Custom Configuration Files: Difference between revisions

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m (Update ratchet configs)
Line 4,837: Line 4,837:
--gs-use-mipmap=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="up2x2simple"
--gs-kernel-cl-up="mipmap2x2"
#Fix VU0 sync (raise or lower it as convenient)
#Fix VU0 sync (raise or lower it as convenient)
--ee-hook=0x000FF904,AdvanceClock,,395
--ee-hook=0x000FF904,AdvanceClock,,395
Line 5,070: Line 5,070:
--gs-use-mipmap=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="up2x2simple"
--gs-kernel-cl-up="mipmap2x2"
#Fix VU0 sync (raise or lower it as convenient)
#Fix VU0 sync (raise or lower it as convenient)
--ee-hook=0x000FF904,AdvanceClock,,395
--ee-hook=0x000FF904,AdvanceClock,,395
Line 5,151: Line 5,151:
--gs-use-mipmap=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="up2x2simple"
--gs-kernel-cl-up="mipmap2x2"
#Fix VU0 sync (raise or lower it as convenient)
#Fix VU0 sync (raise or lower it as convenient)
--ee-hook=0x000FF904,AdvanceClock,,395
--ee-hook=0x000FF904,AdvanceClock,,395
Line 5,233: Line 5,233:
--gs-use-mipmap=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="up2x2simple"
--gs-kernel-cl-up="mipmap2x2"
#Fix VU0 sync (raise or lower it as convenient)
#Fix VU0 sync (raise or lower it as convenient)
--ee-hook=0x000FF904,AdvanceClock,,385
--ee-hook=0x000FF904,AdvanceClock,,385

Revision as of 19:10, 19 September 2024

Configuration files created by users, to improve PS2 emulator compatibility on PS4.

  • Describing the purpose of each command in your configuration is recommended.
  • On cli you can do it with # and on a lua you can do it with --



Custom Configuration Files

18 Wheeler - American Pro Trucker


NTSC
LUA

-- boot fix by Kozarovv
-- widescreen by Stayhye(ported from PAL version by El_Patas)
-- ported to PS4 lua
-- emu used=psycho v2

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--16:9
eeObj.WriteMem32(0x001d4c3c, 0x3c013f40) -- 0x3c013f80
-- Skip debugger hook.
eeObj.WriteMem32(0x001EB2A0, 0x00000000)
eeObj.WriteMem32(0x001EB2A8, 0x10000003)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

--math.random() + math.random(1, 99)

24 The Game

CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth

--host-display-mode=16:9

--ee-kernel-hle=1
--ee-injection-kernel=1
--ee-injection-title=1
--ee-cycle-scalar=1.9
--safe-area-min=1.0
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1


# Fixed lags issue.
# <emu used=psychonauts v2>


LUA
SLUS_212.68

-- 24 The Game NTSC
-- performace fix by kozarovv
-- ported to PS4
-- emu used=psychonauts v2

local gpr = require("ee-gpr-alias")

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Widescreen hack 16:9

--Force turn on the native widescreen
eeObj.WriteMem32(0x205FBD2C,0x00000001)

--Zoom Fix
--6000023c 2cbd428c 
eeObj.WriteMem32(0x002fbea0,0x3c020000)  --3c020060
eeObj.WriteMem32(0x002fbea4,0x34420000)

eeObj.WriteMem32(0x00139e2c,0x3c020000) --3c020060
eeObj.WriteMem32(0x00139e30,0x34420000) --8c42bd2c

--X-Fov (4:3)
--aa3f013c a8aa2134
--2a8e2134 e33f013c
--eeObj.WriteMem32(0x00460364,0x3c013fe3) --3c013faa
--eeObj.WriteMem32(0x00460368,0x34218e2a) --3421aaa8

--Fix slow and choppy gameplay
eeObj.WriteMem32(0x004155a8,0x48a44800)
eeObj.WriteMem32(0x004155ac,0x48c02800)
eeObj.WriteMem32(0x004155b0,0x4a00d839)

eeObj.WriteMem32(0x00415660,0x48a44800)
eeObj.WriteMem32(0x00415664,0x48c02800)
eeObj.WriteMem32(0x00415668,0x4a00d839)

end

emuObj.AddVsyncHook(patcher)

10000 Bullets

CLI

--vu1=jit-sync

# Fixes Blackscreen after PS2 Logo.
# Jak v1 used

Ace Combat 4

CLI

--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1

#Fix for terrain textures

Ace Combat 5

CLI


All versions

--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1

#Same fix for terrain textures


LUA file


SLUS_208.51

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Collision detection fix for Stage 3 onwards // Rearranging COP2 instructions that use old results

eeInsnReplace(0x1A3B94, 0x4B00682C, 0x48498800)
eeInsnReplace(0x1A3B98, 0x4B0C682C, 0x4B00682C)
eeInsnReplace(0x1A3BA4, 0x48498800, 0x484A8800)
eeInsnReplace(0x1A3BA8, 0x484A8800, 0x4B0C682C)


LUA file


SCES_504.10

apiRequest(2.2)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Wrong sky shader

local emuObj 	= getEmuObject()

-- Fix for wrong sky shader

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )

Ace Combat Zero: The Belkan War

CLI
All Versions

--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Once again, same fix for terrain textures.


LUA file


SLUS_213.46

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Collision detection fix.

eeInsnReplace(0x131EBC, 0x4B00682C, 0x48498800)
eeInsnReplace(0x131EC0, 0x4B0C682C, 0x4B00682C)
eeInsnReplace(0x131ECC, 0x48498800, 0x484A8800)
eeInsnReplace(0x131ED0, 0x484A8800, 0x4B0C682C)


LUA file


SCES_540.41

apiRequest(2.2)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Wrong sky shader

local emuObj 	= getEmuObject()

-- Fix for wrong sky shader

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )

-- Collision detection fix.

eeInsnReplace(0x131EB8, 0x4B00682C, 0x48498800)
eeInsnReplace(0x131EC8, 0x4B0C682C, 0x4B00682C)
eeInsnReplace(0x131FB8, 0x48498800, 0x484A8800)
eeInsnReplace(0x131EC4, 0x484A8800, 0x4B0C682C)

AirBlade

CLI


All versions

--vu0-no-clamping=0
--vu1-no-clamping=0

#emu used=GTA 3 v1
#Fix for flickering models and textures

Ape Escape 2

CLI


All versions

--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"

#Fix for flickering textures

Ape Escape: Pumped & Primed

CLI


All versions

--ee-jit-pagefault-threshold=30
--gs-frontend-opt-mode=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--cop2-no-clamping=1
--vu1-mpg-cycles=250
#Fix for flickering textures

LUA

--emu used=jakx v2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--Fix game frame rate
eeObj.WriteMem32(0x3816e0,0x10000025) -- NTSC ONLY!!
end

emuObj.AddVsyncHook(patcher)

Avatar The last airbender


All Versions
LUA

-- emu used=psychonauts v2, Fix For Freeze when starting new game

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) -- "--vif1-instant-xfer=0" replacement
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Battle Engine Aquila

#Graphical corruption fix
--vu1-no-clamping=1
#Performance boost
--ee-cycle-scalar=1.5
--vu1-mpg-cycles=1000
--vu1-di-bits=0
--vu1-const-prop=1
--gs-adaptive-frameskip=1
#Jakv2

Baldur's Gate: Dark Alliance II

CLI
All Versions

--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--host-display-mode=16:9

--vif1-instant-xfer=0

--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1

Bard's tale, the

CLI
All versions
War of the monsters v1 fixes the crash.

#Speedhacks
--ee-cycle-scalar=1.1
--vu1-di-bits=0
#Missing graphics fix
--vif1-instant-xfer=0
--vu1-no-clamping=0

Bloody Roar 4

CLI


All Versions

--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1

#SPS Fix

Burnout 2: POI


LUA file


SLES_510.44 / SLES_529.68

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- SLES-51044 / SLES-52968 - Fix white parts
-- Major thanks to Maori-Jigglypuff for reversing that

eeInsnReplace(0x2485B8, 0xC6800D18, 0x3C014316)
eeInsnReplace(0x2485CC, 0xE4400000, 0xAC410000)
eeInsnReplace(0x262604, 0xC7809780, 0x3C014316)
eeInsnReplace(0x262618, 0xE4400000, 0xAC410000)
eeInsnReplace(0x2564B8, 0x8F829764, 0x24020000)


LUA file


SLUS_204.97

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- SLUS_204.97 - Fix white parts
-- Major thanks to Maori-Jigglypuff for reversing that

eeInsnReplace(0x2485A8, 0xC6800D18, 0x3C014316)
eeInsnReplace(0x2485BC, 0xE4400000, 0xAC410000)
eeInsnReplace(0x2625F4, 0xC7809780, 0x3C014316)
eeInsnReplace(0x262608, 0xE4400000, 0xAC410000)
eeInsnReplace(0x2564A8, 0x8F829764, 0x24020000)

