-
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --snapshot-modulo || || ||  
|-
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
|-
|-
| --pcr0-delta-hack || 0.1 , 400000 ||DPCR - DMA priority control option ? || --pcr0-delta-hack=1
| --host-window-scale || scale/float ||   || --host-window-scale=0.5
|-style="background-color:#ffe680"
|  || CDVD || ||
|-
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
| --host-window-pos || x,y ||   ||
|-
|-
| --boot-disc-id || 1-5 || sets boot disc for multi-disc pkg || --boot-disc-id=0
| --host-display-mode || normal,full,4:3,16:9 || Set display mode || --host-display-mode=full
|-
|-
| --switch-disc-reset || 0, 1 || <pre>0 Can be used to prevent Resetting The game when switching multiple discs, Useful for games Like SW2 that have Import data Feature</pre>|| --switch-disc-reset=1
| --host-graph || fps || Debug option that requires an unleaked debug ps2 bios || --host-graph=fps
|-
|-
| --cdvd-sector-read-cycles || 1, 40000|| <pre>Set DVD reading speed, higher values are slower, lower values are faster, Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000, some games require moderate speed, too slow or too fast could cause audio problems.</pre>|| --cdvd-sector-read-cycles=40000
| --host-osd || verbose, minimal ||   || --host-osd=0
|-
|-
| --cdvd-sector-seek-cycles || 1, 40000 || <pre>Set the speed at which the emulated CDVD spins, higher values are slower,
| --host-vsync || 0, 1 || Enable or disable vsync || --host-vsync=1
lower values are faster, fixes boot-up sometimes.</pre> More info here [https://github.com/PCSX2/pcsx2/pull/3877]. || --cdvd-sector-seek-cycles=1
|-
|-
| --verbose-cdvd-reads || 0, 1 || Might improve disc reading if set to 1|| --verbose-cdvd-reads=0
| --host-trophy-support ||   ||   ||
|-style="background-color:#ff8080"
|  || Audio || ||
|-
|-
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
| --rtc-epoch || unix_time (seconds since epoch) ||   || --rtc-epoch=1523776362
|-
|-
| --path-audio-images || dir/folder ||   ||  
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
|-
|-
| --record-audio || || ||  
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
|-
|-
| --record-audio-img || || ||  
| --framelimit-scalar || scalar/float || || --framelimit-scalar=3.2
|-
|-
| --record-audio-image || || ||  
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
|-
|-
| --record-audio-ext ||  || ||  
| --ps2-lang || system || Sets language. Might seem like a useless command, but a tiny number of games refuse to boot without a selected language. || --ps2-lang=system
|-
|-
| --host-audio || 1,0,on,off,mono ||   || --host-audio=1
| --ps2-title-id || XXXX-YYYYY Example: (SLUS-21515) || Sets title-id for patches. Requires the game's region code as value || --ps2-title-id=SLES-50366
|-
|-
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
| --verbose-cpu-cycles=1 || 0,1 || ? || --verbose-cpu-cycles=1
|-
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
|-style="background-color:#ff8080"
|  || Audio || ||
|-
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
|-
| --path-audio-images || dir/folder ||  ||
|-
|-
|-style="background-color:#D7EF54"
| --record-audio ||  || ||  
|  || Controllers || ||  
|-
|-
| --ds4-deadzone-adjust ||  ||  ||  
| --record-audio-img ||  ||  ||  
|-
|-
| --ds4-diagonal-adjust ||  ||  ||  
| --record-audio-image ||  ||  ||  
|-
|-
| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
| --record-audio-ext ||  ||  ||  
|-
| --host-gamepads || 0, 1 || This command might have a function if multitap is set to byhost || --host-gamepads=1
|-
|-
| --pad-record || 0, || Enables Logging pad info in emulog ||
| --host-audio || 1,0,on,off,mono ||   || --host-audio=1
|-
|-
| --pad-analog-to-digital || 0, 1 || Eternel ring Emu uses the value 0 || --pad-analog-to-digital=0
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
|-
|-
| --mtap1 || Disabled, Always, ByHost || Multitap switch, The values are correct but the multitap only works in certain games. || --mtap1=always
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
|-
|-
| --mtap2 || Disabled, Always, ByHost || Multitap switch, some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that we need to disable first mtap. || --mtap2=always
|}
|}


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


<pre>Please note that commands listed here also work in config-emu-ps4.txt. But the official way to use them is by CLI file. The CLI file way is also needed for multi-disc packages, Some of the Commands are still not discovered, And some known commands are missing some of their values Due to them being not Discovered. The scene has named "CLI" with 3 names, including TXT, CLI, CONF. all 3 are the exact same thing.</pre>
<pre>These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values.
<pre>All CLI commands are pre-made by sony, We sadly cannot create CLI commands out of thin air.
All commands are pre-made. Creating new CLI commands is impossible.
The values of the commands are also pre-defined by sony and /or have a quota for possible values/ranges.
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges.
Some CLI commands have no effect, and were added into the eboot.bin without being programmed by sony.
Some CLI commands have no effect, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some PS2 emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.</pre>
and some useful commands were removed/added from different emu revisions. or their effects were changed.</pre>
<pre>CLI commands use SCE modules to change default emulator settings.
for instance --cdvd-sector-seek-cycles is  actually sceCdStSeek, but is still unclear how to use SCE modules in a lua</pre>


====( EE )====
==== EmotionEngine (MIPS-IV) ====
<pre>Commands for the emulated Emotion Engine. these commands may assist you in gaining performance or better sync.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
===== [https://www.psdevwiki.com/ps2/Emotion_Engine EE] =====
! Command !! Values !! Notes !! Usage
 
<pre>Commands for the emulated Emotion Engine. These commands may improve performance, prevent crashes, or provide better core sync.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Values !! Value Type !! Notes !! Usage
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|| || || Speedhacks / Desync Fixes|| ||
|-
|-
| --ee-cycle-scalar || <pre> [Overclocking]
| --ee-cycle-scalar || {{Universal}} ||Slowest cycles speed: 5.0<br>Normal cycles speed: 1.0<br>Fastest cycles speed: 0.1 || {{Float}} || Changes the cycle speed of the EE. It can benefit core sync or performance (lowering the cycle rate may affect FMVS). The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. || --ee-cycle-scalar=1.0  
(0.99 => 0.1)  
[Cycle skipping]
(1.1 => 5.0)</pre> || <pre>If set Higher than 1.0 the Emotion engine Begins skipping cycles, you might face Problems in FMVs if you skip too many cycles. but you will gain a better performance</pre> || --ee-cycle-scalar=1.0  
|-
|-
| --ee-context-switch-cycles ||<pre> [Overclocking]
| --ee-context-switch-cycles || {{Exclusive}} || Accelerate cycles (359 => 0) <br>Decelerate cycles (361 => ∞ ) || {{4 Bytes}}||Its effects are mysterious. Possibly delays EE startup when starting new tasks. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues. It bears no effect on VU timing, but it may alter the core's timing with some DMA channels. || --ee-context-switch-cycles=2700?
(0.99 => 0.1)  
[Cycle skipping]
(1.1 => ∞ ) </pre>|| <pre>It's still unknown what this command controls, but the higher it is, the more EE cycles are skipped, Doesn't work for jak emulators.</pre> || --ee-context-switch-cycles=2700?
|-
|-
| --ee-hook || <pre>AdvanceClock
| --ee-hook || {{Variable}} || AdvanceClock<br>FastForwardClock<br>MfifoDrain<br>ForceEOB<br>SO3_AudioRequest<br>SO3_AudioWriteBack || style="background:#212d9c; color:#ffffff;|4 Byte hex (offset),string,4 Byte hex (opcode),4 Byte Decimals (advanceclock value)|| Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. AdvanceClock stalls the EE for a specified amount of cycles (in decimals), while FastForwardClock behaves similarly. They are commonly used on CTC2 instructions. FastoForwardClock can be used on any offset. However, some offsets are ignored by AdvanceClock - it could be that this function only works on instructions reached after processing a branch instruction, likely specifically designed to work at both the start or end of a branch instruction (a loop). However, this is only the case for old emulators like King Of Fighters 2000 and War Of The Monsters. Newer ones such as Jak operate differently, where AdvanceClock only works at the end of a branch instruction (when it's false).<pre>
FastForwardClock
Advanceclock usage example:
Mfifodrain</pre> || <pre>Hook a function to a EE offset. it can be used either as a speedhack  
 
or a gamefix, Advance clock will overclock the EE and it is the only one that needs a value to be set.
0x0 nop <-- Advancelock can work here on old emulators ✓
FastForwardClock will skip cycles, Mfifodrain is unknown.</pre> || --ee-hook=0x0028A7B0,AdvanceClock,,500 <pre>Example for usage: --ee-hook=0xEEOFFSET,FUNCTION,OPTIONALOPCODE,VALUEFOROVERCLOCKING</pre>
0x4 nop <-- Advancelock cannot work here ✗
0x8 beq zero,v1,0x0 <-- Advancelock cannot work here ✗
0xC nop <-- Advancelock cannot work here ✗
0x10 nop <-- Advancelock can work here on both old and new emulators ✓.</pre> MfifoDrain is still unknown, but only works on modern emus such as Jakv2. However, it seems to somehow negatively impact performance. On Red Dead Revolver, it was used on two LW instructions grabbing data from 0x1000D010 and 0x1000D000. Both instructions were located at the start of a loop. ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock
|-
|-
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes || ||
||  || || Game fixes || ||
|-
|-
| --ee-jit-pagefault-threshold || 20-200 || Seems to reduce blue screen occurrence the higher the value, only useful if the game crashes with pagefault errors. || --ee-jit-pagefault-threshold=40
| --ee-jit-pagefault-threshold || {{Exclusive}} || 0-254 || {{1 Byte}} ||Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
|-
|-
| --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
| --ee-regalloc-scalar  || {{Universal}} || 0,none,ReadOnly,WriteOnly,RW || {{string}}|| Register allocation setting. Setting it to 0 may prevent crashes. ||  
|-
|-
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||
| --ee-block-validation  || {{Universal}} || PageProt, PageProtection, Hash, Full, none || {{String}} || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
|-
|-
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding, could potentially be used as a speedhack, [https://en.wikipedia.org/wiki/Constant_folding More info] || --ee-const-folding=none
| --ee-shorthash-len  || {{Exclusive}} || inst_count/integer || || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||
|-
|-
| --ee-ignore-segfault || [none,R,W,RW] || Ignore segmentation fault, may help with crashes but will probably cause graphical issues || --ee-ignore-segfault=read
| --ee-const-folding  || {{Universal}} || None,Gpr,Fpu,All || {{String}} || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none
|-
|-
| --ee-native-function || <pre>memcpy
| --ee-ignore-segfault  || {{Exclusive}} || none, read, write, readwrite || {{String}} || Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) || --ee-ignore-segfault=readwrite
memset </pre>||<pre>Seems to be a command that slows down offsets that use memset and memcpy to move data to VU1.
Check redfaction's config for more details.</pre>|| --ee-native-function=memcpy,0x11e328
|-style="background-color:#FEA15C"
|  || Other || ||
|-
|-
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion engine Just in Time disassembler mode (seems to be debug log option) || --ee-jit-disasm=1
| --ee-native-function  || {{Exclusive}} || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328
|-style="background-color:#FFAA00"
|  ||  || || Other || ||
|-
|-
| --ee-ignore-break || 0, 1 || Ignore Break instructions. ||  
| --ee-jit-disasm  || {{Universal}} || 0 or 1 for mips and 2 for x86 || {{Semi-Binary}} || Emotion engine Just in Time disassembler mode (Likely a debug log option) || --ee-jit-disasm=1
|-
|-
| --ee-break-as-nop || 0, 1 || Turns a break instruction into a nop Instruction (this seems to be rarely useful as Break usually mean eof) || --ee-break-as-nop=1
| --ee-ignore-break || {{Exclusive}} || 0, 1 || {{Binary}}|| Turns a BREAK instruction into a NOP Instruction. ||  
|-
|-
| --ee-jit-opt-debug || 0, 1 || ||
| --ee-break-as-nop  || {{Exclusive}} || 0, 1 ||{{Binary}} || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
|-
|-
| --ee-pc-coherency || 0,1?? || Seems to be a debug option for the Program counter. ||  
| --ee-jit-opt-debug  || {{Exclusive}} || 0, 1 || {{Binary}}|| ||
|-
|-
| --ee-inst-marking || 0,1? || ||  
| --ee-pc-coherency  || {{Universal}} || 0, 1 || {{Binary}}|| Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
|-
|-
| --ee-insn-marking || 0,1? || ||  
| --ee-insn-flush-pc  || {{Exclusive}} || 0, 1 || {{Binary}}|| Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
|-
| --ee-inst-marking || {{Universal}} || 0,1? || || ||
|-
|-
| --ee-kernel-hle || 0, 1 || High-level emulation kernel  ||  
| --ee-insn-marking  || {{Exclusive}} || 0,1? || || ||
|-
|-
| --ee-injection-kernel || 0, 1 || ||
| --ee-kernel-hle  || {{Universal}} || 0, 1 || {{Binary}}|| High-level emulation kernel. Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply EE kernel patches which run previously prepared x64 code instead of recompiling real code part. ||  
|-
|-
| --ee-injection-title || 0, 1 || ||
| --ee-injection-kernel  || {{Exclusive}} || 0, 1 || {{Binary}}|| Just like --ee-kernel-hle, except using a different name. ||
|-
|-
| --ee-validate-kernel || 0, 1 || ||  
| --ee-injection-title  || {{Exclusive}} || 0, 1 || {{Binary}}|| Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply per title patches which run previously prepared x64 code instead of recompiling real code part. ||
|-
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
| --ee-validate-kernel  || {{Universal}} || 0, 1 ||{{Binary}} || ||
|-
|-
| --ee-regalloc-simd || || register allocation setting ||  
| --ee-regalloc-simd || {{Universal}} || readwrite, writeonly, readonly || {{String}} || register allocation setting ||  
|-
|-
| --ee-regalloc-preserve-scalar ||  LoadOnly, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
| --ee-regalloc-preserve-scalar || {{Universal}}||  LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || {{String}} || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|-
|-
| --ee-regalloc-preserve-simd || ReadOnly, RO, WO, WriteOnly ,RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
| --ee-regalloc-preserve-simd || {{Universal}} || ReadOnly, RO, WriteOnly WO, RW || {{String}} || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|-
|-
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
| --ee-static-block-links || {{Universal}} || options Type,Type,... [Branch,Branches,JAL,COP2,All] || ||  || --ee-static-block-links=JAL,COP2
|-
|-
| --vtune-ee || || Could be support for intel vtune, [https://github.com/PCSX2/pcsx2/blob/master/cmake/FindVtune.cmake Might be related to this] ||
| --vtune-ee || {{Universal}} || Unknown || || Unknown. It likely requires command-specific string values because decimals crash the emulator. ||
|-
|-
| --ee-live32 || 0,1? || ||  
| --ee-live32 || {{Universal}} || 0,1? || || ||
|-
|-
| --ee-cache-breaks-block || 0,1? || ||
| --ee-cache-breaks-block || {{Universal}} || 0,1 ||{{Binary}} || End recompiler block on r5900 cache opcode. ||
|-
|-
| --ee-evt-check-full || 0, 1 || ||  
| --ee-evt-check-full || {{Universal}} || 0, 1 ||{{Binary}} || Perform more accurate EE event check ||  
|-
|-
| --ee-peephole || 0, 1? || Use peephole optimization for the EE (?) could possibly be a speedhack ||
| --ee-peephole || {{Exclusive}} || 0, 1? || || ||
|-
|-
| --ee-load-rewrites || 0,1? || ||  
| --ee-load-rewrites || {{Universal}} || 0,1? || || ||
|-
|-
| --ee-store-rewrites || 0,1? || ||  
| --ee-store-rewrites || {{Universal}} || 0,1? || || ||
|-
|-
| --ee-precompile-trace || || ||
| --ee-precompile-trace || {{Exclusive}} || || || ||
|-
|-
| --ee-penalize-short-blocks || 0, 1 || ||
| --ee-penalize-short-blocks || {{Exclusive}} || 0, 1 ||{{Binary}} || Add cycles to short recompiled blocks? ||  
|-
|-
| --ee-mem-check-eob || || EE memory check end of block ||  
| --ee-mem-check-eob || {{Universal}}  || || || EE memory check end of block ||  
|-
|-
| --ee-insn-flush-pc || 0, 1 || A debug option that updates the EE's program counter more often when enabled ||
| --ee-insn-callmark  || {{Exclusive}} || || || ||
|-
| --ee-insn-callmark || || ||
|-  
|-  
| --ee-inline-limit-full || insn_count/integer || ||
| --ee-inline-limit-full || {{Exclusive}} || Default = 48 || {{4 Bytes}}|| Unknown.||
|-
|-
| --ee-inline-limit-partial || || ||
| --ee-inline-limit-partial || {{Exclusive}} || Default = 14 || {{4 Bytes}}|| Unknown.||
|-
|-
| --ee-stlf-cycle-threshold || ? ||?||  
| --ee-stlf-cycle-threshold || {{Exclusive}} || Default = 0<br> ||{{4 Bytes}} ||Unknown.||  
|-
|-
| --detect-idle-ee || 0, 1 || Enabled by default, Uknown what it does || --detect-idle-ee=1
| --detect-idle-ee || {{Universal}} || 0, 1 || {{Binary}} || || --detect-idle-ee=1
|-
|-
|}
|}


====( FPU )====
=====FPU=====
<pre>The FPU is a fast single-precision unit that serves the EE. It's also called (COP1).</pre>
<pre>The FPU is a fast single-precision unit that typically serves the EE by calculating in-game physics. It mostly controls the accuracy of the movement of in-game objects, or the game's gravity as a whole. In some cases, it is best to use COP2 commands with the FPU's to ensure the accuracy of the game's geometrical calculations.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Values !! Notes !! Usage  
! Command !! Emulator Support !! Values !! Value Type !! Notes !! Usage  
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|| || || Game fixes || ||
|-
|-
| --fpu-no-clamping || <pre> 1 = Enables clamping
| --fpu-no-clamping || {{Universal}} ||  Enabled = 0<br>Disabled = 1 || {{Binary}} || Changes the clamping behavior of the FPU. It's set to 1 by default. Might fix freezing issues, or misplaced characters/items (Inaccuracies with in-game physics) || --fpu-no-clamping=0
0 = Disables clamping</pre> || Setting it to 1 enables clamping for the FPU, Can be used to fix any game with FPU clamping issues, [https://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/page-53#post-265591 More here] || --fpu-no-clamping=0
|-
| --fpu-custom-fused-madd || 0, 1 || <pre>Custom FMA (fused multiply-add), Disabled by default </pre>|| --fpu-custom-fused-madd=0
|-  
|-  
| --fpu-custom-min-max || 0, 1 || <pre>Custom Max/Mini logic for denormals, enabled by default, Disabling it might break some games</pre> || --fpu-custom-min-max=0
| --fpu-custom-min-max || {{Universal}} || 0, 1 || {{Binary}} || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0
|-  
|-  
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU, used for full ee/fpu accuracy in specified range|| --fpu-accurate-range=0x1acce0,0x2acce0
| --fpu-accurate-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || style="background:#5c32a8; color:#ffffff;"|Hex combination || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0
|-  
|-  
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Full clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
| --fpu-no-clamp-range || {{Exclusive}} || start,end offset (0x0 - 0x1FFFFFF) || style="background:#5c32a8; color:#ffffff;"|Hex combination || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-  
|-  
| --fpu-accurate-muldiv  || <pre>0 = Disabled
| --fpu-accurate-muldiv  || {{Universal}} || 0 = Disabled<br>1 = Enabled || {{Binary}} || Allows the FPU to accurately Divide/Multiply for all offsets by using software floats rather than hardware floats. (Extremely slow, --fpu-accurate-mul-fast=1 should always be used with it unless when debugging) || --fpu-accurate-muldiv=1
1 = Enabled </pre> || Enable Accurate fpu divide/multiply by 0 for all offsets || --fpu-accurate-muldiv=1
|-  
|-  
| --fpu-accurate-addsub || <pre>0 = Disabled
| --fpu-accurate-addsub || {{Universal}} || 0 = Disabled<br>1 = Enabled || {{Binary}} || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. Though slow on PS4, many games that work fine on PCSX2 (Pac-Man World 3, Jackie Chan Adventures) experience issues on PS4 because ADD/SUB is disabled by default. || --fpu-accurate-addsub=1
1 = Enabled </pre>|| Enable Accurate fpu Add/Subtract instructions for all offsets || --fpu-accurate-addsub=1
|-  
|-  
| --fpjk-muldiv-range || offset (0x0 - 0x1FFFFFF) || Bully uses this command, unknown usage, possibly even more accurate divide/multiply || --fpjk-muldiv-range=0x123456
| --fpu-accurate-muldiv-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || style="background:#5c32a8; color:#ffffff;"|Hex combination || Allows the FPU to accurately Divide/Multiply in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-  
|-  
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Fix for games that divide/multiply by 0 in specified range || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
| --fpu-accurate-addsub-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || style="background:#5c32a8; color:#ffffff;"|Hex combination || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate fpu Add/Subtract instructions in specified address range || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|| || || Speedhacks || ||
|-
|-
| --fpu-rsqrt-fast-estimate || 0, 1 || less accurate rsqrt (possible speedhack, but can degrade accuracy) || --fpu-rsqrt-fast-estimate=1
| --fpu-rsqrt-fast-estimate || {{Exclusive}} || 0, 1 || {{Binary}} || Decreases RSQRT's accuracy. Enabled by default, disabling it is important when using accurate math commands. || --fpu-rsqrt-fast-estimate=1
|-
|-
| --fpu-accurate-mul-fast || 0, 1 || A speed up option for --fpu-accurate-muldiv-range And only has an effect when muldiv command is being used.  || --fpu-accurate-mul-fast=1
| --fpu-accurate-mul-fast || {{Universal}} || 0, 1 || {{Binary}} || Speedhack for CLI FPU muldiv commands.  || --fpu-accurate-mul-fast=1
|-style="background-color:#FEA15C"
|-style="background-color:#FFAA00"
|  || Other || ||
|| || || Other || ||
|-
| --fpu-custom-fused-madd || {{Universal}} || 0, 1 || {{Binary}} || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0
|-
|-
| --fpu-to-double || 0, 1 || <pre>Converts floats to double, enabling it while
| --fpu-to-double || {{Universal}} || 0, 1 || {{Binary}} || Converts floats to doubles (Accurate). Limited testing shows that infinity is still wrong at 7F7FFFFF, rather than 7FFFFFFF with it enabled. || --fpu-to-double=1
clamping is enabled will result in Full FPU clamping</pre> ||
|-  
|-  
| --fpu-clamp-operands || 0, 1 || <pre>A clamping setting that is supposed to increase the fpu's clamping functionality when FPU clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre> || --fpu-clamp-operands=1
| --fpu-clamp-operands || {{Universal}} || 0, 1 || {{Binary}} || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
|-  
|-  
| --fpu-clamp-results || 0, 1 || <pre>A clamping setting that is supposed to increase the fpu's clamping functionality when FPU clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre>  || --fpu-clamp-results=1
| --fpu-clamp-results || {{Universal}} || 0, 1 || {{Binary}} || Affects the fpu's clamping behavior || --fpu-clamp-results=1
|-  
|-  
|}
|}


====Vector Interface ( VIF )====
===== COP2 =====
<pre>Decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
<pre>VU0 Macro-mode. These commands assist the FPU.</pre>
! Command !! Values !! Notes !! Usage
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Values !! Value Type !! Notes !! Usage  
|-style="background-color:#7698FF"
|  || || || Speedhacks || ||
|-
| --cop2-opt-flags || {{Universal}} || 0, 1 ,2 || {{Semi-Binary}} || Optimize flags upon recompilation. 0 is the accurate option, 1 is mostly safe, 2 is unsafe. Setting it to 0 improves FPU accuracy. For example, it fixed gravity issues (falling through the floor) in Ratchet, and Brave - The Search for Spirit Dancer. It is an insignificant speedhack which should always be set to 0. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=0
|-
| --cop2-opt-vf00 || {{Universal}} || 0, 1, 2 || {{Semi-Binary}} || Seems to be a hacky way of optimization through the vf00 register. Set to 1 by default, setting it to 0 fixed Superman Shadow of Apokolips freezing. It is an insignificant speedhack which should always be set to 0. || --cop2-opt-vf00=0
|-
| --cop2-const-prop || {{Universal}} || 0, 1 || {{Binary}} || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
|-
| --cop2-di-bits || {{Universal}} || 0, 1 || {{Binary}} || 0 to skip setting invalid, and div by Zero flags in status register, and therefore improve performance. Can be used as a speedhack to skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || || Game fixes ||
|  || || || Game fixes || ||
|-
|-
| --vif-ignore-invalid-cmd || 0, 1 || <pre>Ignore invalid vif commands, can in some cases fix games that freeze while showing the same frame when set to 1</pre> || --vif-ignore-invalid-cmd=1
| --cop2-no-clamping || {{Universal}} || Enabled = 0<br>Disabled = 1 || {{Binary}} || Changes the clamping behavior of the COP2. The default value is set to 1. It may slightly adjust COP2 timing. || --cop2-no-clamping=0
|-
|-
| --vif1-ignore-cmd-ints || 0, 1 || <pre> ignore cmd ints, can in some cases fix games that freeze while showing the same frame when set to 1
| --cop2-accurate-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || style="background:#5c32a8; color:#ffffff;"|Hex combination|| Accurate Mul/Div/Add/Sub math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567
Games likes "Men in Black II - Alien Escape" and
|-
"Test Drive Unlimited" need it to be set to 1 to work</pre> || --vif1-ignore-cmd-ints=1
| --cop2-no-clamp-range || {{Exclusive}} || start,end offset (0x0 - 0x1FFFFFF) || style="background:#5c32a8; color:#ffffff;"|Hex combination || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
|-
|-  
| --vif1-instant-xfer || <pre> 1 = Instant transfers
| --cop2-accurate-mul-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || style="background:#5c32a8; color:#ffffff;"|Hex combination || Accurate multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats (Offset range seems not to directly match EE's) || --cop2-accurate-mul-range=0x123456,0x134567
0 = Delayed transfers</pre> || <pre>Allows you to change VIF1 timing, 1 is the default one, but 0 is much more correct and recommended, can be used to fix graphical glitches or to prevent the game from freezing when set to 0.</pre> || --vif1-instant-xfer=0
|-
| --cop2-accurate-mul || {{Universal}} || 1 = Enabled<br>0 = Disabled || {{Binary}} || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. It is slightly slow. || --cop2-accurate-mul=1
|-  
| --cop2-accurate-addsub|| {{Universal}} ||  1 = Enabled<br>0 = Disabled || {{Binary}} || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1
|-
|-
| --vif-thread-chunk-size || 1, 1000 || Can be used to fix freezing in some extreme cases. 1024 seems to be the limit || --vif-thread-chunk-size=100
| --cop2-accurate-addsub-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || style="background:#5c32a8; color:#ffffff;"|Hex combination || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. (Offset range seems not to directly match EE's. It is possibly 0x95400~ behind(?) || --cop2-accurate-addsub-range=0x123456,0x134567
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Most likely turns off VIF when it's not needed when set to 0 || --detect-idle-vif=0
|-style="background-color:#FFAA00"
|  || || || Other || ||
|-
|-
|}
| --cop2-regalloc || {{Universal}} || 0, 1 || {{Binary}} || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. ||
 
====( GS )====
<pre>GS stands for Graphics Synthesizer PlayStation®2 co-processor responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
| || Speedhacks || ||
|-
| --gs-optimize-30fps || 0, 1 || Speedhack for gpu hungry games || --gs-optimize-30fps=1
|-  
|-  
| --gs-adaptive-frameskip || 0, 1 || Speedhack, skips frames when the Game starts demanding more resources than there are available. doesn't work on all emulators. confirmed to be working on jak emulators || --gs-adaptive-frameskip=1
| --cop2-inst-q || {{Universal}} || 0, 1 || {{Binary}} || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
|-style="background-color:#ff99c2"
| || Upscaling hacks/fixes || ||
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|-  
|-  
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
| --cop2-inst-p || {{Universal}} || 0, 1 || {{Binary}} || instant P, no stalling on VWAITP, or instances of P. ||
|-  
|-  
| --gs-kernel-cl-up || h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp, up2x2tc, up2x2, default || <pre>Kernel Variant Color lookup Upscaler (?), Requires --gs-kernel-cl to be enabled first, otherwise it won't work</pre>|| --gs-kernel-cl-up="clutmerge2x2"
| --cop2-use-rcp || {{Universal}} || 0, 1 || {{Binary}} || Enables SSE RCP. Disabled by default ||
|-  
|-  
|-style="background-color:#b3cccc"
| --cop2-use-rsqrt |{{Universal}} || 0, 1 || {{Binary}} || Enables SSE RSQRT || --cop2-use-rsqrt=0
|| CRC hacks || ||
|-
| --gs-override-small-tri-area || 0, 1 || Enabling it might fix missing text. || --gs-override-small-tri-area=1
|-  
|-  
| --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1
| --cop2-clamp-operands ||  {{Universal}} || 0, 1 || {{Binary}} || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
|-  
|-  
| --gs-ignore-dirty-page-border || 0, 1 ||  ||--gs-ignore-dirty-page-border=1
| --cop2-clamp-results || {{Universal}} || 0, 1 || {{Binary}} || Affects the COP2's clamping behavior || --cop2-clamp-results=1
|-  
|-  
| --gs-ignore-rect-correction || 0, 1 || || --gs-ignore-rect-correction=1
|}
 
==== Vector Units (VU) ====
 
===== VU =====
 
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. They fix broken or missing geometry, black screens, and crashes.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Values !! Value Type !! Notes !! Usage
|-style="background-color:#ff99c2"
| || || || Graphical fixes  || ||
|-
| --vu-xgkick-delay  || {{Universal}} || Default = 1<br>Limit is between (0 => 31)  || {{1 Byte}}|| Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. A game with missing graphics will require a low value such as 0, while one that crashes might require a high value such as 7.|| --vu-xgkick-delay=8
|-
| --vu-custom-min-max  || {{Universal}} || 0, 1 || {{binary}} || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics.|| --vu-custom-min-max=0
|-
|-
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Gs settings / Behaviour || ||
|  || || || Game fixes || ||
|-
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, ||<pre>Kernel Variant Color lookup(?), you can upscale any option here if you use --gs-kernel-cl-up with it</pre> || --gs-kernel-cl="clutmerge"
| --vu-hack-triace  || {{Universal}} || 0, 1 || {{binary}} || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. Named by PCSX2 as "VuAddSubHack". || --vu-hack-triace=1
|-
| --vu-branch-hazard  || {{Universal}} || 0, 1 || {{binary}} || This command relates to how the emulator handles branch hazards in the Vector Units (VU). Setting it to 0 might fix freezes at the expense of causing SPS in some games, while 1 might improve performance. Seems to be enabled by default. Disabling it prevented "'''Batman - Rise of Sin Tzu'''" from crashing|| --vu-branch-hazard=0
|-  
|-  
| --force-frame-blend || 0, 1 || Fix for shaking screens (Deinterlacing), seems to be one of Pcsx2's Blend tff or Blend bff deinterlacing options || --force-frame-blend=1
| --vu-evil-branches  || {{Universal}} || 0, 1 || {{binary}} || Take in count branch in delay slot, or not. Set to 1 for the correct behavior. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]|| --vu-evil-branches=1
|-
| --force-pal-60hz || 0, 1 || <pre>Force 60hz PAL mode, it is recommended to use it on Pal games as it can fix graphical corruptions</pre> || --force-pal-60hz=1
|-
| --gs-use-clut-merge || 0, 1 || CLUT = Color lookup table, it could possibly solve graphical issues or improve the quality of the colors. it is Required for CL kernels using merging CLUT || <pre>--gs-use-clut-merge=1</pre>
|-  
|-  
| --gs-use-deferred-l2h || 0, 1 || Some delay option for L2H (local to host, GS to EE), Bully has this disabled || --gs-use-deferred-l2h=1  
| --vu-to-double  || {{Universal}} || 0, 1 || {{binary}} || Converts floats to double. Enabling it is the accurate option|| --vu-to-double=1
|-
|-
| --gs-use-mipmap || 0, 1 || <pre>Mipmapping enabler/disabler, Can be used to fix graphics sometimes.</pre> || <pre>--gs-use-mipmap=1</pre>
| --vu-custom-fused-madd  || {{Universal}} || 0, 1 || {{binary}} || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
|-  
|-  
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-style="background-color:#7698FF"
|| ||  || Speedhacks || ||
|-
|-
| --gs-h2l-accurate-hash || 0, 1 || Used with h2l Upscaler ||--gs-h2l-accurate-hash=1
| --vu-opt-sf-check  || {{Exclusive}} || 0, 1 || {{binary}} || Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on old emus such as War of the Monsters, GTA 3, and Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
|-
|-
| --gs-h2l-list-opt || 0, 1 || Used with h2l Upscaler ||--gs-h2l-list-opt=1
| --vu-opt-jr-caching  || {{Exclusive}} || 0, 1 || {{binary}} || Optimize Jump Register caching. (vi15). Won't work with most emulators but will work on old emus such as War of the Monsters, GTA 3, and Arc Twilight of the Spirits™ || --vu-opt-jr-caching=1
|-style="background-color:#FEA15C"
|  ||  || || Other || ||
|-
|-
| --gs-progressive || 0, 1 || Force progressive scan, it's used to fix Graphical glitches/double screen issues when used  ||
| --vu-d-bit  || {{Universal}} || 0, 1 || {{binary}} || Debug break. Halts the VU and sends an interrupt to the EE. || --vu-d-bit=0
|-  
|-  
| --gs-vert-precision || 8, 16 || 3D Rendering vertex precision, the eboot expects the value of 8 or 16 , any other value will cause a blue screen crash. || --gs-vert-precision=8
| --vu-t-bit  || {{Universal}} || 0, 1 || {{binary}} || Debug halt. Acts similarly to D-bit || --vu-t-bit=0
|-
| --gs-force-bilinear || 0, 1 || force bilinear filtering. Can fix ghosting problems. but it's not recommended in games that use 2D images || --gs-force-bilinear=1
|-
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing the texture cache when mipmap settings change (?) Require mipmap GS CL kernel || <pre>--gs-skip-dirty-flush-on-mipmap=1</pre>
|-  
|-  
| --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1
| --vu-inst-mflag  || {{Universal}} || 0, 1 || {{binary}} || Instant macflag? It's enabled by default. When disabled in some games, SPS springs out. || --vu-inst-mflag=1
|-  
|-  
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field, reduces Sharpness ||
| --vu-inst-cflag  || {{Universal}} || 0, 1 || {{binary}} || Instant cflag?  || --vu-inst-cflag=1
|- 
|-  
| --gs-uv-shift-pointsampling || 0, 1 || Can be used with games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light] || --gs-uv-shift-pointsampling=1
| --vtune-vu  || {{Universal}} || ? || ? ||
|-
| --gs-opt-frbuff-switch || 0, 1 || Used to fix Fmvs || --gs-opt-frbuff-switch=1
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|-
| --gs-frontend-opt-mode || 0, 1, 2 || Seems to be an optimization for the gs with 1 being safe and 2 being unstable but with good performance || --gs-frontend-opt-mode=1
|-  
|-  
| --gs-motion-factor || 25, 50 ||  || --gs-motion-factor=25
| --vu-jit-disasm  || {{Universal}} || 0, 1, 2 || {{Semi-Binary}} || ? || --vu-jit-disasm=1
|-
| --gs-render-tile-threshold || 0, 3000000 || <pre> Sony uses it for Psychonauts, could be a potential speedhack for the GS</pre> || --gs-render-tile-threshold=300000
|-
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
|-  
|-  
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsetx=27
| --vu-range-merge  || {{Exclusive}} || Default = 0<br>Max = 255 || {{1 Byte}} ||  vu_inst_cnt || --vu-range-merge=255
|-  
|-  
| --gs-scanout-offsety || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsety=27
|}
 
===== VU1 =====
 
<pre>VU1 is the Graphics Synthesizer’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS (graphical glitches).</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Values !! Value Type !! Notes !! Usage
|-style="background-color:#7698FF"
|  || || Speedhacks || || ||
|-
|-
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture, fixes some processing effects but it's very heavy on the GS and will cost you performance, GTA: SA and Jak games need this command. || --gs-flush-ad-xyz=safe
| --vu1-mpg-cycles  || {{Universal}} || 1 - 65535 || {{2 Bytes}}|| Set initial speed for VU1 Micro-programs (delay VIF1 startup). 100 is the default value. Generally, if VU1 requirements were a bottleneck, increasing it will result in better performance while possibly breaking graphics and lowering internal frame rates, and decreasing it might result in the opposite. There is no one-size-fits-all solution, as lowering or raising could yield differing results. || --vu1-mpg-cycles=1000<br><pre> Symbols change values close to VU1-mpg-cycles' offset. Potentially, the vu1mpgcycles command sets the speed for every portion of the mpg. Thus, by using symbols, one could specify the speed for different specific portions of the mpg rather than the whole mpg. However, this is not limited to only altering the vu1mpgcycles' speed, as going further can change other parts of the emulator, such as eecyclescalar.
 
$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and change them. $1 will go 4 bytes forward and change the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes' value.
 
'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth.  
 