Cabela's Dangerous Hunts


CLI
All

#Sps fix
--vu1-no-clamping=0

Castlevania: Curse of Darkness


SLUS-21168
LUA

-- Widescreen hack by nemesis2000
-- new graphics fix by kozarovv
-- emu used=

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--gameplay
eeObj.WriteMem32(0x00751384,0x3c013f40) --hor value
eeObj.WriteMem32(0x00751388,0x44810000)
eeObj.WriteMem32(0x00751390,0x4600c602)

--FMV's fix
eeObj.WriteMem32(0x00443eb8,0x00000000)
eeObj.WriteMem32(0x00775398,0x24056e40)
eeObj.WriteMem32(0x007753a4,0x24072380)

-- Clamp value manually. Clamping from emulator change value to FLT_MIN
-- While we need correct lower bits + 1 due to x86 rounding...
eeObj.WriteMem32(0x92FD50, 0xFF7F8001)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

LUA
SLES_537.55

-- Widescreen hack by nemesis2000
-- new graphics fix by kozarovv
-- emu used=

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj  = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Widescreen
--gameplay
eeObj.WriteMem32(0x007526fc,0x3c013f40) --hor value
eeObj.WriteMem32(0x00752700,0x44810000)
eeObj.WriteMem32(0x00752708,0x4600c602)

--FMV's fix
eeObj.WriteMem32(0x004448d0,0x00000000)
eeObj.WriteMem32(0x00776718,0x24056d80)
eeObj.WriteMem32(0x00776724,0x24072380)

-- Clamp value manually. Clamping from emulator change value to FLT_MIN
-- While we need correct lower bits + 1 due to x86 rounding...
eeObj.WriteMem32(0x00931280, 0xFF7F8001)

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(patcher)

Call of Duty: World at War - Final Fronts

--ee-kernel-hle=1
--ee-injection-kernel=1
--ee-injection-title=1
--ee-cycle-scalar=1.9
--safe-area-min=1.0
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
# Fixed low framrate issue, !!!JAK EMULATOR Used!!!

Cold Winter

CLI


All Versions

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1

# fix graphic and physics, there are still issue with fmv, and minor stering issue.

Crash Bandicoot - Wrath of Cortex

CLI
SLUS20238 SLUS-20238_cli.conf

--host-display-mode=16:9
--force-frame-blend=1
--gs-kernel-cl="h2lpool"  
--gs-kernel-cl-up="h2lpool2x2"
#Speedhacks
--vu1-di-bits=0

SLUS-20238_config.lua

-- Crash Bandicoot The Wrath of Cortex [SLUS-20238] (U)
-- emu used=KOF 98

apiRequest(1.0)   

local gpr = require("ee-gpr-alias")

local eeObj  = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--16:9 hack
eeObj.WriteMem32(0x001138B8,0x3c013f11) --vertical fov
eeObj.WriteMem32(0x001127A0,0x3c013f2a) --zoom value
eeObj.WriteMem32(0x0011287C,0x3c013f2a) --render value

--No interlace
eeObj.WriteMem32(0x2016A048,0xAF80E750) 
eeObj.WriteMem32(0x2016A054,0xAF80E750)

--Underwater FX Fix
eeObj.WriteMem32(0x202438AC,0x0000182D) 

--Mech FX Fix
eeObj.WriteMem32(0x20257CF0,0x0000182D) 

--Cortex Vortex FX Fix
eeObj.WriteMem32(0x20242894,0x100000BC) 

--Disable Dark Effect
eeObj.WriteMem32(0x20258588,0x44801000) 

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1


SLES50386 SLES-50386_cli.conf

--host-display-mode=16:9
--gs-progressive=1

SLES-50386_config.lua

-- Crash Bandicoot The Wrath of Cortex [SLES-50386] (E)
-- emu used=KOF 2000

apiRequest(1.0)   

local gpr = require("ee-gpr-alias")

local eeObj  = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--16:9 hack
eeObj.WriteMem32(0x21D43044,0x3F100000) --3F400000

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1

Crash Bandicoot 4: Sakuretsu! Majin Power クラッシュ・バンディクー4 ~さくれつ!魔神・パワー~
SLPM62114 SLPM-62114_cli.conf

--gs-uprender=2x2
--gs-upscale=edgesmooth
--host-display-mode=16:9
--force-frame-blend=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
#Speedhacks
--vu1-di-bits=0

#emu used=KOF 98

SLPM-62114_config.lua

-- Crash Bandicoot 4: Sakuretsu! Majin Power [SLPM-62114] (NTSC-J)
-- emu used=KOF 98

apiRequest(1.0)

local gpr = require("ee-gpr-alias")
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--16:9 hack
eeObj.WriteMem32(0x00113990,0x3C013F11) --vertical fov
eeObj.WriteMem32(0x0011250C,0x3C013F2A) --zoom value
eeObj.WriteMem32(0x00112958,0x3C013F2A) --render value

--No interlace
eeObj.WriteMem32(0x2016A2F8,0xAF80E750)
eeObj.WriteMem32(0x2016A304,0xAF80E750)

--Underwater FX Fix
eeObj.WriteMem32(0x2024D534,0x0000182D)

--Mech FX Fix
eeObj.WriteMem32(0x20261D78,0x0000182D)

--Cortex Vortex FX Fix
eeObj.WriteMem32(0x2024CBA4,0x100000BC)

--Disable Dark Effect
eeObj.WriteMem32(0x20262658,0x44801000)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1

Crash Tag Team Racing

CLI
Pal

#Fix For Extreme slowdowns, 
#This game is known for being EXTREMELY VU1 hungry.
--vu1-mpg-cycles=1200
--vu1-di-bits=0
--vu1-const-prop=1
--ee-cycle-scalar=1.3

CLI
SLUS_211.91 only

--vu1-di-bits=0
--vu1-mpg-cycles=250
--ee-cycle-scalar=1.2
--ee-hook=0x0034C098,AdvanceClock,,500
#This will cause stuttering during car transformation animation
#But it is better than having slowdowns
--ee-hook=0x003547C8,AdvanceClock,,9000

LUA
SLUS_211.91 only

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Author: MrJaredBeta
--Fixes: Stuttering during coin animations
eeObj.WriteMem32(0x0022e3e4, 0x1000000c)

end
emuObj.AddVsyncHook(patcher)

Crash Twinsanity

CLI

KOF2000 EMU USED
All Versions

#Speedhacks
--ee-cycle-scalar=1.6
--vu1-mpg-cycles=400
--vu1-di-bits=0
#Graphical glitches fixes
--vu-xgkick-delay=5
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"

LUA
SLES-52568

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Fix random crashes
eeInsnReplace(0x1923E8,0x5440FFFB,0x00000000)
eeInsnReplace(0x1923EC,0x0071182F,0x00000000)
eeInsnReplace(0x1923F0,0x0223102F,0x00000000)

-- Eliminate color scan lines
local emuObj = getEmuObject()

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

LUA
SLUS-20909

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Fix random crashes
eeInsnReplace(0x191C58,0x5440FFFB,0x00000000)
eeInsnReplace(0x191C5C,0x0071182F,0x00000000)
eeInsnReplace(0x191C60,0x0223102F,0x00000000)

-- Eliminate color scan lines
local emuObj = getEmuObject()

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

Crash Nitro Kart


All Versions
CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-adaptive-frameskip=1
--force-frame-blend=1

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu1-di-bits=0
--vu1=jit-sync

--vu1-mpg-cycles=2200
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=sameprog

--ee-hook=0x005dbc38,AdvanceClock,,21000


LUA (NTSC ONLY!)

-- Crash Nitro Kart NTSC
-- Widescreen by Stayhye
-- ported to PS4 by Stayhye
-- emu used=jakx v2

local gpr = require("ee-gpr-alias")

apiRequest(2.0)

local emuObj 		= getEmuObject()
local eeObj			= getEEObject()
local gsObj			= getGsObject()
local eeOverlay 	= eeObj.getOverlayObject()
local iopObj        = getIOPObject()

emuObj.PadSetLightBar(0, 255,0,255)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1) 
gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
emuObj.SetDeinterlace(true)

local patcher = function()
--freeze fix
eeObj.WriteMem32(0x003e8170,0)
--16:9
eeObj.WriteMem32(0x0058bcf8,0x3c023f40) -- 0x3c023f00 - hor. axis
eeObj.WriteMem32(0x0058bd0c,0x3c023f40) -- 0x3c023f00 -- zoom

--eeObj.WriteMem32(0x005dbc18,0x24030001)
eeObj.SchedulerDelayEvent("vif1.dma",0x5000)
emuObj.ThrottleMax() -- No negative.  
end

emuObj.AddVsyncHook(patcher)

Dead or Alive 2: Hardcore


LUA file


SLUS_200.71

apiRequest(0.1)

-- Fix hang, fix music, and sounds effects

emuMediaPatch(0x186A71, 12 + 0x7e4, { 0x2404002b }, { 0x27c40010 })
emuMediaPatch(0x186A71, 12 + 0x7e8, { 0x0c0032b3 }, { 0x0c0032b7 })
emuMediaPatch(0x186A71, 12 + 0x7ec, { 0x27c50010 }, { 0x00000000 })
emuMediaPatch(0x186A71, 12 + 0x5e8, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A71, 12 + 0x5ec, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A7B, 12 + 0x6fc, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A7B, 12 + 0x700, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x164, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x168, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x10c, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x110, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x1bc, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x1c0, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A86, 12 + 0x7f0, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A86, 12 + 0x7f4, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186C38, 12 + 0x6ec, { 0x24060001 }, { 0x24060000 })

For the Japanese version (SLPS-25026) you can also use config files from PS3's PS2 emu with

--lopnor-config=1

in config.