'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU1 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself if you go far enough. These numbers are in HEX. Infinite amounts of '-' and '+' symbols seem to be supported.</pre>
|-
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection ? || --gs-check-trans-rejection=1
| --vu1-di-bits || {{Universal}} || Default value = 1<br> 0, 1 || {{binary}} || 0 Skips setting invalid, and Divides by zero flags in status register. A speedhack that vastly improves performance; it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0
|-
| --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1
|-
|-
| --safe-area-min || area/float (range 0.9 to 1.0) any other values outside of that range will not be accepted by the emulator || || --safe-area-min=0.9
| --vu1-const-prop || {{Universal}} || 0, 1|| {{binary}} || Enabled by default. 0 will disable it and cause performance issues but with higher compatability.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
|-style="background-color:#FEA15C"
|  || Other || ||
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || a Standalone Framelimiter|| --framelimit-mode=fast
| --vu1-opt-flags || {{Universal}} || 0, 1, 2 ||  {{Semi-Binary}} || Optimize flags upon recompilation. 0 is the accurate option, 1 is mostly safe, 2 is unsafe. Setting it to 0 may fix crashes or sps. It is an insignificant speedhack which should always be set to 0. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
|-  
|-  
| --gs-hdr-support || 0, 1? || Enable hdr support ?||
| --vu1-opt-vf00 || {{Universal}} || 0, 1, 2 || {{Semi-Binary}} || Seems to be a hacky way of optimization through the vf00 register. It is an insignificant speedhack which should always be set to 0. || --vu1-opt-vf00=0
|-  
|-  
| --threaded-gs || 0, 1 || MTGS (?) || --threaded-gs=1
| --vu1-jr-cache-policy || {{Exclusive}} || newprog, sameprog, auto, new, same || {{string}} || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes, and reduce stuttering. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=newprog
|-
|-
|}
| --vu1-jalr-cache-policy|| {{Exclusive}} || newprog, sameprog, auto, new, same || {{string}} || PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes, and reduce stuttering. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog
 
|-  
====Vector Units ( VU )====
|-style="background-color:#D7EF54"
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1 & VU0 & COP2</pre>
|  || || Game fixes / Graphical fixes || || ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#ff99c2"
| || Graphical fixes || ||
|-
|-
| --vu-xgkick-delay ||<pre> Limit is between
| --vu1 || {{Universal}} || jit-sync || {{string}} || Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
(0 => 31) </pre> || <pre>Delay xgkick instruction execution, PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game, Can be used to either cause or repair missing graphics, 0 is the most compatible</pre> || --vu-xgkick-delay=8
|-
|-
| --vu-custom-min-max  || 0, 1 || <pre>Custom Max/Mini logic for denormals, Disabled on pcsx2 by default. But enabled by default on some emus like jakv2, Disabling it might cause/repair missing graphics, Setting it to 0 managed to fix missing graphics in Auto Modellista, and would probably fix many games with a similar problem</pre>|| --vu-custom-min-max=0
| --vu1-no-clamping || {{Universal}} || Enabled = 0<br>Disabled = 1 || {{binary}} || Changes the clamping behavior of the VU1. Setting specific to PS4 emulators, (unimplemented in PCSX2). It's not perfect, as some games such as Midnight Club 3, Shrek The Third, and Surf's Up do not work well with it. The default emulator's value is 1. It may slightly adjust VU1 timing. || --vu1-no-clamping=0
|-
|-  
|-style="background-color:#D7EF54"
| --vu1-clamp-range || {{Exclusive}} || vu1 memory offset start,end (0x0 - 0x800) ||  style="background:#5c32a8; color:#ffffff;"|Hex combination || Values must not exceed 0x800 ||
|  || Game fixes || ||
|-
|-
| --vu-hack-triace  || 0, 1 || Special hack for games that were Developed by Tri Ace, correct VU addi calculation. Without it result is one bit off, which is enough to break game decryption algo, and thus crashing the game. || --vu-hack-triace=1
| --vu1-accurate-addsub-range || {{Exclusive}} || vu1 memory offset start,end (0x0 - 0x800) || style="background:#5c32a8; color:#ffffff;"|Hex combination || Allows the VU1 to accurately add/subtract in the specified memory range by using software floats rather than hardware floats.|| --vu1-accurate-addsub-range=0x000,0x800
|-
| --vu-branch-hazard || 0, 1 || Disabling it managed to prevent Batman - Rise of Sin Tzu from Crashing|| --vu-branch-hazard=0
|-  
|-  
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
| --vu1-mul0fix-range || {{Exclusive}} || vu1 memory offset start,end (0x0 - 0x800) || style="background:#5c32a8; color:#ffffff;"|Hex combination || Allows the VU1 to accurately multiply by 0 in the specified memory range by using software floats rather than hardware floats. || --vu1-mul0fix-range=0x0,0x800
|-  
|-  
| --vu-to-double || 0, 1 || <pre>Converts floats to double, enabling it
| --vu1-injection || {{Universal}} || 0, 1 || {{binary}} || Replace some VU1 instructions with pre-made optimized instructions? || --vu1-injection=1
while clamping is also enabled will results in Full VU clamping</pre> ||
|-
|-
| --vu-custom-fused-madd  || 0, 1 || <pre>Custom FMA (fused multiply-add), Disabled by default</pre> || --vu-custom-fused-madd=1
| --vu1-native-patch || {{Exclusive}} || 0, 1 || {{binary}} || Use native patches from recompiler, not compatible with Jak emus. Sony uses it for their official release of Primal || --vu1-native-patch=1
|-
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them, known in pcsx2 as mVU flag hack (Speedhack), Won't work with most emulators, confirmed to be supported by Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
|- 
| --vu-opt-jr-caching  || 0, 1 || Optimize Jump Register caching. (vi15). Won't work with most emulators, confirmed to be supported by Arc Twilight of the Spirits™ || --vu-opt-jr-caching=1
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other || ||
|| || Other || || ||
|-
|-
| --vu-d-bit  || 0, 1 || Debug break. Halts the VU and sends an interrupt to the EE. || --vu-d-bit=0
| --vu1-inst-p || {{Universal}} || 0, 1 || {{binary}} || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1
|-  
|-  
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0
| --vu1-use-rcp || {{Universal}} || 0, 1 || {{binary}} || Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default ||
|-
| --vu1-use-rsqrt || {{Universal}} || 0, 1 || {{binary}} ||  Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
|-  
|-  
| --vu-inst-mflag  || 0, 1 || <pre>instant mac flag, enabled by default</pre> || --vu-inst-mflag=1
| --vu1-clamp-operands || {{Universal}} || 0, 1 || {{binary}} || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
|-  
|-  
| --vu-inst-cflag || 0, 1 || <pre>instant clip flag enabled by default</pre>  || --vu-inst-cflag=1
| --vu1-clamp-results || {{Universal}} || 0, 1 || {{binary}} || Clamp result after mathematical operation. || --vu1-clamp-results=1
|-  
|-
| --vtune-vu  || ? || ? ||
| --vu1-inst-q || {{Universal}} || 0, 1 || {{binary}} || instant Q, no stalling on WAITQ, or instances of Q.  || --vu1-inst-q=1  
|-
| --vu-jit-disasm  || 0, 1, 2 || VU Just-in-time Dissassembler? Seems to be a debug option, both 0 and 1 are mips, 2 is x86 || --vu-jit-disasm=1
|-  
|-  
| --vu-range-merge || vu_inst_cnt || ? ||  
| --assert-path1-ad || {{Universal}} || 0, 1 || {{binary}} || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1, and helps prevent crashes in VU1 sensitive games when enabled. || --assert-path1-ad=1
|-  
|-  
|}
|}


====( VU1 )====
===== VU0 =====
<pre>VU1 is the GS’s alternate processing unit, Commands here can possibly improve performance, Prevent crashes, and resolve SPS issues.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
<pre>VU0 is the Emotion Engine’s alternate processing unit. It is sometimes referred to as "micro-mode". Commands here prevent crashes, and fix SPS (graphical glitches). Most of these commands can not be used in old emulators. Jak emulators, however, all work with them.</pre>
! Command !! Values !! Notes !! Usage  
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Values !! Value Type !! Notes !! Usage  
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|| || Speedhacks || || ||
|-
|-
| --vu1-mpg-cycles  || <pre> 0.1 =
| --vu0-mpg-cycles|| {{Exclusive}} || 1 - 65535  || {{2 Bytes}} || Set initial cycle speed for VU0 Micro-programs (delay VIF0 startup). 100 is the default value. It is not available in older emulators such as War of the Monsters. Raising the value helps COP2 timing, while lowering does the opposite.|| --vu0-mpg-cycles=1000<br><pre> Symbols (They change values close to VU0-mpg-cycles' offset):
Slowest
 
100 =
$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and changes them. $1 will go 4 bytes forward and changes the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes value.
Default
 
1000 =
'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth.
30 FPS</pre>|| <pre>Set cycle speed for VU1 Micro-programs, 100 is default value, Increase the value for better VU1 performance, With no downsides to FMVs, There are no limitations to the values, you can set the value more than 1000 though it's not recommended</pre>|| --vu1-mpg-cycles=1000
 
|-
'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU0 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself at -15 (Jakv2). Setting it to --vu0-mpg-cycles=1280,-15 would, for example, set ee-cycle-scalar to 5. These numbers are in HEX. Infinite amounts of '-' and '+' instances seem to be supported.</pre>
| --vu1-di-bits || 0, 1 || 0 to skip setting Invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry. however, it has never been found to cause any issues as of yet.|| vu1-di-bits=0
|-
|-
| --vu1-const-prop || 0, 1|| The constant propagation speedhack is enabled by default. 1 will enable the speedhack and thus improve performance, and 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
| --vu0-di-bits || {{Universal}} || 0, 1 || {{binary}} || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0
|-
|-
| --vu1-opt-flags || 0, 1, 2 || Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
| --vu0-const-prop || {{Universal}} || 0, 1 || {{binary}} || Constant propagation, can be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=1
|-  
|-  
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. || --vu1-opt-vf00=2
| --vu0-opt-vf00 || {{Universal}} || 0, 1, 2 || {{Semi-Binary}} || Seems to be a hacky way of optimization through the vf00 register. It is an insignificant speedhack which should always be set to 0. || --vu0-opt-vf00=0
|-  
|-  
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog
| --vu0-opt-flags || {{Universal}} || 0, 1, 2 || {{Semi-Binary}} || Optimize flags upon recompilation. 0 is the accurate option, 1 is mostly safe, 2 is unsafe. Setting it to 0 may fix crashes or sps. It is an insignificant speedhack which should always be set to 0. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=0
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog
|-  
|-  
| --vu1-injection || 0, 1 || <pre> Sony uses this command in games with heavy VU1 usage, though it is still unknown how exactly it helps with performance, Games like bully, the warriors, psychonauts, seem to make use of it somehow. it's sometimes accompanied by vu1-mpg-cycles in sony's configs</pre> || --vu1-injection=1
| --vu0-jr-cache-policy || {{Exclusive}} || newprog, sameprog, auto, new, same || {{string}} || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
|-
|-
| --vu0-jalr-cache-policy || {{Exclusive}} || newprog, sameprog, auto, new, same || {{string}} || PCSX2 uses newprog as the default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes / Graphical fixes || ||
|| || Game fixes || || ||
|-
| --vu1 || jit-sync,  jit, trans, jit-async || <pre>Selector between IR/JIT and it modes, jit-sync works similarly to disabling MTVU, but for some reason can sometimes cause massive graphical issues in some games. as for the options jit, trans, jit-async, it's still unknown if they have any effect</pre> || --vu1=jit-sync
|-
|-
| --vu1-no-clamping || <pre> 1 = Enables clamping
| --vu0-clamp-range ||  {{Exclusive}} || start, end offset (0x0 - 0x200) || style="background:#5c32a8; color:#ffffff;"|Hex combination || per range clamping for VU0. Strangely, it rejects offsets higher than 0x200. || --vu0-clamp-range=0x100,0x120
0 = Disables clamping</pre> || <pre>Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off.</pre> || --vu1-no-clamping=0
|-  
|-  
| --vu1-inst-q || 0, 1 || Can fix or cause SPS depending on game and whether it's set to 0 or 1. instant Q, no stalling on WAITQ, or instances of Q, it's recommended for advanced users only. || --vu1-inst-q=1
| --vu0-no-clamping || {{Universal}} || Enabled = 0<br>Disabled = 1 || {{binary}} || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. It may slightly adjust VU0 timing. || --vu0-no-clamping=0
|-  
|-  
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x3FF) || Values must be 2 bytes or lower and should not exceed 0x0800 ||
| --vu0-accurate-addsub-range || {{Exclusive}} || offset (0x0 - 0x200) || style="background:#5c32a8; color:#ffffff;"|Hex combination || Allows the VU0 to accurately Add/Subtract in the specified memory range by using software floats rather than hardware floats. Strangely, it rejects offsets higher than 0x200. || --vu0-accurate-addsub-range=0x0,0x200
|-
|-
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x3FF) ||  Accurate VU1 Add/Subtract Instructions in specified Address Range, Values must be 2 bytes or lower and should not exceed 0x0800 || --vu1-accurate-addsub-range=0x0000,0x0600
| --vu0-mul0fix-range || {{Exclusive}} || vu0 memory offset start,end (0x0 - 0x200) ||  style="background:#5c32a8; color:#ffffff;"|Hex combination || Allows the VU0 to accurately Multiply by 0 in the specified memory range by using software floats rather than hardware floats. Strangely, it rejects offsets higher than 0x200. || --vu0-mul0fix-range=0x0,0x200
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FF) || Enables VU1 to accurately multiply by 0 in specified range || --vu1-mul0fix-range=0x123,0x123
|-
| --vu1-native-patch || 0, 1 || <pre>Use native patches from recompiler, not compatible with jak emus, Could be VU1 round mode since sony uses it for their official release of Primal, and Primal is known to require that mode to work correctly.</pre>|| --vu1-native-patch=1
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other || ||
|| || Other || || ||
|-
|-
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1
| --vu0-injection || {{Exclusive}} || 0, 1 || {{binary}} || Replace some VU0 instructions with pre-made optimized instructions? || --vu0-injection=1
|-
| --vu1-use-rcp || 0, 1 || <pre>Use sse rcp, Disabled by default</pre> ||
|-
|-
| --vu1-use-rsqrt || 0, 1 || <pre>Use sse rsqrt, Enabeled by default</pre> ||
| --vu0-inst-q || {{Universal}} || 0, 1 || {{binary}} || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
|-  
|-  
| --vu1-clamp-operands || 0, 1 ||<pre>A clamping setting that is supposed to increase the vu1's clamping functionality when vu1 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre> || --vu1-clamp-operands=1
| --vu0-inst-p || {{Universal}} || 0, 1 || {{binary}} || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
|-  
|-  
| --vu1-clamp-results || 0, 1 || <pre>A clamping setting that is supposed to increase the vu1's clamping functionality when vu1 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre>|| --vu1-clamp-results=1
| --vu0-use-rcp || {{Universal}} || 0, 1 || {{binary}} || Use SSE/AVX RCP. Speedhack. Not sure why it is even available for VU0. Disabled by default || --vu0-use-rcp=1
|
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 || --assert-path1-ad=1
|-  
|-  
|}
| --vu0-use-rsqrt || {{Universal}} || 0, 1 || {{binary}} || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather unsafe to use on VU0. || --vu0-use-rsqrt=1
 
====( VU0 )====
<pre>VU0 is the EE’s alternate processing unit , it is also called "micro-mode"</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
| || Speedhacks || ||
|-
| --vu0-mpg-cycles || <pre> 0.1 =
Slowest
100 =
Default
1000 =
Fast</pre> || <pre>Set cycle speed for VU0 Micro-programs, 100 is default value, increase the value for better VU0 performance though it won't improve performance as much as vu1, There are no limitations to the values, you can set the value more than 1000 though it's not recommended</pre> || --vu0-mpg-cycles=1000
|-
| --vu0-di-bits || 0, 1 || 0 to skip setting Invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0
|-
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=1
|-  
|-  
| --vu0-opt-vf00  || 0, 1, 2 || Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable.  || --vu0-opt-vf00=1
| --vu0-clamp-operands || {{Universal}} || 0, 1 || {{binary}} || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
|-  
|-  
| --vu0-opt-flags  || 0, 1, 2 || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
| --vu0-clamp-results || {{Universal}} || 0, 1 || {{binary}} || Clamp result after mathematical operation. || --vu0-clamp-results=1
|-  
|-  
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
|}
|-
 
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
==== DMA Channels ====
 
===== VIF =====
 
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands are often used to fix freezing.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Values !! Value Type !! Notes !! Usage
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes || ||
||  || || VIF || Game fixes ||
|-
|-
| --vu0-clamp-range || start, end offset (0x0 - 0xA000) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| --vif-ignore-invalid-cmd || {{Exclusive}} || 0, 1 || {{Binary}} || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1
|-
| --vu0-no-clamping || <pre> 1 = Enables clamping
0 = Disables clamping</pre> || <pre>Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off.</pre>  || --vu0-no-clamping=0
|-
| --vu0-accurate-addsub-range || offset (0x0 - 0xA000) || Accurate VU0 Add/Subtract Instructions in specified Address range ||
|-
|-
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xA000) || Fix for games that multiply by zero ||
| --vif-thread-chunk-size || {{Exclusive}} || 0, 1024 || {{2 Bytes}} || Slows down both VIFS the lower it is(?) 1024 is the limit, with 112 being the default value.  || --vif-thread-chunk-size=100
|-
|-
|-style="background-color:#FEA15C"
| --detect-idle-vif || {{Universal}} || 0, 1 || {{Binary}} || Enabled by default. Unknown function || --detect-idle-vif=0
|  || Other || ||
|-style="background-color:#ff8080"
|  || || || VIF1 || Game fixes ||
|-
|-
| --vu0-injection || 0, 1 || Uknown usage. || --vu0-injection=1
| --vif1-ignore-cmd-ints || {{Exclusive}} || 0, 1 || {{Binary}} ||  Set to 1 to ignore command interrupt bit. ([https://psi-rockin.github.io/ps2tek/#vifcommands info] , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. || --vif1-ignore-cmd-ints=1
|-
| --vif1-instant-xfer || {{Universal}} ||  1 = Instant VIF1<br>0 = Delayed VIF1 || {{Binary}} || Changes VIF1 transfer speed. 0 slows its timing and is the compatible option for most games, while 1 speeds up its timing, and being more compatible with a small fraction of games. It can be used to fix graphical glitches or potentially prevent games from freezing and crashing. || --vif1-instant-xfer=0
|}
 
===== SIF =====
 
<pre>The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance, and are rarely ever useful.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Values !! Value Type !! Notes !! Usage
|-style="background-color:#99bbff"
|  ||  || || || SIF1 (IOP) ||
|-
| --iop-sif1-cycle-scalar || {{Exclusive}} || Accelerate SIF cycles: (0.99 => 0.1)<br>Default = 1.0<br>Decelerate SIF cycles: (1.1 => ∞ )|| {{Float}}|| Controls the speed at which the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1
|-
| --ee-sif1-cycle-scalar || {{Exclusive}} ||Accelerate SIF cycles: (0.99 => 0.1)<br>Default = 5.0<br>Decelerate SIF cycles: (1.1 => ∞ )|| {{Float}}|| Controls the speed at which the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
|-style="background-color:#99ddff"
| ||  || || || SIF0 (EE) ||
|-
| --iop-sif0-cycle-scalar || {{Exclusive}} || Accelerate SIF cycles: (0.99 => 0.1)<br>Default = 1.0<br>Decelerate SIF cycles: (1.1 => ∞ )|| {{Float}}|| Controls the speed at which the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
|-
| --ee-sif0-cycle-scalar || {{Exclusive}} || Accelerate SIF cycles: (0.99 => 0.1)<br>Default = 5.0<br>Decelerate SIF cycles: (1.1 => ∞ )|| {{Float}}|| Controls the speed at which the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1
|-
|}
 
=====IPU=====
 
<pre>The IPU is a hardware-accelerated MPEG1/MPEG2 decoder. It is primarily responsible for video playback, though it can also be used to decompress texture data in some cases.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Values !! Value Type !! Notes !! Usage
|-
| --idec-cycles-per-qwc || {{exclusive}} ||Default = 0 || {{4 Bytes}} || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
|-
|-
| --vu0-inst-q  || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
|-
| --vu0-inst-p || 0, 1 || instant P, not stalling on WAITP, or instances of P|| --vu0-inst-p=1
|-
| --vu0-use-rcp  || 0, 1 || use sse rcp || --vu0-use-rcp=1
|-
| --vu0-use-rsqrt || 0, 1 || use sse rsqrt || --vu0-use-rsqrt=1
|-
| --vu0-clamp-operands  || 0, 1 || <pre>A clamping setting that is supposed to increase the vu0's clamping functionality when vu0 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre> || --vu0-clamp-operands=1
|-
| --vu0-clamp-results  || 0, 1 || <pre>A clamping setting that is supposed to increase the vu0's clamping functionality when vu0 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre> || --vu0-clamp-results=1
|-
|}
|}


====( COP2 )====
==== [https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS] ====
<pre>COP2, Also known as VU0 Macro-mode. these commands "may" only be useful for games that use M-bit</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
<pre>"GS" stands for Graphics Synthesizer. It is the PlayStation®2's co-processor that is responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes). In rare cases, these commands may help fix crashes and slowdowns.</pre>
! Command !! Values !! Notes !! Usage  
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Values !! Value Type !! Notes !! Usage  
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|| || Speedhacks || || ||
|-
|-
| --cop2-opt-flags || 0, 1 ,2 || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
| --gs-optimize-30fps || {{Universal}} || 0, 1 || {{binary}} || Speedhack for GS hungry games. || --gs-optimize-30fps=1
|-  
|-  
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. || --cop2-opt-vf00=1
| --gs-adaptive-frameskip || {{Exclusive}} || 0, 1 || {{binary}} || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators. It does however, work on jak emulators || --gs-adaptive-frameskip=1
|-  
|-
| --cop2-const-prop || 0, 1 || Constant propagation, Can Be Used as speedhack for cop2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
| --gs-h2l-list-opt || {{Exclusive}} || 0, 1 || {{binary}}  || Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
|-
| --cop2-di-bits || 0, 1 || 0 to skip setting Invalid, and Div by Zero flags in status register, and therefore improve performance. Can be used as speedhack as it skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --cop2-no-clamping || <pre> 1 = Full clamping
|-style="background-color:#cbddfb"
0 = No clamping</pre> || <pre>Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off.</pre>  || --cop2-no-clamping=0
|  || || GS features || || ||
|-
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate COP2 Assembly instructions in the cop2 Address range, Can be used to fix SPS || --cop2-accurate-range=0x123456,0x134567
| --gs-use-mipmap || {{Universal}} || Default = 0<br>Values = 0, 1 || {{binary}} || Enables mipmapping support. Can be used to fix graphics. Needs --gs-kernel-cl="mipmap" for full mipmapping support. If upscaling, however, --gs-kernel-cl-up="mipmap2x2" is also needed. It works best on War of the Monsters emulator, as can be seen in the Ratchet series' mipmapping issues responding only to this emu's mipmapping functionality.|| --gs-use-mipmap=1
|-  
|-  
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Full clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567
| --gs-use-deferred-l2h || {{Universal}} || 0, 1 || {{binary}} || Delay option for L2H (local to host, GS to EE). It may fix freezes when set to 0, as was seen in Star Wars - Battlefront 2. || --gs-use-deferred-l2h=1
|-  
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Multiplication instructions in the cop2 Address range || --cop2-accurate-mul-range=0x123456,0x134567
| --gs-use-clut-merge || {{Universal}} || 0, 1 ||  {{binary}} || Enabling CLUT merging helps improve how the emulator processes textures that use indexed color palettes. It ensures more accurate emulation of the PS2’s color handling. It sometimes restores missing graphical elements, and fix texture flickering (prominently flickering shadows or UI elements).  It prevents Spyro's shadow from flickering in Enter the Dragonfly. Enabling it is the accurate, albeit slow option. || --gs-use-clut-merge=1
|-  
|-  
| --cop2-accurate-mul || <pre>1 = Enabled
| --gs-flush-ad-xyz || {{Exclusive}} ||  always, safe, safeZwrite, off, 0 || {{string}} || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe
0 = Disabled</pre> || Accurate Multiplication instructions for all offsets || --cop2-accurate-mul=1
|-
| --cop2-accurate-addsub ||  <pre>1 = Enabled
0 = Disabled </pre>|| Accurate Add/Subtract instructions for all offsets  || --cop2-accurate-addsub=1
|-
|-
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Add/Subtract instructions in the cop2 Address range || --cop2-accurate-addsub-range=0x123456,0x134567
| --gs-force-bilinear || {{Universal}} || 0, 1 || {{binary}} || Forces bilinear filtering, can fix ghosting problems, and corrects positioning between pixels, such as in Pac-Man World Rally. Recommended for most games except the ones using 2D images, as it could incorrectly structure pixels' positions. || --gs-force-bilinear=1
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#D7EF54"
|  || Other || ||
|  || || Gs settings / Behaviour || || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. ||
| --gs-uprender || {{Universal}} || none,2x2 || {{string}} || Internal resolution upscaler. || --gs-uprender=2x2
|-  
|-  
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. ||
| --gs-upscale || {{Universal}} || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || {{string}} || Upscaling type selector || --gs-upscale=EdgeSmooth
|-  
|-  
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
| --gs-kernel-cl-up || {{Variable}} || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || {{string}} ||  Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l need to be enabled before their options become usable|| --gs-kernel-cl-up="clutmerge2x2"
|-  
|-  
| --cop2-use-rcp || 0, 1 || use sse rcp ||
| --gs-kernel-cl || {{Variable}} || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision. || {{string}} || Kernel Variant Color lookup(?). Options included here can be upssed if --gs-kernel-cl-up were used along with it. Mipmap and clutmerge and h2l need to be enabled before their options become usable. || --gs-kernel-cl="clutmerge"
|-  
|-  
| --cop2-use-rsqrt || 0, 1 || use sse rsqrt || --cop2-use-rsqrt=0
| --gs-progressive || {{Universal}} || 0, 1 || {{binary}} || Enables progressive scan. Can fix graphical glitches/double screen issues.  ||
|-  
|-  
| --cop2-clamp-operands || 0, 1 || <pre>A clamping setting that is supposed to increase the cop2's clamping functionality when cop2 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre>|| --cop2-clamp-operands=1
| --gs-vert-precision || {{Exclusive}} || 8, 16|| {{1 Byte}} || This option allows the user to choose between 8-bit and 16-bit precision for the vertex calculations in 3D graphics rendering. It reduces the likelihood of visual distortions such as jagged edges, improper alignment of, or missing polygons, and model 'warping' when set to 8. The emu expects the values of 8 or 16, any other values are not permitted. It is set at 16 by default. || --gs-vert-precision=8
|-
| --gs-skip-dirty-flush-on-mipmap || {{Universal}} || 0, 1 || {{binary}} ||  Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1
|-  
|-  
| --cop2-clamp-results || 0, 1 || <pre>A clamping setting that is supposed to increase the cop2's clamping functionality when cop2 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre>  || --cop2-clamp-results=1
| --gs-packed15-fmv-opt || {{Universal}} || 0, 1 || {{binary}} || Unknown. This option likely controls whether the emulator optimizes or processes FMVs that use the 15-bit packed color format. Used by Ape Escape 2|| --gs-packed15-fmv-opt=1
|-  
|-  
|}
| --gs-fieldswap-delay || {{Universal}} || Default = 0<br>Highest = 254 || {{1 Byte}} || Wait longer than usual to change field. In essence, it blurs/sharpens image. ||
 
|-
====( CDVD )====
| --threaded-gs || {{Universal}} || 0, 1 || {{binary}} || Multi-threaded-gs ? || --threaded-gs=1
<pre>Commands for changing the nature of CDVD emulation.</pre>
|-
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
| --gs-aspect-ratio || {{Universal}} || aspect/float (default=0.81) ||  {{float}} || Can fix too-zoomed in games and vice versa. || --gs-aspect-ratio=0.65
! Command !! Values !! Notes !! Usage
|-
|-style="background-color:#D7EF54"
| --gs-frontend-opt-mode || {{Exclusive}} || 0, 1, 2 || {{Semi-Binary}} || GS optimization mode? Unknown effect. Used on the Jak series. || --gs-frontend-opt-mode=1
| || Game fixes || ||
|-  
| --gs-motion-factor || {{Universal}} || 25, 50 || {{1 Byte}} || Unknown. Used by Wild ARMS 3|| --gs-motion-factor=25
|-
|-
| --cdvd-sector-read-cycles || ( 0.1, ∞ ) || <pre>Set DVD reading speed, higher values are slower,
| --gs-scanout-delay || {{Universal}} || 0, 200 ||  {{binary}} || || --gs-scanout-delay=200
lower values are faster, Kinetica uses 40000,
Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000,
some games require moderate speed, too slow or too fast could cause audio problems.</pre>|| --cdvd-sector-read-cycles=40000
|-
|-
| --cdvd-sector-seek-cycles || ( 0.1, ∞ ) || <pre>Set the speed at which the emulated CDVD spins, higher values are slower,
| --gs-check-trans-rejection || {{Universal}} || 0, 1 ||  {{binary}} || Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=1
lower values are faster, fixes boot-up sometimes.</pre> More info here [https://github.com/PCSX2/pcsx2/pull/3877]. || --cdvd-sector-seek-cycles=1
|-  
|-style="background-color:#FEA15C"
| --gs-check-trans-rejection68 || {{Exclusive}} || 0, 1 || {{binary}} || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1
| || Misc || ||
|-
|-
| --max-disc-num || 1-5  || Numbers of discs in package (maximum=5)  || --max-disc-num=1
| --l2h-2d-params || {{Universal}} || TRXREG,BITBLTBUF,height || {{string}} ||   || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
|-
| --boot-disc-id || 1-5  || Sets boot disc for multi-disc pkg || --boot-disc-id=0
| --gs-uv-shift-pointsampling || {{Exclusive}} || 0, 1 || {{binary}} || It is used on games like Manhunt. Unknown, could be Pre-Round Sprite. || --gs-uv-shift-pointsampling=1
|-
|-
| --switch-disc-reset || <pre> 1 = Enables resetting the game upon disc swap
| --gs-render-tile-threshold || {{Exclusive}} || Lowest = 0<br>Default = 4294967295 || {{4 Bytes}}  || Unknown. Used by Psychonauts|| --gs-render-tile-threshold=300000
0 = Disables resetting the game upon disc swap</pre>|| <pre> 0 Can be used to prevent Resetting the game when switching multiple discs, useful for games like Samurai warriors 2 that have Import data Feature</pre> || --switch-disc-reset=1
|-
|-
| --cdvd-determinism || 0, 1|| (?) || --cdvd-determinism=1
| --force-frame-blend || {{Exclusive}} || 0, 1 || {{binary}} || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
|-
|-
| --verbose-cdvd-reads || 0, 1 || Seems to slightly improve reading speed when enabled (?) || --verbose-cdvd-reads=1
| --force-pal-60hz || {{Exclusive}} || 0, 1 || {{binary}} || Enables 60hz PAL mode. || --force-pal-60hz=1
|-
|-
|}
| --gs-override-small-tri-area || {{Exclusive}} || 0, 1 || {{binary}} || This option is designed to modify how the emulator handles or renders small triangles that fall below a certain area threshold. Enabling this option could resolve graphical problems such as missing, flickering, or incorrectly rendered small details, and could potentially restore missing text in some games. || --gs-override-small-tri-area=1
 
|-
====( IOP )====
| --gs-dirty-page-policy || {{Exclusive}} || 0, 1 || {{binary}} || Unknown. Used by Star Wars: Jedi Starfighter || --gs-dirty-page-policy=1
<pre>The emulated I/O Processor (IOP) settings, Commands here are rarely useful, since the ps4 emulates it very accurately, very few games will require these options. the iop controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output Devices</pre>
|-
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
| --gs-ignore-dirty-page-border || {{Exclusive}} || 0, 1 || {{binary}} || Unknown. Used by Samurai Shodown Anthology ||--gs-ignore-dirty-page-border=1
! Command !! Values !! Notes !! Usage
|-  
|-style="background-color:#D7EF54"
| --gs-ignore-rect-correction || {{Exclusive}} || 0, 1 || {{binary}} || Setting it to 1 is known to fix flickering textures and graphical glitches in far distances. || --gs-ignore-rect-correction=1
| || Game fixes || ||
|-
|-
| --iop-cycle-scalar || <pre> [Overclocking]
| --gs-opt-frbuff-switch || {{Exclusive}} || 0, 1 ||  {{binary}} ||  Unknown. Used by Everybody's Tennis/Hot Shots Tennis || --gs-opt-frbuff-switch=0
(0.99 => 0.1)
[Cycle skipping]
(1.1 => 5.0)</pre> || '''Not a Speedhack''', when you lower it below 1.0 the iop is overclocked, when you increase it above 1.0 the iop cycles are skipped. the only thing you will notice from this is faster/slower loading speed|| --iop-cycle-scalar=1.0
|-
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
| --gs-h2l-accurate-hash || {{Exclusive}} || 0, 1 || {{binary}} || Unknown. Used by Samurai Shodown Anthology. ||--gs-h2l-accurate-hash=1
|-
|-
| --iop-tight-slice-count || 12? || || --iop-tight-slice-count=12
|-style="background-color:#9042f5"
|  || || Aspect ratio || || ||
|-
|-
| --iop-hook || AdvanceClock, FastForwardClock || <pre>IOP native hook, Sony uses it on their official release of Red dead revolver</pre> || --iop-hook=0x0086ac,FastForwardClock
| --gs-scanout-offsetx || {{Universal}} || relative offset/ignored ||  {{4 Bytes}} || A zoom in setting in the x direction || --gs-scanout-offsetx=27
|-
| --gs-scanout-offsety || {{Universal}} || relative offset/ignored || {{4 Bytes}} || A zoom in setting in the y direction || --gs-scanout-offsety=27
|-
|-
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation, other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
| --safe-area-min || {{Exclusive}} ||  area/float || {{float}} || An overscan setting, (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator || --safe-area-min=0.9
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || || Other || || ||
|-
| --iop-validate-kernel || 0, 1 || ||
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||
|-
| --iop-pc-coherency || 0, 1|| Most likely updates the (Program counter) more frequently for the iop (?)  ||  
|-
|-
| --iop-inst-marking || 0, 1? || ||  
| --framelimit-mode || {{Universal}} || slowest,slower,slow,<br>normal<br>fast,fastest,turbo || {{string}} || Standalone Framelimiter|| --framelimit-mode=fast
|-
|-
| --iop-jit-disasm || || ||  
| --framelimiter || {{Universal}} ||  0, 1 || {{binary}} || Enable or disable Frame limiting || --framelimiter=1
|-
|-
| --iop-evt-check-full || || ||  
| --framelimit-fps || {{Universal}} ||  FPS/float || {{float}} || framelimiter || --framelimit-fps=0.8
|-
|-
| --gs-hdr-support || {{Exclusive}} || 0, 1? || {{binary}} ||  ? ||
|}
|}


====( SIF )====
====Input/Output====
<pre>The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance.
=====IOP=====
but they could help with fixing many games that are still unplayable due to Syncing issues</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
<pre>The emulated I/O Processor (IOP) settings. Commands here are rarely useful, as very few games will require them. The IOP controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output devices</pre>
! Command !! Values !! Notes !! Usage  
 
|-style="background-color:#99bbff"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
|  || || SIF1 (IOP) ||
! Command !! Emulator Support !! Values !! Value Type !! Notes !! Usage  
|-
|-style="background-color:#D7EF54"
| --iop-sif1-cycle-scalar || <pre> [Overclocking]
|  || || Game fixes || || ||
(0.99 => 0.1)
[Cycle skipping]
(1.1 => ∞ )</pre>|| It controls how much data the IOP recieves from the EE || --iop-sif1-cycle-scalar=0.1
|-
|-
| --ee-sif1-cycle-scalar || <pre> [Overclocking]
| --iop-cycle-scalar || {{Universal}} ||<br>Accelerate IOP cycles: (0.999 => 0.100)<br>Default: 0.50<br>Decelerate IOP cycles: (1.001 => 5.000)|| {{float}} || '''Not a performance speedhack'''. It impacts the speed of loading times and input latency. The default value for most emulators is 0.5|| --iop-cycle-scalar=1.0
(0.99 => 0.1)  
[Cycle skipping]
(1.1 => )</pre> || It controls how much data the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
|-style="background-color:#99ddff"
|  ||  || SIF0 (EE) ||
|-
|-
| --iop-sif0-cycle-scalar || <pre> [Overclocking]
| --iop-const-folding || {{Universal}}|| None,Gpr,All || {{string}} || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
(0.99 => 0.1)
[Cycle skipping]
(1.1 => ∞ )</pre>|| It controls how much data the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
|-
|-
| --ee-sif0-cycle-scalar || <pre> [Overclocking]
| --iop-tight-slice-count || {{Exclusive}} || Fastest = 0<br>Default = 8<br>Slowest=65534 || {{2 Bytes}} || Seems to slow down the iop the higher the value. Can be used to fix CDVD timing issues. || --iop-tight-slice-count=12
(0.99 => 0.1)
[Cycle skipping]
(1.1 => ∞ )</pre>|| It controls how much data the EE recieves from the IOP || --ee-sif0-cycle-scalar=0.1
|-
|-
|}
| --iop-hook || {{Variable}} || AdvanceClock<br>FastForwardClock<br>Mfifodrain || style="background:#212d9c; color:#ffffff;|4 Byte hex (offset),string,4 Byte hex (opcode),4 Byte Decimals (advanceclock value) || IOP native hook, Sony uses it on their official release of Red Dead Revolver. It helps fix timing issues. It runs the specified functionality each time a selected IOP offset is reached. FastForwardClock and AdvanceClock help fix core sync issues. It is believed that AdvanceClock stalls the IOP for a specified amount of cycles, while FastForwardClock behaves similarly. For a mysterious reason, some offsets are ignored by AdvanceClock - it could be that this function only works on instructions 2 cycles ahead of a branch, likely specifically designed to work at both the start or end of a branch (on newer emus, only the end of a branch works). Mfifodrain is still unknown, but only works on modern emus such as Jakv2. || --iop-hook=0x0086ac,FastForwardClock
 
==== PCSX2's Gameindex.yaml Settings ====
<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml]
<br>[https://github.com/Scalerize/Pcsx2-gameindexes Old Gameindex.yaml files in case these settings get deleted from PCSX2]
 
<pre>This list will help you use PCSX2's gameindex settings on the ps4.
These commands are fully tested. there's no need to edit them</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! PCSX2 !! PS4 !! Notes
|-
|-
| XGKickHack ||--vu-xgkick-delay=0 || <pre> Limit is between
| --iop-block-validation || {{Universal}} || IsC, ShortHash, Hash || {{string}} || Way of validating that block been modified, and require recompilation. Other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
(0 => 31) </pre>
|-
|-
| VuAddSubHack ||--vu-hack-triace=1 || <pre>Required for every single game developed by TriAce</pre>
|-style="background-color:#FEA15C"
|  || || Other || || ||  
|-
|-
| vuClampMode: 2 ||<pre>--vu1-no-clamping=0  
| --iop-validate-kernel || {{Universal}} || 0, 1 || {{binary}} ||  ||  
--vu0-no-clamping=0
--cop2-no-clamping=0 </pre>||
|-
|-
| vuClampMode: 3  || <pre>--vu1-no-clamping=1
| --iop-shorthash-len || {{Universal}} || Default = 8 ||  ||  Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
--vu0-no-clamping=1
--cop2-no-clamping=1
--vu-to-double=1</pre> ||
|-
|-
|vu0ClampMode: 2 || <pre>--vu0-no-clamping=0
| --iop-pc-coherency || {{Universal}} || 0, 1||  {{binary}} || ||  
  --cop2-no-clamping=0</pre> ||
|-
|-
|vu0ClampMode: 3 || <pre>--vu0-no-clamping=1  
| --iop-inst-marking || {{Universal}} || 0, 1? ||  || ||  
--cop2-no-clamping=1
--vu-to-double=1</pre>||
|-
|-
|vu1ClampMode: 2 || --vu1-no-clamping=0 ||
| --detect-idle-iop || {{Universal}} || 0, 1  || {{binary}}|| Enabled by default. || --detect-idle-iop=0
|-
|-
|vu1ClampMode: 3 || <pre>--vu1-no-clamping=1  
| --iop-jit-disasm || {{Universal}} || 0, 1, 2?|| || ||
--vu-to-double=1</pre>||
|-
|-
| eeClampMode: 2 || --fpu-no-clamping=0 ||
| --iop-evt-check-full || {{Universal}} || 0, 1 ?|| {{binary}} || ||  
|-
|-
| eeClampMode: 3  || <pre>--fpu-no-clamping=1  
|}
--fpu-to-double=1</pre>||
 
=====CDVD=====
 
<pre>The emulated CDVD settings. These commands help games with timing issues.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Values  !! Value Type !! Notes !! Usage
|-style="background-color:#e9f562"
|  || || General commands || || ||
|-
|-
| FpuNegDivHack & FpuMulHack || --fpu-accurate-muldiv-range=0x0,0x0 || Note: requires ee start and end offsets
| --max-disc-num || {{Universal}} || 1-5  || {{1 Byte}} || numbers of discs in package (maximum=5)  || --max-disc-num=1
|-
|-
| cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 ||
| --boot-disc-id || {{Universal}} || 1-5  || {{1 Byte}} || sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
|-
| MTVUSpeedHack: 0 || --vu1=jit-sync ||
| --switch-disc-reset || {{Exclusive}} ||  1 = Enables resetting the game upon disc swap,<br>0 = Disables resetting the game upon disc swap|| {{Binary}} || 0 Can be used to prevent resetting the game when switching multiple discs. Useful for games like Samurai Warriors 2 that include an import data feature. Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it || --switch-disc-reset=1
|-
|-
| IbitHack || <pre>--vu1-di-bits=0
| --cdvd-determinism || {{Exclusive}} || || || || Unknown
--vu1-const-prop=1</pre> || <pre>Note: this emulator has this hack enabled by default for all games and emulators, these 2 commands are only provided to assist games that need that hack with performance and are not the equivalent of this hack. </pre>
|-style="background-color:#46a4e8"
|  || || Timing || || ||
|-
|-
| <pre>preloadFrameData: 1
| --cdvd-sector-read-cycles || {{Universal}} || 0 = Fastest<br>32000 = Default<br>80000 = Slowest|| {{4 Bytes}} || Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red Dead Revolver 5000, Rise of Kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems.|| --cdvd-sector-read-cycles=0.1
alignSprite: 1
roundSprite:
halfPixelOffset:
wildArmsHack: 1
mergeSprite: 1</pre> || --gs-kernel-cl-up="up2x2simple" || <pre>Note: Works very similar to them,
But it's not exactly the same, there could be
other commands that work better for each of them.</pre>
|-
|-
| cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: Works very similar to it, But it's not exactly the same
| --cdvd-sector-seek-cycles || {{Exclusive}} || 0 = Fastest and default<br>80000 = Slowest || {{4 Bytes}} || Set the speed at which the emulated CDVD spins. Higher values are slower, lower values are faster. Fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877]. || --cdvd-sector-seek-cycles=0
|-
|-
| mipmap: 1 || <pre>--gs-use-mipmap=1</pre>  ||
| --verbose-cdvd-reads || {{Universal}} || 0, 1 || {{Binary}} || Significantly helps games with CDVD timing issues when set to 1. || --verbose-cdvd-reads=0
|-
|-
| autoFlush: 1 || --gs-flush-ad-xyz=safe || <pre>Possible values include
|}
always, safe, off, 0</pre>
 
=====Pad=====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Values  !! Value Type !! Notes !! Usage
|-
| --ds4-deadzone-adjust || {{universal}} || ||  ||  ||  
|-
|-
| VIF1StallHack || --vif1-instant-xfer=0 || <pre> if that doesn't work you can always use
| --ds4-diagonal-adjust ||  {{universal}} ||  || || ||
the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000)</pre>
|-
|-
| VIFFIFOHack || --vif1-ignore-cmd-ints=1 ||
| --host-pad-loses-focus ||  {{universal}} ||  ||  || || --host-pad-loses-focus=1
|-
| --host-gamepads || {{universal}} || 0, 1 || {{binary}} ||  || --host-gamepads=1
|-
| --pad-record || {{universal}} ||  0, 1  || {{binary}} || Enables logging pad info in emulog ||
|-
| --pad-analog-to-digital || {{exclusive}} || 0, 1 || {{binary}} || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
|-
| --mtap1 || {{universal}} || Disabled, Always, ByHost || {{string}} || Multitap switch. The values are correct but the multitap only works in certain games. || --mtap1=always
|-
| --mtap2 || {{universal}} || Disabled, Always, ByHost || {{string}} || Multitap switch. Some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that, we need to disable the first mtap. In some cases, the emulator can be flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1 by using memory patches. || --mtap2=always
|}
|}


=== Emulators ===
=====Memory Card=====
<pre>Every emulator is programmed in a different way, Sometimes Choosing the right emulator is the only possible way to fix a game, this list includes The typical usage of some of The emulators.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Emulator Support !! Values  !! Value Type !! Notes !! Usage  
! Emulator !! Usage !! API Version !! Similar emulators (Usage)
|-
| --mcd1 || {{universal}}  ||  || || ||
|-
| --mcd2 ||  {{universal}} ||  || || ||
|-
| --mcd1-initialize ||  {{universal}} ||  || || ||
|-
| --mcd2-initialize ||  {{universal}} ||  || || ||
|-
| --mcd1-write-type || {{universal}}  ||  || || ||
|-
|-
| <pre>Jak</pre> || Good compatibility with most ps2 games, and it has a very high api version which means more LUA commands are supported.|| 2.2? || '''JakX,''' '''Jak 2,''' '''Jak 3,''' '''Parappa.'''
| --mcd2-write-type || {{universal}}  ||  || || ||
|-
|-
| <pre>RECVX</pre> || Fixes Games like '''Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters''' Most likely due to the way it emulates Vector unit 1|| || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
| --vmc-src || {{universal}}  || native, host, target, null || {{string}} || ||
|-
|-
| <pre>Forbidden
| --formatted-vmc || {{universal}}  ||  || || ||
siren</pre> || The only emulator that fixed '''Ice age 2''' being stuck at splash screen using kozarovv's patch. this emu possibly has EE cache support || ||
|-
|-
| <pre>GTA3</pre> || Fixed the pal Version of '''Genji: Dawn of the Samurai''' || ||
| --vmc1 || {{universal}}  ||  || || ||
|-
|-
| <pre>KOF2000</pre> || fixes graphical issues in games such as '''Crash Twinsanity''', And '''prevents Koei tecmo games from suddenly freezing when battle starts''', since it emulates COP2/VU1/VU0 timing much more accurately than other emulators || || '''Roguev1''' and '''KOF98'''
| --vmc2 || {{universal}}  ||  || || ||
|-
|-
| <pre>Parappa</pre> || The only emulator that was able to Boot '''Spyro: A Hero's Tail''' || ||
| --vmc1-src || {{universal}}  ||  || || ||
|-
|-
| <pre>Redfaction</pre> || It is a very good emulator to use for games that are sensitive to MTVU. it was used to fix '''Tony hawk games''' || 1.6 || '''Max payne'''
| --vmc2-src || {{universal}}  ||  || || ||
|-
|-
| <pre>AOFA</pre> || Works similarly to RECVX, It managed to fix Coraline || ||
| --vmc1-dest || {{universal}}  ||  || || ||
|-
|-
|<pre>War of the monsters v1</pre> || Probably the most GS accurate emulator we have on the PS4, Fixed '''Enter the Matrix''' crashing with upscaling on, and fixed '''Devil may cry 2''' characters having missing faces, fixed '''Tekken 5''' having graphical corruptions in some levels, it also happens to be the default emulator for PS2ClassicsGUI ||
| --vmc2-dest || {{universal}}  ||  || || ||
|-
|-
|}
|}


=== XXXX-YYYYY_config.lua ===
====Misc, obscure, or unknown====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Values  !! Value Type !! Notes !! Usage
|-
| --mfifo-manual-drain || {{Exclusive}} || 0.1/5.0  || {{float}} || || --mfifo-manual-drain=0.30
|-
| --mfifo-chunk-drain-cycles || {{Exclusive}} || 0<br>Default = 10000<br>800000 || {{4 Bytes}} || || --mfifo-chunk-drain-cycles=210000
|-
| --pcr0-delta-hack || {{Exclusive}} || 0<br>Default=1.0<br>400000.0 || {{float}} || A scalar that modifies delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. || --pcr0-delta-hack=1.0
|-
| --jitproc-use-aslr || || || {{binary}} ||Disables compiler process ASLR, useful for easier debugging, as the compiler process will be always on fixed address. Theoretically useful for mast1c0re, but to change it you need to be already in... || --jitproc-use-aslr=0
|-
| --verbose-deci2 || {{Exclusive}} || 0, 1 || {{Binary}} || ||
|-
| --verbose-cpu-cycles || {{Exclusive}} || 0, 1 || {{Binary}} || ||
|-
| --detect-idle-intc || {{universal}} ||0, 1 || {{Binary}}|| Enabled by default, 0 disables it  || --detect-idle-intc=0
|-
| --detect-idle-chcr|| {{universal}} || 0, 1 || {{Binary}} || Enabled by default, 0 disables it  || --detect-idle-chcr=0
|-
| --rom || {{universal}} || || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working ||  --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"
|-
| --cop1 || {{universal}} || jit, trans || {{string}} || ?  ||
|-
| --cop2 || {{universal}} || jit, trans || {{string}} || ?  ||
|-
| --vu0 || {{universal}} || jit, trans || {{string}} || ? ||
|-
| --r30 || {{universal}} || jit, trans ||  {{string}} || ||
|-
|}


<pre>It is the most powerful Configuration on the emulator, it Allows direct patching of EE/IOP/VU memory, hooks registers, hook dma, almost Everything can be done here.
==== PCSX2's gameindex ====


If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).</pre>
<pre>PCSX2's commands on the PS4 (or the commands which behave similarly)</pre>


'''Known functions:
<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml]
'''
Require cleanup.
====ApiRequest====
<pre>The most important part of a lua. without it the lua will crash the game.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#38ffc3|#000000}}PS4 !! Notes
|-
|-
| apiRequest || apiRequest(<api version>) || example: apiRequest(0.1)
| {{cellcolors|#0b9fb3|#000000}}XGKickHack ||{{cellcolors|#03fcb1|#000000}}--vu-xgkick-delay= ||  Possible equivalent value is 8
Different emu versions support different highest api.
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
|-
|-
|}
| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#03fcb1|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce
=====(Emulator) EmuObject=====
<pre> Commands for the emulator</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
| || Object calling class ||
|-
|-
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=0<br>--vu0-no-clamping=0<br>--cop2-no-clamping=0 || Works similar.
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar
AddPadHook PadPressureStickRemap SetVolumes GetVolumes
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
|-style="background-color:#c6ecd9"
| || Hooks ||
|-
|-
|AddVsyncHook || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=0<br>--fpu-no-clamping=0<br> || Works similar.
my_function can be anything, from simple patches, to extensive hook.
Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.
|-
|-
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
| {{cellcolors|#0b9fb3|#000000}}eeRoundMode: || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1<br>--fpu-accurate-addsub=1 ||
|-
|-
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
| {{cellcolors|#0b9fb3|#000000}}vu0RoundMode: || {{cellcolors|#03fcb1|#000000}}--cop2-accurate-mul=1<br>--cop2-accurate-addsub=1<br>--vu0-accurate-addsub-range=<br>--vu0-mul0fix-range= ||
|-
|-
|RemoveEntryPointHook || ||
| {{cellcolors|#0b9fb3|#000000}}vu1RoundMode: || {{cellcolors|#03fcb1|#000000}}--vu1-accurate-addsub-range=<br>--vu1-mul0fix-range=||
|-
|-
|AddLoginHook || ||
| {{cellcolors|#0b9fb3|#000000}}eeCycleRate: || {{cellcolors|#03fcb1|#000000}}--ee-cycle-scalar= || '''"Potential" equivalent values: PCSX2 - PS4''':<br>300% --> Unavailable<br>180% --> 0.2<br>130% -->0.7<br>'''100% --> 1.0'''<br>75% --> 1.333<br>60% --> 1.666<br>50% --> 2
|-
|-
|RemoveLoginHook || ||
| {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1 ||  
|-
|-
|AddLogoutHook || ||
| {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#03fcb1|#000000}}--gs-uv-shift-pointsampling=1 ||
|-
|-
|RemoveLogoutHook || ||
| {{cellcolors|#0b9fb3|#000000}}MTVU: 0 || {{cellcolors|#03fcb1|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
|-
|-
|AddImageHook || ||
| {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
|-
|-
|AddGifTagHook || ||
| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#03fcb1|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
|-
|-
| AddSectorReadHook || emuObj.AddSectorReadHook(<sector, unk, task>) || Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
| {{cellcolors|#0b9fb3|#000000}}mipmap || {{cellcolors|#03fcb1|#000000}}--gs-use-mipmap=1<br>--gs-kernel-cl="mipmap" || Note: Works best on War of the Monsters emulator
|-
|-
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#03fcb1|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
|-
|-
|AddAssertionHook ||emuObj.AddAssertionHook() ||
| {{cellcolors|#0b9fb3|#000000}}VIF1StallHack || {{cellcolors|#03fcb1|#000000}}--vif1-instant-xfer=0 || If that does not work, the Lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) might assist.
|-
|-
|AddSnapshotLoadedHook || ||
| {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#03fcb1|#000000}}--gs-kernel-cl-up="DarkCloud2" ||
|-
|-
|RemoveSnapshotLoadedHook || ||
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#03fcb1|#000000}}--force-frame-blend=1 ||
|}
<br>'''PCSX2-like config'''
<pre>
--ee-cycle-scalar=1
--iop-cycle-scalar=1
--fpu-accurate-addsub=1
--cop2-opt-flags=0
--vu0-opt-flags=0
--vu1-opt-flags=0
--cop2-opt-vf00=0
--vu0-opt-vf00=0
--vu1-opt-vf00=0
--vu-custom-min-max=0
--vu-xgkick-delay=0
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-use-clut-merge=1
--verbose-cdvd-reads=1
--vif1-instant-xfer=0
--vu0-no-clamping=0
--vu1-no-clamping=0
</pre>
 
=== XXXX-YYYYY_config.lua ===
 
It is the most powerful configuration on the emulator as it allows for direct patching of EE/IOP/VU memory, hooks registers, hook DMA. Almost everything can be done here.
 