Place config file named as "SLPS-25026_lopnor.cfgbin" in /patches/SLPS-25026/


*Alternate fix Jak emus


LUA file


--DOA 2 Hardcore NTSC US

apiRequest(2.2)

local gpr       = require("ee-gpr-alias")
local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local gsObj       = getGsObject()
local eeOverlay    = eeObj.getOverlayObject()
local iopObj  = getIOPObject()

local patcher = function()

eeObj.WriteMem32(0x0021b63c,0x3c014534) -- Widescreen
eeObj.WriteMem32(0x002b06ec,0x24060000) -- Fixes game hanging on boot.
 
iopObj.WriteMem32(0x001D77E4,0x27C40010) --fixes music/sound effects
iopObj.WriteMem32(0x001D77E8,0x0C0032B7) --fixes music/sound effects  
iopObj.WriteMem32(0x001D77EC,0x00000000) --fixes music/sound effects 

end

emuObj.AddVsyncHook(patcher)

emuObj.PadSetLightBar(0,255,200,250)
emuObj.SetDisplayAspectWide()

Devil Kings

All versions
CLI

#Fix For Graphical Glitches (SPS)
--vu1-no-clamping=0

Disgaea 2: Cursed Memories

CLI


SLUS-21397

#Fix for lines in terrain textures and flickering textures
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1

Digimon Rumble Arena 2

CLI


ALL

#Fix for game being stuck at main menu with selections moving very fast
--fpu-no-clamping=1
#Speedhack
--vu1-di-bits=0

Digimon World 4

CLI


All Versions

#Fixes slowdowns in The game
--vu1-di-bits=0
--vu1-const-prop=1
--vu1-mpg-cycles=700
--ee-cycle-scalar=1.2
#Fixes black screen caused by MTVU
--vu1=jit-sync
#Jakv2

Disney Golf

CLI


All Versions

#Fixes graphical glitches
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--force-frame-blend=1
#Other
--cdvd-sector-read-cycles=5000
#Speedhacks
--vu1-mpg-cycles=1000
--vu1-jr-cache-policy=newprog

#aofa

Dokapon Kingdom

CLI
All Versions

#Fixes black screen freeze.
--vu1=jit-sync

Dragon Ball Z: Budokai Tenkaichi 2

CLI


All Versions

#Fix for missing life bars and other UI elements.
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"

Dragon Ball Z: Budokai Tenkaichi 3

CLI


All Versions

#Fix for missing life bars and other UI elements
--gs-use-clut-merge=1
#Fix for mis-aligned glow caused by upscaling
--gs-kernel-cl-up="up2x2simple"
#Fix for Performance
--vu1-mpg-cycles=200
--vu1-di-bits=0
--ee-cycle-scalar=1.2

Dragon Quest VIII: Journey of the Cursed King

CLI


All Versions

--gs-kernel-cl-up="up2x2skipinterp"
--gs-optimize-30fps=1

#Fix lines in shadows

Dragon Quest V: Tenkuu no Hanayome

CLI

#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
#Fix for being stuck in Faerie land.
--fpu-accurate-range=0x00693f88,0x00693f88

Dreamworks: Shrek the third


All Versions
CLI

#Slowdown fixes
--vu1-di-bits=0
--vu1-mpg-cycles=600
--ee-cycle-scalar=1.2

#Disable try to fix graphics if creating using ps2fpkg v0.6

DreamWorks Madagascar

CLI
All versions

#Game hates upscaling, so this will be enough to fix all upscaling problems.
--gs-kernel-cl-up="up2x2simple"
#Speedhacks
--vu1-mpg-cycles=300
--ee-cycle-scalar=1.2
--vu1-di-bits=0

LUA
SLES-53225
This patch fixes this issue

apiRequest(0.1)

--Fix for graphical problems, Game needs vu1 nearest rounding.
--Credit goes to Goatman13, Untested on ps4.
--Add one bit in LOI 8388609.0

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeobj.writemem8(0x0034BA40,0x01)
eeobj.writemem8(0x0034BDE0,0x01)
eeobj.writemem8(0x0034C100,0x01)
eeobj.writemem8(0x0034C490,0x01)
eeobj.writemem8(0x0034C810,0x01)
end
emuObj.AddVsyncHook(patcher)

DreamWorks Bee Movie Game

CLI
All versions

--ee-cycle-scalar=4.0 #fix pass fmv 
--vu0-di-bits=0
--vu1-di-bits=0
--vu1-jr-cache-policy=newprog #fix random crash?
--gs-uprender=1
--gs-upscale=edgesmooth
--host-display-mode=full

# Emu used = Primal

Driv3r

CLI
SLUS-20587

#Fix for AI cop car
--cop2-accurate-addsub-range=0x4b8108,0x4b8408
#Speedhacks
--vu1-di-bits=0
--vu1-mpg-cycles=2700
--ee-cycle-scalar=1.1
#Graphical fixes
--gs-flush-ad-xyz=always
--gs-use-mipmap=1
--gs-use-clut-merge=1
--gs-kernel-cl-up="up2x2simple"

Ephemeral Fantasia™

CLI


All Versions

--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--host-display-mode=16:9
--framelimit-mode=normal
#Fix for missing character/world parts
--vu1-no-clamping=0

Everblue 2

LUA file


SLES_513.81

apiRequest(0.1)

eeInsnReplace(0x230b68, 0x4be503bc, 0x4b0c211c)
eeInsnReplace(0x230b6c, 0x4b0c211c, 0x4be503bc)
eeInsnReplace(0x230b84, 0x4be603bc, 0x4bc0295c)
eeInsnReplace(0x230b88, 0x4bc0295c, 0x4be603bc)
eeInsnReplace(0x230ba0, 0x4be703bc, 0x4bc0319c)
eeInsnReplace(0x230ba4, 0x4bc0319c, 0x4be703bc)
eeInsnReplace(0x230bbc, 0x4be803bc, 0x4bc039dc)
eeInsnReplace(0x230bc0, 0x4bc039dc, 0x4be803bc)
eeInsnReplace(0x230bd8, 0x4be903bc, 0x4bc0421c)
eeInsnReplace(0x230bdc, 0x4bc0421c, 0x4be903bc)
eeInsnReplace(0x230bf4, 0x4bea03bc, 0x4bc04a5c)
eeInsnReplace(0x230bf8, 0x4bc04a5c, 0x4bea03bc)
eeInsnReplace(0x230c10, 0x4beb03bc, 0x4bc0529c)
eeInsnReplace(0x230c14, 0x4bc0529c, 0x4beb03bc)

#Missing textures fix

Fifa 2011


CLI
PAL

#Performance & crash fix
--ee-cycle-scalar=2.5
#More performance
--vu1-mpg-cycles=6000
--vu1-di-bits=0
#Screen roughness fix
--gs-fieldswap-delay=254
#Vertical bars upscaling graphical glitch fix
--gs-kernel-cl-up="fantavision"
#RECVX emu was used.

Fire Pro Wrestling Z™®

LUA

-- Fire Pro Wrestling Z™® (English v0.5b)
-- boot fix
-- needs graphics fix
-- emu used=aofa

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj  = getEEObject()
local emuObj  = getEmuObject()

local patcher = function()
-- black screen after spike logo fix
eeObj.WriteMem32(0x001eaa14,0x0) --0x1440fffa >> bne v0, zero, $001eaa00
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Flatout 2

LUA
SLUS212.51

apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

----Disable graphics overlay to fix all slowdown + widescreen code
eeObj.WriteMem32(0x3a0498,0x3c013f14)
eeObj.WriteMem32(0x2d4b40,0x3c014010)
eeObj.WriteMem32(0x22e768,0x3C013F8A)
eeObj.WriteMem32(0x2d5B30,0x00000000)
end

emuObj.AddVsyncHook(patcher)

LUA
SLES540.02

apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Disable graphics overlay to fix all slowdown + widescreen code
eeObj.WriteMem32(0x3A1F28,0x3c013f14)
eeObj.WriteMem32(0x2D6650,0x3c014010)
eeObj.WriteMem32(0x234F18,0x3C013F8A)
eeObj.WriteMem32(0x2d7640,0x00000000)
end

emuObj.AddVsyncHook(patcher)

Frogger: Ancient Shadow

CLI


SLUS_210.98

#This one might be the only one you need
--vu1-no-clamping=0
#use the rest just in case
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1 
#Fixes disappearing models during cutscenes and during gameplay

Galactic Wrestling Featuring Ultimate Muscle

NTSC/U
CLI

--fpu-no-clamping=0
--fpu-clamp-results=1
--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1
#fix for missing character models
--vu-xgkick-delay=0.58
#KOF98Emu used

Galarians: Ash

CLI

--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-adaptive-frameskip=1

--vif-ignore-invalid-cmd=0
--vif1-ignore-cmd-ints=1
--vif1-instant-xfer=0

--ee-jit-pagefault-threshold=30

--lopnor-config=1 #found here http://ps3.aldostools.org/ps2config.html

--ee-cycle-scalar=2.0

LUA file

-- Galarians Ash NTSC
-- emu used=jakx v2

local gpr = require("ee-gpr-alias")

apiRequest(2.2)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.WriteMem32(0x001e0100,0x3c013f40) -- 16:9
emuObj.ThrottleMax() -- Drastically reduces loading screens duration on most games

end

emuObj.AddVsyncHook(patcher)

Ghost in the Shell: Stand Alone Complex


LUA file


SLES_530.20

apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.

eeInsnReplace(0x10BC88, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x10BC8C, 0x4B8D617D, 0x4bec682c)
eeInsnReplace(0x10BC90, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x10BC98, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x12B2CC, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x12B2D0, 0x4B8D617D, 0x4bec682c)
eeInsnReplace(0x12B2D4, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x12B2DC, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x12B5F4, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x12B5F8, 0x4B8D617D, 0x4bec682c)
eeInsnReplace(0x12B5FC, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x12B604, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x1B0B58, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x1B0B5C, 0x4BED617D, 0x4bec682c)
eeInsnReplace(0x1B0B68, 0x48468800, 0x4b8d617d)
eeInsnReplace(0x1BF5FC, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BF60C, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1BFBB8, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BFBC8, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1BF818, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BF828, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1C017C, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1C018C, 0x48588800, 0x4a0002ff)

-- Potential fix for broken interactive door // Rearranging COP2 ops so as to avoid macflag bad stuff

Gran turismo 4

CLI
All
Forbidden siren v2 emu only

#Fix incomplete letters in menu
--vu0-no-clamping=0
--vu1-no-clamping=0
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
--vu1-mpg-cycles=700
#Fix video anticipated race license
--fpu-accurate-muldiv-range=0x00579EB8,0x00579EB8
--fpu-accurate-muldiv-range=0x00579EDC,0x00579EDC
--fpu-accurate-muldiv-range=0x0057A008,0x0057A008
--fpu-accurate-muldiv-range=0x0057A030,0x0057A030
#Gfx fix
--vif1-instant-xfer=0
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"

CLI
SCPS-17001
Forbidden siren v2 emu only

#Fix incomplete letters in menu
--vu0-no-clamping=0
--vu1-no-clamping=0
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
--vu1-mpg-cycles=700
#Fix video anticipated race license
--fpu-accurate-muldiv-range=0x00571A92,0x00571A92
--fpu-accurate-muldiv-range=0x00571AB4,0x00571AB4
--fpu-accurate-muldiv-range=0x00571BE0,0x00571BE0
--fpu-accurate-muldiv-range=0x00571C08,0x00571C08
#Gfx fix
--vif1-instant-xfer=0
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"

LUA
SCES-51719 only

--gametitle=Gran Turismo 4 [SCES-51719] (E)
--emu=siren v2

apiRequest(0.1)

local eeObj     = getEEObject()
local emuObj = getEmuObject()
local gsObj     = getGsObject()

local widescreen = function()

-- force progressive scan
eeObj.WriteMem32(0x20A57E70,0x00000001)
eeObj.WriteMem32(0x201074A0,0x24050003) --8E050004
eeObj.WriteMem32(0x2061868C,0x00000001) --00000000
eeObj.WriteMem32(0x20618694,0x00000000) --00000001

-- Autoboot in 480p
eeObj.WriteMem32(0x20436820,0xAE0516B0) --AE0010E8
eeObj.WriteMem16(0x20436910,0x10E8) --

--Field of View

-- Screen Width   (mm)
eeObj.WriteMem32(0x20A567F0,0x446E0000) -- 952mm in my case

-- Screen Height (mm)
eeObj.WriteMem32(0x20A567F4,0x4405C000) -- 535mm in my case

-- Eye Distance to Screen (mm)
eeObj.WriteMem32(0x20A567EC,0x44610000) -- 900mm in my case

-- Zoom Level (-2.0 to 2.0)
eeObj.WriteMem32(0x20A567E8,0x3f800000) -- 1.0, we already have the right FoV Better don't touch this


--Aspect Ratio

--   Single Screen Aspect Ratios
--    1 x 16:9  3f800000
--    1 x 21:9  3FAAAAAB
--    1 x 32:9  40000000

--   Triple Screen Aspect Ratios
--    3 x 16:9  40400000

eeObj.WriteMem32(0x20A567F8,0x3f800000) -- 16:9 in my case

-- disable colour correction channel shuffle effect
eeObj.WriteMem32(0x0033F8B8,0x1000000B) --5440000B

-- disable rendering of light sources
eeObj.WriteMem32(0x0033F6B0,0x10000031) --10400031

-- Fix shadows
eeObj.WriteMem32(0x001D6598,0x00000000) --0C075A6A

-- Added GT4 First Preview camera mode (far chase camera)
eeObj.WriteMem32(0x2037AFAC,0x84E30000)
eeObj.WriteMem16(0x2037AFB0,0x0002)
eeObj.WriteMem16(0x2037AFC0,0x0004)
eeObj.WriteMem32(0x2037AFD0,0x84E30000)

eeObj.WriteMem16(0x2037AFE0,0x0004)
eeObj.WriteMem8(0x0037AFF8,0x40)
eeObj.WriteMem16(0x2037B00A,0x8442)

eeObj.WriteMem32(0x206211E8,0x00010000)
eeObj.WriteMem32(0x206211EC,0x00060014)

end

emuObj.AddVsyncHook(widescreen)

Gran Turismo 4 - Prologue


PBPX-95524
LUA

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--fix IPU DMA 
eeObj.WriteMem32(0x166814,0x0)
eeObj.WriteMem32(0x3a36b8,0x0)
eeObj.WriteMem32(0x3a36f4,0x0)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Grand Theft Auto: Vice City Stories

SLUS_215.90
CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"

--host-display-mode=16:9
#emu used=psychonauts v2


LUA

-- emu used=psychonauts v2
local gpr = require("ee-gpr-alias")

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--widescreen fix
eeObj.WriteMem32(0x002653d8,0x3c013f9d)
eeObj.WriteMem32(0x002653dc,0x44810000)
eeObj.WriteMem32(0x002653e0,0x46006302)
eeObj.WriteMem32(0x002653e4,0x3c020048)
eeObj.WriteMem32(0x002653e8,0x03e00008)
eeObj.WriteMem32(0x002653ec,0xe44c7484)

eeObj.WriteMem32(0x0037add4,0x0c0994f6)
eeObj.WriteMem32(0x003b9d14,0x0c0994f9)
eeObj.WriteMem32(0x003ba1b0,0x0c0994f9)

eeObj.WriteMem32(0x20370314,0x10820019)--60fps

--eeObj.WriteMem32(0x20447EDC,0x00000000)--no interlace

end

emuObj.AddVsyncHook(patcher)

-- 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 } )

Grand Theft Auto: Liberty City Stories

SLUS_214.23
CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
--gs-adaptive-frameskip=1

--vu0-mpg-cycles=600
--vu1-mpg-cycles=600

--ee-cycle-scalar=1.3

God Hand

CLI

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1

#fix for graphical glitches, specially the missing ground.