If needed, it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ("alias file name").
 
'''Known functions: '''Require cleanup.
 
==== ApiRequest ====
 
<pre>The most important part of the LUA script. The LUA script will crash the game if used without it.</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Usage !! Notes
|-
|-
|AddPadHook ||emuObj.AddPadHook() ||
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
Different emu versions support different highest api.
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
|-
|-
|-style="background-color:#ff8080"
|}
|  || Audio ||  
===== (Emulator) EmuObject =====
 
<pre> Commands for the emulator</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || || Object calling class ||
|-
| getEmuObject || || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar
AddPadHook PadPressureStickRemap SetVolumes GetVolumes
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
|-style="background-color:#c6ecd9"
|  || || Hooks ||
|-
|AddVsyncHook || {{Universal}} || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)
my_function can be anything, from simple patches, to extensive hook.
Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.
|-
|RemoveVsyncHook ||  || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
|-
|AddEntryPointHook ||  || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
|-
|-
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
|RemoveEntryPointHook  || || ||
|-
|-
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
|AddLoginHook  || || ||
|-
|-
|SetAudioRoute || ||
|RemoveLoginHook ||  || ||
|-
|-
|GetAudioRoute || ||
|AddLogoutHook  || || ||
|-style="background-color:#c2c2d6"
|| Game loading speed ||  
|-
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|RemoveLogoutHook  || || ||
|-
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|AddImageHook  || || ||
|-
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter During loading screens, This setting can sometimes be harmful when used globally in config files. Loading times are faster, but the game also runs faster than it should when the PS4 has enough free cpu power.
|AddGifTagHook  || || ||
|-style="background-color:#ffe680"
|| CDVD ||  
|-
|-
|OpenDiscTray || ||
| AddSectorReadHook  || || emuObj.AddSectorReadHook(<sector, unk, task>) || Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
|-
|-
|CloseDiscTray || ||
|AddMCWriteHook  || ||emuObj.AddMCWriteHook() ||
|-
|-
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|AddAssertionHook  || ||emuObj.AddAssertionHook() ||
|-
|-
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|AddSnapshotLoadedHook  || || ||
|-
|-
| GetDiscTitleId || ||
|RemoveSnapshotLoadedHook  || || ||
|-
|-
|ShowDiscSwitchInfo ||emuObj.ShowDiscSwitchInfo() ||
|AddPadHook  ||  ||emuObj.AddPadHook() ||
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#ff8080"
|  || Other ||  
|  || ||  Audio ||  
|-
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|SetVolumes ||  || emuObj.SetVolumes('global', 'main', 'bgm') || Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
|-
|-
|LoadConfig || ||
|GetVolumes || || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
|-
|-
|SaveConfig || ||
|SetAudioRoute  || || ||
|-
|-
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:  
|GetAudioRoute  || || ||
<div align="left"><pre>local CheckInputs = function()
|-style="background-color:#c2c2d6"
 
|  ||  || Game speed ||
local pad_bits = emuObj.GetPad()
|-
local UP = pad_bits &  0x0010
|ThrottleNorm || {{Exclusive}} || emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
local DOWN = pad_bits &  0x0040
|-
local LEFT = pad_bits &  0x0080
|ThrottleFast ||  {{Exclusive}} || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|-
|ThrottleMax ||  {{Exclusive}} || emuObj.ThrottleMax() || Disable framelimiter during loading screens.
|-
| SetFrameLimiter || {{Exclusive}} || emuObj.SetFrameLimiter() || Disable framelimiter when left empty, enable when any value is added to it. <pre>
local Nolimit = emuObj.SetFrameLimiter()
local LimitFrames = emuObj.SetFrameLimiter(1)
eeObj.AddHook(0x000FF904, 0x0, Nolimit)
eeObj.AddHook(0x000FF90C, 0x0, LimitFrames)
</pre>
|-style="background-color:#ffe680"
|  ||  || CDVD ||
|-
|OpenDiscTray  || || ||
|-
|CloseDiscTray  || || ||
|-
|SwitchDisc  || || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|-
| GetDiscId  || || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|-
| GetDiscTitleId || ||  ||
|-
|ShowDiscSwitchInfo || ||  emuObj.ShowDiscSwitchInfo() ||
|-
|-style="background-color:#FEA15C"
|  ||  || Other ||
|-
| EnableImposeMenu ||  || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|-
|LoadConfig ||  || emuObj.LoadConfig( 0 or 1 )|| emuObj.LoadConfig(0)
|-
|SaveConfig ||  || emuObj.LoadConfig( 0 or 1 ) || emuObj.LoadConfig(0)
|-
|GetPad ||  || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:  
<div align="left"><pre>local CheckInputs = function()
 
local pad_bits = emuObj.GetPad()
local UP = pad_bits &  0x0010
local DOWN = pad_bits &  0x0040
local LEFT = pad_bits &  0x0080
local RIGHT = pad_bits &  0x0020
local RIGHT = pad_bits &  0x0020
local Triangle = pad_bits &  0x1000
local Triangle = pad_bits &  0x1000
Line 1,032: Line 1,233:
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
|-
|-
|SwapMemCard || ||
|SwapMemCard || || ||
|-
|-
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
|SetFormattedCard || || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
  Allow to use custom memory card.  
  Allow to use custom memory card.  
|-
|-
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
| GetPs4SystemLang || || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
|-
|-
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18, Strangely, Some Games can Crash if their Specific Language is not selected
| SetPs2Lang || || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18. In some cases, games will hang on a black screen with some other language settings (eg Japanese) - Example for usage: emuObj.SetPs2Lang(1)
<div align="left"><pre>0 - japanese
<div align="left"><pre>0 - japanese
1 - english
1 - english
Line 1,060: Line 1,261:
18 - english-uk</pre></div>
18 - english-uk</pre></div>
|-
|-
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
|PadSetLightBar || || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. The correct port values are 0-3, correct light values are 0-255.
|-
|-
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
|PadPressureStickRemap || || emuObj.PadPressureStickRemap()||
|-
|-
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
| IsNeoMode || || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
|-
|-
| IsToolingVerbose || ||
| IsToolingVerbose || || ||
|-
|-
|CheckEntitlement || ||
|CheckEntitlement || || ||
|-
|-
| emuMediaPatch || emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.  
| emuMediaPatch || || emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.  
|-style="background-color:#c6ecd9"
|-style="background-color:#c6ecd9"
|  || GS related ||
|  ||  || GS related ||
|-
|-
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
| CountFrameOnPS2 || {{exclusive}} || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
|-
|-
| SetGsTitleFix || emuObj.SetGsTitleFix() ||  [[PS2_Emulation#SetGsTitleFix|More info]]
| SetGsTitleFix || || emuObj.SetGsTitleFix() ||  [[PS2_Emulation#SetGsTitleFix|More info]]
|-
|-
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|SetDisplayAspectWide || || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|-
|-
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|SetDisplayAspectNormal || || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|-
|-
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.  
|ForceRefreshRate || {{exclusive}} || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.  
|-
|-
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.  
|LoadFsShader || || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.  
Example:
Example:
Global_InitGpuResources = function()
Global_InitGpuResources = function()
Line 1,093: Line 1,294:
and if depend on shader SetShaderParams.</pre></div>
and if depend on shader SetShaderParams.</pre></div>
|-
|-
|SetDisplaySafeArea || ||
|SetDisplaySafeArea || || ||
|-
|-
|}
|}


=====(EE) EEObject=====
===== (EE) EEObject =====
 
<pre>Commands for the emulated Emotion Engine</pre>
<pre>Commands for the emulated Emotion Engine</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
 
! Command !! Usage !! Notes
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Usage !! Notes
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Object calling class ||
|| || Object calling class ||
|-
|-
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
| getEEObject ||  || local eeObj = getEEObject() || Required for all functions using eeObj
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
|  || Memory editing ||  
|  || ||  Memory editing ||  
|-
|-
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
|ReplaceMem64 ||  || eeObj.ReplaceMem64(<address>, <value>)||
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook
|ReplaceMem32 ||  || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
|ReplaceMem16 ||  || eeObj.ReplaceMem16(<address>, <value>)||
|-
|-
|ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) ||
|ReplaceMem8 || ||  eeObj.ReplaceMem8(<address>, <value>) ||
|-
|-
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|ReadMemFloat ||  || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|-
|-
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|WriteMemFloat ||  || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|-
|-
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|ReadMem128 ||  || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|-
|-
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|ReadMemFloat128 ||  || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|-
|-
|WriteMem128 || ||
|WriteMem128 || ||  ||
|-
|-
|WriteMemFloat128 || ||
|WriteMemFloat128 ||  || ||
|-
|-
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
| ReadMem64 ||  || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
|-
|-
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
| WriteMem64 ||  || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
|-
|-
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
| ReadMem32 ||  || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
eeObj.ReadMem32(gp - 31348)
eeObj.ReadMem32(gp - 31348)
|-
|-
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
| WriteMem32 ||  {{Universal}} || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|-
|-
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
| ReadMem16 ||  || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|-
|-
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
| WriteMem16 ||  || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|-
|-
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
| ReadMem8 ||  || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|-
|-
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
| WriteMem8 ||  || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|-
|-
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
|ReadMemStr ||  || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
|-
|-
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
|WriteMemStr ||  || eeObj.WriteMemStr(address, string) ||  
|-
|-
|WriteMemStrZ ||  || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
|WriteMemStrZ || ||  || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
|-style="background-color:#ff9999"
|-style="background-color:#ff9999"
|  || GPR require (Necessary for register related commands)||  
|  ||  || GPR require (Necessary for register related commands)||  
|-
|-
| || local gpr = require( "ee-gpr-alias" )
| ||  || local gpr = require( "ee-gpr-alias" ) ||
|-
|-
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|GetGpr64 ||  || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|-
|-
|SetGpr64 || ||
|SetGpr64 ||  || ||
|-
|-
| GetGprFloat || || Get gpr value as float value
| GetGprFloat ||  || || Get gpr value as float value
|-
|-
| SetGprFloat || || Set gpr value as float value
| SetGprFloat ||  || || Set gpr value as float value
|-
|-
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|GetGpr ||  || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|-
|-
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
|SetGpr||  || eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
Require defined getEEObject() as eeObj
Require defined getEEObject() as eeObj
|-
|-
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
| GetFprHex ||  || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
|-
|-
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
| SetFprHex ||  || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|-
|-
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
| GetFpr ||  || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|-
|-
| SetFpr  || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
| SetFpr || || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
But we can also combine commands to add/sub from registers
But we can also combine commands to add/sub from registers
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. can be used also with additional var. like eeObj.GetPc()+4
|GetPc ||  || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. Can be used also with additional var. like eeObj.GetPc()+4
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|SetPc ||  || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|-
|-
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|GetCPR0 ||  || eeObj.GetCPR0(<COP0 register>) ||  
|-
|-
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
|SetCPR0 ||  || eeObj.SetCPR0(<COP0 register>) ||  
|-style="background-color:#c6ecd9"
|-style="background-color:#c6ecd9"
|  || Hooks ||
|  ||  || Hooks ||
|-
|-
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =  
| AddHook ||  {{Universal}} || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =  
function()
function()
emuObj.SetDisplayAspectNormal()
emuObj.SetDisplayAspectNormal()
Line 1,195: Line 1,398:
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
|RemoveHook || ||  
|RemoveHook || || ||  
|-
|-
|AddPreHook || ||
|AddPreHook || || ||
|-
|-
|AddPostHook || ||
|AddPostHook || || ||
|-
|-
|RemovePreHook || ||
|RemovePreHook || || ||
|-
|-
|RemovePostHook || ||
|RemovePostHook || || ||
|-
|-
|AddJitResetHook || ||
|AddJitResetHook || || ||
|-
|-
|RemoveJitResetHook || ||
|RemoveJitResetHook || || ||
|-
|-
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, ???) || Seems to somehow be related to gpr registers
| AddHookJT ||  || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
|-
|-
|-style="background-color:#ffb3b3"
|-style="background-color:#ffb3b3"
|  || Dma ||  
|  ||  || Dma ||  
|-
|-
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
| SetVifDataCycleScalar  || {{Exclusive}} ||  || Used in Jak3 = eeObj.SetVifDataCycleScalar(1, 1.80)
|-
|DmaAddHook || {{Universal}} || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
<pre> GIF = 0 VIF0 = 1  
<pre> GIF = 0 VIF0 = 1  
VIF1 = 2 SIF0 = 4  
VIF1 = 2 SIF0 = 4  
Line 1,222: Line 1,427:
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
|-
|-
|DmaRemoveHook || ||
|DmaRemoveHook || {{Universal}} || ||
|-
|-
|-style="background-color:#b3f0ff"
|-style="background-color:#b3f0ff"
|  || Speedhacks ||  
|  ||  || Speedhacks ||  
|-
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion engine Cycles
|FastForwardClock || {{Universal}} || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.FastForwardClock()
end)
</pre>
|-
|-
|AdvanceClock || eeObj.AdvanceClock() || it is still unknown how to use this command, check Psychonauts lua for more details.
|AdvanceClock ||  {{Universal}} || eeObj.AdvanceClock() || Likely skips an allocated amount of EE cycles. Can only be attached to the start or end of a branch loop (on newer emus, only the end of a branch works)
<pre>
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.AdvanceClock(21000)
end)</pre>
|-
|-
| GetClock || eeObj.GetClock() || Returns 1 or 0 based on whether or not the EE is being overclocked.
| GetClock ||  {{Exclusive}} || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?)
|-
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=, setting it to eeObj.Vu1MpgCycles(1000) would skip 50% of frames When the game enters a VU1 Heavy area and will return to normal framerate when VU1 is not being under heavy usage.
|Vu1MpgCycles ||  {{Exclusive}} || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other ||  
|  || ||  Other ||  
|-
|-
| CallPredicate
| CallPredicate ||  {{Exclusive}} ||  ||
|-
|-
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command allow to delay certain DMA transfer by cycles.  
|SchedulerDelayEvent || {{Universal}} || eeObj.SchedulerDelayEvent("event", cycles)<br>Example:<br>eeObj.AddHook(0x0033A4DC,0xAC430000, function() eeObj.SchedulerDelayEvent("gif.dma", 0x10500) end) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command adds a delay for certain DMA channels by cycles. It can be added inside a vsynchook or an ee hook. It is not a one-time application. Rather, a cyclical one.
|-
|-
|WaitVu1 || eeObj.WaitVu1() || most likely this is --vu1=jit-sync, adding it will Sync the EE with the VU1, Pcsx2 has a similar gamefix called VU Sync which syncs both VU1 and VU0 with the EE.  
|WaitVu1 ||  {{exclusive}} || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
|-
|-
|GetPcRingBuffer || ||
|GetPcRingBuffer || {{exclusive}}|| ||
|-
|-
|Precompile || || Requires unknown values
|Precompile || {{universal}} || || Requires unknown values
|-
|-
|CalcInsnHash || ||
|CalcInsnHash || {{exclusive}} || ||
|-
|-
|getOverlayObject || eeObj.getOverlayObject() || Can be used to get Current EE Offset (???) local eeOverlay = eeObj.getOverlayObject()
| getOverlayObject || {{exclusive}} || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|-
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
| GetVif1Cycles || {{exclusive}} || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
|-
|-
|}
|}


=====(IOP) IOPObject=====
====== SetGsTitleFix ======
<pre>Commands for the emulated input-output processor</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
<pre>One of the most important LUA commands. It modifies the Graphics Synthesizer's behavior.
! Command !! Usage !! Notes
 
|-style="background-color:#D7EF54"
Part of EmuObject() class, it's frequently used in official configs.</pre>
|  || Object calling class ||
'''Examples'''
|-
<pre>
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
-- fix vision logo (Wild Arms 3)
  WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
local thresholdArea = 0 -- ignore alls items : fix #112276
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , { texType = 3, cbp = 0x2390, tbp = 0x288000} )
GetCPR0 SetCPR0</pre></div>
------------------------------------------------------------------------------------------------------
|-style="background-color:#7698FF"
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
|  || Memory editing ||
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
|-
------------------------------------------------------------------------------------------------------
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
--  Performance  fix ( bug# 9474 )
|-
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
    emuObj.SetGsTitleFix( "globalSet""reserved", { workLoadThreshold = 125000} )
|-
else
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
    emuObj.SetGsTitleFix( "globalSet""reserved", { workLoadThreshold = 100000} )
|-
end
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
------------------------------------------------------------------------------------------------------
|-
-- bug# 9972
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|-
------------------------------------------------------------------------------------------------------
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
-- Bully bug 9392
|-
-- Performace fix
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||
local thresholdArea = 600
|-
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4 } )
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
------------------------------------------------------------------------------------------------------
|-  
-- Bug#9174 -
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|-
------------------------------------------------------------------------------------------------------
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
-- Bug#9240 (Light maps uprender)
|-
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
|-
------------------------------------------------------------------------------------------------------
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
------------------------------------------------------------------------------------------------------
-- Performace fix (bug #9785 )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
------------------------------------------------------------------------------------------------------
-- Accumulate fill area only when conditions are met
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
------------------------------------------------------------------------------------------------------
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Disable post-processing
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )
</pre>
 
<br />
'''Commands'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Example !! Notes !! Values
|-
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
|globalSet || emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5}) || used with workLoadThreshold or  waveThreshold or loadThreshold
iopObj.ReadMem32(gp - 348)
|-
|reserved || ||
|-
|-
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|ignoreSubBuffCov|| ||ignore ? buffer coverage
|-
|-
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
|-
|-
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
|-
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
|-
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
|-
|-
|ReadMemStr || ||
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
|-
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
|-
|-
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
|-
|-
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
|forceBiLinear || ||
|-
|-
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} ) ||
|-
|-
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|forceSimpleFetch ||   emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
|-
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
|-
|-
|-style="background-color:#FEA15C"
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
|  || Clock speed ||  
|-
|-
| FastForwardClock || iopObj.FastForwardClock() ||
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
|-
|-
| AdvanceClock || iopObj.AdvanceClock() || Increase Iop Clock speed at hooked iop offset
|includeAreaUpdate|| ||
|-
|-
| GetClock || iopObj.GetClock() || Get Iop Clock speed at hooked iop Offset, if no offset is hooked, value of iopObj.GetClock() will be 0
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|AddHook || iopObj.AddHook()||
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
|-
|-
|RemoveHook || iopObj.RemoveHook()||
|changeAlpha|| ||
|-
|-
|}
|}


=====(GS) GsObject=====
<br>'''Arguments/variables'''
<pre>Commands for the emulated Graphics synthesizer</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Usage !! Notes
! Command !! Usage !! Notes
|-style="background-color:#7698FF"
|-style="background-color:#D7EF54"
|  || Variable ||
|  || Object calling class ||
|-
|alpha_mask ||  ||
|-
|-
| getGsObject || local gsObj = getGsObject() ||  
|texType || {texType = 3}|| (1-3, more? )
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||
|-
|-
|SetL2HMode || gsObj.SetL2HMode()||
|texMode || || 1 - Point? , 2 - bilinear
|-style="background-color:#D7EF54"
|  || Argument ||
|-
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|alphaIsNot || || alpha - is not X
|-
|-
|SetUpscaleMode || gsObj.SetUpscaleMode() ||
|twIsLess || || texture width - is less than X
|-
|-
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|thIsLess || || texture height - is less than X
|-
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|twIsNot || || texture width - is not X
|-
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|thIsNot || || texture width - is not X
|-
|-
|}
|psmIsNot || || texture pixel storage format - is not X
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|primIsNot || || GS primitive type - is not
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|mipIsGt || ||  mip level is grater than X (?)
|-
|-style="background-color:#FEA15C"
|  || Needs wikify ||
|-
|zmsk || || Z (depth) draw mask
<pre>update Z buffer      = 0
don't update Z buffer = 1


=====Does not require Object calling or Uknown=====
When 1 depth test result will be ignored</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
| eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
|-
|-
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
|tw || || texture width
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38</pre>
|-
|-
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) || Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0)
|th || || texture height
|-
|-
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
|ztst || || Z (depht) test method
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
<pre>ZNOUSE  = 0
But functions from this list should be available in every emu:
ZALWAYS  = 1
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
ZGEQUAL  = 2
fabs cosf fabsf
ZGREATER = 3
sinf acosf asinf
 
sqrtf fptoui fptodp
0 -                      All pixels fail
litodp dptoli dptofp
1 -                      All pixels pass
memcpy memset strlen</pre>  
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|mmin || || MMIN flag
<pre>NEAREST                = 0
LINEAR                = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR  = 5</pre>
|-
|prim || || GS primitive type
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|fillArea || ||
|-
|-
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
|frameW || ||  
|-
|-
| GsCustomShader || ||  
|renderSelf || ||  
|-
|-
| Unlock || ||  
|hasClut || ||  
|-
|-
| IsUnlocked || ||  
|alphaTest || ||  
|-
|-
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
|primTest || ||  
0x27bdfff0, -- addiu $sp, -0x10
0xffbf0000, -- sd $ra, 0(sp)
0xffb00008, -- sd $s0, 8(sp)
0x3c05000f, -- lui $a1, 0x000f
0x34a57000, -- ori $a1, 0x7000
0x0c0db8b6, -- jal Script::State::DoString
0x0080802d, -- move $s0, $a0
0x24050001, -- li $a1, 1
0x0c0dba4c, -- jal Script::State::IsNull(int)
0x0200202d, -- move $a0, $s0
0xdfb00008, -- ld $s0, 8(sp)
0xdfbf0000, -- ld $ra, 0(sp)
0x03e00008, -- jr ra
0x27bd0010  -- addiu $sp, 0x10
})</pre></div>
|-
|-
| eeDebugBreak || ||  
|workLoadThreshold || ||  
|-
|-
| CsBindShader || ||  
|alpha || || <pre> example: alpha=0x80000044
alpha=0</pre>
|-
|-
| CsSetParamInt32 || ||  
|tbp || || texture base pointer
|-
|-
| CsSetParamFloat || ||  
|cbp || {cbp = 0x2390} || CLUT buffer base pointer
|-
|-
| CsResetContext || ||  
|psm || {psm=0}  || texture pixel storage format
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
| CsPrintContext || ||  
|mxl || || maximum mip level (0-6)
|-
|-
| PsBindShader || ||  
|fbmask || { fbmask= 0x00FFFFFF}|| Framebuffer mask(?)
|-
|-
| PsSetParamInt32 || ||  
|totalArea || ||  
|-
|-
| PsSetParamFloat || ||  
|packedRegs || ||  
|-
|-
| PsResetContext || ||  
|packedRegsLo || ||  
|-
|-
| PsPrintContext || ||  
|packedRegsHi || ||  
|-
|-
|}
|packedRegsNum || ||  
<pre>Note: eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.</pre>
 
=====Other objects=====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
! !! getGLSObject class !!
|packedFlags || ||
|-
|-
| getGLSObject || ||  
|packedPrim || ||  
|-
|-
|Enable || ||
|areaNumFrames || ||  
|-
|-
|EnableServerRecording || ||  
|waveThreshold || ||  
|-
|-
|Pause || ||  
|loadThreshold || ||  
|-
|-
! !! getGsObject class !!
|fixSpriteDivTab || ||
|}
 
===== (IOP) IOPObject =====
 
<pre>Commands for the emulated input-output processor</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
! !! getAudioObject class !!
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
GetCPR0 SetCPR0</pre></div>
|-style="background-color:#7698FF"
|  || Memory editing ||
|-
|-
| getAudioObject || ||  
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
|-
|-
| muteStreamingAll || ||  
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
|-
|-
| muteStreamingMain || ||  
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
|-
|-
| muteStreamingBGM || ||  
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
|-
|-
! !! getRemotePlayObject class !!
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|-
|-
| getRemotePlayObject || ||  
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|-
|-
| Enable || ||  
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||  
|-
|-
! !! getVideoRecordingObject class !!
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
|-
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|-
|-
| getVideoRecordingObject || ||
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
iopObj.ReadMem32(gp - 348)
|-
|-
| Enable || ||  
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|-
|-
! !! getSharePlayObject class !!
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|-
|-
| getSharePlayObject || ||  
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|-
|-
| Enable || ||  
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|-
|-
! !! getSpriteObject group  !!
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|-
|-
|getSpriteObject || ||
|ReadMemStr || ||
|-
|-
|Enable || ||
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|-
|-
|Disable || ||
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|-
|-
|BindFragmentShader || ||
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
|-
|-
|SetShaderParams || || <div align="left">
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:
 
local sprite0 = getSpriteObject(0)
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
|BindTexture || ||
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|-
|SetPosXY || ||
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-
|SetSizeXY || ||
|-style="background-color:#FEA15C"
| || Clock speed ||  
|-
|-
|SetPosUV || ||
| FastForwardClock || iopObj.FastForwardClock() ||
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
</pre>
|-
|-
|SetSizeUV || ||
| AdvanceClock || iopObj.AdvanceClock() || Skip an allocated amount of IOP cycles
<pre>
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
</pre>
|-
|-
|PrintContext || ||
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
|AddHook || iopObj.AddHook()||
<pre>local sprite0 = getSpriteObject(0)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
|-
|-
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|RemoveHook || iopObj.RemoveHook()||
|-
| getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
|-
| getScreenShotObject || ||  
|-
|-
|}
|}


====Registers for hook====
===== (GS) GsObject =====
Registers defined in alias files.


'''GetGpr/SetGpr
<pre>Commands for the emulated Graphics Synthesizer</pre>
'''
 
<pre>gpr.zero gpr.at
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
gpr.v0 gpr.v1
! Command !! Usage !! Notes
gpr.a0 gpr.a1  gpr.a2  gpr.a3
|-style="background-color:#D7EF54"
gpr.t0  gpr.t1 gpr.t2  gpr.t3
| || Object calling class ||
gpr.t4  gpr.t5  gpr.t6 gpr.t7
|-
gpr.s0  gpr.s1  gpr.s2  gpr.s3
| getGsObject || local gsObj = getGsObject() ||
gpr.s4  gpr.s5  gpr.s6  gpr.s7
|-style="background-color:#c6ecd9"
gpr.t8  gpr.t9
| || Graphical fixes / Improvement ||
gpr.k0  gpr.k1
|-
gpr.gp  gpr.sp  gpr.fp  gpr.ra
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
gpr.lo  gpr.hi  gpr.sa
|-
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender modeOverrides CLI, 0=none, 1=2x2
|-
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale modeOverrides CLI
|-
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|-
|}


example: eeObj.GetGpr(gpr.a1)
===== Does not require object calling or unknown =====
</pre>


</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
'''GetCPR0/SetCPR0
! Command !! Usage !! Notes
'''
|-
<pre>cpr.index   cpr.pagemask
| eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
cpr.random   cpr.wired
|-
cpr.entrylo0      cpr.badvaddr
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
cpr.entrylo1      cpr.count
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
cpr.context   cpr.entryhi
Replace 64 bits of VU0 at offset 0xB38</pre>
 
|-
 
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) || Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0)
cpr.compare   cpr.config    cpr.taglo
|-
cpr.status   cpr.badpaddr  cpr.taghi
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
cpr.cause   cpr.hwbk cpr.errorepc
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
cpr.epc   cpr.pccr
But functions from this list should be available in every emu:
cpr.prid
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
 
fabs cosf fabsf
example: eeObj.GetCPR0(cpr.status) </pre>
sinf acosf asinf
 
sqrtf fptoui fptodp
====SetGsTitleFix====
litodp dptoli dptofp
 
memcpy memset strlen</pre>
<pre>One of the most important commands in lua, allows to change the GS's behavior.
|-
Part of EmuObject() class, used frequently in official configs.</pre>
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
'''Examples'''
|-
<pre>
| GsCustomShader || ||
-- fix vision logo (Wild Arms 3)
|-
local thresholdArea = 0 -- ignore alls items : fix #112276
| Unlock || ||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
|-
------------------------------------------------------------------------------------------------------
| IsUnlocked || ||
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
|-
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
------------------------------------------------------------------------------------------------------
0x27bdfff0, -- addiu $sp, -0x10
--  Performance  fix ( bug# 9474 )
0xffbf0000, -- sd $ra, 0(sp)
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
0xffb00008, -- sd $s0, 8(sp)
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 125000} )
0x3c05000f, -- lui $a1, 0x000f
else
0x34a57000, -- ori $a1, 0x7000
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 100000} )
0x0c0db8b6, -- jal Script::State::DoString
end
0x0080802d, -- move $s0, $a0
------------------------------------------------------------------------------------------------------
0x24050001, -- li $a1, 1
-- bug# 9972
0x0c0dba4c, -- jal Script::State::IsNull(int)
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
0x0200202d, -- move $a0, $s0
------------------------------------------------------------------------------------------------------
0xdfb00008, -- ld $s0, 8(sp)
-- Bully bug 9392
0xdfbf0000, -- ld $ra, 0(sp)
-- Performace fix
0x03e00008, -- jr ra
local thresholdArea = 600
0x27bd0010  -- addiu $sp, 0x10
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
})</pre></div>
------------------------------------------------------------------------------------------------------
|-
-- Bug#9174 -
| eeDebugBreak || ||
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|-
------------------------------------------------------------------------------------------------------
| CsBindShader || ||
-- Bug#9240 (Light maps uprender)
|-
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
| CsSetParamInt32 || ||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
|-
------------------------------------------------------------------------------------------------------
| CsSetParamFloat || ||
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
|-
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
| CsResetContext || ||
------------------------------------------------------------------------------------------------------
|-
-- Performace fix (bug #9785 )
| CsPrintContext || ||
emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} )
|-
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
| PsBindShader || ||
------------------------------------------------------------------------------------------------------
|-
-- Accumulate fill area only when conditions are met
| PsSetParamInt32 || ||
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
|-
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
| PsSetParamFloat || ||
------------------------------------------------------------------------------------------------------
|-
-- Fix shadow
| PsResetContext || ||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
|-
------------------------------------------------------------------------------------------------------
| PsPrintContext || ||
-- Reduce flush count
|-
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
|}
------------------------------------------------------------------------------------------------------
 
-- Disable post-processing
<pre>Note: eeObj, emuObj, gsObj, etc. are described as required but this is not really true. You can set the functions locals that they use as whatever you want, but due to the specificity of that emulator, it will be better to keep official naming used in official configs.</pre>
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
 
------------------------------------------------------------------------------------------------------
===== Other objects =====
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
 
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
! Command !! Usage !! Notes
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )
</pre>
 
 
'''Commands'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Notes
|-
|-
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
! !! getGLSObject class !!
|-
|-
|reserved ||
| getGLSObject || ||  
|-
|-
|forceBiLinear ||
|Enable || ||
|-
|-
|ignoreSubBuffCov|| ignore ? buffer coverage
|EnableServerRecording || ||  
|-
|-
|trianglesAsParticles||
|Pause || ||  
|-
|-
|ignoreAreaUpdate||
! !! getAudioObject class !!
|-
|-
|SetSelfRender||
| getAudioObject || ||  
|-
|-
|ignoreSprite||
| muteStreamingAll || ||  
|-
|-
|clipScissors||
| muteStreamingMain || ||  
|-
|-
|forcePoint||
| muteStreamingBGM || ||  
|-
|-
|forcePointSampling||
! !! getRemotePlayObject class !!
|-
|-
|setRejectionArea||
| getRemotePlayObject || ||  
|-
|-
|ignoreUpRender|| Ignore uprender for texture type described in params
| Enable || ||  
|-
|-
|includeAreaUpdate||
! !! getVideoRecordingObject class !!
|-
|-
|forceSimpleFetch|| Used Frequently To Fix Graphical Corruptions, emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
| getVideoRecordingObject || ||
|-
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
| Enable || ||  
|-
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} )
! !! getSharePlayObject class !!
|-
|-
|skipPacked||
| getSharePlayObject || ||
|-
| Enable || ||
|-
! !! getSpriteObject group  !!
|-
|getSpriteObject || ||
|-
|Enable || ||
|-
|-
|changeAlpha||
|Disable || ||
|-
|-
|ignoreUpRenderTimeout||
|BindFragmentShader || ||
|-
|-
|}
|SetShaderParams || || <div align="left">
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:
 
local sprite0 = getSpriteObject(0)
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}


'''Arguments/variables
sprite0.SetShaderParams(scanlineParams)</pre></div>
'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Notes
|-
|-
|alpha_mask ||  
|BindTexture || ||
|-
|-
|alphaIsNot || alpha - is not X
|SetPosXY || ||
|-
|-
|texMode || 1 - Point? , 2 - bilinear
|SetSizeXY || ||
|-
|-
|twIsLess || texture width - is less than X
|SetPosUV || ||
|-
|-
|thIsLess || texture height - is less than X
|SetSizeUV || ||
|-
|-
|twIsNot || texture width - is not X
|PrintContext || ||
|-
|-
|thIsNot || texture width - is not X
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
<pre>local sprite0 = getSpriteObject(0)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
|-
|-
|psmIsNot || texture pixel storage format - is not X
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|zmsk || Z (depth) draw mask
| getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
|tw || texture width
| getScreenShotObject || ||  
|-
|-
|th || texture height
|}
|-
 
|ztst || Z (depht) test method
==== Registers for hook ====
<pre>ZNOUSE  = 0
 
ZALWAYS  = 1
Registers defined in alias files.
ZGEQUAL  = 2
ZGREATER = 3


0 -                      All pixels fail
'''GetGpr/SetGpr
1 -                      All pixels pass
'''
2 - Pass if Z grater or equal to Z buffer
<pre>gpr.zero gpr.at
3 -        Pass if Z grater than Z buffer</pre>
gpr.v0  gpr.v1
|-
gpr.a0  gpr.a1  gpr.a2  gpr.a3
|mipIsGt || mip level is grater than X (?)
gpr.t0  gpr.t1  gpr.t2  gpr.t3
|-
gpr.t4  gpr.t5  gpr.t6  gpr.t7
|mmin || MMIN flag
gpr.s0  gpr.s1  gpr.s2  gpr.s3
<pre>NEAREST                = 0
gpr.s4  gpr.s5  gpr.s6  gpr.s7
LINEAR                = 1
gpr.t8  gpr.t9
NEAREST_MIPMAP_NEAREST = 2
gpr.k0 gpr.k1
NEAREST_MIPMAP_LINEAR = 3
gpr.gp  gpr.sp  gpr.fp gpr.ra
LINEAR_MIPMAP_NEAREST = 4
gpr.lo  gpr.hi  gpr.sa
LINEAR_MIPMAP_LINEAR  = 5</pre>
 
|-
example: eeObj.GetGpr(gpr.a1)
|prim || GS primitive type
</pre>
<pre>Point        = 0
 
Line          = 1
'''GetCPR0/SetCPR0
LineStrip    = 2
'''
Triangle      = 3
<pre>cpr.index   cpr.pagemask
TriangleStrip = 4
cpr.random   cpr.wired
TriangleFan  = 5
cpr.entrylo0      cpr.badvaddr
Sprite        = 6</pre>
cpr.entrylo1     cpr.count
|-
cpr.context   cpr.entryhi
|primIsNot || GS primitive type - is not
 
<pre>Point        = 0
 
Line          = 1
cpr.compare   cpr.config    cpr.taglo
LineStrip    = 2
cpr.status   cpr.badpaddr  cpr.taghi
Triangle     = 3
cpr.cause   cpr.hwbk cpr.errorepc
TriangleStrip = 4
cpr.epc   cpr.pccr
TriangleFan   = 5
cpr.prid
Sprite        = 6</pre>
 
|-
example: eeObj.GetCPR0(cpr.status) </pre>
|fillArea ||
 
|-
 
|frameW ||
==== Official PS2 configuration examples ====
|-
 
|renderSelf ||
*You can find the rest of the PS2 configurations in [https://www.psdevwiki.com/ps4/Official_Configuration_Files here].
|-
 
|hasClut ||
<br>Canis Canem Edit
|-
<br>'''SLES 535.61'''
|alphaTest ||
<br>'''LUA'''
|-
<pre>
|primTest ||
|-
|workLoadThreshold ||
|-
|alpha || <pre> example: alpha=0x80000044
alpha=0</pre>
|-
|texType || (1-3, more? )
|-
|tbp || texture base pointer
|-
|cbp || CLUT buffer base pointer
|-
|psm || texture pixel storage format
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|mxl || maximum mip level (0-6)
|-
|fbmask || ?
|-
|totalArea ||
|-
|packedRegs ||
|-
|packedRegsLo ||
|-
|packedRegsHi ||
|-
|packedRegsNum ||
|-
|packedFlags ||
|-
|packedPrim ||
|-
|areaNumFrames ||
|-
|waveThreshold ||
|-
|loadThreshold ||
|-
|fixSpriteDivTab ||
|}
 
====Official examples====
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Official_PS2emu_Configuration_Files You can find the rest of them here]
<br>Canis Canem Edit
<br>'''SLES 535.61'''
<br>'''LUA'''
<pre>
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.1)
apiRequest(0.1)
Line 1,838: Line 2,076:
</pre>
</pre>


====Custom config.lua examples====
==== Custom config.lua examples ====
Here is the first custom lua config created by the community:
 
Here is the first custom LUA configuration created by the community:


<pre>
<pre>
Line 1,848: Line 2,087:
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</pre>
</pre>
This is very basic command to replace part of EE memory with other instruction.  
This is a very basic command to replace a part of the EE memory with another instruction.  
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.  
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.  
* -- Fix black screen SLUS-20064 is comment
* -- Fix black screen SLUS-20064 is comment
Line 1,855: Line 2,094:
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here]
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here]


=Memory Mapping=
= Memory Map =


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
Line 1,873: Line 2,112:
|-
|-
! !! Host's EE Memory Map !!
! !! Host's EE Memory Map !!
|-
| EE Registers Map                ||  0x0000001000000000 ||  0x0000001000004000
|-
|-
|EE RAM - Kernel                  ||  0x0000008000000000 ||  0x0000008000080000
|EE RAM - Kernel                  ||  0x0000008000000000 ||  0x0000008000080000
Line 1,912: Line 2,149:
|}
|}


==Registers Map==
== Registers Map ==
===EE - FPU - COP0 - IOP===
 
<br>'''Incomplete, there could be some incorrect information in this list.'''
=== EE-IOP ===
<pre>Warning: 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless of base.
 
if base is different, simply reduce these offsets by 8 hex values.
<pre>
This list was made for the purpose of making a future debugger for the PS4's PS2 emulator.
This list of registers is incomplete. Some registers are incorrectly named or include incorrect offsets. The 0x1000000xxx base is not guaranteed in different emu revisions. The IOP, VU0, and VU1 registers' offsets are static in all emulators).
 