God Of War


EU CLI

--vu1-di-bits=0
--vu1-mpg-cycles=800
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--ee-block-validation=PageProt
--ee-cycle-scalar=1.2
--ee-hook=0x0017A2DC,AdvanceClock,,45
#Fix for upscaling glitches
--gs-kernel-cl-up="up2x2simple"
#Fix for audio re-starting
--iop-cycle-scalar=0.1
--cdvd-sector-seek-cycles=0.1
--cdvd-sector-read-cycles=4500


US

--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-adaptive-frameskip=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-progressive=1

--ee-cycle-scalar=2.0

--vu1-mpg-cycles=2000
--vu1-di-bits=0
--vu1=trans
#Cdvd timing
--iop-cycle-scalar=0.20
--cdvd-sector-read-cycles=4000

LUA file

-- God Of War EU & US

-- 01 Music sound problem: music restarts every time there are many sounds to play
-- 02 Latest emu removes a lot of game lag, anyway the game still suffer of shuttering in the next levels
-- 03 Corrupted green lines around the objects, uprendering problem
-- Slowdowns and performances patched in cli.conf file
apiRequest(2.2)

local emuObj 		= getEmuObject()
local gsObj		= getGsObject()

-- 03 removes corrupted lines around the objects when use --gs-uprender
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

-- Disable internal field shift compensation, part of post-process removal feature.
gsObj.SetDeinterlaceShift(0)

God of War 2

CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-adaptive-frameskip=1
--ee-cycle-scalar=0.62
--iop-cycle-scalar=0.10
--vu1-mpg-cycles=1985
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--cdvd-sector-read-cycles=4000
--host-audio-latency=1.6
--host-display-mode=16:9

*Jakx Emu used*

LUA File

-- God of War II  
-- ported to PS4 

apiRequest(2.2)

local gpr    		= require("ee-gpr-alias")
local cpr    		= require("ee-cpr0-alias")
local hwaddr    	= require("ee-hwaddr")

local emuObj 		= getEmuObject()
local eeObj			= getEEObject()
local gsObj			= getGsObject()
local eeOverlay 	= eeObj.getOverlayObject()
local iopObj        = getIOPObject()
     
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1) 

local patcher = function()

--skip renShadowClient::Prep
--eeObj.WriteMem32(0x001706E0,0x03e00008)
--eeObj.WriteMem32(0x001706E4,0x00000000)
--skip renPrimMaster::RenderStencilLayer
eeObj.WriteMem32(0x0016E720,0x03e00008)
eeObj.WriteMem32(0x0016E724,0x00000000)
--skip fxBloom::Client::Run
eeObj.WriteMem32(0x00126EB0,0x03e00008)
eeObj.WriteMem32(0x00126EB4,0x00000000)
--default to progressive at first run
eeObj.WriteMem32(0x0025a608,0xa04986dc)
eeObj.WriteMem32(0x001E45D4,0x24020001)
--default to ws at first run
eeObj.WriteMem32(0x001E45B4,0x24040001)
eeObj.WriteMem32(0x001E45B8,0x00000000)
eeObj.WriteMem32(0x0027894C,0x3c013fe3)
eeObj.WriteMem32(0x00278950,0x34218e39)
--allow mpeg skip by pressing x
eeObj.WriteMem32(0x001DD8C8,0x00000000)


emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )

Gradius V

CLI

--vu1=jit-sync

#fix for blackscreen after PS2 Logo.

Grandia III

LUA
NTSC

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.WriteMem32(0x0014586C, 0x0)

end
emuObj.AddVsyncHook(patcher)

Harry Potter and The Prisoner of Azkaban

CLI
Emu: Jakv2

#Fix for graphical issues
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix for random freezing even after the EE memory patch
--vif1-instant-xfer=0

LUA
SLUS20926

apiRequest(0.1)

-- Full credits to Kozarovv
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--clear interrupts in handler

eeObj.WriteMem32(0x000fff00, 0x3c191000)
eeObj.WriteMem32(0x000fff04, 0x24180c00)
eeObj.WriteMem32(0x000fff08, 0x081137e0)
eeObj.WriteMem32(0x000fff0c, 0xaf380010)
eeObj.WriteMem32(0x0016fb7c, 0x0c03ffc0)
end
emuObj.AddVsyncHook(patcher)

Haunting Ground


CLI
NTSC
Emu: Fatal Fury

--vu1=jit-sync
--vif1-instant-xfer=0
--vu1-mpg-cycles=0
--gs-kernel-cl-up="up2x2simple"

Hunter the Reckoning Wayward

CLI


All Versions

--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--host-display-mode=16:9

--vu1-no-clamping=0


#fix for graphical glitches.

Ice Age 2 Meltdown

LUA file
Company logo freeze Fix
Use Forbidden Siren v2 Emu


SLUS_213.07

apiRequest(0.1)

eeInsnReplace(0x2feb80, 0x27bdff70, 0x27bdfee0)
eeInsnReplace(0x2febbc, 0x27bd0090, 0x27bd0120)


SLES_539.84

apiRequest(0.1)

eeInsnReplace(0x2ff3f0, 0x27bdff70, 0x27bdfee0)
eeInsnReplace(0x2ff42c, 0x27bd0090, 0x27bd0120)


SLPM_664.97

apiRequest(0.1)

eeInsnReplace(0x2e91e8, 0x27bdff70, 0x27bdfee0)
eeInsnReplace(0x2e9224, 0x27bd0090, 0x27bd0120)

Jackie Chan Adventures

CLI


SCES_524.12

#Fix For Jackie chan falling forever near The Ox Talisman Glitch
--fpu-accurate-addsub-range=0x22F2B0,0x22F468
#Fixes For Slowdowns
--vu1-di-bits=0
--vu1-const-prop=1
--ee-cycle-scalar=1.2
#RECVX

Jaws Unleashed

Config #1
#Forbidden siren V2 emu used.
CLI

#Crash fix
--vu-xgkick-delay=2
#Speedhacks
--vu1-di-bits=0
--ee-cycle-scalar=1.2
--vu1-mpg-cycles=200


Config #2
LUA file


apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x006758a8,0x03e42000)
eeObj.WriteMem32(0x006758b8,0x800026fc)
end
emuObj.AddVsyncHook(patcher)

#fix for loading screen hang. 

Juiced

CLI
All versions

#Fix for graphical glitches
--gs-kernel-cl-up="up2x2simple"
#Speedhacks
--vu1-di-bits=0
--vu1-mpg-cycles=800
--ee-cycle-scalar=1.2

Killer7

CLI


All versions

--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1

#fix for flickering polygons.

Kim Possible: What's the Switch

CLI


PAL

--vu1-mpg-cycles=950

#fix lag during cutscenes

Klonoa 2

CLI


All versions

#Fix for Misplaced objects
--fpu-no-clamping=1
#Potential fix for Graphics
--vu1-no-clamping=0
--vu0-no-clamping=0

#still require fix for texturing problems. Require Rogue Galaxy emu

Kuon


CLI
All Versions

--vif1-ignore-cmd-ints=1
--vif-ignore-invalid-cmd=0
--vif1-instant-xfer=0
#Fix the freezing problem in the opening scene of 《阴の章》


NTSC Version ONLY CLI

--vif1-ignore-cmd-ints=1
--vif-ignore-invalid-cmd=0
--vif1-instant-xfer=0
#Sugoroku Fix
--fpu-accurate-addsub=0x104124

Time Crisis 2

LUA
SLUS_202.19

-- Time Crisis 2 SLUS_202.19
-- Widescreen Hack
-- fix by Kozarovv
-- emu used=jakx v2

apiRequest(0.1)

local iopObj = getIOPObject()
local emuObj = getEmuObject()
local eeObj  = getEEObject()
 
local FireWithoutWire = function()
   --16:9
   eeObj.WriteMem32(0x003cd7fc,0x3f400000)
   --Infinite Credits by InterAct
   --eeObj.WriteMem32(0x00482410,0x00090009)
 
  -- Fix cdvd issue which cause ieee1394 error
  iopObj.WriteMem32(0xACD40,0)
  
  -- Audio desync fix (probably useless, or even harmful on ps4 due to different "cyclerate")
  -- eeObj.WriteMem32(0x154954,0x10000009)
 
   emuObj.ThrottleMax()
end
 
emuObj.AddVsyncHook(FireWithoutWire)

Time Crisis 3

LUA
SLUS_206.45

-- Time Crisis 3 SLUS_206.45
-- Widescreen Hack
-- Fix by Kozarovv
-- emu used=aofa

apiRequest(0.1)

local iopObj = getIOPObject()
local emuObj = getEmuObject()
local eeObj  = getEEObject()
 
local FireWithoutWire = function()
   --16:9
   eeObj.WriteMem32(0x0033976c,0x3f400000)
   --Infinite Credits by InterAct
   --eeObj.WriteMem32(0x00482410,0x00090009)
 
  -- Fix cdvd issue which cause ieee1394 error
  iopObj.WriteMem32(0xA0840,0)
  
  -- Audio desync fix (probably useless, or even harmful on ps4 due to different "cyclerate")
  -- eeObj.WriteMem32(0x154954,0x10000009)
 
   emuObj.ThrottleMax()
end
 
emuObj.AddVsyncHook(FireWithoutWire)

Tomb Raider: The Angel of Darkness


SLUS20467
Skip the first fmv to prevent freezing!
LUA

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

-- Black screen fix
eeObj.WriteMem32(0x00207B24, 0x0) -- 1040FFFA
eeObj.WriteMem32(0x00207B4C, 0x0) -- 1040FFFA

end
emuObj.AddVsyncHook(patcher)


SLES51227
Skip the first fmv to prevent freezing!
LUA

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

-- Black screen fix
eeObj.WriteMem32(0x00209D9C, 0x0) -- 1040FFFA
eeObj.WriteMem32(0x00209DC4, 0x0) -- 1040FFFA

end
emuObj.AddVsyncHook(patcher)