This list was designed for Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3
</pre>
</pre>
<pre> Tested on Jak v2
 
Eboot md5:c644f6879af225a6e5a70233fc4625a3</pre>
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
! scope=col | GPR / EE
! scope=col | GPR-EE
! scope=col | Address
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
| rowspan=900 style="border: none; background: none;"|
! scope=col | FPR / FPU
! scope=col | FPR
! scope=col | Address
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
| rowspan=900 style="border: none; background: none;"|
! scope=col | CP0 / COP0
! scope=col | CP0
! scope=col | Address
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
| rowspan=900 style="border: none; background: none;"|
! scope=col | GPR / IOP
! scope=col | GPR-IOP
! scope=col | Address
! scope=col | Address
|-
|-
Line 1,998: Line 2,237:
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C  
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C  
|-
|-
unk (pc?) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C     
hi/hi1 (2x 64bit) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    {{cellcolors|#8b9dc3|#000000}}pc || 0x102000008C     
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
hi/lo (2 x 64?) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
|-
|-
|  sa  ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
|  sa  ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
Line 2,014: Line 2,253:
|}
|}


===Emulator related regs===
=== Emulator related registers ===
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
 
! {{cellcolors|#7698FF|#000000}}"Fake" register !! Address !! Notes   
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes   
|-
|-
| unknown || 0x1000000360      || Locking the value seems to cause a crash.
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
|-style="background-color:#8b9dc3"
|Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br>
Updated only on branch/jump tests, unless commands such as --ee-pc-coherency  or --ee-insn-flush-pc are used.<br>
Then updates are instant, right when instructions are executed. <br>
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830
|-
|-
|Current PC || 0x1000000368 || Shows the current offset that's being read by the EE
| (?) || 0x100000036C ||
|-
Updated on branch/jump instructions, emulator seems to use it to store next address that will be executed.
| ?? || 0x100000036C || it showed 0x80000184 in dbz bd 1
At least in recompiler to interpreter fallback mode. During tests it shows 0x80000184
|-
|-
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).  
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).  
Line 2,029: Line 2,274:
advanceclock subtract value from this fake reg)</pre>
advanceclock subtract value from this fake reg)</pre>
|-
|-
|Cycles ||0x1000000378|| (need work)
|Cycles ||0x1000000378||
|-
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
This register most of times will hold last executed syscall address,
sometimes last tlb miss or break(if "as nop" is disabled).
Unlike the pc, this one doesn't change after a crash and has much lower latency.
Thus meaning it's better at diagnosing problems.</pre>
|-
|-
|}
|}


===VU0===
=== VU0 Registers ===
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | Register
Line 2,083: Line 2,335:
|-
|-
|}
|}
vi registers Incomplete yet.
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | Register
Line 2,104: Line 2,356:
|  vi05|| 0x1030000260  || I || 0x1030000360
|  vi05|| 0x1030000260  || I || 0x1030000360
|-
|-
|  vi06||  0x1030000270 || Q || 0x1030000370??
|  vi06||  0x1030000270 || Q || 0x1030000590
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
Line 2,125: Line 2,377:
|-
|-
|}
|}
=== VU1 Registers ===


===VU1===
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | Register
Line 2,177: Line 2,429:
|}
|}


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | Register
Line 2,185: Line 2,437:
! scope=col | Address
! scope=col | Address
|-  
|-  
| vi00 || 0x1040000210 ||Status|| 0x1040000310??
| vi00 || 0x1040000210 ||vi16|| 0x1040000310??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
| vi01 || 0x1040000220  || MACflag || 0x1040000320??
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
|-
|-
|  vi02|| 0x1040000230  || Clipflag || 0x1040000330??
|  vi02|| 0x1040000230  || vi18 || 0x1040000330??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi03||  0x1040000240 || c2c19 || 0x1040000340??
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
|-
|-
|  vi04||  0x1040000250 ||  R || 0x1040000350??
|  vi04||  0x1040000250 ||  vi20 || 0x1040000350??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi05|| 0x1040000260  || I || 0x1040000360
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
|-
|-
|  vi06||  0x1040000270 || Q || 0x1040000370??
|  vi06||  0x1040000270 || vi22 || 0x1040000370??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi07||  0x1040000280 || c2c23 || 0x1040000380??
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
|-
|-
|  vi08||  0x1040000290 || c2c24 || 0x1040000390??
|  vi08||  0x1040000290 || vi24 || 0x1040000390??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi09||  0x10400002A0 || c2c25 || 0x10400003A0??
|  vi09||  0x10400002A0 || vi25 || 0x10400003A0??
|-
|-
|  vi10||  0x10400002B0 || TPC || 0x10400003B0
|  vi10||  0x10400002B0 || vi26 || 0x10400003B0
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi11||  0x10400002C0|| CMSAR0 || 0x10400003C0??
|  vi11||  0x10400002C0|| vi27 || 0x10400003C0??
|-
|-
|  vi12||  0x10400002D0 || FBRST || 0x10400003D0
|  vi12||  0x10400002D0 || vi28 || 0x10400003D0
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi13||  0x10400002E0 || VPU-STAT || 0x10400003E0??
|  vi13||  0x10400002E0 || vi29 || 0x10400003E0??
|-
|-
|  vi14||  0x10400002F0 || CMSAR1 || 0x10400003F0??
|  vi14||  0x10400002F0 || vi30 || 0x10400003F0??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi15||  0x1040000300 || c2c30 || 0x1040000400??
|  vi15||  0x1040000300 || vi31 || 0x1040000400??
|-
|-
|}
|}
====Registers information====
[https://psi-rockin.github.io/ps2tek/ Information taken from here]
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Name !! Purpose / info
|-
|  zero    ||  Hardwired to 0, writes are ignored
|-
|  at      ||  Temporary register used for pseudo-instructions
|-
| v0-v1    ||  Return register, holds values returned by functions
|-
|  a0-a3    ||  Argument registers, holds first four parameters passed to a function
|-
| t0-t7    ||  Temporary registers. t0-t3 may also be used as additional argument registers
|-
|  s0-s7    || Saved registers. Functions must save and restore these before using them
|-
|  t8-t9    || Temporary registers
|-
|  k0-k1    || Reserved for use by kernels
|-
|  gp        || Global pointer
|-
|  sp        || Stack pointer, address of currently-executing function
|-
|  fp        || Frame pointer
|-
|  ra        || Return address. Used by JAL and (usually) JALR to store the address to return to after a function
|-
! Special registers !!
|-
|  pc        || Program counter, address of currently-executing instruction (32-bit)
|-
| hi/lo    || Stores multiplication and division results (64-bit)
|-
|  hi1/lo1  || Used by MULT1/DIV1 type instructions, same as above (64-bit)
|-
|  sa        ||Shift amount used by QFSRV instruction
|-
|}
<pre>
Aside from zero, all GPRs may be freely accessed if convention rules are respected.
</pre>


=Open CL and Floats=
= Open CL and Floats =
 
In this part, we describe the PS4 native Floating point support and OpenCL information, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. The information below came from this [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist].


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


==CPU==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
! Info !! Value
Line 2,349: Line 2,557:
|}
|}


==GPU==
== GPU ==


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
Line 2,447: Line 2,655:
|}
|}


=PS3 Config support=
= PS3 Configuration support =
 
<pre>
<pre>
Emulator support configs in format known from ps2_netemu/ps2classic from PS3. This feature was
The PS2 emulator of the PS4 supports configurations in the known format from ps2_netemu/ps2classic that came from the PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic. To enable PS3 style configuration, add this to config-emu-ps4.txt:
officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.
To enable ps3 style config add this to config-emu-ps4.txt:


--lopnor-config=1
--lopnor-config=1
--ps2-title-id=TITLE-ID
--ps2-title-id=TITLE-ID


Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).  
The configuration file needs to be in folder ...'''/patches/{TITLE-ID}/''' and the file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. The Title ID needs to be in XXXX-YYYYY format (ex. SLUS-12345). Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin. A tester confirmed that configurations work as is without even the need to edit them.
Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
</pre>
</pre>


<pre>
<pre>
Please keep in mind that not all commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
Please keep in mind that not all PS3 commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27 and 0x42.
For example Rayman 3 config Does not work due to the command being unsupported
For example, the Rayman 3 configuration does not work due to the command being unsupported on PS4.
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value).
Command 0x07 is NOT recognized, but can be manually translated to CLI configuration (to "--vu-xgkick-delay=value").
Same goes for 0x11 (--vu0-accurate-addsub-range can be used).
Same goes for command 0x11 (--vu0-accurate-addsub-range can be used).
</pre>
</pre>
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*More about PS3 style configurations/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE
*A PS4 log from loading that kind of config: https://pastebin.com/ZpUyU8DE


=Known issues=
= Confirmed known issues =
<pre>List of known issues in the PS4's PS2 emulator</pre>
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Issue !! Games affected !! Solution !! Description
! Issue !! Games affected !! Solution !! Description
|-
|-
| <pre>No support for EE Cache</pre> || <pre>Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard,</pre> [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| <pre>Lua patches to the EE memory and picking the right emulator</pre> || <pre>It's not a ps4 issue per say since these issues are also encountered by Pcsx2. but Pcsx2 does have support for EE cache, though it doesn't use it to fix these games because emulating EE cache is extremely slow. so that's why the Pcsx2 team decided to use pnach patches to fix this issue.</pre>
| Flags are incorrectly updated || Every Ratchet game except Size Matters, possibly many more. || Setting opt-flags commands to 0, or manually setting the flag values using LUA patches. || For VU1 or VU0, this may crash games or create sps. As for COP2, this could possibly mess with physics or also crash games.
|-
|-
|<pre> VU0/COP2 is not running in sync with EE core </pre>|| <pre>24 The Game, ATV Quad Power Racing 2, Twisted Metal Head-On, Primal, Ghosthunter, Rayman Arena, Rayman 3, Largo winch. All games using M-bit.</pre> [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing] || <pre>ee hook AdvanceClock or fastforwardclock commands on affected addresses, Most of the time it will be CTC2 instructions that are affected</pre> <pre>Or using Kozraovv's method of EE memory patching</pre> || [[Talk:PS2_Classics_Emulator_Compatibility_List#Rayman_3:_Hoodlum_havoc | Rayman 3's fix for example]]
| Xgkick is 1 cycle behind || Auto Modelista, Galactic Wrestling, others. || Set --vu-xgkick-delay to 0. || Causes missing textures.
[[Talk:PS2_Classics_Emulator_Compatibility_List#Largo_Winch | Largo winch's fix for example]]
<pre>This issue can also be replicated on Pcsx2 if you overclock the EE by +3</pre>
|-
|-
| <pre>No roundmode support for VU/FPU </pre>|| <pre>Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Many others</pre>  || <pre>Lua patches to the EE memory</pre> ||
| No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator ||  
|-
|-
| <pre>No M-Bit support</pre> || '''Every game that uses M-Bit'''. <pre>Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more.</pre> [https://github.com/PCSX2/pcsx2/pull/3593] || <pre>Lua patches to the EE memory</pre> || <pre>M-bit: Only applicable for VU0. Ends interlock on a single QMTC2.I/CTC2.I instruction, allowing the EE to continue execution</pre>
| No support for GIFFIFO || Fifa Street 2, FIFA 2005|| ? ||  
|-
|-
| <pre>Wrong read speed for double layer disc games</pre> || <pre>Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY.</pre> [https://github.com/PCSX2/pcsx2/pull/3877 and many other affected games] || Try your luck with IOP and CDVD CLI commands. || Also known in sony's bios as CDVD_READ_DELAY
| Missing COP2 pipeline emulation. || [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing] || Rearranging code through lua patches. || While COP2 is a part of EE, in terms of emulation it's a separate processor that can run on its own. Consequently, some operations take a long time while EE still minds own its business. Some games abuse this and do their own thing, knowing that COP2 calculation takes an expected number of cycles. On this emu, every COP2 opcode is instant, which break games that expect it to take some time.
|-
|-
| <pre>In-accurate VU0/VU1/COP2 emulation</pre> || <pre>Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Koei tecmo games, Klonoa 2, others.</pre>  || <pre>Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands</pre> || <pre>The issue leads to SPS and graphical issues and sometimes freezing.</pre>
| VU0 is not running in sync with EE core || 24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. All games using M-bit. || EE hook AdvanceClock or fastforwardclock commands on affected addresses to push VU0 ahead while stalling EE, setting the value of 5 to ee cycle scalar, and patches to rearrange code. Most of the time, it will be CTC2/QMTC2 instructions with interlock that are affected. || Emulator kickstarts VU0 for 256 cycles, while reporting that 512 cycles passed. Yup, we are out of sync right from the start of VU0 mpg because people working for $ony don't know that VU0 run at EE MHz, not at EE bus MHz. Not to mention, that a 256 cycles kickstart is too much even on the correct speed. Later things just got worse. This issue can be partially replicated on Pcsx2 if you overclock the EE by +3
|-
|-
| <pre>In-accurate Multiply/Divide/Add/Subtract instructions</pre> || <pre>Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Others </pre>|| <pre>Addsub/Muldiv Cli commands</pre> || <pre>Causes many geometry issues and black screens. Sony reduced the accuracy of these instructions to improve performance</pre>
| FPU/VU math inaccuracies. || Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Many others  || Lua patches to the EE memory, accurate math commands. || PS2 use really obscure floating point math, only one guard bit is used in calculations. PCSX2 hack it with different rounding modes, emu on ps4 fix it with soft floats, usually applied per offset. Sometime with patches directly to affected code (THPS engine).
<br>It's worth noting that pcsx2 by default applies "accurate add/sub" for every single FPU opcode, and only to fpu opcodes. That's why accurate add/sub is needed on the PS4 while pcsx2 is happy with its default settings.
|-
|-
| <pre>Multitap doesn't support all games</pre> || <pre>Urban reign, many others</pre> || None ||
| M-Bit support is broken || '''Every game that uses M-Bit'''. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [https://github.com/PCSX2/pcsx2/pull/3593] || Lua patches to the EE memory || While emulator respect m-bit, way that VU0 work on it make it broken most of times (check "VU0 is not running in sync with EE core" issue).
|-
|-
| <pre>DMA writes when busy signal is engaged</pre> || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
| Multitap doesn't support all games || Urban reign, Digimon Rumble Arena 2, Digimon World 4, others || Lua patches || Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port.
|-
|-
|<pre>VU1 running too fast (DMA sync)</pre> || Harry Potter the Chamber of secrets, Mercenaries 2 || None yet ||
| DMA writes when busy signal is engaged || Ratchet and Clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
|-
|-
|<pre>VIF1 runs instantly</pre> || <pre>Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others</pre>  || <pre>Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command</pre> || <pre>Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible</pre>
|VIF1 runs too fast || Urban reign, Avatar, PaRappa The Rapper 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others || Using LUA's SchedulerDelayEvent command or CLI'S vif1-instant-xfer command, combined with vu1 jit-sync and mpg cycles. The emu, Redfaction, has a higher chance of fixing this issue. || Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible
|-
|-
|<pre>Inaccuracies in the IPU</pre> || Burnout 3, Onimusha dawn of dreams || None yet ||
|Reading VU TPC registers returns wrong values || Street Fighter 3 EX(VU0), R: Racing Revolution(VU0), Spiderman 3 (VU0, in T-Bit handler...), Edge of Reality games(VU1) || Patches in lua. || In this emu TPC stores full addresses, which is wrong. Real hardware keep there addr >> 3. Worth noting that EoR games read VU1 TPC in a nasty way, accessing 0x43A0(VU1 TPC) from COP2 code.
|-
|VIF command interrupts handled before VIFn_CODE is updated. || Onimusha Blade Warriors ||  Fixed by patch in intr handler. || This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically makes everything out of sync later as interrupts are happening, but handler does nothing about them.
|-
| CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region uses special SDK. This issue makes cdvdman become stuck on any request because it thinks that the cdvd key is invalid.
|-
| Lack of CDVD error handling || Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. || Patches in lua if needed. || One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code.
|-
| Corrupted SIF0 transfer when not full QW is send by IOP || True Crime: LA, PDC DC 2008, Street Racing Syndicate(1.03) || Patches in lua. || IOP is able to send words by SIF0, EE DMAC can only transfer Quadwords. When IOP send not full QW real hardware use whatever was in buffer from previous transfer for missing words (only words that are requested by iop are overwritten in transfer buffer). Emu probably memset 0 that part.
|-
|-
|}
|}


===Diagnosing problems===
==Awaiting Wikify==
<pre>This guide will assist you in tracing the issue's cause,The list is based on what you can possibly solve using CLI</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
<br>''also don't forget to Check out'' [https://www.psdevwiki.com/ps3/PS2_Emulation#Known_Emulation_Bugs ps3 Emulator] Bugs, since many of them also exist in the ps4
! Issue !! Games affected !! Solution !! Description
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" class="wikitable"
! Issue !! VU1 !! EE !! GS !! VIF !! IOP !! COP2!! VU0 !! VU !! FPU !! SIF
|-
|-
| {{cellcolors|#b3e0ff|#000000}}''Performance'' || ✔ || ✔ || ✔ || ? || || || ✔ || ✔ ||  ||
| Games crash or get stuck from an LW from (VIF_STAT) 0x10003C00 or (GIF_STAT) 0x10003020 || SSX 3, Monopoly, Tomb Raider - The Angel of Darkness, Dragon Ball Z - Budokai Tenkaichi 1, Tony Hawk's Underground 2, and some Nickelodeon games. || LUA patches to nop loops (50% chance of working). If that doesn't work, then seemingly nothing will. Emus such as War of the Monsters, RECVX, KOF2000, Forbidden Siren and Red Faction have a higher chance of success. || Issue seems to be specific to the PS4 emu. Seemingly related to FIFO emulation.
|-
|-
| {{cellcolors|#ff8080|#000000}}''Crashes'' || || ✔ ||  || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔
| Incorrect GIF speed || Taz Wanted, The Matrix, Batman Begins, Dynasty warriors 5 Empires, others. || For a fast GIF: eeObj.SchedulerDelayEvent("gif.dma", 0x10500) end). For a slow GIF, there is seemingly no solution. || Some games need a fast GIF timing, and others need a slow one.
|-
|-
| {{cellcolors|#ffff99|#000000}}''Broken graphics'' || ✔ ||  || ✔ || ✔ ||  || ✔|| ✔ || ✔ ||  ||
| Unknown GS crashes || Star Wars - Battlefront II ||  Different combinations of GS commands. ||
|-
|-
| {{cellcolors|#b3ffb3|#000000}}''Glitches'' || || ||  || ||  || || || ✔ || ✔ ||  
| Clamping is not PS2-perfect  || Surf's Up (VU1), Tiger Woods PGA Tour, Castlevania COD, others. || Manually clamp values using LUA. ||  
|-
| IOP-CDVD desync || Genji - Dawn of the Samurai, Wild Arms 4, Wild Arms 5, Official Releases such as War of the Monsters and Kinetica, unofficial releases such as every Ratchet game, God of War, as well as others. || LUA patches as seen in official releases. Setting iopcyclescalar to 0.38 yielded the best results, but still wrong. ||  The least significant effect would be a restarting music track. The most significant would be a game freezing at a single image with looping audio.
|-
| IPU runs slower than the EE, causing a freeze or a crash on an FMV || Bee Movie, Tomb Raider Angel of Darkness || ||
|-
|-
|}
|}
'''Performance bottleneck order:'''
 
== PCSX2 glitches not present on PS4==
<pre>
<pre>
VU1 ==> EE ==> GS
This is a list of glitches that the PS4 does not suffer from, as opposed to PCSX2.</pre>
As you can see, the biggest bottleneck for the ps4 is the emulated VU1,
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
therefore it's speedhacks will be the most effective for performance.
! Issue !! PCSX2's fix !! Games affected !! Description !! PCSX2 issue no.
</pre>
|--style="background-color:#7698FF"
| || || Natively fixed || ||
|-
| Bad FPU math || Disabling EE recompiler / Janky GameDB patch ||Armored Core Nine Breaker || The AI becomes stuck on some levels, working only when EE recompiler's disabled || #8587
|-
| ? || Enabling EETimingHack || Pac-Man World 2 || Hanging in Butane Pain, Ghost Bayou, Pinky's Revenge and Clyde in the Caldera levels. || Unavailable
|-
| ? || Unavailable || Persona 3 || Stuttering noise when saving || #7316
|-
| ? || Unavailable || Mega Man X8 || Flickering subtitles on FMVS || #5192
|-
| Bad timing. || Unavailable || Spyro Enter the Dragonfly || Audio-video desync || #8286
|-
| ? || Unavailable || Petit Copter 2 || In-game hang || #10380
|-
| ? || Unavailable || Yu-Gi-Oh! The Duelists of the Roses || In-game data corruption (?) leading to a hang || #11576
|-
| IPU running faster than it should? || Janky patch || Flame of Recca: Final Burning ||  || #11335
|-
| Bad timing || Unavailable || Ape Escape 3 || Sudden burst of in-game speed at some random points in the map || Unavailable
|-
| Bad EE timing with IPU? || Unavailable || Surf's Up || Slow third fmv || #12159
|-
| ? || vu0RoundMode: 2 || Ape Escape 3 || The character's buster malforms when spawning anew || #11386
|--style="background-color:#D7EF54"
| || || Fixed by using certain commands || ||
|-
| Inaccurate COP2 add/sub implementation|| Unavailable || Driv3r || AI cop car drives at the incorrect direction (Fixed on PS4 with accurate COP2 add/sub) || #11714
|-
|}
 
= PS2 Bios =


====Debugging through PS4CHEATER====
== Description ==
<pre>
You can also use for instance the program PS4CHEATER and add the addresses of


1000000368 (Jakv2 uses this offset)
The PS2 BIOS is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error.
1000000360 (Emus with older revision use this one)


And change the type into > View as Hex.
This PS2 BIOS is known to blacklist some titles, and refuse to boot them. This includes all titles with the 00000000 000000A0 flag, documented [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack|here]].
Make sure live cheats is on.
One of them will show the Current (Program counter) which will lead you to
find out which EE offset the game gets stuck on! or offsets that get repeated/cause performance problems
</pre>


=Faqs=
'''More about the PS2 BIOS'''
<pre>A section dedicated to sharing knowledge about PS2 emulation in PS4</pre>
==Emulator's grammar==
'''This list was made since most of the emulator's Commands and /or Wiki instructions are hard to comprehend for most users.'''
<pre>
<pre>
Insn = Instruction                          | lopnor = (Ps3 config) [It's unknown what lopnor stands for]
The version of the PS2 BIOS seems to be the developement v2.20 from the Japanese region (22/01/2007), and is not limited to booting only NTSC-J games.
Addsub = Add / Subtract (MATH)              | CLI = Command line instruction (?)
The PS2 emulator does not support USB peripherals, but this seems not to be a limitation of the BIOS, as it is used also in CECH C/E PS3 consoles.
muldiv = Multiply / Divide (MATH)          | Mem = Memory
There are signs that different PS2 BIOS versions exist, named PS20190AC20030623_nordram_miniOSD.bin. This PS2 BIOS has included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". The most noticeable difference for both BIOS files seems to be the special RDRAM module.
opt = Optimize (?)  Option(?)              | Int = Integer (?)
 
jr = Jump register                          | cmd = Command
Whilst the PS3 patches its PS2 BIOS to preferred regions, the PS4 uses a so called CallHook which is better known for PCSX2 users as fastboot. For more information about this patch, look at PCSX2's fastboot code. It is the same code except that PS2 emulators for PS4 do not have patches for different BIOS revisions.
ad = Address (?)                            | XXXX-YYYYY = The ps2 game's region code
inst = Instant (?)                          | PC = Program counter
Scalar = A multiplier for the default value | Hook = Attach a function to an offset
r59 = EE                                    | ∞ = No limit for possible values (Int32)
r30 = IOP                                  | SPS = Spiky polygon syndrome (Another type of graphical glitches)
===============================================================================================================================
</pre>
</pre>


==CLI==
'''PS2 BIOS file information:'''
'''Making a comment inside the CLI'''
<pre>
<pre>
1.You can make a comment inside a cli by using a Hashtag (#) at the start of the comment
File name: PS20220WD20050620.crack
Example:
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
#Speedup
--vu1-mpg-cycles=1000
 
2.Your comments will be fully ignored if they are in the same line as the hashtag
Example:
#This is a comment
 
Incorrect example:
#This is a comment
This is not a part of the comment and will crash the emu
 
 
3. hyphens are the start of a command in CLI (--)
And as for the equals, (=) everything that comes after it is the value that the command will use
 
On a lua hyphens (--) mean it is a comment, but on the cli it's the start of the command.
4. Commands cannot contain spaces
Example: --ee-cycle-scalar=0.1
 
Incorrect example: --ee cycle scalar = 0.1
</pre>
</pre>
'''Making a CLI.'''
<pre>
1. You can use any text editor to make a CLI
2. Each command has to be below the previous one and they cannot share the same line.


Correct CLI example:
== Files inside ROM image ==
--vu1-mpg-cycles=1000
--ee-cycle-scalar=1.1


Incorrect CLI example:
{| class="wikitable" style="font-size:small;"
 
! File !! Offset in exported bin !! Description !! File type (exportable)
--vu1-mpg-cycles=1000 --ee-cycle-scalar=1.1
|-
 
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
3. Your commands cannot contain spaces
|-
4. Values start after the (=) sign
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
5. Commands can possibly contain multiple value entries and some values can be skipped by adding (,,).
|-
Example: --ee-hook=0x0028A578,AdvanceClock,,1000
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
 
|-
Unskipped value example: --ee-hook=0x0028A578,AdvanceClock,0x13a893bd,1000</pre>
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
 
|-
==LUA==
| LOGO || 0xA2D0 || PS1 logo? || BIN
'''Making a lua'''
|-
<pre>
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF. || BIN
When making a lua there is 1 part that is always necessary (Apirequest)
|-
and 2 parts that are almost always necessary (Object) (Object's commands).
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
By order it goes like this:
|-
1. Apirequest
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
2. Object calling, gsobj/eeobj/iopobj, etc
|-
3. the object's command
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
You cannot call an object without first requesting an api, as that will cause a crash.
and you most certainly cannot use an object's command without calling the object first
 
For instance you cannot use
iopObj.ReadMem32(0x400000)
 
Without first having this in your lua
local iopObj = getIOPObject()
</pre>
 
'''Making a comment inside the lua'''
<pre>
You can make a comment in a lua by using two hyphens (--)
Your comments will be ignored by the lua
 
You can also use --[[ (comment) --]]
All text between --[[ and --]] will be ignored by lua
 
 
</pre>
==Commands==
<br>'''(Cycle scalars)'''
<pre>
Cycle scalar is basically a scale between overclock and cycle skip (Underclock), we say that to simplify
for anyone making configs, but in the truth it controls cycle speed of that Processor whether it be (IOP) or (SIF) or (EE).
 
Slowing the cycles can be done by setting it higher than 1.0 (Underclock) (Cycle skip)
Speeding up the cycles can be done by setting it anything lower than 1.0 (Overclock)
 
So, it's basically a multiplier of the Processor's cycle speed in a way that's connected to the Delta counter.
 
Sony uses all of them to improve sync, It's recommended to use them for sync also considering that using them can possibly
cause stuttering or input lag with no real benefit.
 
Except for eecyclescalar. as using it can be very helpful for performance gain
when you slow down the cycles (Anything higher than 1.0).
 
Some games like (Metal gear solid 3) want a very fast EE cycle speed,
and will refuse to work if it's at the Default speed.
 
(0.1) is the highest number for overclocking
And (1.0) is the Default clock value.
And (5.0) is the highest value for Underclocking (Cycle skipping) For the (IOP) and (EE)
 
As for the (SIF) it has no limit for underclocking.
</pre>
 
'''(vu1/0 mpg cycles)'''
<pre>
This command sets the cycle speed of vu1 or vu0.
0.1 is the fastest cycle speed and the most compatible (Slowest in terms of performance).
100 is the default value set by sony
1000 is the recommended value for performance gain but you can increase it to any value you like.
</pre>
 
==PS2 emulation related links==
*[https://github.com/Scalerize/PS2-tutorials-archive How to create general patches for PS2 games]
*[https://github.com/Scalerize/Ps2-assembly Knowledge about Assembly instructions in PS2]
*[https://forums.pcsx2.net/Thread-60-fps-codes Thread with 60 fps patches]
*[https://psi-rockin.github.io/ps2tek/ A great website for learning about PS2 hardware]
 
= PS2 Bios =
 
==Description==
 
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them thru mc/cdvd. Important non X module that is missing is libsd, and homebrew that need it, will most likely fail to boot, or error.
<br>Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that  [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]]
 
<br>'''More about the bios'''
<pre>
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios have included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". Most noticeable difference for both bios files seems to be special RDRAM module.
 
While PS3 emulators patch bios to preferred region, emulator used in PS4 use so called CallHook which is known better for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's literally the same code, but PS4 emus don't have patches for different bios revisions.
</pre>
<br>'''Bios file information:'''
<pre>
File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
</pre>
 
==Files inside ROM image==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|-
|-
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|-
|-
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|-
|-
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
|-
|-
| LOGO || 0xA2D0 || PS1 logo? || BIN
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|-
|-
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF.  || BIN
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|-
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|-
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|-
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
|-
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|-
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|-
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|-
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
|-
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|-
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|-
|-
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
Line 2,863: Line 2,963:
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5


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


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


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


{| class="wikitable sortable" ||  
{| class="wikitable sortable" ||  
|-  
|-  
! Command !! Name !! Fix on ps4 / Explanation
! Command !! Name
|-
|-
| 0x00 || TITLE_MASK || Black-listed games if 0xA0000000 value
| 0x00 || TITLE_MASK  
|-
|-
| 0x01 || SIO2_MASK ||
| 0x01 || SIO2_MASK  
|-
|-
| 0x02 || DEV9_MASK || Emulates dummy ethernet connection
| 0x02 || DEV9_MASK
|-
|-
| 0x03 || USB_MASK ||
| 0x03 || USB_MASK  
|-
|-
| 0x04 || SIF_DMA_SYNC ||
| 0x04 || SIF_DMA_SYNC  
|-
|-
| 0x05 || SIF_DMA_LOAD ||
| 0x05 || SIF_DMA_LOAD  
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY ||
| 0x06 || DMAC_CH10_INT_DELAY
|-
|-
| 0x07 || MECHA_RECOGTIME ||
| 0x07 || MECHA_RECOGTIME
|-
|-
| 0x08 || CPU_DELAY ||<pre> Most likely requires
| 0x08 || CPU_DELAY  
different IOP clock speed 
--iop-cycle-scalar=0.1 </pre>
|-
|-
| 0x09 || DEV5_INT_SPEED ||
| 0x09 || DEV5_INT_SPEED  
|-
|-
| 0x0A || CDVD_READ_DELAY || <pre> CDVD commands</pre>
| 0x0A || CDVD_READ_DELAY
|-
|-
| 0x0B || SPU2_BEHAVIOR ||
| 0x0B || SPU2_BEHAVIOR
|-
|-
|}
|}
Line 3,400: Line 3,499:
└── trophy_data
└── trophy_data
     └── SLES-50326_trophies.lua
     └── SLES-50326_trophies.lua
</pre>


= LUA include files =
<pre>
Files that some official PS2 Classics PKG files use in order for the lua files to be separate.
</pre>
</pre>
=LUA include files=
 
<pre>Files that the lua sometimes need to be inside of the lua_include folder
'''pad-connect-type.lua'''
<pre>
local PadConnectType = {}
 
PadConnectType.DS4 = 0
PadConnectType.HID              = 1 -- any 3rd party USB controller (fight stick, turbo controller, etc), always local.
PadConnectType.REMOTE_DS4      = 2 -- remote DS4 should behave just like regular DS4
PadConnectType.REMOTE_VITA      = 3 -- remote VITA lacks analog L2/R2
 
return PadConnectType
</pre>
</pre>
<br>'''ee-cpr0-alias.lua'''
 
'''sprite.lua'''
<pre>
<pre>
cpr = {}
local kFilterMode = {}
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
kFilterMode.Bilinear                        = 0x00000001 -- < Sample the four texels nearest the sample point, and blend linearly.
 
local kWrapMode = {}
kWrapMode.Wrap                              = 0x00000000 -- < The integer portion of the input coordinate is discarded, and the fractional portion is used instead. <c>U=U-floorf(U);</c>
kWrapMode.Mirror                            = 0x00000001 -- < The input coordinate is "reflected" across the texture boundary. This reflection may occur multiple times until the coordinate falls within the <c>[0..1]</c> range. <c>U=isOdd(floorf(U)) ? 1-fracf(U) : fracf(U)</c>
kWrapMode.ClampLastTexel                    = 0x00000002 -- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
kWrapMode.MirrorOnceLastTexel              = 0x00000003 -- < The input coordinate is reflected at most one time and then clamped to the range <c>[0..1]</c>. <c>U=abs(max(-1,min(1,U));</c>
kWrapMode.ClampHalfBorder                  = 0x00000004 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.MirrorOnceHalfBorder              = 0x00000005 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.ClampBorder                      = 0x00000006 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
kWrapMode.MirrorOnceBorder                  = 0x00000007 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
 
local kBlendMultiplier = {}
kBlendMultiplier.Zero                            = 0x00000000  -- < Multiply the associated input by zero.
kBlendMultiplier.One                              = 0x00000001  -- < Multiply the associated input by one.
kBlendMultiplier.SrcColor                        = 0x00000002  -- < Multiply the associated input by the fragment color.
kBlendMultiplier.OneMinusSrcColor                = 0x00000003  -- < Multiply the associated input by one minus the fragment color.
kBlendMultiplier.SrcAlpha                        = 0x00000004  -- < Multiply the associated input by the fragment alpha.
kBlendMultiplier.OneMinusSrcAlpha                = 0x00000005  -- < Multiply the associated input by one minus the fragment alpha.
kBlendMultiplier.DestAlpha                        = 0x00000006  -- < Multiply the associated input by the render target alpha.
kBlendMultiplier.OneMinusDestAlpha                = 0x00000007  -- < Multiply the associated input by one minus the render target alpha.
kBlendMultiplier.DestColor                        = 0x00000008  -- < Multiply the associated input by the render target color.
kBlendMultiplier.OneMinusDestColor                = 0x00000009  -- < Multiply the associated input by one minus the render target color.
kBlendMultiplier.SrcAlphaSaturate                = 0x0000000a  -- < Multiply the associated input by the minimum of 1 or fragment alpha.
kBlendMultiplier.ConstantColor                    = 0x0000000d  -- < Multiply the associated input by the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantColor            = 0x0000000e  -- < Multiply the associated input by one minus the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.Src1Color                        = 0x0000000f  -- < Multiply the associated input by a secondary fragment color.
kBlendMultiplier.InverseSrc1Color                = 0x00000010  -- < Multiply the associated input by one minus a secondary fragment color.
kBlendMultiplier.Src1Alpha                        = 0x00000011  -- < Multiply the associated input by a secondary fragment alpha.
kBlendMultiplier.InverseSrc1Alpha                = 0x00000012  -- < Multiply the associated input by one minus a secondary fragment alpha.
kBlendMultiplier.ConstantAlpha                    = 0x00000013  -- < Multiply the associated input by the constant color alpha. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantAlpha            = 0x00000014  -- < Multiply the associated input by one minus the constant color alpha. @see DrawCommandBuffer::setBlendColor()
 
local kBlendFunc = {}
kBlendFunc.Add                          = 0x00000000  -- < The source value is added to the destination value.
kBlendFunc.Subtract                    = 0x00000001  -- < The destination value is subtracted from the source value.
kBlendFunc.Min                          = 0x00000002  -- < The minimum of the source and destination values is selected.
kBlendFunc.Max                          = 0x00000003  -- < The maximum of the source and destination values is selected.
kBlendFunc.ReverseSubtract              = 0x00000004  -- < The source value is subtracted from the destination value.


cpr.index = 0
-- Default blending mode, ideal for typical alpha channel embedded into a PNG image.
cpr.random = 1
blendDefaultEquation = {
cpr.entrylo0 = 2
kBlendMultiplier.SrcAlpha, -- src multiplier
kBlendFunc.Add,                         -- blend function
kBlendMultiplier.OneMinusSrcAlpha,     -- dest multiplier
}
 
blendConstFadeEquation = {
kBlendMultiplier.ConstantAlpha, -- src multiplier
kBlendFunc.Add,                       -- blend function
kBlendMultiplier.OneMinusConstantAlpha,     -- dest multiplier
}
 
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
</pre>
 
'''MipsInsn.lua'''
<pre>
MipsInsn = {}
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
MipsInsn.IsDaddu = function(insn) return (insn & 0xfc0007ff) == 0x0000002d end -- daddu rd,rs,rt
MipsInsn.IsAddu = function(insn) return (insn & 0xfc0007ff) == 0x00000021 end -- addu rd,rs,rt
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end -- break [code]
 
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetRd = function(insn) return (insn >> 11) & 0x1f end
--MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end -- this can't create a negative value correctly
MipsInsn.GetSimm = function(insn)
  -- Lua5.3 shifts are all logical (WHY!?). threfore (insn<<48)>>48 cannot extend the sign.
  -- Instead of using shift, do following
  local bit = 16 -- sign bit place.
  local v = insn & 0xffff
  local m = 1 << (bit - 1)
  v = v & ((1 << bit) - 1)
  return (v ~ m) - m -- '~' is xor in Lua... how strange it is.
end
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
 
return MipsInsn
</pre>
 
'''ee-cpr0-alias.lua'''
<pre>
cpr = {}
 
cpr.index = 0
cpr.random = 1
cpr.entrylo0 = 2
cpr.entrylo1 = 3
cpr.entrylo1 = 3
cpr.context = 4
cpr.context = 4
Line 3,434: Line 3,646:
return cpr
return cpr
</pre>
</pre>
'''ee-gpr-alias.lua'''
'''ee-gpr-alias.lua'''
<pre>
<pre>
-- Recommended method to import this module:
-- Recommended method to import this module:
--  local gpr = require("ee-gpr-alias")
--  local gpr = require("ee-gpr-alias")
Line 3,479: Line 3,691:


return gpr
return gpr
</pre>


</pre>
'''ee-hwaddr.lua'''
'''ee-hwaddr.lua'''
<pre>
<pre>
Line 3,513: Line 3,725:
return gif_hw, vif0_hw, vif1_hw, nil
return gif_hw, vif0_hw, vif1_hw, nil
</pre>
</pre>
'''language.lua'''
'''language.lua'''
<pre>
<pre>
-- Recommended method to import this module:
-- Recommended method to import this module:
--  local lang = require("language")
--  local lang = require("language")
Line 3,550: Line 3,762:
return lang
return lang
</pre>
</pre>
'''pad-and-key.lua'''
'''pad-and-key.lua'''
<pre>
<pre>
pad = {}
pad = {}


Line 3,609: Line 3,821:
keyboard.F12 = 0x1011
keyboard.F12 = 0x1011
</pre>
</pre>
'''ps2.lua'''
'''ps2.lua'''
<pre>
<pre>
require("ee-gpr-alias")
require("ee-gpr-alias")
require("utils")
require("utils")
Line 3,799: Line 4,011:
  -- 64: size
  -- 64: size
  -- 68: root
  -- 68: root
  -- 72: endOfHeap
  -- 72: endOfHeap
  local status = eeObj.ReadMem32(th + 8)
  local status = eeObj.ReadMem32(th + 8)
  if status ~= 0 then
  if status ~= 0 then
local id    = t
local id    = t
local pri  = eeObj.ReadMem16(th + 26)
local pri  = eeObj.ReadMem16(th + 26)
local gp    = eeObj.ReadMem32(th + 20)
local gp    = eeObj.ReadMem32(th + 20)
local pc    = eeObj.ReadMem32(th + 12)
local pc    = eeObj.ReadMem32(th + 12)
local sp    = eeObj.ReadMem32(th + 16)
local sp    = eeObj.ReadMem32(th + 16)
result:enqueue( {id=id, status=status, pri=pri, gp=gp, pc=pc, sp=sp} )
result:enqueue( {id=id, status=status, pri=pri, gp=gp, pc=pc, sp=sp} )
  end
  end
  th = th + 76
  th = th + 76
   end
   end
   return result
   return result
end
</pre>
 
'''utils.lua'''
<pre>
-- utility classes/functions
 
-- Stack
-- ex:
-- my_stack = Stack.new()
--  my_stack:push( val )
-- print( my_stack:pop( val ) )
Stack = {}
 
function Stack.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Stack})
end
 
function Stack:push(x)
  table.insert(self.buff, x)
end
 
function Stack:pop()
  return table.remove(self.buff)
end
 
function Stack:top()
  return self.buff[#self.buff]
end
 
function Stack:isEmpty()
  return #self.buff == 0
end
 
 
-- Queue
-- ex:
-- my_queue = Queue.new()
-- my_queue:enqueue( val )
-- print( my_queue:dequeue(val) )
Queue = {}
 
function Queue.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Queue})
end
 
function Queue:enqueue(x)
  table.insert(self.buff, x)
end
 
function Queue:dequeue()
  return table.remove(self.buff, 1)
end
 
function Queue:top()
  if #self.buff > 0 then
    return self.buff[1]
  end
end
 
function Queue:isEmpty()
  return #self.buff == 0
end
end
</pre>
</pre>
'''utils.lua'''
<pre>
-- utility classes/functions
-- Stack
-- ex:
-- my_stack = Stack.new()
--  my_stack:push( val )
-- print( my_stack:pop( val ) )
Stack = {}
function Stack.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Stack})
end
function Stack:push(x)
  table.insert(self.buff, x)
end
function Stack:pop()
  return table.remove(self.buff)
end
function Stack:top()
  return self.buff[#self.buff]
end
function Stack:isEmpty()
  return #self.buff == 0
end
-- Queue
-- ex:
-- my_queue = Queue.new()
-- my_queue:enqueue( val )
-- print( my_queue:dequeue(val) )
Queue = {}
function Queue.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Queue})
end


function Queue:enqueue(x)
= Digital Manuals =
  table.insert(self.buff, x)
end


function Queue:dequeue()
See [[PS2 Classics Manuals]].
  return table.remove(self.buff, 1)
end


function Queue:top()
= Links =
  if #self.buff > 0 then
    return self.buff[1]
  end
end


function Queue:isEmpty()
* [https://psi-rockin.github.io/ps2tek/ PS2 Hardware Documentation]
  return #self.buff == 0
* [https://pastebin.com/yf802Up3 Graphics Synthetizer title fix guide]
end
* [https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables]
</pre>
* [https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games]
* [https://github.com/florinsdistortedvision/ps2-classics-emus Most base emulators for PS2 Classics released on PS4 by florinsdistortedvision]
* [https://github.com/Zcor3x/Playstation-2-Classics-PS4 Most base emulators for PS2 Classics released on PS4 by Zcor3x]
* [https://blog.eu.playstation.com/2018/05/01/12-ps2-classics-hit-ps-now-this-month-heres-why-should-play-them/]
* [https://www.psx-place.com/threads/few-notes-about-ps2-emulator-on-ps4.14907/ Remarks by kozarovv to wikify]