Largo Winch - Empire Under Threat


SLES-51093
CLI

--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-display-mode=16:9
--cdvd-sector-read-cycles=5000
#emu used=rotk v1

LUA file

-- Largo Winch - Empire Under Threat (E)(SLES-51093)
-- Widescreen hack by Arapapa
-- Fix by Kozarovv
-- ported to PS4 lua by Stayhye
-- emu used=rotk v1

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local WS2 = function()
--16:9
--Zoom
eeObj.WriteMem32(0x0028029c,0x3c013f2f) --3c013f80
--Y-Fov
eeObj.WriteMem32(0x001abc40,0x08030000)

eeObj.WriteMem32(0x000c0000,0x46070a02)
eeObj.WriteMem32(0x000c0004,0x3c013fa6)
eeObj.WriteMem32(0x000c0008,0x4481f000)
eeObj.WriteMem32(0x000c000c,0x461e4202)
eeObj.WriteMem32(0x000c0010,0x0806af11)
----------------------------
--X-Fov (Needs render fix)
--eeObj.WriteMem32(0x001abb98,0x08030000)
--eeObj.WriteMem32(0x000c0000,0x24420050)
--eeObj.WriteMem32(0x000c0004,0x3c013f40)
--eeObj.WriteMem32(0x000c0008,0x4481f000)
--eeObj.WriteMem32(0x000c000c,0x461e4202)
--eeObj.WriteMem32(0x000c0010,0x0806aee7)
--Start microprograms manually instead of rely on timings.
--0x48c83000 >> ctc2 t0, $vi6
--eeObj.WriteMem32(0x00116d4c,0x4a0000b8)
eeObj.WriteMem32(0x00116e04,0x4a0000b8)
eeObj.WriteMem32(0x00116fe0,0x4a0000b8)
eeObj.WriteMem32(0x00117054,0x4a000938)
eeObj.WriteMem32(0x001170a4,0x4a000938)
eeObj.WriteMem32(0x001172ac,0x4a000938)
eeObj.WriteMem32(0x001172e4,0x4a000938)
eeObj.WriteMem32(0x00117470,0x4a000938)
eeObj.WriteMem32(0x001174ac,0x4a000938)
eeObj.WriteMem32(0x00117540,0x4a000938)
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeObj.WriteMem32(0x00298f70,0x8000033c) -- 500607ff
eeObj.WriteMem32(0x00298f74,0x400002ff)
eeObj.WriteMem32(0x002990a0,0x8000033c)
eeObj.WriteMem32(0x002990a4,0x400002ff)
--Remove xgkick responsible for shadow packet.
eeObj.WriteMem32(0x2B1810,0x8000033c)

--pros. Fix bug, allow upscalling cons. No shadow.

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS2)


The Legacy of Kain - Blood Omen 2

LUA

-- Boot fix by Kozarovv                           --
-- ported to PS4 lua by JSimesen                  --
-- PS3 mipmapping fix converted                   --
-- Specal Thanks to: Kozarovv, Stayhye, Scalerize --
-- emu used=KOF2000                               --
                                                                                             
apiRequest(1.0)                                   

local eeObj = getEEObject() 
local emuObj = getEmuObject()

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 (R2 ~= 0 and UP ~= 0) then

emuObj.SetFormattedCard("blood.card")
end

end

emuObj.AddVsyncHook(CheckInputs)

emuObj.SetDisplayAspectWide()


local patcher = function()

eeObj.WriteMem32(0x002f4350,0x10000006)

-- No Widescreen
-- eeObj.WriteMem32(0x00312b08,0x3C013FE3)
-- eeObj.WriteMem32(0x00312b0c,0x34218E38)

-- No Black Borders Fix
-- eeObj.WriteMem32(0x002d443c,0x00000000) -- causes kain to not re-appear after dying/loading

-- No Fix FMV
-- eeObj.WriteMem32(0x002eb280,0x240575e0) --y-position
-- eeObj.WriteMem32(0x002eb298,0x240a1440) --y-scaling

end

emuObj.AddVsyncHook(patcher)

local fix = function()

-- Completely skip ridiculous debugger hook.
eeObj.WriteMem32(0x297DA8, 0x10000006)
eeObj.WriteMem32(0x297DA0, 0x00000000)

end

emuObj.AddEntryPointHook(fix)

emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

Legacy of Kain: Defiance

SLUS_207.73
LUA

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Texture Flickering fix

eeInsnReplace(0x188F50, 0x10600020, 0x10000020)

SLES_521.50
LUA

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Texture Flickering fix

eeInsnReplace(0x189340, 0x10600020, 0x10000020)

Legacy of Kain: Soul Reaver 2

SLES_501.96
Lua

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Turn off mipmapping in game engine. Completely fix flickering, and bad texturing. Don't require "gs-kernel-cl=mipmap"
-- SLES_501.96 only!

eeInsnReplace(0x2A1F80, 0x00000001, 0x00000000)

Mafia

CLI


All versions

--host-display-mode=16:9
--framelimit-mode=normal
--cdvd-sector-read-cycles=6000
--ee-cycle-scalar=2.1
--vif1-instant-xfer=0
#Fix.

LUA file

SLUS-20671 (NTSC)

-- emu used=kinetica v2

apiRequest(1.0)   

local gpr = require("ee-gpr-alias")

local eeObj  = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

-- Widescreen + Render fix
eeObj.WriteMem32(0x20FF8D60,0x3f3fffff)

--Rendering distance (Optional)
--eeObj.WriteMem32(0x20FF8DB8,0x44000000)

--avoid hang before molotov party
eeObj.WriteMem32(0x003E2BB4,0x00000000) --00000000

--fix crash in The priest mission
eeObj.WriteMem32(0x0016F04C,0x1000000D) --1000000D

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(patcher)

Manhunt 2

CLI

--ee-kernel-hle=1
--ee-injection-kernel=1
--ee-injection-title=1
--ee-block-validation=PageProt
--vu1-opt-flags=2
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu1-mpg-cycles=900
--gs-frontend-opt-mode=2
--gs-adaptive-frameskip=1
--gs-optimize-30fps=1
--framelimit-fps=2.0
--ee-cycle-scalar=0.8
--gs-uprender=none

# Fixed framerate dip issue using Jak v2 emulator (NOTE: disabling uprender fixes fps drop to some extent and corrupted lines on shadows, however in NTSC Version, there will be a black screen glitch in cutscenes only!!).

LUA file

apiRequest(0.1)

-- Fix lags and slowdowns

eeInsnReplace(0x370DA8, 0x00000000, 0x24020001)

# Minor framerate issue exists in NTSC version. PAL version works fine with no pain.

Max Payne 2

CLI

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
# Fixed green, blue and red graphical issues. The game works better.

Metal Gear Solid 2 - Sons of Liberty

CLI
All versions
Jakv2 used

#Speedhacks
--vu1-di-bits=0
#Gamefixes for freeze, Not tested much but once i used it. the freezes were gone
--vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints=1

Metal Gear Solid 2: Substance

CLI
All versions
Use jakv2. Untested.

#Speedhacks
--vu1-di-bits=0
--vu1-mpg-cycles=700
#Gamefixes for freeze, Not tested much but once i used it. the freezes were gone
--vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints=1

Mojib-Ribbon

CLI
Works on kof98

--vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints=1
--vif1-instant-xfer=0
--vu1=jit-sync

Midnight Club 3: DUB Edition / Remix

CLI
All versions
Note: VU1 clamping will cause the cars to not load properly, please don't use it on this game.

#Speedhacks
--ee-cycle-scalar=1.2
--vu1-mpg-cycles=350
--vu1-injection=1
--vu1-di-bits=0
--vu1-const-prop=1

MTV's Celebrity Deathmatch

CLI


All versions

#Disables MTVU
--vu1=jit-sync

#Fix for black-screen after ps2 logo.