=Links=
*[https://psi-rockin.github.io/ps2tek/ Ps2 Hardware Documentation]
*[https://pastebin.com/yf802Up3 GS title fix guide]
*[https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs]
*[http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator]
*[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
*[https://www.romhacking.net/utilities/692/ PS2DIS, very helpful for debugging games]
*[https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games]
{{Reverse Engineering}}
{{Reverse Engineering}}
<noinclude>[[Category:Main]]</noinclude>
<noinclude>
[[Category:Main]]
</noinclude>

Latest revision as of 04:56, 11 March 2025

Official games[edit | edit source]

PS2 games available on PS4 PS Store[edit | edit source]

  • Ace Combat 5: The Unsung War (Ace Combat: Squadron Leader) UP0700-CUSA13419_00-ACECOMBAT7EARLY5 or JP0700-CUSA13271_00-ACECOMBAT7EARLY5 or HP0700-CUSA14109_00-ACECOMBAT7EARLY5 or EP0700-CUSA13351_00-ACECOMBAT7EARLY5 Available as a "PS2 Classics" as part of the "Pre-Order-Bonus" for "Ace Combat 7: Skies Unknown" (PS4) only (not available separately).
  • ADK DAMASHII™ UP0576-CUSA03783_00-SLPS259060000001 or EP0576-CUSA04151_00-SLPS259060000001 "2017-02-24"
  • Arc the Lad: Twilight of the Spirits UP9000-CUSA02205_00-SCUS972310000001 or EP9000-CUSA02279_00-SCES519100000001 "2016-01-12"
  • Art of Fighting Anthology UP0576-CUSA03754_00-SLUS214870000001 or EP0576-CUSA04152_00-SLES547900000001
  • Ape Escape 2 UP9000-CUSA02194_00-SCES508850000001 or EP9000-CUSA02269_00-SCES508850000001 2016-08-02
  • Blood Omen: Legacy of Kain UP8489-CUSA49771_00-SLUS000270000000 (PS5: UP8489-PPSA24270_00-0499283180274839) 2024-11-19 PS4 12.00
  • Blood Omen 2: Legacy of Kain UP8489-CUSA49769_00-SLUS200240000000 (PS5: UP8489-PPSA24268_00-0200966777747783) 2024-11-19 PS4 12.00
  • Bully (Canis Canem Edit) UP1004-CUSA03507_00-SLUS212690000001 or EP1004-CUSA03551_00-SLES535610000001 "2016-03-22"
  • Dark Chronicle (Dark Cloud 2) UP9000-CUSA02037_00-SCUS972130000001 or EP9000-CUSA02075_00-SCES511900000001 "2016-01-19"
  • Dark Cloud UP9000-CUSA01728_00-SCUS971110000001 or EP9000-CUSA01944_00-SCES502950000001 "2015-12-05"
  • Destroy All Humans! (2005) (not to be confused with the remake EP4389-CUSA14910_00-DAH1REMAKEEU0000) UP4389-CUSA05232_00-SLUS209450000001 or EP4389-CUSA06353_00-SLES531960000001 2016-10-18
  • Destroy All Humans! 2 (2006) UP4389-CUSA05233_00-SLUS214390000001 or EP4389-CUSA06355_00-SLES543840000001 2016-11-29
  • Dropship: United Peace Force: announced on 2025-02-12. Enhanced with up-rendering, rewind, quick save, and custom video filters.
  • Eternal Ring UP1022-CUSA04654_00-SLUS200150000001 requires PS4 4.70
  • FantaVision JP9000-CUSA02407_00-SCPS150300000001 or UP9000-CUSA01724_00-SCUS971050000001 or EP9000-CUSA01949_00-SCES500020000001 "2015-12-22"
  • Fatal Fury Battle Archives Vol. 2 UP0576-CUSA03750_00-SLUS217230000001 or EP0576-CUSA04153_00-SLUS217230000001 "2017-03-27"
  • Fu'un Super Combo UP0576-CUSA03784_00-SLPS257810000001 or EP0576-CUSA04154_00-SLPS257810000001 "2016-12-20"
  • Ghosthunter (English, Japanese) UP9000-CUSA47996_00-SLUS209930000000 (PS5: UP9000-PPSA21974_00-SLUS209930000000) 2024-06-18
  • Grand Theft Auto® 3 UP1004-CUSA03508_00-SLUS200620000001 or EP1004-CUSA03550_00-SLES503300000001 "2015-12-05"
  • Grand Theft Auto: Vice City UP1004-CUSA03509_00-SLUS205520000001 or EP1004-CUSA03546_00-SLES510610000001 "2015-12-05"
  • Grand Theft Auto: San Andreas UP1004-CUSA03506_00-SLUS209460000001 or EP1004-CUSA03541_00-SLES525410000001 PS4 3.11 "2015-12-05"
  • Harvest Moon: Save the Homeland UP1014-CUSA06585_00-SLUS202510000001 or EP1014-CUSA06610_00-SLUS202510000001
  • Harvest Moon: A Wonderful Life Special Edition UP1014-CUSA06584_00-SLUS211710000001 or EP1014-CUSA06609_00-SLUS211710000001 "2017-03-28"
  • Hot Shots® Tennis (Everybody's Tennis) UP9000-CUSA02193_00-SCUS976100000001 or EP9000-CUSA02270_00-SCES545350000001 "2016-09-13"
  • Indiana Jones and the Staff of Kings UP1082-CUSA41353_00-SLUS218850000000 (PS5: UP1082-PPSA14388_00-SLUS218850000000 or UP1082-PPSA14388_00-0064394372965033) 2024-11-26 PS4 12.00 or PS5 10.40
  • Indigo Prophecy (aka Fahrenheit 2005) UP1642-CUSA04798_00-SLUS211960000001 or EP1628-CUSA05760_00-SLES535390000001 "2016-08-09"
  • Jak and Daxter: The Precursor Legacy HP9000-CUSA08427_00-SCPS560030000001 patch 1.01 requires PS4 4.73
  • Jak and Daxter: The Precursor Legacy™ UP9000-CUSA02522_00-SCUS971240000001 patch 1.01 requires PS4 4.73
  • Jak and Daxter™: The Precursor Legacy EP9000-CUSA07934_00-SCES503610000001 patch 1.03 requires PS4 4.73
  • Jak and Daxter™: The Precursor Legacy JP9000-CUSA02541_00-SCPS150210000001
  • Jak II™ UP9000-CUSA07840_00-SCUS972650000001 patch 1.01 requires PS4 5.01
  • Jak II™ EP9000-CUSA07990_00-SCES516080000001 patch 1.02 requires PS4 5.01
  • Jak II™ HP9000-CUSA08422_00-SCKA200100000001 patch 1.01 requires PS4 5.01
  • Jak II JP9000-CUSA08581_00-SCPS150570000001 2017-12-05
  • Jak 3™ UP9000-CUSA07841_00-SCUS973300000001 patch 1.01 requires PS4 5.01
  • Jak 3™ EP9000-CUSA07991_00-SCES524600000001 patch 1.01 requires PS4 5.01
  • Jak 3™ HP9000-CUSA08423_00-SCKA200400000001 patch 1.01 requires PS4 5.01
  • Jak 3 UP9000-CUSA07841_00-JPPS400000000001 2017-12-20
  • Jak X: Combat Racing UP9000-CUSA07842_00-SCUS974290000001 patch 1.02 requires PS4 5.01
  • Jak™ X EP9000-CUSA07992_00-SCUS974290000001 patch 1.02 requires PS4 5.01
  • Jak X: Combat Racing UP9000-CUSA07842_00-JPPS400000000001 2018-03-15
  • Kinetica UP9000-CUSA01725_00-SCUS971320000001 or EP9000-CUSA01947_00-SCUS971320000001 "2016-05-17"
  • Manhunt UP1004-CUSA03512_00-SLUS208270000001 or EP1004-CUSA03545_00-SLES520230000001 "2016-03-22"
  • Max Payne UP1004-CUSA03513_00-SLUS202300000001 or EP1004-CUSA04488_00-SLES503260000001 "2016-04-22"
  • Metal Slug Anthology UP0576-CUSA03749_00-SLUS215500000001 or EP0576-CUSA04156_00-SLES546770000001 "2016-07-05"
  • Mister Mosquito UP9000-CUSA48755_00-SLUS203750000000 (PS5: UP9000-PPSA22948_00-SLUS203750000000) 2024-09-17 patch 1.02 requires PS4 11.52 or PS5 9.60
  • Okage: Shadow King UP9000-CUSA02199_00-SCUS971290000001 or EP9000-CUSA02282_00-SCUS971290000001, requires PS4 FW version 3.15, although it was compiled with PS4 SDK version 3.008.000, latest patch requires PS4 FW 4.05 "2016-03-22"
  • PaRappa The Rapper 2™ UP9000-CUSA01555_00-SCUS971670000001 or EP9000-CUSA01946_00-SCES504080000001 2015-12-15
  • Primal UP9000-CUSA02035_00-SCUS971420000001 or EP9000-CUSA02077_00-SCES511350000001 "2016-05-31"
  • Psychonauts UP2154-CUSA03881_00-SLUS211200000001 or EP2154-CUSA04150_00-SLES538300000001 "2016-06-07"
  • Puzzle Quest: Challenge of the Warlords UP0367-CUSA03571_00-SLUS216920000001 "2016-02-24"
  • Red Dead Revolver UP1004-CUSA03517_00-SLUS205000000001 or EP1004-CUSA03542_00-SLES524780000001 "2016-10-11"
  • Red Faction UP4389-CUSA06402_00-SLUS200730000001 or EP4389-CUSA06354_00-SLES502770000001 "2016-12-06"
  • Red Faction II UP4389-CUSA06405_00-SLUS204420000001 or EP4389-CUSA06356_00-SLES511330000001
  • Resident Evil Code: Veronica X UP0102-CUSA07104_00-SLUS201840000001 or EP0102-CUSA07343_00-SLES503060000001
  • Rise of the Kasai UP9000-CUSA01730_00-SCUS974160000001 or EP9000-CUSA01948_00-SCUS974160000001 "2016-03-08"
  • Rogue Galaxy UP9000-CUSA02195_00-SCUS974900000001 or EP9000-CUSA02271_00-SCES545520000001 "2015-12-05"
  • Samurai Shodown VI UP0576-CUSA03787_00-SLUS216290000001 or EP0576-CUSA04158_00-SLES552920000001 "2016-11-22"
  • Siren (Forbidden Siren) UP9000-CUSA02198_00-SCUS973550000001 or EP9000-CUSA02274_00-SCES519200000001 (PS5: UP9000-PPSA22947_00-SCUS973550000000) PS4 patch 1.02 requires PS4 3.00 and 2024-10-15 PS5 patch 1.00 requires PS5 9.40 "2016-06-14"
  • SkyGunner UP9000-CUSA49210_00-SLUS203840000000 (PS5: UP9000-PPSA23535_00-SLUS203840000000) 2024-09-17 patch 1.03 requires PS4 11.52 or PS5 9.60
  • Sly Raccoon (2002), Sly Cooper and the Thievius Raccoonus UP9000-CUSA47431_00-SCUS971980000000 (PS5: UP9000-PPSA21300_00-SCUS971980000000) 2024-06-11 PS4 11.50 or PS5 9.20
  • Sly 2: Band of Thieves™ (PS5: UP9000-PPSA22287_00-SCUS973160000000) 2024-12-10 PS5 10.01
  • Sly 3: Honour Among Thieves™ (PS5: UP9000-PPSA22288_00-SCUS974640000000) 2024-12-10 PS5 10.01
  • Star Ocean Till The End Of Time UP0082-CUSA04778_00-SLUS204880000001 or JP0082-CUSA04842_00-SLPM654380000001 or EP0082-CUSA06379_00-SLES820280000001
  • Star Wars Bounty Hunter UP1082-CUSA03472_00-SLUS204200000001 or EP1006-CUSA03493_00-SLES508310000001 2016-01-15
  • Star Wars Racer Revenge UP1082-CUSA03474_00-SLUS202680000001 or EP1006-CUSA03492_00-SLES503660000001 2016-01-15
  • STAR WARS: Jedi Starfighter UP1082-CUSA03473_00-SLUS202930000001 or EP1006-CUSA03494_00-SLES503710000001 2016-01-15
  • STAR WARS The Clone Wars UP1082-CUSA48010_00-SLUS205100000000 (PS5: UP1082-PPSA21985_00-SLUS205100000000 or UP1082-PPSA21985_00-0384550355606536) 2024-06-11 PS4 11.50
  • Summoner PS2 Emulation (2000) UP4389-CUSA48889_00-SLUS200740000000 (PS5: UP4389-PPSA23124_00-SLUS200740000000 or UP4389-PPSA23124_00-EMUPS2SUMMONER00) 2024-07-16 PS4 patch 1.01 requires PS4 11.50, PS5 patch 1.02 requires PS5 9.40
  • The King of Fighters Collection: The Orochi Saga UP0576-CUSA03753_00-SLUS215540000001 or EP0576-CUSA04164_00-SLUS215540000001 2018-06-26
  • The King of Fighters '98 Ultimate Match (not to be confused with the Final Edition) UP0576-CUSA03751_00-SLUS218160000001 or EP0576-CUSA04159_00-SLES552800000001 2018-03-20
  • The King of Fighters 2000 UP0576-CUSA03748_00-SLUS208340000001 or UP4002-CUSA03748_00-SLUS208340000001 or EP0576-CUSA04160_00-SLUS208340000001 "2016-05-03"
  • The Mark of Kri UP9000-CUSA01729_00-SCUS971400000001 or EP9000-CUSA01945_00-SCES511640000001 "2015-12-05"
  • The Warriors UP1004-CUSA03515_00-SLUS212150000001 or EP1004-CUSA03548_00-SLES534430000001 "2016-07-05"
  • TimeSplitters EP4062-CUSA49387_00-SLUS200900000000 (for PS5: EP4062-PPSA23799_00-SLUS200900000000 or EP4062-PPSA23799_00-TIMESPLITTERSONE) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
  • TimeSplitters 2 EP4062-CUSA49392_00-SLUS203140000000 (for PS5: EP4062-PPSA23801_00-SLUS203140000000 or EP4062-PPSA23801_00-TIMESPLITTERSTWO) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
  • TimeSplitters: Future Perfect EP4062-CUSA49435_00-SLUS211480000000 (for PS5: EP4062-PPSA23847_00-SLUS211480000000 or EP4062-PPSA23847_00-TIMESPLITTERS3FP) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
  • Tomb Raider: Legend UP8489-CUSA48389_00-SLUS212030000000 (PS5: UP8489-PPSA22453_00-SLUS212030000000 or UP8489-PPSA22453_00-0217126708396262) 2024-06-11 PS4 11.50
  • Twisted Metal: Black UP9000-CUSA02036_00-SCUS971010000001 or EP9000-CUSA02076_00-SCES503600000001 "2015-12-05"
  • War of the Monsters™ UP9000-CUSA01554_00-SCUS971970000001 or EP9000-CUSA01981_00-SCES512240000001 2015-12-05
  • Wild Arms™ 3 UP9000-CUSA02197_00-SCUS972030000001 or EP9000-CUSA02273_00-SCUS972030000001 2016-05-17

PS2 games available on PS4 Bluray Disc[edit | edit source]

  • ADK DAMASHII™ (by Limited Run #315) UP0576-CUSA03783_00-SLPS259060000001 "2017-02-24"
  • Art of Fighting Anthology (by Limited Run #375) UP0576-CUSA03754_00-SLUS214870000001
  • Destroy All Humans! (2005) (PS2 Classic by Limited Run #370, not to be confused with the remake EP4389-CUSA14910_00-DAH1REMAKEEU0000) UP4389-CUSA05232_00-SLUS209450000001 2016-10-18
  • Fatal Fury Battle Archives Vol. 2 (by Limited Run #371) UP0576-CUSA03750_00-SLUS217230000001
  • Fu'un Super Combo UP0576-CUSA03784_00-SLPS257810000001
  • Indigo Prophecy™ (aka Fahrenheit 2005, by Limited Run #331) UP1642-CUSA04798_00-SLUS211960000001 or EP1628-CUSA05760_00-SLES535390000001 "2016-08-09"
  • Jak and Daxter: The Precursor Legacy™ (US version, by Limited Run #184) UP9000-CUSA02522_00-SCUS971240000001
  • Jak X Combat Racing™® (US version, by Limited Run #292) UP9000-CUSA07842_00-SCUS974290000001
  • Jak II (US version, by Limited Run #212) UP9000-CUSA07840_00-SCUS972650000001
  • Jak 3 (US version, by Limited Run #258) UP9000-CUSA07841_00-SCUS973300000001
  • METAL SLUG ANTHOLOGY™ (US version by Limited Run #364) UP0576-CUSA03749_00-SLUS215500000001 "2016-07-05"
  • METAL SLUG ANTHOLOGY™ (EU version by SNK) EP0576-CUSA04156_00-SLES546770000001
  • Psychonauts UP2154-CUSA03881_00-SLUS211200000001 or EP2154-CUSA04150_00-SLES538300000001 "2016-06-07"
  • Red Faction (by Limited Run #281) UP4389-CUSA06402_00-SLUS200730000001 "2016-12-06"
  • Samurai Shodown VI (by Limited Run #329) UP0576-CUSA03787_00-SLUS216290000001 or EP0576-CUSA04158_00-SLES552920000001
  • STAR WARS™ BOUNTY HUNTER™ (US version, by Limited Run #273) UP1082-CUSA03472_00-SLUS204200000001 2016-01-15
  • Star Wars Racer Revenge UP1082-CUSA03474_00-SLUS202680000001, requires PS4 FW version ?3.15?, although it was compiled with SDK version 3.008.000
  • The King of Fighters '98 Ultimate Match (by Limited Run #344, not to be confused with the Final Edition) UP0576-CUSA03751_00-SLUS218160000001
  • The King of Fighters 2000 (by Limited Run #386) UP0576-CUSA03748_00-SLUS208340000001 or UP4002-CUSA03748_00-SLUS208340000001 "2016-05-03"
  • The King of Fighters™ Collection: the Orochi Saga (by Limited Run #393) UP0576-CUSA03753_00-SLUS215540000001 2018-06-26

These PS2onPS4 games can be bought online directly via Limited Run Games for brand new or for example on Ebay for second hand or like new.

PS2 remaster games available on PS4 PS Store[edit | edit source]

  • Destroy All Humans! UP4389-CUSA14899_00-DAH1REMAKEUS0000 or JP2880-CUSA19492_00-DAH1REMAKEJP0000 or EP4389-CUSA14910_00-DAH1REMAKEEU0000, PS4 7.50 2020-07-28
  • Destroy All Humans! 2 (in Destroy All Humans! 2 - Reprobed) (PS5: UP4389-PPSA05398_00-DAH2REPRODBEDUS0) 2022-08-30
  • Metal Gear Solid 2: Sons of Liberty (HD Collection version i.e. Metal Gear Solid 2: Substance) (in METAL GEAR SOLID: MASTER COLLECTION Vol.1 PS4 & PS5) 2023-10-24
  • Metal Gear Solid 3: Snake Eater (HD Collection version i.e. Metal Gear Solid 3: Subsistence) (in METAL GEAR SOLID: MASTER COLLECTION Vol.1 PS4 & PS5) 2023-10-24
  • Tales of Symphonia (in Tales of Symphonia Remastered) UP0700-CUSA29214_00-TALESOFSYMPHONIA 2023-02-17
  • Legacy of Kain™ Soul Reaver 2 (in Legacy of Kain™ Soul Reaver 1&2 Remastered PS4 & PS5) (PS5: UP1032-PPSA18153_00-SOULREAVER120824) 2024-12-10
  • Tomb Raider: The Angel of Darkness (in Tomb Raider IV-VI Remastered PS4 & PS5) (PS5: UP1032-PPSA18154_00-TOMBRAIDER456225) 2025-02-14
  • The King of Fighters '98 Ultimate Match (in The King of Fighters '98 Ultimate Match Final Edition) UP0576-CUSA29364_00-KOF98UMFE00000US or EP0576-CUSA29365_00-KOF98UMFE00000EU 2022-06-21

Description[edit | edit source]

The PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3. Some issues on PS3's PS2 emulator were left unfixed on the PlayStation 4. Consequently, the PS4 inherited some of PS3's emulation glitches, and even introduced new ones. The new issues came as a result of PS4's weakness with emulation, which likely resulted in the trade of accuracy for performance.

Each PS2onPS4 package file (.pkg) includes the PS2 emulator itself. The PS4 does not have a native built-in emulator in its System Software, but it does have a few PS2 emulator specific features, like the usermode functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, and sceSystemServiceShowImposeMenuForPs2Emu.

The PS2 emulators are programmed to be accurate for the games they were designed to emulate. In turn, this makes accurate emulation challenging, as emulators include per-title patches and different default settings. The PlayStation 2 hardware is a complex system to emulate; any small change in configuration can make or break a game. Currently, the most commonly used emulator is "Jakv2" from Jak games, as it is the most compatible one out there. When game crashes are concerned in an emulated PS2 game, then the Resident Evil Code: Veronica X's emulator is typically used, whereas for VU accuracy it is Rogue Galaxy's.

The PS2 BIOS is included in the game's pkg file. It is the same PS2 BIOS as used in the ps2_netemu software in PS3 Operating System. The lack of encryption mechanism for PS2 game disc image files is also huge. This time, it is a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Moreover, memory cards are also unencrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was not modified. The PS2 emulator on PS4 also supports Lua scripting by a "Lua Bridge", which is a powerful interface that may prove exceptionally handy in fixing games.

This is first time Sony cared about floats in its emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses OpenCL for GS, and likely other components as well.

From old emulators like WOTM, up until new ones like Jak, the PS2 emulator underwent many changes from one game to the next. This complicates documenting and predicting the emu's behavior.

Emulators[edit | edit source]

Every PS2 emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed in the PS4 OS, but instead they have to be unpacked from an official PS2 CLASSICS PKG file signed by Sony. This list includes the typical usage of those emulators. Emus with apis below 1.5 are considered old, Emus with apis above 1.5 and below 2.0 are considered in-between, and 2.0 and above are modern.

Emulator name Typical usage - Info API Version Similar emulators
2018
The King of Fighters '98: Ultimate Match The only known emulator where Mojin-ribbon is playable. Commonly known as "KOF98". 2.0
2017
Jak and Daxter: The Precursor Legacy Good compatibility with most PS2 games. It has a very high api version which means more Lua commands are supported. In addition, Jak emulators are one of the few that can use the --gs-adaptive-frameskip=1 command. It is often referred to as "Jak v2" 2.2 JakX, Jak 2, Jak 3,
Jak x Useful for games with COP2 issues. It fixed Superman - Shadow of Apokolips's sps. Jak, Jak 2, Jak 3,
Art of Fighting Anthology Similar to RECVX. It was successful in fixing "Coraline." Sometimes called "AOFA" 2.0
Resident Evil - Code: Veronica Fixes games like Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis freezing at a black/splash screen. Additionally, games requiring OPL's mode 2 tend to have a higher chance of being playable under it. Often referred to as "RECVX" 1.7 Fatal Fury, Samurai Showdown, Redfaction, AOFA.
Fatal Fury Battle Archives: Volume 2 Similarly to RECVX, it is often used to fix frozen games.
2016
Red Faction It is prominently used to fix VU1/VIF1 sensitive games. It was used to fix Tony Hawk games suddenly crashing, as well as MTVU sensitive games such as Star Wars Battlefront II. 1.6 Max payne
Forbidden Siren The only emulator to fix Ice age 2 being stuck at splash screen. It also fixed Gran turismo 4 running abysmally slow. 0.1
The King of Fighters 2000 Seemingly one of the most GIF-accurate emus, it prevents Koei Tecmo games (Dynasty Warriors 5: Empires and Samurai Warriors 2) from suddenly freezing when battle starts. Moreover, it is likely the only emulator where Batman Begins does not crash. Often referred to as "KOF2000" 1.2 Roguev1, KOF98, Okage
Destroy All Humans! Fixed Tenchu: Fatal Shadows', and Veggietales crashing, as well as Bratz The Movie from freezing. This may be a result of a good GIF/VIF timing. 0.1
Destroy All Humans! 2 0.7
Rise of the Kasai It fixed most of the Harry Potter games. Often referred to as "rotk". 0.2
2015
War of the Monsters v1 Subjectively the best emulator to use. Used as PS2CLASSICSGUI's default emulator, it is the best one around for accurate GS emulation, as some graphical issues on the Ratchet series and Tekken 5 can only be fixed by it. Another interesting case is GTA SA's lack of need for auto flush on it, and being natively performant. Additionally, its VU0 timing as well as performance is much better than Jakv2's, as can be seen in the case of Spyro Enter the Dragonfly running comparatively better on it, and the Ratchet series requiring a lower EE delay amount in patches to work, making it one of the best emulators on the PS4. 0.1 Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter
GTA III Fixed the PAL version of Genji: Dawn of the Samurai. 0.6
PaRappa The Rapper 2 The only emulator to boot Spyro: A Hero's Tail. 0.1
Star Wars Racer Revenge Seemingly the closest emulator to the PS3's. Useful for debugging games as it also shows useful information such as pagefault. 0.4

Emulator Configuration[edit | edit source]

The PS2 emulator can be configured through 4 files.

Files[edit | edit source]

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

Commands[edit | edit source]

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

config-emu-ps4.txt commands[edit | edit source]

Command Values Notes Usage
Misc
--config-local-lua --config-local-lua=""
--lopnor-config 0,1 Enables limited PS3's PS2 config support --lopnor-config=1
--load-tooling-lua --load-tooling-lua=0
--max-console-spam
--path-snaps dir/folder Path to savestates folder --path-snaps="/tmp/snapshots"
--path-recordings dir/folder --path-recordings="/tmp/recordings"
--path-memcards dir/folder
--path-vmc dir/folder --path-vmc="/tmp/vmc"
--emulog-file 0, 1 Creates a log file with information that is rarely useful --emulog-file=1
--path-emulog dir/folder Sets the directory of the emulog file. Requires --emulog-file=1 command --path-emulog="/tmp/recordings"
--path-manual dir/folder
--path-patches dir/folder Path to patches folder --path-patches="/app0/patches"
--path-trophydata dir/folder --path-trophydata="/app0/trophy_data"
--path-featuredata dir/folder Path to folder with XXXX-YYYYY_features.lua file --path-featuredata="/app0/feature_data"
--path-postproc dir/folder Post-processing (shaders?)
--path-toolingscript dir/folder --path-toolingscript="/app0/patches"
--snapshot-name
--snapshot-datafile
--snapshot-restore
--snapshot-save frameId(?)
--snapshot-mcd-files
--snapshot-repeat repeat_count
--snapshot-modulo
--host-keyboard slot [0-7] --host-keyboard=4
--host-window-scale scale/float --host-window-scale=0.5
--host-window-pos x,y
--host-display-mode normal,full,4:3,16:9 Set display mode --host-display-mode=full
--host-graph fps Debug option that requires an unleaked debug ps2 bios --host-graph=fps
--host-osd verbose, minimal --host-osd=0
--host-vsync 0, 1 Enable or disable vsync --host-vsync=1
--host-trophy-support
--rtc-epoch unix_time (seconds since epoch) --rtc-epoch=1523776362
--framelimiter 0, 1 Enable or disable Frame limiting --framelimiter=1
--framelimit-fps FPS/float framelimiter --framelimit-fps=0.8
--framelimit-scalar scalar/float --framelimit-scalar=3.2
--framelimit-mode slowest,slower,slow,normal,fast,fastest,turbo A Standalone framelimiter --framelimit-mode=fast
--ps2-lang system Sets language. Might seem like a useless command, but a tiny number of games refuse to boot without a selected language. --ps2-lang=system
--ps2-title-id XXXX-YYYYY Example: (SLUS-21515) Sets title-id for patches. Requires the game's region code as value --ps2-title-id=SLES-50366
--verbose-cpu-cycles=1 0,1 ? --verbose-cpu-cycles=1
--gs-uprender none, 2x2 Internal resolution upscaler. --gs-uprender=2x2
--gs-upscale none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion upscaling type --gs-upscale=EdgeSmooth
Audio
--host-audio-latency msec/float Audio latency must be between 0.010 and 4.0 --host-audio-latency=1.5
--path-audio-images dir/folder
--record-audio
--record-audio-img
--record-audio-image
--record-audio-ext
--host-audio 1,0,on,off,mono --host-audio=1
--mute-audio all,none,main,bgm --mute-audio=all
--mute-streaming-audio all,none,main,bgm --mute-streaming-audio=all

XXXX-YYYYY_cli.conf commands[edit | edit source]

These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values.
All commands are pre-made. Creating new CLI commands is impossible.
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges.
Some CLI commands have no effect, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some PS2 emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.

EmotionEngine (MIPS-IV)[edit | edit source]

EE[edit | edit source]
Commands for the emulated Emotion Engine. These commands may improve performance, prevent crashes, or provide better core sync.
Command Emulator Support Values Value Type Notes Usage
Speedhacks / Desync Fixes
--ee-cycle-scalar Universal Slowest cycles speed: 5.0
Normal cycles speed: 1.0
Fastest cycles speed: 0.1
Float Changes the cycle speed of the EE. It can benefit core sync or performance (lowering the cycle rate may affect FMVS). The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. --ee-cycle-scalar=1.0
--ee-context-switch-cycles Exclusive Accelerate cycles (359 => 0)
Decelerate cycles (361 => ∞ )
4 Bytes Its effects are mysterious. Possibly delays EE startup when starting new tasks. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues. It bears no effect on VU timing, but it may alter the core's timing with some DMA channels. --ee-context-switch-cycles=2700?
--ee-hook Variable AdvanceClock
FastForwardClock
MfifoDrain
ForceEOB
SO3_AudioRequest
SO3_AudioWriteBack
4 Byte hex (offset),string,4 Byte hex (opcode),4 Byte Decimals (advanceclock value) Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. AdvanceClock stalls the EE for a specified amount of cycles (in decimals), while FastForwardClock behaves similarly. They are commonly used on CTC2 instructions. FastoForwardClock can be used on any offset. However, some offsets are ignored by AdvanceClock - it could be that this function only works on instructions reached after processing a branch instruction, likely specifically designed to work at both the start or end of a branch instruction (a loop). However, this is only the case for old emulators like King Of Fighters 2000 and War Of The Monsters. Newer ones such as Jak operate differently, where AdvanceClock only works at the end of a branch instruction (when it's false).
Advanceclock usage example:

0x0 nop <-- Advancelock can work here on old emulators ✓
0x4 nop <-- Advancelock cannot work here ✗
0x8 beq zero,v1,0x0 <-- Advancelock cannot work here ✗
0xC nop <-- Advancelock cannot work here ✗
0x10 nop <-- Advancelock can work here on both old and new emulators ✓.
MfifoDrain is still unknown, but only works on modern emus such as Jakv2. However, it seems to somehow negatively impact performance. On Red Dead Revolver, it was used on two LW instructions grabbing data from 0x1000D010 and 0x1000D000. Both instructions were located at the start of a loop.
--ee-hook=0x0025A9F2,AdvanceClock,,500
--ee-hook=0x0019F0AD,FastForwardClock
Game fixes
--ee-jit-pagefault-threshold Exclusive 0-254 1 Byte Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. --ee-jit-pagefault-threshold=40
--ee-regalloc-scalar Universal 0,none,ReadOnly,WriteOnly,RW String Register allocation setting. Setting it to 0 may prevent crashes.
--ee-block-validation Universal PageProt, PageProtection, Hash, Full, none String way of validating that block been modified, and require recompilation. [Some info about PageProt way] --ee-block-validation=None
--ee-shorthash-len Exclusive inst_count/integer Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash
--ee-const-folding Universal None,Gpr,Fpu,All String EE constant folding. "All" seems to be the default option. --ee-const-folding=none
--ee-ignore-segfault Exclusive none, read, write, readwrite String Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) --ee-ignore-segfault=readwrite
--ee-native-function Exclusive memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. --ee-native-function=memcpy,0x11e328
Other
--ee-jit-disasm Universal 0 or 1 for mips and 2 for x86 Semi-Binary Emotion engine Just in Time disassembler mode (Likely a debug log option) --ee-jit-disasm=1
--ee-ignore-break Exclusive 0, 1 Binary Turns a BREAK instruction into a NOP Instruction.
--ee-break-as-nop Exclusive 0, 1 Binary Turns a BREAK instruction into a NOP Instruction. --ee-break-as-nop=1
--ee-jit-opt-debug Exclusive 0, 1 Binary
--ee-pc-coherency Universal 0, 1 Binary Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads.
--ee-insn-flush-pc Exclusive 0, 1 Binary Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads.
--ee-inst-marking Universal 0,1?
--ee-insn-marking Exclusive 0,1?
--ee-kernel-hle Universal 0, 1 Binary High-level emulation kernel. Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply EE kernel patches which run previously prepared x64 code instead of recompiling real code part.
--ee-injection-kernel Exclusive 0, 1 Binary Just like --ee-kernel-hle, except using a different name.
--ee-injection-title Exclusive 0, 1 Binary Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply per title patches which run previously prepared x64 code instead of recompiling real code part.
--ee-validate-kernel Universal 0, 1 Binary
--ee-regalloc-simd Universal readwrite, writeonly, readonly String register allocation setting
--ee-regalloc-preserve-scalar Universal LoadOnly, LO, StoreOnly, SO, LoadStore, LS String EE JIT Scalar/Int Regalloc Mode --ee-regalloc-preserve-scalar=LoadStore
--ee-regalloc-preserve-simd Universal ReadOnly, RO, WriteOnly WO, RW String EE JIT SIMD/XMM Regalloc Mode --ee-regalloc-preserve-simd=RW
--ee-static-block-links Universal options Type,Type,... [Branch,Branches,JAL,COP2,All] --ee-static-block-links=JAL,COP2
--vtune-ee Universal Unknown Unknown. It likely requires command-specific string values because decimals crash the emulator.
--ee-live32 Universal 0,1?
--ee-cache-breaks-block Universal 0,1 Binary End recompiler block on r5900 cache opcode.
--ee-evt-check-full Universal 0, 1 Binary Perform more accurate EE event check
--ee-peephole Exclusive 0, 1?
--ee-load-rewrites Universal 0,1?
--ee-store-rewrites Universal 0,1?
--ee-precompile-trace Exclusive
--ee-penalize-short-blocks Exclusive 0, 1 Binary Add cycles to short recompiled blocks?
--ee-mem-check-eob Universal EE memory check end of block
--ee-insn-callmark Exclusive
--ee-inline-limit-full Exclusive Default = 48 4 Bytes Unknown.
--ee-inline-limit-partial Exclusive Default = 14 4 Bytes Unknown.
--ee-stlf-cycle-threshold Exclusive Default = 0
4 Bytes Unknown.
--detect-idle-ee Universal 0, 1 Binary --detect-idle-ee=1
FPU[edit | edit source]
The FPU is a fast single-precision unit that typically serves the EE by calculating in-game physics. It mostly controls the accuracy of the movement of in-game objects, or the game's gravity as a whole. In some cases, it is best to use COP2 commands with the FPU's to ensure the accuracy of the game's geometrical calculations.
Command Emulator Support Values Value Type Notes Usage
Game fixes
--fpu-no-clamping Universal Enabled = 0
Disabled = 1
Binary Changes the clamping behavior of the FPU. It's set to 1 by default. Might fix freezing issues, or misplaced characters/items (Inaccuracies with in-game physics) --fpu-no-clamping=0
--fpu-custom-min-max Universal 0, 1 Binary Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games --fpu-custom-min-max=0
--fpu-accurate-range Universal start,end offset (0x0 - 0x1FFFFFF) Hex combination Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. --fpu-accurate-range=0x1acce0,0x2acce0
--fpu-no-clamp-range Exclusive start,end offset (0x0 - 0x1FFFFFF) Hex combination Per-range clamping for the FPU in the selected memory range. --fpu-no-clamp-range=0x1acce0,0x2acce0
--fpu-accurate-muldiv Universal 0 = Disabled
1 = Enabled
Binary Allows the FPU to accurately Divide/Multiply for all offsets by using software floats rather than hardware floats. (Extremely slow, --fpu-accurate-mul-fast=1 should always be used with it unless when debugging) --fpu-accurate-muldiv=1
--fpu-accurate-addsub Universal 0 = Disabled
1 = Enabled
Binary Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. Though slow on PS4, many games that work fine on PCSX2 (Pac-Man World 3, Jackie Chan Adventures) experience issues on PS4 because ADD/SUB is disabled by default. --fpu-accurate-addsub=1
--fpu-accurate-muldiv-range Universal start,end offset (0x0 - 0x1FFFFFF) Hex combination Allows the FPU to accurately Divide/Multiply in the specified ee memory range by using software floats rather than hardware floats. --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
--fpu-accurate-addsub-range Universal start,end offset (0x0 - 0x1FFFFFF) Hex combination Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. --fpu-accurate-addsub-range=0x1acce0,0x2acce0
Speedhacks
--fpu-rsqrt-fast-estimate Exclusive 0, 1 Binary Decreases RSQRT's accuracy. Enabled by default, disabling it is important when using accurate math commands. --fpu-rsqrt-fast-estimate=1
--fpu-accurate-mul-fast Universal 0, 1 Binary Speedhack for CLI FPU muldiv commands. --fpu-accurate-mul-fast=1
Other
--fpu-custom-fused-madd Universal 0, 1 Binary Custom FMA (fused multiply-add). Disabled by default. --fpu-custom-fused-madd=0
--fpu-to-double Universal 0, 1 Binary Converts floats to doubles (Accurate). Limited testing shows that infinity is still wrong at 7F7FFFFF, rather than 7FFFFFFF with it enabled. --fpu-to-double=1
--fpu-clamp-operands Universal 0, 1 Binary Affects the fpu's clamping behavior --fpu-clamp-operands=1
--fpu-clamp-results Universal 0, 1 Binary Affects the fpu's clamping behavior --fpu-clamp-results=1
COP2[edit | edit source]
VU0 Macro-mode. These commands assist the FPU.
Command Emulator Support Values Value Type Notes Usage
Speedhacks
--cop2-opt-flags Universal 0, 1 ,2 Semi-Binary Optimize flags upon recompilation. 0 is the accurate option, 1 is mostly safe, 2 is unsafe. Setting it to 0 improves FPU accuracy. For example, it fixed gravity issues (falling through the floor) in Ratchet, and Brave - The Search for Spirit Dancer. It is an insignificant speedhack which should always be set to 0. More Info --cop2-opt-flags=0
--cop2-opt-vf00 Universal 0, 1, 2 Semi-Binary Seems to be a hacky way of optimization through the vf00 register. Set to 1 by default, setting it to 0 fixed Superman Shadow of Apokolips freezing. It is an insignificant speedhack which should always be set to 0. --cop2-opt-vf00=0
--cop2-const-prop Universal 0, 1 Binary Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 More info --cop2-const-prop=1
--cop2-di-bits Universal 0, 1 Binary 0 to skip setting invalid, and div by Zero flags in status register, and therefore improve performance. Can be used as a speedhack to skip costly calculations. --cop2-di-bits=0
Game fixes
--cop2-no-clamping Universal Enabled = 0
Disabled = 1
Binary Changes the clamping behavior of the COP2. The default value is set to 1. It may slightly adjust COP2 timing. --cop2-no-clamping=0
--cop2-accurate-range Universal start,end offset (0x0 - 0x1FFFFFF) Hex combination Accurate Mul/Div/Add/Sub math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 mathematical accuracy in the specified range. --cop2-accurate-range=0x123456,0x134567
--cop2-no-clamp-range Exclusive start,end offset (0x0 - 0x1FFFFFF) Hex combination Per-range clamping for COP2. --cop2-no-clamp-range=0x123456,0x134567
--cop2-accurate-mul-range Universal start,end offset (0x0 - 0x1FFFFFF) Hex combination Accurate multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats (Offset range seems not to directly match EE's) --cop2-accurate-mul-range=0x123456,0x134567
--cop2-accurate-mul Universal 1 = Enabled
0 = Disabled
Binary Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. It is slightly slow. --cop2-accurate-mul=1
--cop2-accurate-addsub Universal 1 = Enabled
0 = Disabled
Binary Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) --cop2-accurate-addsub=1
--cop2-accurate-addsub-range Universal start,end offset (0x0 - 0x1FFFFFF) Hex combination Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. (Offset range seems not to directly match EE's. It is possibly 0x95400~ behind(?) --cop2-accurate-addsub-range=0x123456,0x134567
Other
--cop2-regalloc Universal 0, 1 Binary Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled.
--cop2-inst-q Universal 0, 1 Binary instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled.
--cop2-inst-p Universal 0, 1 Binary instant P, no stalling on VWAITP, or instances of P.
--cop2-use-rcp Universal 0, 1 Binary Enables SSE RCP. Disabled by default
--cop2-use-rsqrt Universal 0, 1 Binary Enables SSE RSQRT --cop2-use-rsqrt=0
--cop2-clamp-operands Universal 0, 1 Binary Affects the COP2's clamping behavior --cop2-clamp-operands=1
--cop2-clamp-results Universal 0, 1 Binary Affects the COP2's clamping behavior --cop2-clamp-results=1

Vector Units (VU)[edit | edit source]

VU[edit | edit source]
Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. They fix broken or missing geometry, black screens, and crashes.
Command Emulator Support Values Value Type Notes Usage
Graphical fixes
--vu-xgkick-delay Universal Default = 1
Limit is between (0 => 31)
1 Byte Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. A game with missing graphics will require a low value such as 0, while one that crashes might require a high value such as 7. --vu-xgkick-delay=8
--vu-custom-min-max Universal 0, 1 Binary Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics. --vu-custom-min-max=0
Game fixes
--vu-hack-triace Universal 0, 1 Binary A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. Named by PCSX2 as "VuAddSubHack". --vu-hack-triace=1
--vu-branch-hazard Universal 0, 1 Binary This command relates to how the emulator handles branch hazards in the Vector Units (VU). Setting it to 0 might fix freezes at the expense of causing SPS in some games, while 1 might improve performance. Seems to be enabled by default. Disabling it prevented "Batman - Rise of Sin Tzu" from crashing --vu-branch-hazard=0
--vu-evil-branches Universal 0, 1 Binary Take in count branch in delay slot, or not. Set to 1 for the correct behavior. More Info --vu-evil-branches=1
--vu-to-double Universal 0, 1 Binary Converts floats to double. Enabling it is the accurate option. --vu-to-double=1
--vu-custom-fused-madd Universal 0, 1 Binary Custom FMA (fused multiply-add). Disabled by default --vu-custom-fused-madd=1
Speedhacks
--vu-opt-sf-check Exclusive 0, 1 Binary Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on old emus such as War of the Monsters, GTA 3, and Arc Twilight of the Spirits™ --vu-opt-sf-check=1
--vu-opt-jr-caching Exclusive 0, 1 Binary Optimize Jump Register caching. (vi15). Won't work with most emulators but will work on old emus such as War of the Monsters, GTA 3, and Arc Twilight of the Spirits™ --vu-opt-jr-caching=1
Other
--vu-d-bit Universal 0, 1 Binary Debug break. Halts the VU and sends an interrupt to the EE. --vu-d-bit=0
--vu-t-bit Universal 0, 1 Binary Debug halt. Acts similarly to D-bit --vu-t-bit=0
--vu-inst-mflag Universal 0, 1 Binary Instant macflag? It's enabled by default. When disabled in some games, SPS springs out. --vu-inst-mflag=1
--vu-inst-cflag Universal 0, 1 Binary Instant cflag? --vu-inst-cflag=1
--vtune-vu Universal ? ?
--vu-jit-disasm Universal 0, 1, 2 Semi-Binary ? --vu-jit-disasm=1
--vu-range-merge Exclusive Default = 0
Max = 255
1 Byte vu_inst_cnt --vu-range-merge=255
VU1[edit | edit source]
VU1 is the Graphics Synthesizer’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS (graphical glitches).
Command Emulator Support Values Value Type Notes Usage
Speedhacks
--vu1-mpg-cycles Universal 1 - 65535 2 Bytes Set initial speed for VU1 Micro-programs (delay VIF1 startup). 100 is the default value. Generally, if VU1 requirements were a bottleneck, increasing it will result in better performance while possibly breaking graphics and lowering internal frame rates, and decreasing it might result in the opposite. There is no one-size-fits-all solution, as lowering or raising could yield differing results. --vu1-mpg-cycles=1000
 Symbols change values close to VU1-mpg-cycles' offset. Potentially, the vu1mpgcycles command sets the speed for every portion of the mpg. Thus, by using symbols, one could specify the speed for different specific portions of the mpg rather than the whole mpg. However, this is not limited to only altering the vu1mpgcycles' speed, as going further can change other parts of the emulator, such as eecyclescalar.

$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and change them. $1 will go 4 bytes forward and change the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes' value.

'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth. 

'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU1 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself if you go far enough. These numbers are in HEX. Infinite amounts of '-' and '+' symbols seem to be supported.
--vu1-di-bits Universal Default value = 1
0, 1
Binary 0 Skips setting invalid, and Divides by zero flags in status register. A speedhack that vastly improves performance; it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. --vu1-di-bits=0
--vu1-const-prop Universal 0, 1 Binary Enabled by default. 0 will disable it and cause performance issues but with higher compatability.More info --vu1-const-prop=1
--vu1-opt-flags Universal 0, 1, 2 Semi-Binary Optimize flags upon recompilation. 0 is the accurate option, 1 is mostly safe, 2 is unsafe. Setting it to 0 may fix crashes or sps. It is an insignificant speedhack which should always be set to 0. More Info --vu1-opt-flags=0
--vu1-opt-vf00 Universal 0, 1, 2 Semi-Binary Seems to be a hacky way of optimization through the vf00 register. It is an insignificant speedhack which should always be set to 0. --vu1-opt-vf00=0
--vu1-jr-cache-policy Exclusive newprog, sameprog, auto, new, same String PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes, and reduce stuttering. Info --vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy Exclusive newprog, sameprog, auto, new, same String PCSX2 uses newprog as the default setting. Setting it into newprog has been proven to fix some crashes, and reduce stuttering. Info --vu1-jalr-cache-policy=newprog
Game fixes / Graphical fixes
--vu1 Universal jit-sync String Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. --vu1=jit-sync
--vu1-no-clamping Universal Enabled = 0
Disabled = 1
Binary Changes the clamping behavior of the VU1. Setting specific to PS4 emulators, (unimplemented in PCSX2). It's not perfect, as some games such as Midnight Club 3, Shrek The Third, and Surf's Up do not work well with it. The default emulator's value is 1. It may slightly adjust VU1 timing. --vu1-no-clamping=0
--vu1-clamp-range Exclusive vu1 memory offset start,end (0x0 - 0x800) Hex combination Values must not exceed 0x800
--vu1-accurate-addsub-range Exclusive vu1 memory offset start,end (0x0 - 0x800) Hex combination Allows the VU1 to accurately add/subtract in the specified memory range by using software floats rather than hardware floats. --vu1-accurate-addsub-range=0x000,0x800
--vu1-mul0fix-range Exclusive vu1 memory offset start,end (0x0 - 0x800) Hex combination Allows the VU1 to accurately multiply by 0 in the specified memory range by using software floats rather than hardware floats. --vu1-mul0fix-range=0x0,0x800
--vu1-injection Universal 0, 1 Binary Replace some VU1 instructions with pre-made optimized instructions? --vu1-injection=1
--vu1-native-patch Exclusive 0, 1 Binary Use native patches from recompiler, not compatible with Jak emus. Sony uses it for their official release of Primal --vu1-native-patch=1
Other
--vu1-inst-p Universal 0, 1 Binary instant P, no stalling on WAITP, or instances of P --vu1-inst-p=1
--vu1-use-rcp Universal 0, 1 Binary Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default
--vu1-use-rsqrt Universal 0, 1 Binary Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1.
--vu1-clamp-operands Universal 0, 1 Binary Clamp operands before mathematical operation. --vu1-clamp-operands=1
--vu1-clamp-results Universal 0, 1 Binary Clamp result after mathematical operation. --vu1-clamp-results=1
--vu1-inst-q Universal 0, 1 Binary instant Q, no stalling on WAITQ, or instances of Q. --vu1-inst-q=1
--assert-path1-ad Universal 0, 1 Binary Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1, and helps prevent crashes in VU1 sensitive games when enabled. --assert-path1-ad=1
VU0[edit | edit source]
VU0 is the Emotion Engine’s alternate processing unit. It is sometimes referred to as "micro-mode". Commands here prevent crashes, and fix SPS (graphical glitches). Most of these commands can not be used in old emulators. Jak emulators, however, all work with them.
Command Emulator Support Values Value Type Notes Usage
Speedhacks
--vu0-mpg-cycles Exclusive 1 - 65535 2 Bytes Set initial cycle speed for VU0 Micro-programs (delay VIF0 startup). 100 is the default value. It is not available in older emulators such as War of the Monsters. Raising the value helps COP2 timing, while lowering does the opposite. --vu0-mpg-cycles=1000
 Symbols (They change values close to VU0-mpg-cycles' offset):

$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and changes them. $1 will go 4 bytes forward and changes the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes value.

'0x' Is like '+' a symbol that modifies succeeding values. 0x0 goes 2 bytes ahead and changes them, 0x1 goes 4 bytes ahead and so on and so forth. 

'-' or '+' Changes the specified preceding or succeeding 2 bytes of VU0 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself at -15 (Jakv2). Setting it to --vu0-mpg-cycles=1280,-15 would, for example, set ee-cycle-scalar to 5. These numbers are in HEX. Infinite amounts of '-' and '+' instances seem to be supported.
--vu0-di-bits Universal 0, 1 Binary 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game. --vu0-di-bits=0
--vu0-const-prop Universal 0, 1 Binary Constant propagation, can be used as speedhack for VU0 hungry games when set to 1 More info --vu0-const-prop=1
--vu0-opt-vf00 Universal 0, 1, 2 Semi-Binary Seems to be a hacky way of optimization through the vf00 register. It is an insignificant speedhack which should always be set to 0. --vu0-opt-vf00=0
--vu0-opt-flags Universal 0, 1, 2 Semi-Binary Optimize flags upon recompilation. 0 is the accurate option, 1 is mostly safe, 2 is unsafe. Setting it to 0 may fix crashes or sps. It is an insignificant speedhack which should always be set to 0. More Info --vu0-opt-flags=0
--vu0-jr-cache-policy Exclusive newprog, sameprog, auto, new, same String PCSX2 uses newprog as the default setting Info --vu0-jr-cache-policy=sameprog
--vu0-jalr-cache-policy Exclusive newprog, sameprog, auto, new, same String PCSX2 uses newprog as the default setting Info --vu0-jalr-cache-policy=sameprog
Game fixes
--vu0-clamp-range Exclusive start, end offset (0x0 - 0x200) Hex combination per range clamping for VU0. Strangely, it rejects offsets higher than 0x200. --vu0-clamp-range=0x100,0x120
--vu0-no-clamping Universal Enabled = 0
Disabled = 1
Binary Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. It may slightly adjust VU0 timing. --vu0-no-clamping=0
--vu0-accurate-addsub-range Exclusive offset (0x0 - 0x200) Hex combination Allows the VU0 to accurately Add/Subtract in the specified memory range by using software floats rather than hardware floats. Strangely, it rejects offsets higher than 0x200. --vu0-accurate-addsub-range=0x0,0x200
--vu0-mul0fix-range Exclusive vu0 memory offset start,end (0x0 - 0x200) Hex combination Allows the VU0 to accurately Multiply by 0 in the specified memory range by using software floats rather than hardware floats. Strangely, it rejects offsets higher than 0x200. --vu0-mul0fix-range=0x0,0x200
Other
--vu0-injection Exclusive 0, 1 Binary Replace some VU0 instructions with pre-made optimized instructions? --vu0-injection=1
--vu0-inst-q Universal 0, 1 Binary instant Q, no stalling on WAITQ, or instances of Q --vu0-inst-q=1
--vu0-inst-p Universal 0, 1 Binary instant P, no stalling on WAITP, or instances of P --vu0-inst-p=1
--vu0-use-rcp Universal 0, 1 Binary Use SSE/AVX RCP. Speedhack. Not sure why it is even available for VU0. Disabled by default --vu0-use-rcp=1
--vu0-use-rsqrt Universal 0, 1 Binary Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather unsafe to use on VU0. --vu0-use-rsqrt=1
--vu0-clamp-operands Universal 0, 1 Binary Clamp operands before mathematical operation. --vu0-clamp-operands=1
--vu0-clamp-results Universal 0, 1 Binary Clamp result after mathematical operation. --vu0-clamp-results=1

DMA Channels[edit | edit source]

VIF[edit | edit source]
The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands are often used to fix freezing.
Command Emulator Support Values Value Type Notes Usage
VIF Game fixes
--vif-ignore-invalid-cmd Exclusive 0, 1 Binary Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. --vif-ignore-invalid-cmd=1
--vif-thread-chunk-size Exclusive 0, 1024 2 Bytes Slows down both VIFS the lower it is(?) 1024 is the limit, with 112 being the default value.  --vif-thread-chunk-size=100
--detect-idle-vif Universal 0, 1 Binary Enabled by default. Unknown function --detect-idle-vif=0
VIF1 Game fixes
--vif1-ignore-cmd-ints Exclusive 0, 1 Binary Set to 1 to ignore command interrupt bit. (info , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. --vif1-ignore-cmd-ints=1
--vif1-instant-xfer Universal 1 = Instant VIF1
0 = Delayed VIF1
Binary Changes VIF1 transfer speed. 0 slows its timing and is the compatible option for most games, while 1 speeds up its timing, and being more compatible with a small fraction of games. It can be used to fix graphical glitches or potentially prevent games from freezing and crashing. --vif1-instant-xfer=0
SIF[edit | edit source]
The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance, and are rarely ever useful.
Command Emulator Support Values Value Type Notes Usage
SIF1 (IOP)
--iop-sif1-cycle-scalar Exclusive Accelerate SIF cycles: (0.99 => 0.1)
Default = 1.0
Decelerate SIF cycles: (1.1 => ∞ )
Float Controls the speed at which the IOP receives from the EE --iop-sif1-cycle-scalar=0.1
--ee-sif1-cycle-scalar Exclusive Accelerate SIF cycles: (0.99 => 0.1)
Default = 5.0
Decelerate SIF cycles: (1.1 => ∞ )
Float Controls the speed at which the EE sends to the IOP --ee-sif1-cycle-scalar=0.1
SIF0 (EE)
--iop-sif0-cycle-scalar Exclusive Accelerate SIF cycles: (0.99 => 0.1)
Default = 1.0
Decelerate SIF cycles: (1.1 => ∞ )
Float Controls the speed at which the IOP sends to the EE --iop-sif0-cycle-scalar=0.1
--ee-sif0-cycle-scalar Exclusive Accelerate SIF cycles: (0.99 => 0.1)
Default = 5.0
Decelerate SIF cycles: (1.1 => ∞ )
Float Controls the speed at which the EE receives from the IOP --ee-sif0-cycle-scalar=0.1
IPU[edit | edit source]
The IPU is a hardware-accelerated MPEG1/MPEG2 decoder. It is primarily responsible for video playback, though it can also be used to decompress texture data in some cases.
Command Emulator Support Values Value Type Notes Usage
--idec-cycles-per-qwc Exclusive Default = 0 4 Bytes Multiply how many cycles IDEC command take per whole currently worked on QWC. --idec-cycles-per-qwc=768

GS[edit | edit source]

"GS" stands for Graphics Synthesizer. It is the PlayStation®2's co-processor that is responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes). In rare cases, these commands may help fix crashes and slowdowns.
Command Emulator Support Values Value Type Notes Usage
Speedhacks
--gs-optimize-30fps Universal 0, 1 Binary Speedhack for GS hungry games. --gs-optimize-30fps=1
--gs-adaptive-frameskip Exclusive 0, 1 Binary Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators. It does however, work on jak emulators --gs-adaptive-frameskip=1
--gs-h2l-list-opt Exclusive 0, 1 Binary Setting it to 1 improves GS performance --gs-h2l-list-opt=1
GS features
--gs-use-mipmap Universal Default = 0
Values = 0, 1
Binary Enables mipmapping support. Can be used to fix graphics. Needs --gs-kernel-cl="mipmap" for full mipmapping support. If upscaling, however, --gs-kernel-cl-up="mipmap2x2" is also needed. It works best on War of the Monsters emulator, as can be seen in the Ratchet series' mipmapping issues responding only to this emu's mipmapping functionality. --gs-use-mipmap=1
--gs-use-deferred-l2h Universal 0, 1 Binary Delay option for L2H (local to host, GS to EE). It may fix freezes when set to 0, as was seen in Star Wars - Battlefront 2. --gs-use-deferred-l2h=1
--gs-use-clut-merge Universal 0, 1 Binary Enabling CLUT merging helps improve how the emulator processes textures that use indexed color palettes. It ensures more accurate emulation of the PS2’s color handling. It sometimes restores missing graphical elements, and fix texture flickering (prominently flickering shadows or UI elements). It prevents Spyro's shadow from flickering in Enter the Dragonfly. Enabling it is the accurate, albeit slow option. --gs-use-clut-merge=1
--gs-flush-ad-xyz Exclusive always, safe, safeZwrite, off, 0 String Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. --gs-flush-ad-xyz=safe
--gs-force-bilinear Universal 0, 1 Binary Forces bilinear filtering, can fix ghosting problems, and corrects positioning between pixels, such as in Pac-Man World Rally. Recommended for most games except the ones using 2D images, as it could incorrectly structure pixels' positions. --gs-force-bilinear=1
Gs settings / Behaviour
--gs-uprender Universal none,2x2 String Internal resolution upscaler. --gs-uprender=2x2
--gs-upscale Universal none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point String Upscaling type selector --gs-upscale=EdgeSmooth
--gs-kernel-cl-up Variable "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default String Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l need to be enabled before their options become usable --gs-kernel-cl-up="clutmerge2x2"
--gs-kernel-cl Variable h2lpool, clutmerge, mipmap, DarkCloud2, fantavision. String Kernel Variant Color lookup(?). Options included here can be upssed if --gs-kernel-cl-up were used along with it. Mipmap and clutmerge and h2l need to be enabled before their options become usable. --gs-kernel-cl="clutmerge"
--gs-progressive Universal 0, 1 Binary Enables progressive scan. Can fix graphical glitches/double screen issues.
--gs-vert-precision Exclusive 8, 16 1 Byte This option allows the user to choose between 8-bit and 16-bit precision for the vertex calculations in 3D graphics rendering. It reduces the likelihood of visual distortions such as jagged edges, improper alignment of, or missing polygons, and model 'warping' when set to 8. The emu expects the values of 8 or 16, any other values are not permitted. It is set at 16 by default. --gs-vert-precision=8
--gs-skip-dirty-flush-on-mipmap Universal 0, 1 Binary Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. --gs-skip-dirty-flush-on-mipmap=1
--gs-packed15-fmv-opt Universal 0, 1 Binary Unknown. This option likely controls whether the emulator optimizes or processes FMVs that use the 15-bit packed color format. Used by Ape Escape 2 --gs-packed15-fmv-opt=1
--gs-fieldswap-delay Universal Default = 0
Highest = 254
1 Byte Wait longer than usual to change field. In essence, it blurs/sharpens image.
--threaded-gs Universal 0, 1 Binary Multi-threaded-gs ? --threaded-gs=1
--gs-aspect-ratio Universal aspect/float (default=0.81) Float Can fix too-zoomed in games and vice versa. --gs-aspect-ratio=0.65
--gs-frontend-opt-mode Exclusive 0, 1, 2 Semi-Binary GS optimization mode? Unknown effect. Used on the Jak series. --gs-frontend-opt-mode=1
--gs-motion-factor Universal 25, 50 1 Byte Unknown. Used by Wild ARMS 3 --gs-motion-factor=25
--gs-scanout-delay Universal 0, 200 Binary --gs-scanout-delay=200
--gs-check-trans-rejection Universal 0, 1 Binary Check transfer rejection? Unknown. Used by Grand Theft Auto: Vice City --gs-check-trans-rejection=1
--gs-check-trans-rejection68 Exclusive 0, 1 Binary Unknown. Used by Star Wars: Jedi Starfighter --gs-check-trans-rejection68=1
--l2h-2d-params Universal TRXREG,BITBLTBUF,height String --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
--gs-uv-shift-pointsampling Exclusive 0, 1 Binary It is used on games like Manhunt. Unknown, could be Pre-Round Sprite. --gs-uv-shift-pointsampling=1
--gs-render-tile-threshold Exclusive Lowest = 0
Default = 4294967295
4 Bytes Unknown. Used by Psychonauts --gs-render-tile-threshold=300000
--force-frame-blend Exclusive 0, 1 Binary Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. --force-frame-blend=1
--force-pal-60hz Exclusive 0, 1 Binary Enables 60hz PAL mode. --force-pal-60hz=1
--gs-override-small-tri-area Exclusive 0, 1 Binary This option is designed to modify how the emulator handles or renders small triangles that fall below a certain area threshold. Enabling this option could resolve graphical problems such as missing, flickering, or incorrectly rendered small details, and could potentially restore missing text in some games. --gs-override-small-tri-area=1
--gs-dirty-page-policy Exclusive 0, 1 Binary Unknown. Used by Star Wars: Jedi Starfighter --gs-dirty-page-policy=1
--gs-ignore-dirty-page-border Exclusive 0, 1 Binary Unknown. Used by Samurai Shodown Anthology --gs-ignore-dirty-page-border=1
--gs-ignore-rect-correction Exclusive 0, 1 Binary Setting it to 1 is known to fix flickering textures and graphical glitches in far distances. --gs-ignore-rect-correction=1
--gs-opt-frbuff-switch Exclusive 0, 1 Binary Unknown. Used by Everybody's Tennis/Hot Shots Tennis --gs-opt-frbuff-switch=0
--gs-h2l-accurate-hash Exclusive 0, 1 Binary Unknown. Used by Samurai Shodown Anthology. --gs-h2l-accurate-hash=1
Aspect ratio
--gs-scanout-offsetx Universal relative offset/ignored 4 Bytes A zoom in setting in the x direction --gs-scanout-offsetx=27
--gs-scanout-offsety Universal relative offset/ignored 4 Bytes A zoom in setting in the y direction --gs-scanout-offsety=27
--safe-area-min Exclusive area/float Float An overscan setting, (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator --safe-area-min=0.9
Other
--framelimit-mode Universal slowest,slower,slow,
normal
fast,fastest,turbo
String Standalone Framelimiter --framelimit-mode=fast
--framelimiter Universal 0, 1 Binary Enable or disable Frame limiting --framelimiter=1
--framelimit-fps Universal FPS/float Float framelimiter --framelimit-fps=0.8
--gs-hdr-support Exclusive 0, 1? Binary ?

Input/Output[edit | edit source]

IOP[edit | edit source]
The emulated I/O Processor (IOP) settings. Commands here are rarely useful, as very few games will require them. The IOP controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output devices
Command Emulator Support Values Value Type Notes Usage
Game fixes
--iop-cycle-scalar Universal
Accelerate IOP cycles: (0.999 => 0.100)
Default: 0.50
Decelerate IOP cycles: (1.001 => 5.000)
Float Not a performance speedhack. It impacts the speed of loading times and input latency. The default value for most emulators is 0.5 --iop-cycle-scalar=1.0
--iop-const-folding Universal None,Gpr,All String IOP constant folding More info --iop-const-folding=All
--iop-tight-slice-count Exclusive Fastest = 0
Default = 8
Slowest=65534
2 Bytes Seems to slow down the iop the higher the value. Can be used to fix CDVD timing issues. --iop-tight-slice-count=12
--iop-hook Variable AdvanceClock
FastForwardClock
Mfifodrain
4 Byte hex (offset),string,4 Byte hex (opcode),4 Byte Decimals (advanceclock value) IOP native hook, Sony uses it on their official release of Red Dead Revolver. It helps fix timing issues. It runs the specified functionality each time a selected IOP offset is reached. FastForwardClock and AdvanceClock help fix core sync issues. It is believed that AdvanceClock stalls the IOP for a specified amount of cycles, while FastForwardClock behaves similarly. For a mysterious reason, some offsets are ignored by AdvanceClock - it could be that this function only works on instructions 2 cycles ahead of a branch, likely specifically designed to work at both the start or end of a branch (on newer emus, only the end of a branch works). Mfifodrain is still unknown, but only works on modern emus such as Jakv2. --iop-hook=0x0086ac,FastForwardClock
--iop-block-validation Universal IsC, ShortHash, Hash String Way of validating that block been modified, and require recompilation. Other Possible values include PageProt, None, PageProtection --iop-block-validation=IsC
Other
--iop-validate-kernel Universal 0, 1 Binary
--iop-shorthash-len Universal Default = 8 Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash
--iop-pc-coherency Universal 0, 1 Binary
--iop-inst-marking Universal 0, 1?
--detect-idle-iop Universal 0, 1 Binary Enabled by default. --detect-idle-iop=0
--iop-jit-disasm Universal 0, 1, 2?
--iop-evt-check-full Universal 0, 1 ? Binary
CDVD[edit | edit source]
The emulated CDVD settings. These commands help games with timing issues.
Command Emulator Support Values Value Type Notes Usage
General commands
--max-disc-num Universal 1-5 1 Byte numbers of discs in package (maximum=5) --max-disc-num=1
--boot-disc-id Universal 1-5 1 Byte sets boot disc for multi-disc pkg --boot-disc-id=0
--switch-disc-reset Exclusive 1 = Enables resetting the game upon disc swap,
0 = Disables resetting the game upon disc swap
Binary 0 Can be used to prevent resetting the game when switching multiple discs. Useful for games like Samurai Warriors 2 that include an import data feature. Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it --switch-disc-reset=1
--cdvd-determinism Exclusive Unknown
Timing
--cdvd-sector-read-cycles Universal 0 = Fastest
32000 = Default
80000 = Slowest
4 Bytes Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red Dead Revolver 5000, Rise of Kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems. --cdvd-sector-read-cycles=0.1
--cdvd-sector-seek-cycles Exclusive 0 = Fastest and default
80000 = Slowest
4 Bytes Set the speed at which the emulated CDVD spins. Higher values are slower, lower values are faster. Fixes boot-up sometimes. More info here [1]. --cdvd-sector-seek-cycles=0
--verbose-cdvd-reads Universal 0, 1 Binary Significantly helps games with CDVD timing issues when set to 1. --verbose-cdvd-reads=0
Pad[edit | edit source]
Command Emulator Support Values Value Type Notes Usage
--ds4-deadzone-adjust Universal
--ds4-diagonal-adjust Universal
--host-pad-loses-focus Universal --host-pad-loses-focus=1
--host-gamepads Universal 0, 1 Binary --host-gamepads=1
--pad-record Universal 0, 1 Binary Enables logging pad info in emulog
--pad-analog-to-digital Exclusive 0, 1 Binary Eternel ring emu uses the value 0 --pad-analog-to-digital=0
--mtap1 Universal Disabled, Always, ByHost String Multitap switch. The values are correct but the multitap only works in certain games. --mtap1=always
--mtap2 Universal Disabled, Always, ByHost String Multitap switch. Some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that, we need to disable the first mtap. In some cases, the emulator can be flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1 by using memory patches. --mtap2=always
Memory Card[edit | edit source]
Command Emulator Support Values Value Type Notes Usage
--mcd1 Universal
--mcd2 Universal
--mcd1-initialize Universal
--mcd2-initialize Universal
--mcd1-write-type Universal
--mcd2-write-type Universal
--vmc-src Universal native, host, target, null String
--formatted-vmc Universal
--vmc1 Universal
--vmc2 Universal
--vmc1-src Universal
--vmc2-src Universal
--vmc1-dest Universal
--vmc2-dest Universal

Misc, obscure, or unknown[edit | edit source]

Command Emulator Support Values Value Type Notes Usage
--mfifo-manual-drain Exclusive 0.1/5.0 Float --mfifo-manual-drain=0.30
--mfifo-chunk-drain-cycles Exclusive 0
Default = 10000
800000
4 Bytes --mfifo-chunk-drain-cycles=210000
--pcr0-delta-hack Exclusive 0
Default=1.0
400000.0
Float A scalar that modifies delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. --pcr0-delta-hack=1.0
--jitproc-use-aslr Binary Disables compiler process ASLR, useful for easier debugging, as the compiler process will be always on fixed address. Theoretically useful for mast1c0re, but to change it you need to be already in... --jitproc-use-aslr=0
--verbose-deci2 Exclusive 0, 1 Binary
--verbose-cpu-cycles Exclusive 0, 1 Binary
--detect-idle-intc Universal 0, 1 Binary Enabled by default, 0 disables it --detect-idle-intc=0
--detect-idle-chcr Universal 0, 1 Binary Enabled by default, 0 disables it --detect-idle-chcr=0
--rom Universal location of the bios that's inside of the fpkg Could allow to use custom bios, though still not working --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"
--cop1 Universal jit, trans String ?
--cop2 Universal jit, trans String ?
--vu0 Universal jit, trans String ?
--r30 Universal jit, trans String

PCSX2's gameindex[edit | edit source]

PCSX2's commands on the PS4 (or the commands which behave similarly)


Current Gameindex.yaml

PCSX2 PS4 Notes
XGKickHack --vu-xgkick-delay= Possible equivalent value is 8
VuAddSubHack --vu-hack-triace=1 Required for every single game developed by TriAce
vuClampMode: 2
--vu1-no-clamping=0
--vu0-no-clamping=0
--cop2-no-clamping=0
Works similar.
eeClampMode: 2 --fpu-to-double=0
--fpu-no-clamping=0
Works similar.
eeRoundMode: --fpu-accurate-muldiv=1
--fpu-accurate-addsub=1
vu0RoundMode: --cop2-accurate-mul=1
--cop2-accurate-addsub=1
--vu0-accurate-addsub-range=
--vu0-mul0fix-range=
vu1RoundMode: --vu1-accurate-addsub-range=
--vu1-mul0fix-range=
eeCycleRate: --ee-cycle-scalar= "Potential" equivalent values: PCSX2 - PS4:
300% --> Unavailable
180% --> 0.2
130% -->0.7
100% --> 1.0
75% --> 1.333
60% --> 1.666
50% --> 2
FpuNegDivHack
FpuMulHack
--fpu-accurate-muldiv=1
cpuCLUTRender: 1 --gs-uv-shift-pointsampling=1
MTVU: 0 --vu1=jit-sync Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
mergeSprite
alignSprite
--gs-kernel-cl-up="up2x2simple" Note: works similarly but not the equivalent
cpuSpriteRenderBW: 4 --gs-opt-frbuff-switch=1 Note: works similarly but not the equivalent
mipmap --gs-use-mipmap=1
--gs-kernel-cl="mipmap"
Note: Works best on War of the Monsters emulator
autoFlush --gs-flush-ad-xyz=safe Possible values include always, safe, off, 0
VIF1StallHack --vif1-instant-xfer=0 If that does not work, the Lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) might assist.
wildArmsHack --gs-kernel-cl-up="DarkCloud2"
deinterlace --force-frame-blend=1


PCSX2-like config

--ee-cycle-scalar=1
--iop-cycle-scalar=1
--fpu-accurate-addsub=1
--cop2-opt-flags=0
--vu0-opt-flags=0
--vu1-opt-flags=0
--cop2-opt-vf00=0
--vu0-opt-vf00=0
--vu1-opt-vf00=0
--vu-custom-min-max=0
--vu-xgkick-delay=0
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-use-clut-merge=1
--verbose-cdvd-reads=1
--vif1-instant-xfer=0
--vu0-no-clamping=0
--vu1-no-clamping=0

XXXX-YYYYY_config.lua[edit | edit source]

It is the most powerful configuration on the emulator as it allows for direct patching of EE/IOP/VU memory, hooks registers, hook DMA. Almost everything can be done here.

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

Known functions: Require cleanup.

ApiRequest[edit | edit source]

The most important part of the LUA script. The LUA script will crash the game if used without it.
Command Usage Notes
apiRequest apiRequest(0.1) apiRequest(<api version>)

Different emu versions support different highest api. Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.

(Emulator) EmuObject[edit | edit source]
 Commands for the emulator
Command Emulator Support Usage Notes
Object calling class
getEmuObject local emuObj = getEmuObject() Required for all functions using emuObj, that include:
LoadConfig SaveConfig GetPad AddVsyncHook
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook 
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal 
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar 
AddPadHook PadPressureStickRemap SetVolumes GetVolumes 
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch 
Hooks
AddVsyncHook Universal emuObj.AddVsyncHook(<task to be done every vsync>) emuObj.AddVsyncHook(my_function)

my_function can be anything, from simple patches, to extensive hook. Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.

RemoveVsyncHook emuObj.RemoveVsyncHook(<previously added task to be removed>) emuObj.RemoveVsyncHook(my_function)
AddEntryPointHook emuObj.AddEntryPointHook(<task>) Task to be done at ps2 game main elf entry point (right where game is loaded).
RemoveEntryPointHook
AddLoginHook
RemoveLoginHook
AddLogoutHook
RemoveLogoutHook
AddImageHook
AddGifTagHook
AddSectorReadHook emuObj.AddSectorReadHook(<sector, unk, task>) Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
AddMCWriteHook emuObj.AddMCWriteHook()
AddAssertionHook emuObj.AddAssertionHook()
AddSnapshotLoadedHook
RemoveSnapshotLoadedHook
AddPadHook emuObj.AddPadHook()
Audio
SetVolumes emuObj.SetVolumes('global', 'main', 'bgm') Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
GetVolumes emuObj.GetVolumes() Return current volume levels for ('global', 'main', 'bgm') in floating point values.
SetAudioRoute
GetAudioRoute
Game speed
ThrottleNorm Exclusive emuObj.ThrottleNorm() Enable default framelimiter (50/60 fps depend on region).
ThrottleFast Exclusive emuObj.ThrottleFast() Faster than default, but exact value is unknown.
ThrottleMax Exclusive emuObj.ThrottleMax() Disable framelimiter during loading screens.
SetFrameLimiter Exclusive emuObj.SetFrameLimiter() Disable framelimiter when left empty, enable when any value is added to it.
local Nolimit = emuObj.SetFrameLimiter()
local LimitFrames = emuObj.SetFrameLimiter(1)
eeObj.AddHook(0x000FF904, 0x0, Nolimit)
eeObj.AddHook(0x000FF90C, 0x0, LimitFrames)
CDVD
OpenDiscTray
CloseDiscTray
SwitchDisc emuObj.SwitchDisc(<disc ID>) ID can be provided as is, or for example read from memory or register when needed.
GetDiscId emuObj.GetDiscId() Return DiscId in XXXX_YYY.ZZ format
GetDiscTitleId
ShowDiscSwitchInfo emuObj.ShowDiscSwitchInfo()
Other
EnableImposeMenu emuObj.EnableImposeMenu(<true/false>) EnableImposeMenu(false)
LoadConfig emuObj.LoadConfig( 0 or 1 ) emuObj.LoadConfig(0)
SaveConfig emuObj.LoadConfig( 0 or 1 ) emuObj.LoadConfig(0)
GetPad emuObj.GetPad(<gamepad button by bits>) example usage for reading input:
local CheckInputs = function()

local pad_bits = emuObj.GetPad()
local UP		= pad_bits &  0x0010
local DOWN		= pad_bits &  0x0040
local LEFT		= pad_bits &  0x0080
local RIGHT		= pad_bits &  0x0020
local Triangle		= pad_bits &  0x1000
local Cross		= pad_bits &  0x4000
local Square		= pad_bits &  0x8000
local Circle		= pad_bits &  0x2000
local L1		= pad_bits &  0x0400
local L2		= pad_bits &  0x0100
local L3		= pad_bits &  0x0002
local R1		= pad_bits &  0x0800
local R2		= pad_bits &  0x0200
local R3		= pad_bits &  0x0004
local Select		= pad_bits &  0x0001
local Start		= pad_bits &  0x0008	

if (L2 ~= 0) then
	<here function that should be done when L2 is pushed>
end
	
end

emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync>
SwapMemCard
SetFormattedCard emuObj.SetFormattedCard(<"file name">) emuObj.SetFormattedCard("custom_formatted.card")
Allow to use custom memory card. 
GetPs4SystemLang emuObj.GetPs4SystemLang() Return PS4 system language (in unknown format).
SetPs2Lang emuObj.SetPs2Lang(<Lang ID>) Set emulated PS2 language, correct Lang IDs are 0-18. In some cases, games will hang on a black screen with some other language settings (eg Japanese) - Example for usage: emuObj.SetPs2Lang(1)
0 - japanese
1 - english
2 - french
3 - spanish
4 - german
5 - italian
6 - dutch
7 - portuguese
8 - russian
9 - korean
10 - traditonal-chinese
11 - simplified-chinese
12 - finnish
13 - swedish
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk
PadSetLightBar emuObj.PadSetLightBar(<port, red, green, blue>) Set DS4 light bar color. The correct port values are 0-3, correct light values are 0-255.
PadPressureStickRemap emuObj.PadPressureStickRemap()
IsNeoMode emuObj.IsNeoMode() Check that PS4 run in NEO (PRO) mode. Return 1/0
IsToolingVerbose
CheckEntitlement
emuMediaPatch emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.
GS related
CountFrameOnPS2 Exclusive emuObj.CountFrameOnPS2() updates FRAPS/Actual FPS reading in olympus
SetGsTitleFix emuObj.SetGsTitleFix() More info
SetDisplayAspectWide emuObj.SetDisplayAspectWide() Force display area to 16:9 (If game not support widescreen, it will be stretched).
SetDisplayAspectNormal emuObj.SetDisplayAspectNormal() Force display area to 4:3.
ForceRefreshRate Exclusive emuObj.ForceRefreshRate(<hz>) emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
LoadFsShader emuObj.LoadFsShader(<slot?>, "<path>")
Shaders must be loaded right after GS has been initialized. 
Example:
Global_InitGpuResources = function()
	emuObj.LoadFsShader(1, "./shader.sb")
end

That only load Fragment Shader to program memory, to use it we need BindFragmentShader, 
and if depend on shader SetShaderParams.
SetDisplaySafeArea
(EE) EEObject[edit | edit source]
Commands for the emulated Emotion Engine
Command Emulator Support Usage Notes
Object calling class
getEEObject local eeObj = getEEObject() Required for all functions using eeObj
Memory editing
ReplaceMem64 eeObj.ReplaceMem64(<address>, <value>)
ReplaceMem32 eeObj.ReplaceMem32(<address>, <value>) Permanently replace an offset without needing addvsynchook?
ReplaceMem16 eeObj.ReplaceMem16(<address>, <value>)
ReplaceMem8 eeObj.ReplaceMem8(<address>, <value>)
ReadMemFloat eeObj.ReadMemFloat(<address>) eeObj.ReadMemFloat(0x258c3c)
WriteMemFloat eeObj.WriteMemFloat(<address>, <value>) eeObj.WriteMemFloat(0x365364, 1.3333333)
ReadMem128
eeObj.ReadMem128(<ee memory offset>)
Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
ReadMemFloat128
eeObj.ReadMemFloat128(<ee memory offset>)
return 16 bytes from offset in float form
WriteMem128
WriteMemFloat128
ReadMem64
eeObj.ReadMem64(<ee memory offset>)
Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
WriteMem64
eeObj.WriteMem64(<ee memory offset>, <data>)
ReadMem32
eeObj.ReadMem32(<ee memory offset>)
Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)

eeObj.ReadMem32(gp - 31348)

WriteMem32 Universal
eeObj.WriteMem32(<ee memory offset>, <data>)
Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
ReadMem16
eeObj.ReadMem16(<ee memory offset>)
Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
WriteMem16
eeObj.WriteMem16(<ee memory offset>, <data>)
Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
ReadMem8
eeObj.ReadMem8(<ee memory offset>)
Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
WriteMem8
eeObj.WriteMem8(<ee memory offset>, <data>)
Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
ReadMemStr eeObj.ReadMemStr(address/register) Read string from address until null terminator
WriteMemStr eeObj.WriteMemStr(address, string)
WriteMemStrZ eeObj.WriteMemStrZ(string pointer, string) . Pointer can be read from GPR
GPR require (Necessary for register related commands)
local gpr = require( "ee-gpr-alias" )
GetGpr64 eeObj.GetGPR64(<gpr register>) example: eeObj.GetGPR64(t3)
SetGpr64
GetGprFloat Get gpr value as float value
SetGprFloat Set gpr value as float value
GetGpr eeObj.GetGPR(<gpr register>) eeObj.GetGPR(t3)
SetGpr eeObj.SetGPR(<gpr register> ,<value>) example: eeObj.SetGPR(gpr.a3 ,1)

Require defined getEEObject() as eeObj

GetFprHex eeObj.GetFprHex(<FPU register (0-31)>) Get/return floating point register value as hex string
SetFprHex eeObj.SetFprHex(<FPU register (0-31), value (u32)>) Set floating point register value as hex string
GetFpr eeObj.GetFpr(<register number>) example eeObj.GetFpr(14)
SetFpr eeObj.SetFpr(<fpr register number>, <value>) Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0

But we can also combine commands to add/sub from registers eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value

GetPc eeObj.GetPc() This command is very helpful as it will return to you the current EE address that's being read. Can be used also with additional var. like eeObj.GetPc()+4
SetPc eeObj.SetPC(<PC>) eeObj.SetPC(0x266B80)
GetCPR0 eeObj.GetCPR0(<COP0 register>)
SetCPR0 eeObj.SetCPR0(<COP0 register>)
Hooks
AddHook Universal eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) example:
local W1 = 
	function()
		emuObj.SetDisplayAspectNormal()
	end

local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)
RemoveHook
AddPreHook
AddPostHook
RemovePreHook
RemovePostHook
AddJitResetHook
RemoveJitResetHook
AddHookJT eeObj.AddHookJT(Offset, offset opcode, function) Seems be a hook related to the jit
Dma
SetVifDataCycleScalar Exclusive Used in Jak3 = eeObj.SetVifDataCycleScalar(1, 1.80)
DmaAddHook Universal
eeobj.DmaAddHook(channel=%d key=%x)
Possible Dma channel numbers (?)
 GIF = 0 VIF0 = 1 
VIF1 = 2 SIF0 = 4 
SIF1 = 5 IPU0 = 6
IPU1 = 7  

Possible values for hooks

DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. 
DmaRemoveHook Universal
Speedhacks
FastForwardClock Universal eeObj.FastForwardClock() Skip Emotion Engine cycles?
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.FastForwardClock()
end)
AdvanceClock Universal eeObj.AdvanceClock() Likely skips an allocated amount of EE cycles. Can only be attached to the start or end of a branch loop (on newer emus, only the end of a branch works)
eeObj.AddHook(0x002cc350, 0x78a30000, function()
          eeObj.AdvanceClock(21000)
end)
GetClock Exclusive eeObj.GetClock() Returns the value of how many cycles the EE is ahead of normal clock (?)
Vu1MpgCycles Exclusive eeObj.Vu1MpgCycles(<cycles>) Works just like the cli command --vu1-mpg-cycles=
Other
CallPredicate Exclusive
SchedulerDelayEvent Universal eeObj.SchedulerDelayEvent("event", cycles)
Example:
eeObj.AddHook(0x0033A4DC,0xAC430000, function() eeObj.SchedulerDelayEvent("gif.dma", 0x10500) end)
Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command adds a delay for certain DMA channels by cycles. It can be added inside a vsynchook or an ee hook. It is not a one-time application. Rather, a cyclical one.
WaitVu1 Exclusive eeObj.WaitVu1() Likely to be the lua equivalent of "--vu1=jit-sync".
GetPcRingBuffer Exclusive
Precompile Universal Requires unknown values
CalcInsnHash Exclusive
getOverlayObject Exclusive eeObj.getOverlayObject() local eeOverlay = eeObj.getOverlayObject()
GetVif1Cycles Exclusive eeObj.GetVif1Cycles() local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
SetGsTitleFix[edit | edit source]
One of the most important LUA commands. It modifies the Graphics Synthesizer's behavior.

Part of EmuObject() class, it's frequently used in official configs.