Musashi Samurai Legend

LUA
NTSC

apiRequest(0.1)

local gpr       = require("ee-gpr-alias")

local emuObj      = getEmuObject()
local eeObj       = getEEObject()

local patcher = function()
eeObj.WriteMem32(0x203DD108,0x3F19999A) --3F4CCCCD

--SPS FiX
eeObj.WriteMem32(0x001476A4,0x10000047) --10600047
eeObj.WriteMem32(0x002E8D78,0x8000033C) --80005EFC
end

emuObj.AddVsyncHook(patcher)

Need for Speed Carbon

CLI


SLES_543.22

  
#Fix loading freeze
--fpu-accurate-range=0x162800,0x162900

--ee-cycle-scalar=1.35
--vu1-mpg-cycles=900
--vu1-const-prop=1
--vu1-di-bits=0

Need For Speed: Carbon Collector Edition

CLI "SLUS-21494_cli.conf"

--fpu-accurate-range=0x162800,0x162900
--vu1-mpg-cycles=500

LUA

-- Need for Speed - Carbon (SLUS-21494)
-- -> use KOF2000 emu // PS4 Pro optimized (boost mode enabled)
-- MD5: 4F325C12F0D07E5C138CD779E0EF2F94

local gpr = require("ee-gpr-alias")
apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

eeObj.WriteMem32(0x00263ab0,0x00000000) --overlay/uprender/speed fix
-- force 480p/progressive
eeObj.WriteMem32(0x005408bc,0x3c050000)
eeObj.WriteMem32(0x005408c4,0x3c060050)
eeObj.WriteMem32(0x005408cc,0x3c070001)
end

emuObj.AddVsyncHook(patcher)
emuObj.SetDisplayAspectWide() -- 16:9
-- Graphic improvement: removes corrupted lines on screen with uprender on for PAL/NTSC-U/NTSC-J version
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1

Need for Speed Underground 2

LUA


SLUS-21065

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--Speed Fix
eeObj.WriteMem32(0x001D77C8,0x100000B4)
end

emuObj.AddVsyncHook(patcher)

NBA Street Vol.2

CLI


All versions

#Fix for Graphical glitches
--vu1-no-clamping=0
#Jakv2 emu Used

Okami

CLI


All versions

--gs-use-mipmap=1
--gs-force-bilinear=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-clamp-results=1
--cop2-no-clamping=0
#Fixes for slowdowns
--vu1-const-prop=1
--vu1-di-bits=0
--ee-cycle-scalar=1.2		
--vu1-injection=1
#RECVX EMU Fixes Crash Near Orochi boss fight

LUA file
All Versions

apiRequest(0.4)

local emuObj = getEmuObject()

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

Oni

LUA


SLES_501.34
SLES_501.76
SLES_501.77
SLES_501.78
SLES_501.79

apiRequest(0.1)

-- Fix for hang at loading screen

eeInsnReplace(0x1CEF7C, 0x4100FFFF, 0x00000000)

LUA


SLUS_200.64

apiRequest(0.1)

-- Fix for hang at loading screen

eeInsnReplace(0x1CF3CC, 0x4100FFFF, 0x00000000)

Pac Man World 3

CLI
SLES-53959

--gs-uprender=2x2
--gs-upscale=edgesmooth
--cdvd-sector-read-cycles=2000
--host-display-mode=16:9
#Fix for fmvs showing black screen with subtitles
--fpu-accurate-range=0x3f3068,0x3f32bc

#emu used=fatal fury battle archives vol2

LUA
SLES-53959

-- Pac-Man World 3 (PAL-M5)(SLES-53959)
-- Widescreen Hack by ICUP321
-- emu used=fatal fury battle archives vol2
-- Ported to ps4 by Stayhye
local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--Widescreen hack 16:9
eeObj.WriteMem32(0x003f30c4,0x3c013f40)
eeObj.WriteMem32(0x003f30c8,0x4481f000)
eeObj.WriteMem32(0x003f30d0,0x461eb582)
--Render fix
eeObj.WriteMem32(0x00439184,0x3c013f2b)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Pac-Man World Rally


SLUS-21328
CLI

--vu1-no-clamping=1
--vu0-no-clamping=1

SLUS-21328
LUA

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
eeObj.WriteMem32(0x0016DDE4,0x4A80AADC)
eeObj.WriteMem32(0x0016DDEC,0x4B7103BC)
eeObj.WriteMem32(0x0016DDD0,0x4B00A29C)
eeObj.WriteMem32(0x0016DDD8,0x4AF103BC)

end

emuObj.AddVsyncHook(patcher)

Phantasy Star Universe

CLI

All Versions

#Fix for flickering textures and geometry
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"

--gs-adaptive-frameskip=1
--cdvd-sector-read-cycles=4000

#fix for Enemies dont move bug
--fpu-accurate-mul-fast=1
--fpu-accurate-range=0x48cce0,0x49cce0

#emu used=jakx v2

PK - Out of the Shadows


NTSC
LUA

-- Disney's PK - Out of the Shadows
-- boot fix by kozarovv
-- Widescreen Hack by Arapapa
-- emu used=rotk v1

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local WS2 = function()
--16:9
eeObj.WriteMem32(0x003324b0,0xbf400000) --0x3f800000
--0x48c83000 >> ctc2 t0, $vi6
eeObj.WriteMem32(0x001dfa8c,0x4a0000b8)
eeObj.WriteMem32(0x001dfc24,0x4a0000b8)
eeObj.WriteMem32(0x001dfcac,0x4a0000b8)
eeObj.WriteMem32(0x001dfd00,0x4a000938)
eeObj.WriteMem32(0x001dffdc,0x4a000938)
eeObj.WriteMem32(0x001e003c,0x4a000938)
eeObj.WriteMem32(0x001e022c,0x4a000938)
eeObj.WriteMem32(0x001e028c,0x4a000938)
eeObj.WriteMem32(0x001e0348,0x4a000938)
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeObj.WriteMem32(0x00324a90,0x8000033c) -- 500607ff
eeObj.WriteMem32(0x00324a94,0x400002ff)
eeObj.WriteMem32(0x00324bc0,0x8000033c)
eeObj.WriteMem32(0x00324bc4,0x400002ff)
-- skip videos
--eeObj.WriteMem32(0x0010ae80,0x24020001)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS2)

-- Fix vertical lines
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )

Powerpuff Girls - Relish Rampage


All versions
CLI

#Fixes hangs in certain locations like building under construction.
--fpu-no-clamping=1

Psi-Ops: The Mindgate Conspiracy

CLI

--ee-cycle-scalar=1.6
--vu1-mpg-cycles=1000
# Fixed low framerate. Jakv2

Ratchet And Clank Size Matters

CLI
All versions

#Fix for audio looping at first level
--iop-cycle-scalar=0.1
--cdvd-sector-read-cycles=14000

Rayman 3: Hoodlum havoc

CLI
SLUS_206.01
Note: Use Kof2000 to prevent missing 3d models

#Gamefix, change 1000 into 500 if you encounter gfx bugs
--ee-hook=0x0028A578,AdvanceClock,,1000
#Necessary Clamping
--vu1-no-clamping=0
--vu0-no-clamping=0
#Optional Clamping
--fpu-no-clamping=0
#Speedup
--vu1-di-bits=0
#underclocking the animation offsets
--ee-hook=0x0028A808,AdvanceClock,,500
--ee-hook=0x0028A574,AdvanceClock,,500
--ee-hook=0x0028A4F4,AdvanceClock,,500
--ee-hook=0x0028A4E4,AdvanceClock,,500
--ee-hook=0x0028A6EC,AdvanceClock,,500
--ee-hook=0x0028A460,AdvanceClock,,500
--ee-hook=0x0028A278,AdvanceClock,,500
--ee-hook=0x0028A410,AdvanceClock,,500
--ee-hook=0x0028A288,AdvanceClock,,500
--ee-hook=0x0028A294,AdvanceClock,,500
--ee-hook=0x0028A4A0,AdvanceClock,,500
--ee-hook=0x0028A36C,AdvanceClock,,500
--ee-hook=0x0028A6BC,AdvanceClock,,500
--ee-hook=0x0028A488,AdvanceClock,,500
--ee-hook=0x0028A65C,AdvanceClock,,500
--ee-hook=0x0028A68C,AdvanceClock,,500
--ee-hook=0x0028A6D4,AdvanceClock,,500
--ee-hook=0x0028A6A4,AdvanceClock,,500
--ee-hook=0x0028A5D4,AdvanceClock,,500


LUA

-- Rayman 3 Hoodlum Havoc (NTSC)
-- emu used=KOF 2000

apiRequest(1.0)   

local gpr = require("ee-gpr-alias")

local eeObj = getEEObject()
local emuObj = getEmuObject()

-- Fix for thin vertical lines that separate screen picture, misallignment/tearing of screen during upscaling
-- psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

local patcher = function()

--Max Score/Unlock Bonuses
eeObj.WriteMem32(0x211E7744,0x000F423F)

end

emuObj.AddVsyncHook(patcher)


SLES-51222
CLI

--gs-kernel-cl-up="up2x2skipinterp"