Examples

-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
------------------------------------------------------------------------------------------------------
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
------------------------------------------------------------------------------------------------------
--  Performance  fix ( bug# 9474 )
if 0 then   -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 125000} )
else
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
end
------------------------------------------------------------------------------------------------------
-- bug# 9972
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bully bug 9392
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
------------------------------------------------------------------------------------------------------
-- Bug#9174 -
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bug#9240 (Light maps uprender)
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Apply light maps texMode=2 (bilinear)   psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
------------------------------------------------------------------------------------------------------
-- Performace fix (bug #9785 )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
------------------------------------------------------------------------------------------------------
-- Accumulate fill area only when conditions are met
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
------------------------------------------------------------------------------------------------------
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Disable post-processing
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting   gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )


Commands

Command Example Notes Values
globalSet emuObj.SetGsTitleFix( "globalSet", "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5}) used with workLoadThreshold or waveThreshold or loadThreshold
reserved
ignoreSubBuffCov ignore ? buffer coverage
ignoreUpRenderTimeout emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} )
ignoreAreaUpdate emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } )
ignoreSprite emuObj.SetGsTitleFix( "ignoreSprite", "reserved", { texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044 } )
ignoreUpShiftTri emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} )
clipScissors emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} )
trianglesAsParticles emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } )
SetSelfRender emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1 } )
forceBiLinear
forcePoint emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0, mmin=0} )
forceSimpleFetch emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} ) Used frequently to fix graphical corruptions
forcePointSampling emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } )
setRejectionArea emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } )
ignoreUpRender emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , { texType = 3, cbp = 0x2390, tbp = 0x288000} ) Ignore uprender for texture type described in params
includeAreaUpdate
fetchFromCurrBuff emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
skipPacked emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 })
changeAlpha


Arguments/variables

Argument Usage Notes
Variable
alpha_mask
texType {texType = 3} (1-3, more? )
texMode 1 - Point? , 2 - bilinear
Argument
alphaIsNot alpha - is not X
twIsLess texture width - is less than X
thIsLess texture height - is less than X
twIsNot texture width - is not X
thIsNot texture width - is not X
psmIsNot texture pixel storage format - is not X
PSMCT32  = 0   PSMT4HL = 36
PSMCT24  = 1   PSMT4HH = 44
PSMCT16  = 2   PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H   = 27  
primIsNot GS primitive type - is not
Point         = 0
Line          = 1
LineStrip     = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan   = 5
Sprite        = 6
mipIsGt mip level is grater than X (?)
Needs wikify
zmsk Z (depth) draw mask
update Z buffer       = 0
don't update Z buffer = 1

When 1 depth test result will be ignored
tw texture width
th texture height
ztst Z (depht) test method
ZNOUSE   = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3

0 -                       All pixels fail
1 -                       All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer
mmin MMIN flag
NEAREST                = 0
LINEAR                 = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR   = 5
prim GS primitive type
Point         = 0
Line          = 1
LineStrip     = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan   = 5
Sprite        = 6
fillArea
frameW
renderSelf
hasClut
alphaTest
primTest
workLoadThreshold
alpha
 example: alpha=0x80000044
alpha=0
tbp texture base pointer
cbp {cbp = 0x2390} CLUT buffer base pointer
psm {psm=0} texture pixel storage format
PSMCT32  = 0   PSMT4HL = 36
PSMCT24  = 1   PSMT4HH = 44
PSMCT16  = 2   PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H   = 27  
mxl maximum mip level (0-6)
fbmask { fbmask= 0x00FFFFFF} Framebuffer mask(?)
totalArea
packedRegs
packedRegsLo
packedRegsHi
packedRegsNum
packedFlags
packedPrim
areaNumFrames
waveThreshold
loadThreshold
fixSpriteDivTab
(IOP) IOPObject[edit | edit source]
Commands for the emulated input-output processor
Command Usage Notes
Object calling class
getIOPObject local iopObj = getIOPObject() Required for all functions using iopObj, that include:
ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
 WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
 ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
 GetCPR0 SetCPR0
Memory editing
ReplaceMem64 iopObj.ReplaceMem64(<address>, <value>)
ReplaceMem32 iopObj.ReplaceMem32(<address>, <value>)
ReplaceMem16 iopObj.ReplaceMem16(<address>, <value>)
ReplaceMem8 iopObj.ReplaceMem8(<address>, <value>)
ReadMemFloat iopObj.ReadMemFloat(<address>) iopObj.ReadMemFloat(0x28c3c)
WriteMemFloat iopObj.WriteMemFloat(<address>, <value>) iopObj.WriteMemFloat(0x65364, 1.3333333)
ReadMem128 iopObj.ReadMem128(<iop memory offset>)
WriteMem128 iopObj.WriteMem128(<iop memory offset>, <value>)
ReadMemFloat128 iopObj.ReadMemFloat128(<iop memory offset>)
WriteMemFloat128 iopObj.WriteMemFloat128(<iop memory offset>, <value>)
ReadMem64
iopObj.ReadMem64(<iop memory offset>)
Read 8 Bytes From offset
WriteMem64
iopObj.WriteMem64(<iop memory offset>, <data>)
Write 8 Bytes From offset
ReadMem32
iopObj.ReadMem32(<iop memory offset>)
Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)

iopObj.ReadMem32(gp - 348)

WriteMem32
iopObj.WriteMem32(<iop memory offset>, <data>)
Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
ReadMem16
iopObj.ReadMem16(<iop memory offset>)
Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
WriteMem16
iopObj.WriteMem16(<iop memory offset>, <data>)
Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
ReadMem8
iopObj.ReadMem8(<iop memory offset>)
Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
WriteMem8
iopObj.WriteMem8(<iop memory offset>, <data>)
Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
ReadMemStr
GetGpr iopObj.GetGPR(<gpr register>) iopObj.GetGPR(a1)
SetGpr iopObj.SetGPR(<gpr register> ,<value>) example: iopObj.SetGPR(gpr.v0 ,3)
GetPc iopObj.GetPc() can be used also with additional var. like iopObj.GetPc()+8
SetPc iopObj.SetPC(<PC>) iopObj.SetPC(0x6B80)
GetCPR0 iopObj.GetCPR0(<COP0 register>)
SetCPR0 iopObj.SetCPR0(<COP0 register>)
Clock speed
FastForwardClock iopObj.FastForwardClock()
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.FastForwardClock()
end)
AdvanceClock iopObj.AdvanceClock() Skip an allocated amount of IOP cycles
iopObj.AddHook(0x002cc350, 0x78a30000, function()
          iopObj.AdvanceClock(21000)end)
GetClock iopObj.GetClock() Returns the value of cycles the iop is ahead of (?)
Hooks
AddHook iopObj.AddHook()
RemoveHook iopObj.RemoveHook()
(GS) GsObject[edit | edit source]
Commands for the emulated Graphics Synthesizer
Command Usage Notes
Object calling class
getGsObject local gsObj = getGsObject()
Graphical fixes / Improvement
SetL2HMode gsObj.SetL2HMode(true) (true) and (false) are only known options
SetUprenderMode gsObj.SetUprenderMode(1) Set uprender mode. Overrides CLI, 0=none, 1=2x2
SetUpscaleMode gsObj.SetUpscaleMode("EdgeSmooth") Sets upscale mode. Overrides CLI
GetFramesInQueue gsObj.GetFramesInQueue() Returns the value of the frames that are still in queue
SetFrameSkipping gsObj.SetFrameSkipping(true) false and true are the values.
SetDeinterlaceShift gsObj.SetDeinterlaceShift(0) The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
Does not require object calling or unknown[edit | edit source]
Command Usage Notes
eeInsnReplace eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
vuInsnReplace
vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) 
Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254.
example:
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38
iopInsnReplace iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0)
eeNativeFunction eeNativeFunction(<ee offset>, <original opcode>, <function>) eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')

Different emulators can have different functions included, vide SO3. Require api 1.4 or higher. But functions from this list should be available in every emu:

ieee754_acosf ieee754_asinf ieee754_sqrtf
fabs cosf fabsf
sinf acosf asinf
sqrtf fptoui fptodp
litodp dptoli dptofp
memcpy memset strlen
eeNativeHook eeNativeHook(<ee ofset>, <original opcode>, <action>) eeNativeHook require apiRequest(1.4) or higher.
GsCustomShader
Unlock
IsUnlocked
InsnOverlay InsnOverlay({<opcode, opcode, opcode...>}) example:
InsnOverlay({
	0x27bdfff0, -- addiu $sp, -0x10
	0xffbf0000, -- sd $ra, 0(sp)
	0xffb00008, -- sd $s0, 8(sp)
	0x3c05000f, -- lui $a1, 0x000f
	0x34a57000, -- ori $a1, 0x7000
	0x0c0db8b6, -- jal Script::State::DoString
	0x0080802d, -- move $s0, $a0
	0x24050001, -- li $a1, 1
	0x0c0dba4c, -- jal Script::State::IsNull(int)
	0x0200202d, -- move $a0, $s0
	0xdfb00008, -- ld $s0, 8(sp)
	0xdfbf0000, -- ld $ra, 0(sp)
	0x03e00008, -- jr ra
	0x27bd0010  -- addiu $sp, 0x10
})
eeDebugBreak
CsBindShader
CsSetParamInt32
CsSetParamFloat
CsResetContext
CsPrintContext
PsBindShader
PsSetParamInt32
PsSetParamFloat
PsResetContext
PsPrintContext
Note: eeObj, emuObj, gsObj, etc. are described as required but this is not really true. You can set the functions locals that they use as whatever you want, but due to the specificity of that emulator, it will be better to keep official naming used in official configs.
Other objects[edit | edit source]
Command Usage Notes
getGLSObject class
getGLSObject
Enable
EnableServerRecording
Pause
getAudioObject class
getAudioObject
muteStreamingAll
muteStreamingMain
muteStreamingBGM
getRemotePlayObject class
getRemotePlayObject
Enable
getVideoRecordingObject class
getVideoRecordingObject
Enable
getSharePlayObject class
getSharePlayObject
Enable
getSpriteObject group
getSpriteObject
Enable
Disable
BindFragmentShader
SetShaderParams
 Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:

local sprite0 = getSpriteObject(0)
local scanlineParams = {
	240.0,		-- float scanlineCount
   	0.7,		-- float scanlineHeight;
	1.5,        -- float scanlineBrightScale;
	0.5,        -- float scanlineAlpha;
	0.5         -- float vignetteStrength;
}

sprite0.SetShaderParams(scanlineParams)
BindTexture
SetPosXY
SetSizeXY
SetPosUV
SetSizeUV
PrintContext
SetBlendColor sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0
local sprite0 = getSpriteObject(0)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
getTrophyObject local trophyObj = getTrophyObject() Required for all functions using trophyObj
getDmaObject local dmaObj = getDmaObject() Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
getScreenShotObject

Registers for hook[edit | edit source]

Registers defined in alias files.

GetGpr/SetGpr

gpr.zero gpr.at 
gpr.v0  gpr.v1 
gpr.a0  gpr.a1  gpr.a2  gpr.a3 
gpr.t0  gpr.t1  gpr.t2  gpr.t3 
gpr.t4  gpr.t5  gpr.t6  gpr.t7 
gpr.s0  gpr.s1  gpr.s2  gpr.s3 
gpr.s4  gpr.s5  gpr.s6  gpr.s7 
gpr.t8  gpr.t9
gpr.k0  gpr.k1 
gpr.gp  gpr.sp  gpr.fp  gpr.ra 
gpr.lo  gpr.hi  gpr.sa

example: eeObj.GetGpr(gpr.a1)

GetCPR0/SetCPR0

cpr.index	  cpr.pagemask
cpr.random	  cpr.wired	
cpr.entrylo0      cpr.badvaddr
cpr.entrylo1      cpr.count	
cpr.context	  cpr.entryhi	


cpr.compare	  cpr.config    cpr.taglo	
cpr.status	  cpr.badpaddr  cpr.taghi	
cpr.cause	  cpr.hwbk	cpr.errorepc
cpr.epc		  cpr.pccr	
cpr.prid

example: eeObj.GetCPR0(cpr.status) 


Official PS2 configuration examples[edit | edit source]

  • You can find the rest of the PS2 configurations in here.


Canis Canem Edit
SLES 535.61
LUA

require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.1)
-- EA sports cricket 07 bug 9392
-- Performance fix
local emuObj = getEmuObject()	
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )

Custom config.lua examples[edit | edit source]

Here is the first custom LUA configuration created by the community:

apiRequest(0.1)

-- Fix black screen SLUS-20064

eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000)	-- bc0f 0x1CF3CC to nop

This is a very basic command to replace a part of the EE memory with another instruction.

  • apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.
  • -- Fix black screen SLUS-20064 is comment
  • eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing the value 0x4100FFFF to 0x00000000 at the offset of 0x1CF3CC . Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
  • -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed

Other custom configurations made by users can be found here

Memory Map[edit | edit source]

Name From To
EE Flat Memory (4gb) 0x0000008000000000 0x0000008100000000
IOP Flat Memory (4gb) 0x0000009000000000 0x0000009100000000
R59 Binary Cache 0x0000000914B10000 0x0000000916B10000
R30 Binary Cache 0x0000000916B14000 0x0000000917314000
jitVU0 0x0000000917318000 0x0000000917B18000
jitVU1 0x0000000917B1C000 0x0000000918B1C000
Host's EE Memory Map
EE RAM - Kernel 0x0000008000000000 0x0000008000080000
EE RAM - Debug 0x0000008000078000 0x0000008000080000
EE RAM - User 0x0000008000080000 0x0000008002000000
EE Hw Devices 0x0000008010000000 0x0000008010010000
EE ROM 0x000000801FC00000 0x000000801FFE0000
EE RAM - Uncached 0x0000008020080000 0x0000008022000000
EE RAM - UncachedAccel 0x0000008030100000 0x0000008032000000
EE Scratchpad 0x0000008070000000 0x0000008070004000
EE Debug 0x00000080FFFF8000 0x0000008100000000
Host's IOP Memory Map
IOP RAM 0x0000009000000000 0x0000009000200000
IOP RAM (mirror 1) 0x0000009000200000 0x0000009000400000
IOP RAM (mirror 2) 0x0000009000400000 0x0000009000600000
IOP RAM (mirror 3) 0x0000009000600000 0x0000009000800000
IOP Scratchpad 0x000000901F800000 0x000000901F801000
IOP HW 0x000000901F801000 0x000000901F810000
IOP ROM 0x000000901FC00000 0x000000901FFE0000

Registers Map[edit | edit source]

EE-IOP[edit | edit source]

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

This list was designed for Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3
GPR-EE Address FPR Address CP0 Address GPR-IOP Address
zero 0x1000000000 f00 0x1000000230 Index 0x10000002D0 zero 0x1020000000
at 0x1000000010 f01 0x1000000234 Random 0x10000002D4 at 0x1020000004
v0 0x1000000020 f02 0x1000000238 EntryLo0 0x10000002D8 v0 0x1020000008
v1 0x1000000030 f03 0x100000023C EntryLo1 0x10000002DC v1 0x102000000C
a0 0x1000000040 f04 0x1000000240 Context 0x10000002E0 a0 0x1020000010
a1 0x1000000050 f05 0x1000000244 PageMask 0x10000002E4 a1 0x1020000014
a2 0x1000000060 f06 0x1000000248 Wired 0x10000002E8 a2 0x1020000018
a3 0x1000000070 f07 0x100000024C rsvd7 0x10000002EC a3 0x102000001C
t0 0x1000000080 f08 0x1000000250 BadVAddr 0x10000002F0 t0 0x1020000020
t1 0x1000000090 f09 0x1000000254 Count 0x10000002F4 t1 0x1020000024
t2 0x10000000A0 f10 0x1000000258 EntryHi 0x10000002F8 t2 0x1020000028
t3 0x10000000B0 f11 0x100000025C Compare 0x10000002FC t3 0x102000002C
t4 0x10000000C0 f12 0x1000000260 Status 0x1000000300 t4 0x1020000030
t5 0x10000000D0 f13 0x1000000264 Cause 0x1000000304 t5 0x1020000034
t6 0x10000000E0 f14 0x1000000268 EPC 0x1000000308 t6 0x1020000038
t7 0x10000000F0 f15 0x100000026C PRid 0x100000030C t7 0x102000003C
s0 0x1000000100 f16 0x1000000270 Config 0x1000000310 s0 0x1020000040
s1 0x1000000110 f17 0x1000000274 Iab 0x1000000314 s1 0x1020000044
s2 0x1000000120 f18 0x1000000278 Iabm 0x1000000318 s2 0x1020000048
s3 0x1000000130 f19 0x100000027C Dab 0x100000031C s3 0x102000004C
s4 0x1000000140 f20 0x1000000280 Dabm 0x1000000320 s4 0x1020000050
s5 0x1000000150 f21 0x1000000284 Dvm 0x1000000324 s5 0x1020000054
s6 0x1000000160 f22 0x1000000288 Dvbm 0x1000000328 s6 0x1020000058
s7 0x1000000170 f23 0x100000028C BadPAddr 0x100000032C s7 0x102000005C
t8 0x1000000180 f24 0x1000000290 Debug 0x1000000330 t8 0x1020000060
t9 0x1000000190 f25 0x1000000294 Perf 0x1000000334 t9 0x1020000064
k0 0x10000001A0 f26 0x1000000298 Pcr0 0x1000000338 k0 0x1020000068
k1 0x10000001B0 f27 0x100000029C Pcr1 0x100000033C k1 0x102000006C
gp 0x10000001C0 f28 0x10000002A0 TagLo 0x1000000340 gp 0x1020000070
sp 0x10000001D0 f29 0x10000002A4 TagHi 0x1000000344 sp 0x1020000074
fp 0x10000001E0 f30 0x10000002A8 ErrorEPC 0x1000000348 fp 0x1020000078
ra 0x10000001F0 f31 0x10000002AC Rsvd31 0x100000034C ra 0x102000007C
hi/hi1 (2x 64bit) 0x1000000200 fACC 0x10000002B0 COP0 additional registers pc 0x102000008C
lo/lo1 (2x 64bit) 0x1000000210 FPU CTRL (FCR) real Pcr0 0x1000000350 hi 0x1020000090 ??
sa 0x1000000220 cp1cond 0x10000002B4 real Pcr1 0x1000000358 lo 0x1020000094 ??
fpu ver 0x10000002B8
fpu sticky 0x10000002BC
fpu ctrl 0x10000002C0
2CF unknown 0x10000002C4

Emulator related registers[edit | edit source]

"Fake" registers Address Notes
(?) 0x1000000360 Locking the value seems to cause a crash.
Current PC
(4 Bytes)
0x1000000368 Shows the current offset that's being executed by the EE.

Updated only on branch/jump tests, unless commands such as --ee-pc-coherency or --ee-insn-flush-pc are used.
Then updates are instant, right when instructions are executed.
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830

(?) 0x100000036C
Updated on branch/jump instructions, emulator seems to use it to store next address that will be executed.
At least in recompiler to interpreter fallback mode. During tests it shows 0x80000184
Delta counter 0x1000000370
(Passed cycles, likely decrementer). 
Evt check is performed on branch test when 0.
Fastforwardclock set this to 0,
advanceclock subtract value from this fake reg)
Cycles 0x1000000378
(?) 0x1000000384
Address when last exception occurred on r5900.
This register most of times will hold last executed syscall address,
sometimes last tlb miss or break(if "as nop" is disabled).
Unlike the pc, this one doesn't change after a crash and has much lower latency.
Thus meaning it's better at diagnosing problems.

VU0 Registers[edit | edit source]

Register W Z Y X Register W Z Y X
vf00 0x103000000C 0x1030000008 0x1030000004 0x1030000000 vf17 0x103000011C 0x1030000118 0x1030000114 0x1030000110
vf01 0x103000001C 0x1030000018 0x1030000014 0x1030000010 vf18 0x103000012C 0x1030000128 0x1030000124 0x1030000120
vf02 0x103000002C 0x1030000028 0x1030000024 0x1030000020 vf19 0x103000013C 0x1030000138 0x1030000134 0x1030000130
vf03 0x103000003C 0x1030000038 0x1030000034 0x1030000030 vf20 0x103000014C 0x1030000148 0x1030000144 0x1030000140
vf04 0x103000004C 0x1030000048 0x1030000044 0x1030000040 vf21 0x103000015C 0x1030000158 0x1030000154 0x1030000150
vf05 0x103000005C 0x1030000058 0x1030000054 0x1030000050 vf22 0x103000016C 0x1030000168 0x1030000164 0x1030000160
vf06 0x103000006C 0x1030000068 0x1030000064 0x1030000060 vf23 0x103000017C 0x1030000178 0x1030000174 0x1030000170
vf07 0x103000007C 0x1030000078 0x1030000074 0x1030000070 vf24 0x103000018C 0x1030000188 0x1030000184 0x1030000180
vf08 0x103000008C 0x1030000088 0x1030000084 0x1030000080 vf25 0x103000019C 0x1030000198 0x1030000194 0x1030000190
vf09 0x103000009C 0x1030000098 0x1030000094 0x1030000090 vf26 0x10300001AC 0x10300001A8 0x10300001A4 0x10300001A0
vf10 0x10300000AC 0x10300000A8 0x10300000A4 0x10300000A0 vf27 0x10300001BC 0x10300001B8 0x10300001B4 0x10300001B0
vf11 0x10300000BC 0x10300000B8 0x10300000B4 0x10300000B0 vf28 0x10300001CC 0x10300001C8 0x10300001C4 0x10300001C0
vf12 0x10300000CC 0x10300000C8 0x10300000C4 0x10300000C0 vf29 0x10300001DC 0x10300001D8 0x10300001D4 0x10300001D0
vf13 0x10300000DC 0x10300000D8 0x10300000D4 0x10300000D0 vf30 0x10300001EC 0x10300001E8 0x10300001E4 0x10300001E0
vf14 0x10300000EC 0x10300000E8 0x10300000E4 0x10300000E0 vf31 0x10300001FC 0x10300001F8 0x10300001F4 0x10300001F0
vf15 0x10300000FC 0x10300000F8 0x10300000F4 0x10300000F0 ACC 0x103000020C 0x1030000208 0x1030000204 0x1030000200
vf16 0x103000010C 0x1030000108 0x1030000104 0x1030000100
Register Address Register Address
vi00 0x1030000210 Status 0x1030000310??
vi01 0x1030000220 MACflag 0x1030000320??
vi02 0x1030000230 Clipflag 0x1030000330??
vi03 0x1030000240 c2c19 0x1030000340??
vi04 0x1030000250 R 0x1030000350??
vi05 0x1030000260 I 0x1030000360
vi06 0x1030000270 Q 0x1030000590
vi07 0x1030000280 c2c23 0x1030000380??
vi08 0x1030000290 c2c24 0x1030000390??
vi09 0x10300002A0 c2c25 0x10300003A0??
vi10 0x10300002B0 TPC 0x10300003B0
vi11 0x10300002C0 CMSAR0 0x10300003C0??
vi12 0x10300002D0 FBRST 0x10300003D0
vi13 0x10300002E0 VPU-STAT 0x10300003E0??
vi14 0x10300002F0 CMSAR1 0x10300003F0??
vi15 0x1030000300 c2c30 0x1030000400??

VU1 Registers[edit | edit source]

Register W Z Y X Register W Z Y X
vf00 0x104000000C 0x1040000008 0x1040000004 0x1040000000 vf17 0x104000011C 0x1040000118 0x1040000114 0x1040000110
vf01 0x104000001C 0x1040000018 0x1040000014 0x1040000010 vf18 0x104000012C 0x1040000128 0x1040000124 0x1040000120
vf02 0x104000002C 0x1040000028 0x1040000024 0x1040000020 vf19 0x104000013C 0x1040000138 0x1040000134 0x1040000130
vf03 0x104000003C 0x1040000038 0x1040000034 0x1040000030 vf20 0x104000014C 0x1040000148 0x1040000144 0x1040000140
vf04 0x104000004C 0x1040000048 0x1040000044 0x1040000040 vf21 0x104000015C 0x1040000158 0x1040000154 0x1040000150
vf05 0x104000005C 0x1040000058 0x1040000054 0x1040000050 vf22 0x104000016C 0x1040000168 0x1040000164 0x1040000160
vf06 0x104000006C 0x1040000068 0x1040000064 0x1040000060 vf23 0x104000017C 0x1040000178 0x1040000174 0x1040000170
vf07 0x104000007C 0x1040000078 0x1040000074 0x1040000070 vf24 0x104000018C 0x1040000188 0x1040000184 0x1040000180
vf08 0x104000008C 0x1040000088 0x1040000084 0x1040000080 vf25 0x104000019C 0x1040000198 0x1040000194 0x1040000190
vf09 0x104000009C 0x1040000098 0x1040000094 0x1040000090 vf26 0x10400001AC 0x10400001A8 0x10400001A4 0x10400001A0
vf10 0x10400000AC 0x10400000A8 0x10400000A4 0x10400000A0 vf27 0x10400001BC 0x10400001B8 0x10400001B4 0x10400001B0
vf11 0x10400000BC 0x10400000B8 0x10400000B4 0x10400000B0 vf28 0x10400001CC 0x10400001C8 0x10400001C4 0x10400001C0
vf12 0x10400000CC 0x10400000C8 0x10400000C4 0x10400000C0 vf29 0x10400001DC 0x10400001D8 0x10400001D4 0x10400001D0
vf13 0x10400000DC 0x10400000D8 0x10400000D4 0x10400000D0 vf30 0x10400001EC 0x10400001E8 0x10400001E4 0x10400001E0
vf14 0x10400000EC 0x10400000E8 0x10400000E4 0x10400000E0 vf31 0x10400001FC 0x10400001F8 0x10400001F4 0x10400001F0
vf15 0x10400000FC 0x10400000F8 0x10400000F4 0x10400000F0 ACC 0x104000020C 0x1040000208 0x1040000204 0x1040000200
vf16 0x104000010C 0x1040000108 0x1040000104 0x1040000100
Register Address Register Address
vi00 0x1040000210 vi16 0x1040000310??
vi01 0x1040000220 vi17 0x1040000320??
vi02 0x1040000230 vi18 0x1040000330??
vi03 0x1040000240 vi19 0x1040000340??
vi04 0x1040000250 vi20 0x1040000350??
vi05 0x1040000260 vi21 0x1040000360
vi06 0x1040000270 vi22 0x1040000370??
vi07 0x1040000280 vi23 0x1040000380??
vi08 0x1040000290 vi24 0x1040000390??
vi09 0x10400002A0 vi25 0x10400003A0??
vi10 0x10400002B0 vi26 0x10400003B0
vi11 0x10400002C0 vi27 0x10400003C0??
vi12 0x10400002D0 vi28 0x10400003D0
vi13 0x10400002E0 vi29 0x10400003E0??
vi14 0x10400002F0 vi30 0x10400003F0??
vi15 0x1040000300 vi31 0x1040000400??

Open CL and Floats[edit | edit source]

In this part, we describe the PS4 native Floating point support and OpenCL information, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2. The information below came from this gist.

CPU[edit | edit source]

Info Value
Device Name CXD90026AG - DG1002FGF84HT
Device Vendor AuthenticAMD
Device Vendor ID 0x1022
Device OpenCL C Version OpenCL C 1.2 pocl
Device Type CPU
Max compute units 8
Max work item dimensions 3
Max work item sizes 4096x4096x4096
Max work group size 4096
Preferred work group size multiple 8
Half-precision Floating-point support (n/a)
Single-precision Floating-point support (core)
Denormals Yes
Infinity and NANs Yes
Round to nearest Yes
Round to zero Yes
Round to infinity Yes
IEEE754-2008 fused multiply-add No
Support is emulated in software No
Correctly-rounded divide and sqrt operations Yes
Double-precision Floating-point support (cl_khr_fp64)
Denormals Yes
Infinity and NANs Yes
Round to nearest Yes
Round to zero Yes
Round to infinity Yes
IEEE754-2008 fused multiply-add Yes
Support is emulated in software No
Execution capabilities
Run OpenCL kernels Yes
Run native kernels Yes
SPIR versions 1.2
Device Extensions
 cl_khr_byte_addressable_store
 cl_khr_global_int32_base_atomics
 cl_khr_global_int32_extended_atomics
 cl_khr_local_int32_base_atomics
 cl_khr_local_int32_extended_atomics
 cl_khr_3d_image_writes 
 cl_khr_spir
 cl_khr_fp64 
 cl_khr_int64_base_atomics
 cl_khr_int64_extended_atomics 

GPU[edit | edit source]

Info Values
Device Name AMD LIVERPOOL
Device Vendor AMD
Device Vendor ID 0x1002
Device Version OpenCL 1.1
Device OpenCL C Version OpenCL C 1.1
Device Type GPU
Max compute units 18
Max work item dimensions 3
Max work item sizes 256x256x256
Max work group size 256
Compiler Available Yes
Preferred work group size multiple 64
Half-precision Floating-point support (cl_khr_fp16)
Denormals No
Infinity and NANs Yes
Round to nearest Yes
Round to zero No
Round to infinity No
IEEE754-2008 fused multiply-add No
Support is emulated in software No
Single-precision Floating-point support (core)
Denormals No
Infinity and NANs Yes
Round to nearest Yes
Round to zero No
Round to infinity No
IEEE754-2008 fused multiply-add No
Support is emulated in software No
Correctly-rounded divide and sqrt operations No
Double-precision Floating-point support (cl_khr_fp64)
Denormals Yes
Infinity and NANs Yes
Round to nearest Yes
Round to zero Yes
Round to infinity Yes
IEEE754-2008 fused multiply-add Yes
Support is emulated in software No
Execution capabilities
Run OpenCL kernels Yes
Run native kernels No
Device Extensions
cl_khr_byte_addressable_store
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics 
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16

PS3 Configuration support[edit | edit source]

The PS2 emulator of the PS4 supports configurations in the known format from ps2_netemu/ps2classic that came from the PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic. To enable PS3 style configuration, add this to config-emu-ps4.txt:

--lopnor-config=1
--ps2-title-id=TITLE-ID

The configuration file needs to be in folder ...'''/patches/{TITLE-ID}/''' and the file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. The Title ID needs to be in XXXX-YYYYY format (ex. SLUS-12345). Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin. A tester confirmed that configurations work as is without even the need to edit them.
Please keep in mind that not all PS3 commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27 and 0x42.
For example, the Rayman 3 configuration does not work due to the command being unsupported on PS4.
Command 0x07 is NOT recognized, but can be manually translated to CLI configuration (to "--vu-xgkick-delay=value").
Same goes for command 0x11 (--vu0-accurate-addsub-range can be used).

Confirmed known issues[edit | edit source]

Issue Games affected Solution Description
Flags are incorrectly updated Every Ratchet game except Size Matters, possibly many more. Setting opt-flags commands to 0, or manually setting the flag values using LUA patches. For VU1 or VU0, this may crash games or create sps. As for COP2, this could possibly mess with physics or also crash games.
Xgkick is 1 cycle behind Auto Modelista, Galactic Wrestling, others. Set --vu-xgkick-delay to 0. Causes missing textures.
No support for EE Cache Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, Others Lua patches to the EE memory and picking the right emulator
No support for GIFFIFO Fifa Street 2, FIFA 2005 ?
Missing COP2 pipeline emulation. other games affected by COP2 timing Rearranging code through lua patches. While COP2 is a part of EE, in terms of emulation it's a separate processor that can run on its own. Consequently, some operations take a long time while EE still minds own its business. Some games abuse this and do their own thing, knowing that COP2 calculation takes an expected number of cycles. On this emu, every COP2 opcode is instant, which break games that expect it to take some time.
VU0 is not running in sync with EE core 24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. All games using M-bit. EE hook AdvanceClock or fastforwardclock commands on affected addresses to push VU0 ahead while stalling EE, setting the value of 5 to ee cycle scalar, and patches to rearrange code. Most of the time, it will be CTC2/QMTC2 instructions with interlock that are affected. Emulator kickstarts VU0 for 256 cycles, while reporting that 512 cycles passed. Yup, we are out of sync right from the start of VU0 mpg because people working for $ony don't know that VU0 run at EE MHz, not at EE bus MHz. Not to mention, that a 256 cycles kickstart is too much even on the correct speed. Later things just got worse. This issue can be partially replicated on Pcsx2 if you overclock the EE by +3
FPU/VU math inaccuracies. Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Many others Lua patches to the EE memory, accurate math commands. PS2 use really obscure floating point math, only one guard bit is used in calculations. PCSX2 hack it with different rounding modes, emu on ps4 fix it with soft floats, usually applied per offset. Sometime with patches directly to affected code (THPS engine).


It's worth noting that pcsx2 by default applies "accurate add/sub" for every single FPU opcode, and only to fpu opcodes. That's why accurate add/sub is needed on the PS4 while pcsx2 is happy with its default settings.

M-Bit support is broken Every game that uses M-Bit. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [2] Lua patches to the EE memory While emulator respect m-bit, way that VU0 work on it make it broken most of times (check "VU0 is not running in sync with EE core" issue).
Multitap doesn't support all games Urban reign, Digimon Rumble Arena 2, Digimon World 4, others Lua patches Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port.
DMA writes when busy signal is engaged Ratchet and Clank games, Metal gear solid 2, others None yet AKA eetiminghack
VIF1 runs too fast Urban reign, Avatar, PaRappa The Rapper 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others Using LUA's SchedulerDelayEvent command or CLI'S vif1-instant-xfer command, combined with vu1 jit-sync and mpg cycles. The emu, Redfaction, has a higher chance of fixing this issue. Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible
Reading VU TPC registers returns wrong values Street Fighter 3 EX(VU0), R: Racing Revolution(VU0), Spiderman 3 (VU0, in T-Bit handler...), Edge of Reality games(VU1) Patches in lua. In this emu TPC stores full addresses, which is wrong. Real hardware keep there addr >> 3. Worth noting that EoR games read VU1 TPC in a nasty way, accessing 0x43A0(VU1 TPC) from COP2 code.
VIF command interrupts handled before VIFn_CODE is updated. Onimusha Blade Warriors Fixed by patch in intr handler. This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically makes everything out of sync later as interrupts are happening, but handler does nothing about them.
CDVD register 0x1F402038 (KeysValid) return wrong result. Every "SCCS" game Patches in lua. Likely specific to NTSC-C releases, because that region uses special SDK. This issue makes cdvdman become stuck on any request because it thinks that the cdvd key is invalid.
Lack of CDVD error handling Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. Patches in lua if needed. One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code.
Corrupted SIF0 transfer when not full QW is send by IOP True Crime: LA, PDC DC 2008, Street Racing Syndicate(1.03) Patches in lua. IOP is able to send words by SIF0, EE DMAC can only transfer Quadwords. When IOP send not full QW real hardware use whatever was in buffer from previous transfer for missing words (only words that are requested by iop are overwritten in transfer buffer). Emu probably memset 0 that part.

Awaiting Wikify[edit | edit source]

Issue Games affected Solution Description
Games crash or get stuck from an LW from (VIF_STAT) 0x10003C00 or (GIF_STAT) 0x10003020 SSX 3, Monopoly, Tomb Raider - The Angel of Darkness, Dragon Ball Z - Budokai Tenkaichi 1, Tony Hawk's Underground 2, and some Nickelodeon games. LUA patches to nop loops (50% chance of working). If that doesn't work, then seemingly nothing will. Emus such as War of the Monsters, RECVX, KOF2000, Forbidden Siren and Red Faction have a higher chance of success. Issue seems to be specific to the PS4 emu. Seemingly related to FIFO emulation.
Incorrect GIF speed Taz Wanted, The Matrix, Batman Begins, Dynasty warriors 5 Empires, others. For a fast GIF: eeObj.SchedulerDelayEvent("gif.dma", 0x10500) end). For a slow GIF, there is seemingly no solution. Some games need a fast GIF timing, and others need a slow one.
Unknown GS crashes Star Wars - Battlefront II Different combinations of GS commands.
Clamping is not PS2-perfect Surf's Up (VU1), Tiger Woods PGA Tour, Castlevania COD, others. Manually clamp values using LUA.
IOP-CDVD desync Genji - Dawn of the Samurai, Wild Arms 4, Wild Arms 5, Official Releases such as War of the Monsters and Kinetica, unofficial releases such as every Ratchet game, God of War, as well as others. LUA patches as seen in official releases. Setting iopcyclescalar to 0.38 yielded the best results, but still wrong. The least significant effect would be a restarting music track. The most significant would be a game freezing at a single image with looping audio.
IPU runs slower than the EE, causing a freeze or a crash on an FMV Bee Movie, Tomb Raider Angel of Darkness

PCSX2 glitches not present on PS4[edit | edit source]

This is a list of glitches that the PS4 does not suffer from, as opposed to PCSX2.
Issue PCSX2's fix Games affected Description PCSX2 issue no.
Natively fixed
Bad FPU math Disabling EE recompiler / Janky GameDB patch Armored Core Nine Breaker The AI becomes stuck on some levels, working only when EE recompiler's disabled #8587
? Enabling EETimingHack Pac-Man World 2 Hanging in Butane Pain, Ghost Bayou, Pinky's Revenge and Clyde in the Caldera levels. Unavailable
? Unavailable Persona 3 Stuttering noise when saving #7316
? Unavailable Mega Man X8 Flickering subtitles on FMVS #5192
Bad timing. Unavailable Spyro Enter the Dragonfly Audio-video desync #8286
? Unavailable Petit Copter 2 In-game hang #10380
? Unavailable Yu-Gi-Oh! The Duelists of the Roses In-game data corruption (?) leading to a hang #11576
IPU running faster than it should? Janky patch Flame of Recca: Final Burning #11335
Bad timing Unavailable Ape Escape 3 Sudden burst of in-game speed at some random points in the map Unavailable
Bad EE timing with IPU? Unavailable Surf's Up Slow third fmv #12159
? vu0RoundMode: 2 Ape Escape 3 The character's buster malforms when spawning anew #11386
Fixed by using certain commands
Inaccurate COP2 add/sub implementation Unavailable Driv3r AI cop car drives at the incorrect direction (Fixed on PS4 with accurate COP2 add/sub) #11714

PS2 Bios[edit | edit source]

Description[edit | edit source]

The PS2 BIOS is the file PS20220WD20050620.crack included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error.

This PS2 BIOS is known to blacklist some titles, and refuse to boot them. This includes all titles with the 00000000 000000A0 flag, documented here.

More about the PS2 BIOS

The version of the PS2 BIOS seems to be the developement v2.20 from the Japanese region (22/01/2007), and is not limited to booting only NTSC-J games.
The PS2 emulator does not support USB peripherals, but this seems not to be a limitation of the BIOS, as it is used also in CECH C/E PS3 consoles. 
There are signs that different PS2 BIOS versions exist, named PS20190AC20030623_nordram_miniOSD.bin. This PS2 BIOS has included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". The most noticeable difference for both BIOS files seems to be the special RDRAM module.

Whilst the PS3 patches its PS2 BIOS to preferred regions, the PS4 uses a so called CallHook which is better known for PCSX2 users as fastboot. For more information about this patch, look at PCSX2's fastboot code. It is the same code except that PS2 emulators for PS4 do not have patches for different BIOS revisions.

PS2 BIOS file information:

File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5

Files inside ROM image[edit | edit source]

File Offset in exported bin Description File type (exportable)
RESET 0x00 Bootstrap code for the EE and IOP. BIN
ROMDIR 0x2780 The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. BIN
EXTINFO 0x2CC0 Contains the "EXTINFO" for all files in the ROM image. BIN
SBIN 0x3330 Seems to be the pad controller library for the PS1 monitor. BIN
LOGO 0xA2D0 PS1 logo? BIN
IOPBTCONF 00x1EA20 Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF. BIN
IOPBTCON2 0x1EB10 Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). BIN
SYSMEM 0x1EBE0 System Memory Manager. ELF
LOADCORE 0x1FE00 The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. ELF
EXCEPMAN 0x22380 Exception manager. ELF
INTRMANP 0x22F60 Interrupt Manager. According to wisi, it is for PS mode. ELF
INTRMANI 0x24970 Interrupt Manager. According to wisi, it is for IOP mode. ELF
SSBUSC 0x267B0 SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. ELF
TIMEMANP 0x26F20 Timer Manager (PS mode) ELF
TIMEMANI 0x27B00 Timer Manager (IOP mode) ELF
DMACMAN 0x28730 DMA Controller Manager. ELF
SYSCLIB 0x2BE30 System C Library. ELF
HEAPLIB 0x2E590 Memory HEAP LIBrary (i.e. thvpool, thfpool) ELF
THREADLIB 0x2F290 Multi_Thread_Manager ELF
VBLANK 0x38020 V-Blank management ELF
IOMAN 0x38DB0 IO Manager ELF
MODLOAD 0x3AD20 IOP module loader. ELF
ROMDRV 0x3D070 ROM driver. Provides access to the boot ROM (rom0). ELF
ADDDRV 0x3DF60 Adds support for the DVD ROM (rom1:), via ROMDRV. ELF
STDIO 0x3D3C0 Standard I/O library. ELF
SIFMAN 0x3EFB0 SIF manager. ELF
SIFINIT 0x40550 Initializes the SIF. ELF
EESYNC 0x40970 For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. ELF
EENULL 0x40E10 The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. BIN
PS1ID 0x40E50 Only found in newer boot ROMs BIN
LIBFI 0x40E60 Not present in the boot ROM of the SCPH-10000 and SCPH-15000. BIN
PS1VERJ 0x40F50 BIN
PS1VERA 0x40F60 BIN
PS1VERE 0x40F70 BIN
PS1VERC 0x40F80 BIN
PS1VERH 0x40F90 BIN
OSDSYS 0x40FA0 The browser BIN
- 0x40FB0 BIN
RDRAM 0x41000 Provides a RDRAM test for the EE at power-on. This is run from RESET. BIN
EELOADCNF 0x43D50 Contains the IOP boot configuration file for EELOAD. BIN
SIFCMD 0x43F00 SIF command module. Contains the SIF command and SIF RPC functions. ELF
REBOOT 0x46140 The reboot service. Receives IOP reset packets from the EE, from across the SIF. ELF
LOADFILE 0x46910 The RPC server for MODLOAD ELF
EECONF 0x49070 Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. ELF
- 0x49FF0 BIN
IOPBOOT 0x4A000 IOP bootup program BIN
- 0x4B160 BIN
TBIN 0x4B800 The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. BIN
XSHA1 0x59770 sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related? ELF
XLOADFILE 0x5A740 Updated module ELF
SIO2MAN 0x5D7F0 SIO2 manager. Provides access to the SIO2 interface. ELF
- 0x5F420 BIN
MCSERV 0x61340 RPC server for MCMAN. ELF
- 0x63040 BIN
KROMG 0x64000 BIN
- 0x65CC0 BIN
KROM 0x66000 Kanji ROM? Not sure where this is used. BIN
- 0x7FE70 BIN
ROMVER 0x7FF00 ROM version. BIN
- 0x7FF10 BIN
VERSTR 0x7FF30 Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. BIN
- 0x7FF90 BIN
ROMGSCRT 0x80000 BIN
NCDVDMAN 0x82D30 It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. ELF
SECRMAN 0x8F770 Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. ELF
MCMAN 0x93C30 Memory Card Manager. ELF
PADMAN 0xA30C0 Pad manager. ELF
CDVDMAN 0xAC810 The CD/DVD manager. ELF
CDVDFSV 0xB4BC0 The RPC server for CDVDMAN. ELF
FILEIO 0xBCF80 RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. ELF
CLEARSPU 0xBF080 Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. ELF
UDNL 0xC0CC0 It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. ELF
IGREETING 0xC2BC0 Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed ELF
EELOAD 0xC3C20 The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. BIN
XCDVDMAN 0xD2DA0 cdvd_driver - Updated module ELF
XCDVDFSV 0xE1B30 cdvd_ee_driver - Updated module ELF
OSDSND 0xEFF60 OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. ELF
PS2LOGO 0x11ABB0 Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. ELF
XPARAM2 0x137500 File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) ELF
OSDSYS 0x139A00 The browser BIN
PIOPRP 0x177880 Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root). BIN
KERNEL 0x1BB7E0 The EE kernel BIN

Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5

Game_ID/DiscID in PS20220WD20050620.crack[edit | edit source]

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

The original PS2 BIOS from models with emulated IOP, include a similar list file called XPARAM.ELF. The Title IDs there are not the same, although some of them exist on both lists.
Command Name
0x00 TITLE_MASK
0x01 SIO2_MASK
0x02 DEV9_MASK
0x03 USB_MASK
0x04 SIF_DMA_SYNC
0x05 SIF_DMA_LOAD
0x06 DMAC_CH10_INT_DELAY
0x07 MECHA_RECOGTIME
0x08 CPU_DELAY
0x09 DEV5_INT_SPEED
0x0A CDVD_READ_DELAY
0x0B SPU2_BEHAVIOR
ID Title Command Value Remarks
PBPX_952.01 DVD Utility Disc Version 1.00 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.02 DVD Utility Disc Version 1.01 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.03 DVD Utility Disc Version 1.01 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.06 DVD Player (Version 2.01) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.07 DVD Player (Version 2.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.08 DVD Player (Version 2.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.09 DVD Player (Version 2.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.10 DVD Utility Disc Version 2.10 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.11 DVD Utility Disc Version 1.00 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.21 DVD Player (Version 2.12) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.22 DVD Player (Version 2.14) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.24 DVD Player (Version 2.16) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.28 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.35 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.39 Online Start Up Disc v3.0 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.01 Linux for PS2 Beta Release 1 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.07 Playstation 2 Linux Runtime Environment v1.0 (Disc 1) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.09 Linux for PS2 Release 1.0 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.18 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PDPX_991.09 DVD Player (Version 3.04) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PSXC_002.01 PSX Update Disc 1.10 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PSXC_002.02 PSX Update Disc 1.20 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PSXC_002.03 PSX Update Disc 1.31 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PTPX_970.38 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCAJ_201.25 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCAJ_201.26 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCES_532.02 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCKA_200.49 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCPM_621.15 0x00 0x1000000 TITLE_MASK
SCPM_621.16 0x00 0x1000000 TITLE_MASK
SCPN_601.01 PlayStation BB Navigator (Version 0.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.30 PlayStation BB Navigator (Version 0.20) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.40 PlayStation BB Navigator (Version 0.30) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.50 PlayStation BB Navigator (Version 0.31) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.60 PlayStation BB Navigator (Version 0.32) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPS_110.01 I.Q. Remix 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPS_110.10 Yoake no Mariko (Performance Pack Edition) 0x01 0x1800 SIO2_MASK
SCPS_110.18 Yoake no Mariko 0x01 0x1800 SIO2_MASK
SCPS_110.21 Yoake no Mariko 2nd Act (Limited Edition) 0x01 0x1800 SIO2_MASK
SCPS_110.22 Yoake no Mariko 2nd Act 0x01 0x1800 SIO2_MASK
SCPS_150.38 Lifeline 0x0A 0x80300 CDVD_READ_DELAY
SCPS_150.39 Lifeline 0x0A 0x80300 CDVD_READ_DELAY
SCPS_170.01 Gran Turismo 4 0x0B 0x10000000 SPU2_BEHAVIOR
SCPS_175.01 Linux (for PlayStation2) Release 1.0 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPS_200.39 0x00 0x4000000 TITLE_MASK
SCUS_971.67 PaRappa the Rapper 2 0x04 0x2000 SIF_DMA_SYNC
SCUS_972.69 Final Fantasy XI [Disc 2] 0x02 0xB DEV9_MASK
SLES_500.48 Donald Duck: Quack Attack 0x01 0x800 SIO2_MASK
SLES_500.62 Orphen: Scion of Sorcery 0x08 0xC1C CPU_DELAY
SLES_503.64 City Crisis 0x0A 0x80BB8 CDVD_READ_DELAY
SLES_504.46 Shadow Man 2: The Second Coming 0x0A 0x80600 CDVD_READ_DELAY
SLES_505.40 Simpsons: Road Rage 0x01 0x800 SIO2_MASK
SLES_506.08 Shadow Man 2: The Second Coming 0x0A 0x80600 CDVD_READ_DELAY
SLES_506.28 Simpsons: Road Rage 0x01 0x800 SIO2_MASK
SLES_507.28 Tiger Woods PGA Tour 2002 0x0A 0x803E8 CDVD_READ_DELAY
SLES_507.29 0x0A 0x803E8 CDVD_READ_DELAY
SLES_512.82 Tiger Woods PGA Tour 2003 0x0A 0x803E8 CDVD_READ_DELAY
SLES_514.79 Def Jam Vendetta 0x01 0x802 SIO2_MASK
SLES_518.41 SpyHunter 2 0x01 0x800 SIO2_MASK
SLES_518.44 Time Crisis 3 0x01 0x800 SIO2_MASK
SLES_519.97 SWAT: Global Strike Team 0x01 0x800 SIO2_MASK
SLES_520.97 SWAT: Global Strike Force 0x01 0x800 SIO2_MASK
SLES_530.37 Super Monkey Ball Deluxe 0x01 0x802 SIO2_MASK
SLES_536.68 Micro Machines v4 0x01 0x801 SIO2_MASK
SLES_537.55 Castlevania: Curse of Darkness 0x04 0x10 SIF_DMA_SYNC
SLES_537.96 FIFA Street 2 0x01 0x1800 SIO2_MASK
SLPM_620.42 Kurogane no Houkou: Warship Commander 0x01 0x3000 SIO2_MASK
SLPM_620.62 Gitaroo Man One 0x0A 0x80540 CDVD_READ_DELAY
SLPM_621.05 Taikou Risshiden IV 0x09 0x2B47000A DEV5_INT_SPEED
SLPM_621.24 Ready 2 Rumble Boxing: Round 2 0x08 0x1388 CPU_DELAY
SLPM_621.25 Gauntlet: Dark Legacy 0x08 0xC1C CPU_DELAY
SLPM_621.25 Gauntlet: Dark Legacy 0x09 0x2B470005 DEV5_INT_SPEED
SLPM_621.35 Final Fantasy: XI (Beta Version) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SLPM_621.54 DDRMAX Dance Dance Revolution 6thMix 0x08 0x1A5E CPU_DELAY
SLPM_622.39 Supercar Street Challenge 0x0A 0x80300 CDVD_READ_DELAY
SLPM_623.69 Karaoke Revolution: J-Pop Vol.1 0x08 0x1388 CPU_DELAY
SLPM_623.79 Karaoke Revolution: J-Pop Vol.2 0x08 0x1388 CPU_DELAY
SLPM_623.80 Karaoke Revolution: J-Pop Vol.3 0x08 0x1388 CPU_DELAY
SLPM_623.81 Karaoke Revolution: J-Pop Vol.4 0x08 0x1388 CPU_DELAY
SLPM_623.82 Karaoke Revolution: Love & Ballad 0x08 0x1388 CPU_DELAY
SLPM_623.83 Karaoke Revolution: Night Selection 2003 0x08 0x1388 CPU_DELAY
SLPM_624.14 Karaoke Revolution: Dreams & Memories 0x08 0x1388 CPU_DELAY
SLPM_624.37 Suisui Sweet: Amai Ai no Mitsukekata 0x0B 0x40000000 SPU2_BEHAVIOR
SLPM_624.50 Karaoke Revolution: Anime Song Selection 0x08 0x1388 CPU_DELAY
SLPM_624.51 Karaoke Revolution: J-Pop Vol.5 0x08 0x1388 CPU_DELAY
SLPM_624.54 Karaoke Revolution: J-Pop Vol.6 0x08 0x1388 CPU_DELAY
SLPM_624.55 Karaoke Revolution: J-Pop Vol.7 0x08 0x1388 CPU_DELAY
SLPM_624.56 Karaoke Revolution: J-Pop Vol.8 0x08 0x1388 CPU_DELAY
SLPM_624.57 Karaoke Revolution: Snow & Party 0x08 0x1388 CPU_DELAY
SLPM_624.64 Pop'n Taisen Pazurudame Online 0x08 0x1F40 CPU_DELAY
SLPM_624.79 Karaoke Revolution: J-Pop Vol.9 0x08 0x1388 CPU_DELAY
SLPM_624.91 Mega Man: The Power Battle 0x04 0x2000 SIF_DMA_SYNC
SLPM_624.92 Karaoke Revolution: Kids Song Selection 0x08 0x1388 CPU_DELAY
SLPM_625.28 Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition) 0x08 0x1388 CPU_DELAY
SLPM_625.29 Karaoke Revolution: Kazoku Idol Sengen 0x08 0x1388 CPU_DELAY
SLPM_650.86 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1) 0x08 0x1450 CPU_DELAY
SLPM_650.87 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2) 0x08 0x1450 CPU_DELAY
SLPM_650.90 Spy Hunter 0x01 0x1800 SIO2_MASK
SLPM_651.97 Nobunaga's Ambition Online 0x02 0xB DEV9_MASK
SLPM_652.09 Star Ocean: Till the End of Time 0x0B 0x20014 SPU2_BEHAVIOR
SLPM_654.38 Star Ocean: Till the End of Time (Director's Cut) (Disc 1) 0x0B 0x20014 SPU2_BEHAVIOR
SLPM_654.39 Star Ocean: Till the End of Time (Director's Cut) (Disc 2) 0x0B 0x20014 SPU2_BEHAVIOR
SLPM_654.88 Grand Theft Auto: Vice City 0x0A 0x300 CDVD_READ_DELAY
SLPM_654.88 Grand Theft Auto: Vice City 0x09 0x36000200 DEV5_INT_SPEED
SLPM_656.33 I Love Baseball: Pro Yakyu wo Koyonaku 0x08 0xFA0 CPU_DELAY
SLPM_656.98 Love Songs: ADV Futaba Riho 14-sai Natsu 0x0A 0x80380 CDVD_READ_DELAY
SLPM_657.05 Final Fantasy XI: Chains of Promathia (Expansion Disc) 0x02 0xB DEV9_MASK
SLPM_657.06 Final Fantasy XI: Chains of Promathia (All-In-One Edition) 0x02 0xB DEV9_MASK
SLPM_657.19 Burnout 3: Takedown 0x01 0x1C00 SIO2_MASK
SLPM_657.83 Nobunaga no Yabou Online: Tappi no Shou 0x02 0xB DEV9_MASK
SLPM_658.94 Winning Post 6: 2005 Version 0x01 0x2400 SIO2_MASK
SLPM_659.34 Maple Colors 0x0A 0x80300 CDVD_READ_DELAY
SLPM_659.53 Final Fantasy: XI (Entry Disc 2005) 0x02 0xB DEV9_MASK
SLPM_659.84 Grand Theft Auto: San Andreas 0x0A 0x803E8 CDVD_READ_DELAY
SLPM_660.33 The Sword of Etheria 0x08 0xC1C CPU_DELAY
SLPM_660.33 The Sword of Etheria 0x00 0x2000000 TITLE_MASK
SLPM_660.48 The Sword of Etheria 0x08 0xC1C CPU_DELAY
SLPM_660.48 The Sword of Etheria 0x00 0x2000000 TITLE_MASK
SLPM_660.57 Taito Memories Vol.1 0x08 0xCE4 CPU_DELAY
SLPM_661.56 Marheaven: Arm Fight Dream 0x01 0x1800 SIO2_MASK
SLPM_661.75 Akumajo Dracula: Yami no Juin 0x08 0x60 CPU_DELAY
SLPM_661.75 Akumajo Dracula: Yami no Juin 0x0B 0x2001C SPU2_BEHAVIOR
SLPM_663.93 Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) 0x0A 0x803E8 CDVD_READ_DELAY
SLPM_663.93 Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) 0x09 0x2B47000A DEV5_INT_SPEED
SLPM_663.93 Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) 0x02 0xB DEV9_MASK
SLPM_663.94 Final Fantasy XI: Treasures of Aht Urhgan 0x02 0xB DEV9_MASK
SLPM_664.36 Aria the Natural 0x01 0x1800 SIO2_MASK
SLPM_664.36 Aria the Natural 0x00 0xA000000 TITLE_MASK
SLPM_665.39 Nobunaga no Yabou Online: Haten no Shou 0x02 0xB DEV9_MASK
SLPM_665.58 Tomb Raider: Legend 0x08 0x3E8 CPU_DELAY
SLPM_665.74 Detective Evangelion 0x00 0x2000000 TITLE_MASK
SLPM_680.07 Karaoke Revolution (Trial) 0x08 0x1388 CPU_DELAY
SLPM_680.10 0x08 0x1388 CPU_DELAY
SLPS_200.08 Morita Shogi 0x08 0x1388 CPU_DELAY
SLPS_200.20 FIFA 2000 World Championship 0x04 0x2001 SIF_DMA_SYNC
SLPS_200.37 Go Go Golf 0x09 0x2B47000A DEV5_INT_SPEED
SLPS_200.38 Grappler Baki: Baki Saidai no Tournament 0x08 0x1194 CPU_DELAY
SLPS_200.53 Tenshi no Present: Marle Oukoku Monogatari (Limited Edition) 0x0B 0x20000000 SPU2_BEHAVIOR
SLPS_200.66 Tenshi no Present: Marle Oukoku Monogatari 0x0B 0x20000000 SPU2_BEHAVIOR
SLPS_201.01 City Crisis 0x0A 0x80BB8 CDVD_READ_DELAY
SLPS_201.11 Magical Sports Pro Baseball 2001 0x09 0x2B47000A DEV5_INT_SPEED
SLPS_201.72 Koushien: Konpeki no Sora 0x09 0x2B47000A DEV5_INT_SPEED
SLPS_201.73 Hard Hitter 2 0x0A 0x80300 CDVD_READ_DELAY
SLPS_201.97 Surfing Air Show with RatBoy 0x09 0x2B47000A DEV5_INT_SPEED
SLPS_201.99 F1 2002 0x0B 0x20005 SPU2_BEHAVIOR
SLPS_202.00 Final Fantasy XI 0x02 0xB DEV9_MASK
SLPS_204.04 Rakushou! Pachi-Slot Sengen 2 0x0A 0x80300 CDVD_READ_DELAY
SLPS_204.29 Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V 0x08 0x1B58 CPU_DELAY
SLPS_204.55 Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby 0x0B 0x40000000 SPU2_BEHAVIOR
SLPS_250.08 Sorcerous Stabber Orphen 0x08 0xC1C CPU_DELAY
SLPS_250.71 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 0x08 0x1450 CPU_DELAY
SLPS_250.72 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 0x08 0x1450 CPU_DELAY
SLPS_250.81 Saishuu Densha 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_251.36 Kuon no Kizuna Sairin Mikotonori 0x0A 0x805DC CDVD_READ_DELAY
SLPS_251.42 Tiger Woods PGA Tour 2002 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_251.50 Only You 0x0B 0x40000000 SPU2_BEHAVIOR
SLPS_252.37 Only You 0x0B 0x40000000 SPU2_BEHAVIOR
SLPS_252.75 Def Jam: Vendetta 0x01 0x802 SIO2_MASK
SLPS_252.78 Memories Off: Mix 0x0A 0x80300 CDVD_READ_DELAY
SLPS_252.90 Time Crisis 3 0x01 0x800 SIO2_MASK
SLPS_253.15 One Piece: Grand Battle 3 0x01 0x1800 SIO2_MASK
SLPS_253.57 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate! 0x01 0x1800 SIO2_MASK
SLPS_253.79 Tokyo Majin Gakuen: Kaihoujyou Kefurokou 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_254.06 Hitman: Contracts 0x08 0xDAC CPU_DELAY
SLPS_254.18 Ace Combat 5: The Unsung War 0x0A 0x500000 CDVD_READ_DELAY
SLPS_255.10 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SLPS_255.85 Monster Farm 5: Circus Caravan 0x07 5 MECHA_RECOGTIME
SLPS_255.86 Tales of the Abyss 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_256.04 Ar tonelico Qoga: Knell of Ar Ciel 0x00 0xA000000 TITLE_MASK
SLPS_256.67 Daito Giken Premium Pachi-Slot Collection: Yoshimune 0x01 0x1800 SIO2_MASK
SLPS_256.98 Fatal Fury Battle Archives Volume 2 0x00 0xA000000 TITLE_MASK
SLPS_257.08 The Familiar of Zero (Limited Edition) 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_257.09 The Familiar of Zero 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_257.21 HimeHibi - Princess Days 0x0B 0x8000000 SPU2_BEHAVIOR
SLPS_257.22 Routes PE (Limited Edition) 0x08 0x3E8 CPU_DELAY
SLPS_257.27 Routes PE 0x08 0x3E8 CPU_DELAY
SLPS_732.49 Ar tonelico Qoga: Knell of Ar Ciel (Platinum) 0x00 0xA000000 TITLE_MASK
SLUS_200.11 Orphen: Ocion of Sorcery 0x08 0x1388 CPU_DELAY
SLUS_200.11 Orphen: Ocion of Sorcery 0x09 0x8000010 DEV5_INT_SPEED
SLUS_200.77 Donald Duck: Go'in Quackers 0x01 0x800 SIO2_MASK
SLUS_202.74 City Crisis 0x0A 0x80BB8 CDVD_READ_DELAY
SLUS_203.05 Simpsons: Road Rage 0x01 0x800 SIO2_MASK
SLUS_203.64 Tiger Woods PGA Tour 2002 0x0A 0x803E8 CDVD_READ_DELAY
SLUS_204.13 Shadowman 2 0x0A 0x80600 CDVD_READ_DELAY
SLUS_204.33 SWAT: Global Strike Team 0x01 0x800 SIO2_MASK
SLUS_204.88 Star Ocean: Til the end of Time [Disc 1] 0x08 0x1388 CPU_DELAY
SLUS_205.72 Tiger Woods PGA Tour 2003 0x0A 0x803E8 CDVD_READ_DELAY
SLUS_205.90 Spyhunter 2 0x01 0x800 SIO2_MASK
SLUS_206.35 Muppets Party Cruise 0x01 0x801 SIO2_MASK
SLUS_206.39 Def Jam Vendetta 0x01 0x800 SIO2_MASK
SLUS_206.86 Splashdown: Rides Gone Wild 0x0A 0x80400 CDVD_READ_DELAY
SLUS_208.38 All-Star Baseball 2005 0x01 0x802 SIO2_MASK
SLUS_208.51 Ace Combat 5: The Unsung War 0x0A 0x500000 CDVD_READ_DELAY
SLUS_208.91 Star Ocean: Til the end of Time [Disc 2] 0x08 0x1388 CPU_DELAY
SLUS_209.18 Super Monkey Ball: Deluxe 0x01 0x800 SIO2_MASK
SLUS_210.59 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SLUS_210.70 Final Fantasy XI: Chains of Promathia 0x02 0xB DEV9_MASK
SLUS_210.89 Karaoke Revolution Vol.3 0x08 0x1388 CPU_DELAY
SLUS_213.31 Sonic Riders 0x01 0x800 SIO2_MASK
SLUS_213.39 Puzzle Challenge 0x01 0x800 SIO2_MASK
SLUS_214.04 Final Fantasy XI: Treasures of Aht Urhgan 0x02 0xB DEV9_MASK
SLUS_214.52 Valkyrie Profile 2: Silmeria 0x08 0x1388 CPU_DELAY

Folder/File layout[edit | edit source]

Example: Max Payne Classic

├── config-emu-ps4.txt
├── docs
│   └── revision.h
├── eboot.bin
├── feature_data
│   └── SLES-50326_features.lua
├── formatted.card
├── image
│   └── disc01.iso
├── lua_include
│   ├── ee-cpr0-alias.lua
│   ├── ee-gpr-alias.lua
│   ├── ee-hwaddr.lua
│   ├── language.lua
│   ├── pad-and-key.lua
│   ├── ps2.lua
│   └── utils.lua
├── patches
│   └── SLES-50326_cli.conf
├── PS20220WD20050620.crack
├── ps2-emu-compiler.self
├── sce_companion_httpd
│   └── html
│       ├── BackCover.jpg
│       ├── base
│       │   ├── arrow_up.png
│       │   └── sprites.png
│       ├── css
│       │   ├── default-skin.png
│       │   └── styles.min.css
│       ├── index.html
│       ├── js
│       │   └── app.min.js
│       ├── large
│       │   ├── Box01.jpg
│       │   ├── Box04.jpg
│       │   ├── landscape
│       │   │   ├── Box01.jpg
│       │   │   ├── Box04.jpg
│       │   │   ├── Page01.jpg From 01 to 59
│       │   │   └── Page59.jpg
│       │   ├── Page01.jpg From 01 to 116
│       │   └── Page116.jpg
│       ├── medium
│       │   ├── Box01.jpg
│       │   ├── Box04.jpg
│       │   ├── landscape
│       │   │   ├── Box01.jpg
│       │   │   ├── Box04.jpg
│       │   │   ├── Page01.jpg From 01 to 59
│       │   │   └── Page59.jpg
│       │   ├── Page01.jpg from 01 to 116
│       │   └── Page116.jpg
│       ├── small
│       │   ├── Box01.jpg from 01 to 04
│       │   ├── Box04.jpg
│       │   ├── landscape
│       │   │   ├── Box01.jpg from 01 to 04
│       │   │   ├── Box04.jpg
│       │   │   ├── Page01.jpg From 01 to 59
│       │   │   └── Page59.jpg
│       │   ├── Page01.jpg From 01 to 116
│       │   └── Page116.jpg
│       └── thumbnails
│           ├── BoxThumb01.jpg
│           ├── BoxThumb04.jpg
│           ├── landscape
│           │   ├── BoxThumb01.jpg
│           │   ├── BoxThumb04.jpg
│           │   ├── Thumb01.jpg from 01 to 59
│           │   └── Thumb59.jpg
│           ├── Thumb01.jpg From 01 to 116
│           └── Thumb116.jpg
├── sce_module
│   ├── libc.prx
│   └── libSceFios2.prx
├── sce_sys
│   ├── about
│   │   └── right.sprx
│   └── keystone
└── trophy_data
    └── SLES-50326_trophies.lua

LUA include files[edit | edit source]

Files that some official PS2 Classics PKG files use in order for the lua files to be separate.

pad-connect-type.lua

local PadConnectType = {}

PadConnectType.DS4				= 0
PadConnectType.HID              = 1		-- any 3rd party USB controller (fight stick, turbo controller, etc), always local.
PadConnectType.REMOTE_DS4       = 2		-- remote DS4 should behave just like regular DS4
PadConnectType.REMOTE_VITA      = 3		-- remote VITA lacks analog L2/R2

return PadConnectType

sprite.lua

local kFilterMode = {}
kFilterMode.Point                         		  = 0x00000000	-- < Sample the one texel nearest to the sample point.
kFilterMode.Bilinear                      		  = 0x00000001	-- < Sample the four texels nearest the sample point, and blend linearly.

local kWrapMode = {}
kWrapMode.Wrap                            		  = 0x00000000	-- < The integer portion of the input coordinate is discarded, and the fractional portion is used instead. <c>U=U-floorf(U);</c>
kWrapMode.Mirror                          		  = 0x00000001	-- < The input coordinate is "reflected" across the texture boundary. This reflection may occur multiple times until the coordinate falls within the <c>[0..1]</c> range. <c>U=isOdd(floorf(U)) ? 1-fracf(U) : fracf(U)</c>
kWrapMode.ClampLastTexel                  		  = 0x00000002	-- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
kWrapMode.MirrorOnceLastTexel             		  = 0x00000003	-- < The input coordinate is reflected at most one time and then clamped to the range <c>[0..1]</c>. <c>U=abs(max(-1,min(1,U));</c>
kWrapMode.ClampHalfBorder                 		  = 0x00000004	-- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.MirrorOnceHalfBorder            		  = 0x00000005	-- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.ClampBorder                     		  = 0x00000006	-- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
kWrapMode.MirrorOnceBorder                		  = 0x00000007	-- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.

local kBlendMultiplier = {}
kBlendMultiplier.Zero                             = 0x00000000  -- < Multiply the associated input by zero.
kBlendMultiplier.One                              = 0x00000001  -- < Multiply the associated input by one.
kBlendMultiplier.SrcColor                         = 0x00000002  -- < Multiply the associated input by the fragment color.
kBlendMultiplier.OneMinusSrcColor                 = 0x00000003  -- < Multiply the associated input by one minus the fragment color.
kBlendMultiplier.SrcAlpha                         = 0x00000004  -- < Multiply the associated input by the fragment alpha.
kBlendMultiplier.OneMinusSrcAlpha                 = 0x00000005  -- < Multiply the associated input by one minus the fragment alpha.
kBlendMultiplier.DestAlpha                        = 0x00000006  -- < Multiply the associated input by the render target alpha.
kBlendMultiplier.OneMinusDestAlpha                = 0x00000007  -- < Multiply the associated input by one minus the render target alpha.
kBlendMultiplier.DestColor                        = 0x00000008  -- < Multiply the associated input by the render target color.
kBlendMultiplier.OneMinusDestColor                = 0x00000009  -- < Multiply the associated input by one minus the render target color.
kBlendMultiplier.SrcAlphaSaturate                 = 0x0000000a  -- < Multiply the associated input by the minimum of 1 or fragment alpha.
kBlendMultiplier.ConstantColor                    = 0x0000000d  -- < Multiply the associated input by the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantColor            = 0x0000000e  -- < Multiply the associated input by one minus the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.Src1Color                        = 0x0000000f  -- < Multiply the associated input by a secondary fragment color.
kBlendMultiplier.InverseSrc1Color                 = 0x00000010  -- < Multiply the associated input by one minus a secondary fragment color.
kBlendMultiplier.Src1Alpha                        = 0x00000011  -- < Multiply the associated input by a secondary fragment alpha.
kBlendMultiplier.InverseSrc1Alpha                 = 0x00000012  -- < Multiply the associated input by one minus a secondary fragment alpha.
kBlendMultiplier.ConstantAlpha                    = 0x00000013  -- < Multiply the associated input by the constant color alpha. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantAlpha            = 0x00000014  -- < Multiply the associated input by one minus the constant color alpha. @see DrawCommandBuffer::setBlendColor()

local kBlendFunc = {}
kBlendFunc.Add                        			  = 0x00000000  -- < The source value is added to the destination value.
kBlendFunc.Subtract                   			  = 0x00000001  -- < The destination value is subtracted from the source value.
kBlendFunc.Min                        			  = 0x00000002  -- < The minimum of the source and destination values is selected.
kBlendFunc.Max                        			  = 0x00000003  -- < The maximum of the source and destination values is selected.
kBlendFunc.ReverseSubtract            			  = 0x00000004  -- < The source value is subtracted from the destination value.

-- Default blending mode, ideal for typical alpha channel embedded into a PNG image.
blendDefaultEquation = {
	kBlendMultiplier.SrcAlpha,					-- src multiplier
	kBlendFunc.Add,		                        -- blend function
	kBlendMultiplier.OneMinusSrcAlpha,		    -- dest multiplier
}

blendConstFadeEquation = {
	kBlendMultiplier.ConstantAlpha,					-- src multiplier
	kBlendFunc.Add,		                  	 	    -- blend function
	kBlendMultiplier.OneMinusConstantAlpha,		    -- dest multiplier
}

return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc

MipsInsn.lua

MipsInsn = {}
MipsInsn.IsAddi			= function(insn) return (insn & 0xfc000000) == 0x20000000 end	-- addi rt,rs,simm
MipsInsn.IsAddiu		= function(insn) return (insn & 0xfc000000) == 0x24000000 end	-- addiu rt,rs,simm
MipsInsn.IsDaddu		= function(insn) return (insn & 0xfc0007ff) == 0x0000002d end	-- daddu rd,rs,rt
MipsInsn.IsAddu			= function(insn) return (insn & 0xfc0007ff) == 0x00000021 end	-- addu rd,rs,rt
MipsInsn.IsBeq			= function(insn) return (insn & 0xfc000000) == 0x10000000 end	-- beq rs,rt,off
MipsInsn.IsJ			= function(insn) return (insn & 0xfc000000) == 0x08000000 end	-- j target
MipsInsn.IsJal			= function(insn) return (insn & 0xfc000000) == 0x0c000000 end	-- jal target
MipsInsn.IsJr			= function(insn) return (insn & 0xfc1fffff) == 0x00000008 end	-- jr rs
MipsInsn.IsLq			= function(insn) return (insn & 0xfc000000) == 0x78000000 end	-- lq rt,simm(rs)
MipsInsn.IsLd			= function(insn) return (insn & 0xfc000000) == 0xdc000000 end	-- ld rt,simm(rs)
MipsInsn.IsLw			= function(insn) return (insn & 0xfc000000) == 0x8c000000 end	-- lw rt,simm(rs)
MipsInsn.IsSq			= function(insn) return (insn & 0xfc000000) == 0x7c000000 end	-- sq rt,simm(rs)
MipsInsn.IsSd			= function(insn) return (insn & 0xfc000000) == 0xfc000000 end	-- sd rt,simm(rs)
MipsInsn.IsSw			= function(insn) return (insn & 0xfc000000) == 0xac000000 end	-- sw rt,simm(rs)
MipsInsn.IsEnd			= function(insn) return (insn & 0xfc00003f) == 0x0000000d end	-- break [code]

MipsInsn.GetRt			= function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs			= function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetRd			= function(insn) return (insn >> 11) & 0x1f end
--MipsInsn.GetSimm		= function(insn) return ((insn << 48) >> 48) end	-- this can't create a negative value correctly
MipsInsn.GetSimm		= function(insn)
   -- Lua5.3 shifts are all logical (WHY!?). threfore (insn<<48)>>48 cannot extend the sign.
   -- Instead of using shift, do following
   local bit = 16		-- sign bit place.
   local v = insn & 0xffff
   local m = 1 << (bit - 1)
   v = v & ((1 << bit) - 1)
   return (v ~ m) - m		-- '~' is xor in Lua... how strange it is.
end
MipsInsn.GetOff			= function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget		= function(insn) return insn & 0x3ffffff end

return MipsInsn

ee-cpr0-alias.lua

cpr = {}

cpr.index		= 0
cpr.random		= 1
cpr.entrylo0	= 2
cpr.entrylo1	= 3
cpr.context		= 4
cpr.pagemask	= 5
cpr.wired		= 6
cpr.badvaddr	= 8
cpr.count		= 9
cpr.entryhi		= 10
cpr.compare		= 11
cpr.status		= 12
cpr.cause		= 13
cpr.epc			= 14
cpr.prid		= 15
cpr.config		= 16
cpr.badpaddr	= 23
cpr.hwbk		= 24
cpr.pccr		= 25
cpr.taglo		= 28
cpr.taghi		= 29
cpr.errorepc	= 30

return cpr

ee-gpr-alias.lua

-- Recommended method to import this module:
--   local gpr = require("ee-gpr-alias")
-- 
-- Using the global 'lang' variable is depreciated.  This will change to a local-scope variable after
-- the depreciation period has expired in April 2016.

gpr = {}

gpr.zero = 0
gpr.at   = 1
gpr.v0   = 2
gpr.v1   = 3
gpr.a0   = 4
gpr.a1   = 5
gpr.a2   = 6
gpr.a3   = 7
gpr.t0   = 8
gpr.t1   = 9
gpr.t2   = 10
gpr.t3   = 11
gpr.t4   = 12
gpr.t5   = 13
gpr.t6   = 14
gpr.t7   = 15
gpr.s0   = 16
gpr.s1   = 17
gpr.s2   = 18
gpr.s3   = 19
gpr.s4   = 20
gpr.s5   = 21
gpr.s6   = 22
gpr.s7   = 23
gpr.t8   = 24
gpr.t9   = 25
gpr.k0   = 26
gpr.k1   = 27
gpr.gp   = 28
gpr.sp   = 29
gpr.fp   = 30
gpr.ra   = 31

return gpr

ee-hwaddr.lua

gif_hw  = {}
vif0_hw = {}
vif1_hw = {}

gif_hw.CHCR			= 0x1000A000
gif_hw.MADR			= 0x1000A010
gif_hw.QWC			= 0x1000A020
gif_hw.TADR			= 0x1000A030
gif_hw.ASR0			= 0x1000A040
gif_hw.ASR1			= 0x1000A050
gif_hw.SADR			= 0x1000A080

vif0_hw.CHCR		= 0x10008000
vif0_hw.MADR		= 0x10008010
vif0_hw.QWC			= 0x10008020
vif0_hw.TADR		= 0x10008030
vif0_hw.ASR0		= 0x10008040
vif0_hw.ASR1		= 0x10008050
vif0_hw.SADR		= 0x10008080

vif1_hw.CHCR		= 0x10009000
vif1_hw.MADR		= 0x10009010
vif1_hw.QWC			= 0x10009020
vif1_hw.TADR		= 0x10009030
vif1_hw.ASR0		= 0x10009040
vif1_hw.ASR1		= 0x10009050
vif1_hw.SADR		= 0x10009080

return gif_hw, vif0_hw, vif1_hw, nil

language.lua

-- Recommended method to import this module:
--   local lang = require("language")
-- 
-- Using the global 'lang' variable is depreciated.  This will change to a local-scope variable after
-- the depreciation period has expired in April 2016.

lang = {}

lang.japanese		= 0
lang.english		= 1
lang.french			= 2
lang.spanish		= 3
lang.german			= 4
lang.italian		= 5
lang.dutch			= 6
lang.portuguese		= 7
lang.russian		= 8
lang.korean			= 9
lang.chinese_traditional	= 10
lang.chinese_simplified		= 11
lang.finnish		= 12
lang.swedish		= 13
lang.danish			= 14
lang.norwegian		= 15
lang.polish			= 16
lang.portuguese_brazil	= 17
lang.english_gb		= 18
lang.turkish		= 19
lang.spanish_la		= 20
lang.arabic			= 21
lang.french_canada	= 22

return lang

pad-and-key.lua

pad = {}

-- Left Side
pad.LU	= 0x0010	-- Up
pad.LD	= 0x0040	-- Down
pad.LL	= 0x0080	-- Left
pad.LR	= 0x0020	-- Right

-- Right Side
pad.RU	= 0x1000	-- Up (Triangle)
pad.RD	= 0x4000	-- Down (Cross)
pad.RL	= 0x8000	-- Left (Square)
pad.RR	= 0x2000	-- Right (Circle)

-- aliases
pad.UP		= 0x0010	-- LU
pad.DOWN	= 0x0040	-- LD
pad.LEFT	= 0x0080	-- LL
pad.RIGHT	= 0x0020	-- LR
pad.TRIANGLE= 0x1000
pad.CROSS	= 0x4000
pad.SQUARE	= 0x8000
pad.CIRCLE	= 0x2000

pad.L1	= 0x0400
pad.L2	= 0x0100
pad.L3	= 0x0002

pad.R1	= 0x0800
pad.R2	= 0x0200
pad.R3	= 0x0004

pad.SELECT	= 0x0001
pad.START	= 0x0008

keyboard = {}

keyboard.ESCAPE		= 0x1000
keyboard.SLASH		= 0x1001
keyboard.SEPARATOR	= 0x1002	-- backslash or pipe (\|)
keyboard.BACKQUOTE	= 0x1003
keyboard.PAGEDOWN	= 0x1004
keyboard.PAGEUP		= 0x1005
keyboard.F1			= 0x1006
keyboard.F2			= 0x1007
keyboard.F3			= 0x1008
keyboard.F4			= 0x1009
keyboard.F5			= 0x100a
keyboard.F6			= 0x100b
keyboard.F7			= 0x100c
keyboard.F8			= 0x100d
keyboard.F9			= 0x100e
keyboard.F10		= 0x100f
keyboard.F11		= 0x1010
keyboard.F12		= 0x1011

ps2.lua

require("ee-gpr-alias")
require("utils")

MipsInsn = {}
MipsInsn.IsAddi			= function(insn) return (insn & 0xfc000000) == 0x20000000 end	-- addi rt,rs,simm
MipsInsn.IsAddiu		= function(insn) return (insn & 0xfc000000) == 0x24000000 end	-- addiu rt,rs,simm
MipsInsn.IsBeq			= function(insn) return (insn & 0xfc000000) == 0x10000000 end	-- beq rs,rt,off
MipsInsn.IsJ			= function(insn) return (insn & 0xfc000000) == 0x08000000 end	-- j target
MipsInsn.IsJal			= function(insn) return (insn & 0xfc000000) == 0x0c000000 end	-- jal target
MipsInsn.IsJr			= function(insn) return (insn & 0xfc1fffff) == 0x00000008 end	-- jr rs
MipsInsn.IsLq			= function(insn) return (insn & 0xfc000000) == 0x78000000 end	-- lq rt,simm(rs)
MipsInsn.IsLd			= function(insn) return (insn & 0xfc000000) == 0xdc000000 end	-- ld rt,simm(rs)
MipsInsn.IsLw			= function(insn) return (insn & 0xfc000000) == 0x8c000000 end	-- lw rt,simm(rs)
MipsInsn.IsSq			= function(insn) return (insn & 0xfc000000) == 0x7c000000 end	-- sq rt,simm(rs)
MipsInsn.IsSd			= function(insn) return (insn & 0xfc000000) == 0xfc000000 end	-- sd rt,simm(rs)
MipsInsn.IsSw			= function(insn) return (insn & 0xfc000000) == 0xac000000 end	-- sw rt,simm(rs)
MipsInsn.IsEnd			= function(insn) return (insn & 0xfc00003f) == 0x0000000d end

MipsInsn.GetRt			= function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs			= function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetSimm		= function(insn) return ((insn << 48) >> 48) end
MipsInsn.GetOff			= function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget		= function(insn) return insn & 0x3ffffff end

-- return FIFO queue of stack trace
-- the queue item is { caller-addr, return-from }
--
-- example:
--    print("=== stack trace ===")
--	  local stack_trace = MipsStackTrace(eeObj, eeObj.GetPc()+4, eeObj.GetGpr(gpr.ra), eeObj.GetGpr(gpr.sp))
--	  while not stack_trace:isEmpty() do
--		 local caller = stack_trace:dequeue()
--		 print( string.format(" 0x%08x [will return from : %x]", caller[1], caller[2]) )
--	  end
--
-- NOTE: you must +4 against GetPc() if you in a EE/IOP hook.
--		 Because EE/IOP jit executed the instruction at the address already and it might affect $sp or $ra.
--
-- obj : eeObj or iopObj
-- pc  : current pc (from GetPC or readout from thread context)
-- ra  : current ra (from GetGpr or readout from thread context)
-- sp  : current sp (from GetGpr or readout from thread context)
MipsStackTrace = function (obj, pc, ra, sp, depth)
   local max_depth = depth or 10		-- max trace depth
   local n_j = 1
   local jmax = {}
   local depth = 0
   local bdl_count = 0
   local new_pc    = 0
   local icount    = 0

   local result = Queue.new()
   local pushed_ra = Queue.new()
   while depth < max_depth and icount < 2048 do
	  -- TODO: error checks
	  if (pc & 3) ~= 0 then
		 return result
	  end
	  pc = pc & 0x01ffffff
	  sp = sp & 0x01ffffff
	  local insn = obj.ReadMem32(pc)
	  -- print(string.format("trace .. pc=%x insn=%x", pc, insn))
	  -- result:enqueue( { pc, insn } )

	  if MipsInsn.IsJr(insn) and MipsInsn.GetRs(insn) == gpr.ra then
		 bdl_count = 1
		 depth = depth + 1
		 new_pc = ra
		 -- print(string.format("jr ra : ra=%x", ra))
		 icount = 0
		 -- print(string.format("enqueue caller pc=%x ret addr=%x", new_pc-8, pc))
		 result:enqueue( {new_pc-8, pc} )	-- {return-addr, where-from}
	  elseif MipsInsn.IsAddiu(insn) and MipsInsn.GetRt(insn) == gpr.sp and MipsInsn.GetRs(insn) == gpr.sp then
		 sp = sp + MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
		 -- print(string.format("addiu sp,sp,** : new sp = %x", sp))
	  elseif MipsInsn.IsLq(insn) or MipsInsn.IsLd(insn) or MipsInsn.IsLw(insn) then
		 if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
			-- the code might push $ra on the stack after start pc.
			-- in such case, we must not retrieve $ra value from the memory.
			if pushed_ra:isEmpty() then
			   local imm = MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
			   -- print(string.format("retrieve ra from stack(%x) : sp=%x imm=%x", sp+imm, sp, imm))
			   ra = obj.ReadMem32(sp + imm)
			   -- print(string.format("load ra,%x(sp) : sp = %x+%x, ra = %x", imm, sp, imm, ra))
			else
			   -- print(string.format("retrieve ra from pushed one"))
			   pushed_ra:dequeue()
			end
		 end
	  elseif MipsInsn.IsSq(insn) or MipsInsn.IsSd(insn) or MipsInsn.IsSw(insn) then
		 if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
			pushed_ra:enqueue(pc);
		 end
	  elseif MipsInsn.IsJ(insn) then	-- j **
		 local imm = MipsInsn.GetTarget(insn)
		 imm = imm << 2
		 if pc == imm then
			-- jump to self? maybe we can ignore it.
		 else
			new_pc = imm
			-- print(string.format("j ** : new_pc = %x", new_pc))
			bdl_count = 1
			for t=1, n_j do
			   if jmax[t] == new_pc then
				  return result							-- closed loop
			   end
			end
			if n_j > 1024 then
			   return result							-- jump buffer overflow
			end
			jmax[n_j] = new_pc
			n_j = n_j + 1
		 end
	  elseif MipsInsn.IsBeq(insn) and MipsInsn.GetRs(insn) == gpr.zero then	-- beq zero,**
		 local offset = MipsInsn.GetOff(insn) -- ((insn<<48) >> 48)
		 offset = offset << 2
		 new_pc = pc + 4 + offset

		 if pc == new_pc then
			-- jump to self? maybe we can ignore it
		 else
			-- print(string.format("beq zero,** : new_pc=%x", new_pc))
			bdl_count = 1
			for t = 1, n_j do
			   if jmax[t] == new_pc then
				  return result
			   end
			end
			if n_j > 1024 then
			   return result
			end
			jmax[n_j] = new_pc
			n_j = n_j + 1
		 end
	  elseif MipsInsn.IsEnd(insn) then	-- end
		 -- print(string.format("end"))
		 return result
	  elseif MipsInsn.IsJal(insn) then	-- jal **
		 local imm = insn & 0x03ffffff
		 imm = imm << 2
		 -- print(string.format("jal ** : addr = %x", imm))
		 -- call
	  end

	  icount = icount + 1
	  pc = pc + 4

	  -- -- print(string.format("bdl_count=%d", bdl_count))
	  if bdl_count > 0 then
		 if bdl_count == 2 then
			pc = new_pc
			bdl_count = 0
		 else
			bdl_count = bdl_count + 1
		 end
	  end
   end
   return result
end

PS2 = {}
PS2.GetCurrentThread	= function(eeObj) return eeObj.ReadMem32(0x12fac) end
PS2.GetThreads			= function(eeObj)
   local EE_THREAD_BASE	= 0x18000
   local EE_NUM_THREADS = 0x100
   local th = EE_THREAD_BASE
   local result = Queue.new()
   for t = 0, EE_NUM_THREADS-1 do
	  -- 0 : node_prev
	  -- 4 : node_next
	  -- 8 : status
	  -- 12: pc
	  -- 16: sp
	  -- 20: gp
	  -- 24: init_pri
	  -- 26: curr_pri
	  -- 28: wstat
	  -- 32: waitId
	  -- 36: wakeupCount
	  -- 40: attr
	  -- 44: option
	  -- 48: func
	  -- 52: argc
	  -- 56: args
	  -- 60: stack
	  -- 64: size
	  -- 68: root
	  -- 72: endOfHeap
	  local status = eeObj.ReadMem32(th + 8)
	  if status ~= 0 then
		 local id    = t
		 local pri   = eeObj.ReadMem16(th + 26)
		 local gp    = eeObj.ReadMem32(th + 20)
		 local pc    = eeObj.ReadMem32(th + 12)
		 local sp    = eeObj.ReadMem32(th + 16)
		 result:enqueue( {id=id, status=status, pri=pri, gp=gp, pc=pc, sp=sp} )
	  end
	  th = th + 76
   end
   return result
end

utils.lua

-- utility classes/functions

-- Stack
-- ex:
--		my_stack = Stack.new()
--  	my_stack:push( val )
--		print( my_stack:pop( val ) )
Stack = {}

function Stack.new()
   local obj = { buff = {} }
   return setmetatable(obj, {__index = Stack})
end

function Stack:push(x)
  table.insert(self.buff, x)
end

function Stack:pop()
  return table.remove(self.buff)
end

function Stack:top()
  return self.buff[#self.buff]
end

function Stack:isEmpty()
  return #self.buff == 0
end


-- Queue
-- ex:
--		my_queue = Queue.new()
--		my_queue:enqueue( val )
--		print( my_queue:dequeue(val) )
Queue = {}

function Queue.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Queue})
end

function Queue:enqueue(x)
  table.insert(self.buff, x)
end

function Queue:dequeue()
  return table.remove(self.buff, 1)
end

function Queue:top()
  if #self.buff > 0 then
    return self.buff[1]
  end
end

function Queue:isEmpty()
  return #self.buff == 0
end

Digital Manuals[edit | edit source]

See PS2 Classics Manuals.

Links[edit | edit source]