--vu0-no-clamping=0
--vu1-no-clamping=0

--ee-hook=0x0028A408,AdvanceClock,,500

--ee-hook=0x0028A588,AdvanceClock,,500
--ee-hook=0x0028A584,AdvanceClock,,500
--ee-hook=0x0028A57C,AdvanceClock,,500
--ee-hook=0x0028A558,AdvanceClock,,500
--ee-hook=0x0028A554,AdvanceClock,,500
--ee-hook=0x0028A54C,AdvanceClock,,500
--ee-hook=0x0028A528,AdvanceClock,,500
--ee-hook=0x0028A524,AdvanceClock,,500
--ee-hook=0x0028A51C,AdvanceClock,,500
--ee-hook=0x0028A4F8,AdvanceClock,,500
--ee-hook=0x0028A4F4,AdvanceClock,,500
--ee-hook=0x0028A4EC,AdvanceClock,,500
--ee-hook=0x0028A4A8,AdvanceClock,,500
--ee-hook=0x0028A49C,AdvanceClock,,500
--ee-hook=0x0028A494,AdvanceClock,,500
--ee-hook=0x0028A48C,AdvanceClock,,500
--ee-hook=0x0028A47C,AdvanceClock,,500
--ee-hook=0x0028A478,AdvanceClock,,500
--ee-hook=0x0028A474,AdvanceClock,,500
--ee-hook=0x0028A230,AdvanceClock,,500
--ee-hook=0x0028A228,AdvanceClock,,500
--ee-hook=0x0028A220,AdvanceClock,,500
--ee-hook=0x0028A218,AdvanceClock,,500
--ee-hook=0x0028A210,AdvanceClock,,500
--ee-hook=0x0028A20C,AdvanceClock,,500
--ee-hook=0x0028A208,AdvanceClock,,500
--ee-hook=0x0028A1FC,AdvanceClock,,500
--ee-hook=0x0028A194,AdvanceClock,,500
--ee-hook=0x0028A160,AdvanceClock,,500
--ee-hook=0x0028A130,AdvanceClock,,500
--ee-hook=0x0028A124,AdvanceClock,,500
--ee-hook=0x0028A120,AdvanceClock,,500
--ee-hook=0x0028A118,AdvanceClock,,500
--ee-hook=0x0028A108,AdvanceClock,,500
--ee-hook=0x0028A0AC,AdvanceClock,,500
--ee-hook=0x0028A098,AdvanceClock,,500
--ee-hook=0x0028A084,AdvanceClock,,500
--ee-hook=0x0028A080,AdvanceClock,,500
--ee-hook=0x0028A078,AdvanceClock,,500
--ee-hook=0x00289F6C,AdvanceClock,,500
--ee-hook=0x00289F68,AdvanceClock,,500
--ee-hook=0x00289F64,AdvanceClock,,500
--ee-hook=0x00289F54,AdvanceClock,,500
--ee-hook=0x00289F4C,AdvanceClock,,500
--ee-hook=0x00289F30,AdvanceClock,,500

Rayman M (Arena)


SLES-50457
CLI

--vu1-no-clamping=0
--vu0-no-clamping=0
--vif1-instant-xfer=0
--mtap1=always


LUA
Pal

-- Rayman M (SLES-50457)
-- Fix by Kozarovv
-- ported to PS4 lua by Stayhye
-- emu used=rotk v1

--[[ useful information

This fix should work for other games using this engine.  Like Largo Winch, and Disney's PK - Out of the Shadows.
....and what's more important that patch is by kozarovv

--]]

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local Fix = function()
--Start microprograms manually instead of rely on timings.
eeObj.WriteMem32(0x001c997c,0x4a0000b8)
eeObj.WriteMem32(0x001c9b64,0x4a0000b8)
eeObj.WriteMem32(0x001c9bd4,0x4a0000b8)
eeObj.WriteMem32(0x001c9c24,0x4a000938)
eeObj.WriteMem32(0x001c9e7c,0x4a000938)
eeObj.WriteMem32(0x001c9ec4,0x4a000938)
eeObj.WriteMem32(0x001ca044,0x4a000938)
eeObj.WriteMem32(0x001ca08c,0x4a000938)
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeObj.WriteMem32(0x002fc910,0x8000033c)
eeObj.WriteMem32(0x002fc914,0x400002ff)
eeObj.WriteMem32(0x002fca40,0x8000033c)
eeObj.WriteMem32(0x002fca44,0x400002ff)
end

emuObj.AddVsyncHook(Fix)

NTSC (Arena)

-- Rayman Arena
-- fix method for game engine by kozarovv
-- ported to PS4
-- emu used=jakx v2

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--Start microprograms manually instead of rely on timings.
--0x48c83000 >> ctc2 t0, $vi6
--eeObj.WriteMem32(0x001de8e4,0x4a0000b8)
eeObj.WriteMem32(0x001de9b0,0x4a0000b8)
eeObj.WriteMem32(0x001deb94,0x4a0000b8)
eeObj.WriteMem32(0x001dec00,0x4a000938)
eeObj.WriteMem32(0x001dec54,0x4a000938)
eeObj.WriteMem32(0x001deea0,0x4a000938)
eeObj.WriteMem32(0x001deedc,0x4a000938)
eeObj.WriteMem32(0x001df078,0x4a000938)
eeObj.WriteMem32(0x001df0b4,0x4a000938)
eeObj.WriteMem32(0x001df154,0x4a000938)
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeObj.WriteMem32(0x0031ba90,0x8000033c) -- 500607ff
eeObj.WriteMem32(0x0031ba94,0x400002ff)
eeObj.WriteMem32(0x0031bbc0,0x8000033c)
eeObj.WriteMem32(0x0031bbc4,0x400002ff)


emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

R-Racing Revolution

LUA


SLUS_207.21

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Divide $v0 value by 8 before copying it to CMSAR0
-- sra $v0, 3, this time we are losing one nop on cop2. Can be important.

eeInsnReplace(0x2DDB4C, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x2DDB50, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x2DDBC4, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x2DDBC8, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x313C30, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x313C34, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x3144FC, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x314500, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x314E04, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x314E08, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31570C, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x315710, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x315FFC, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x316000, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x3168EC, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x3168F0, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31724C, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x317250, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x317B74, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x317B78, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x318430, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x318434, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x318D54, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x318D58, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x319AA0, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x319AA4, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31A8D4, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x31A8D8, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31B7A4, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x31B7A8, 0x4A0002FF, 0x48C2D801)

-- fix graphical issues

Radiata Stories

CLI


All versions

--vu-hack-triace=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"

#Mandatory triace fix for boot crash and fix for uncommon glitches like outlines in Jack's face during specific cutscenes.

Raw Danger! / Zettai Zetsumei Toshi 2 - Itetsuita Kiokutachi

SLUS_215.01
LUA

apiRequest(0.1)

-- SLUS-21501 speedhack

eeInsnReplace(0x11e104, 0x0c066a5c, 0x00000000)
eeInsnReplace(0x11e10c, 0x0c08a8ec, 0x00000000)

SLES_545.87
LUA

apiRequest(0.1)

-- SLES-54587 speedhack

eeInsnReplace(0x11e0f4, 0x0c066a40, 0x00000000)
eeInsnReplace(0x11e0fc, 0x0c08a8d0, 0x00000000)

SLPS_256.06
LUA

apiRequest(0.1)

-- SLPS-25606 speedhack

eeInsnReplace(0x11e094, 0x0c066804, 0x00000000)
eeInsnReplace(0x11e09c, 0x0c08a654, 0x00000000)

Rygar: The Legendary Adventure

CLI


SLUS_204.71

--fpu-accurate-range=0x147CC0,0x147EA0

#Fix for freeze after leaving the first area.


SCAJ_200.16

--fpu-accurate-range=0x1485C4,0x148724

#Fix 

Samurai Shodown VI

CLI


All versions

--gs-upscale=point
--gs-uprender=2x2
--gs-motion-factor=25
--host-audio-latency=0.01
--gs-ignore-dirty-page-border=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1

#same as Anthology, which VI is a patched-out section of; substantial slowdown during combat has been mitigated.

Samurai Warriors 2 Xtreme Legends

LUA
Jakv2
NTSC

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--Load merge menus
eeObj.WriteMem32(0x00397E80, 0x00000001)
--Merge's Data
eeObj.WriteMem32(0x005C1E28, 0x65300000)
eeObj.WriteMem32(0x005C1E58, 0x65300000)
eeObj.WriteMem32(0x005EC270, 0x05030100)
eeObj.WriteMem32(0x005EC2A0, 0x04030100)
eeObj.WriteMem32(0x005EC2D0, 0x04030100)
eeObj.WriteMem32(0x005EC300, 0x05030100)
eeObj.WriteMem32(0x00614320, 0x05030100)
eeObj.WriteMem32(0x00614350, 0x05030100)
eeObj.WriteMem32(0x00614380, 0x05030100)
eeObj.WriteMem32(0x006143B0, 0x04030100)
eeObj.WriteMem32(0x00584DB0, 0x00000010)
eeObj.WriteMem32(0x00584DB4, 0x06010000)
eeObj.WriteMem32(0x00584DC0, 0x00000010)
eeObj.WriteMem32(0x00584DC4, 0x06010000)
eeObj.WriteMem32(0x00584DD0, 0x00000010)
eeObj.WriteMem32(0x00584DD4, 0x06010000)
eeObj.WriteMem32(0x00584DD8, 0x00000010)
eeObj.WriteMem32(0x00584DDC, 0x06010000)
eeObj.WriteMem32(0x00584DE0, 0x00000010)
eeObj.WriteMem32(0x00584DE4, 0x06010000)
eeObj.WriteMem32(0x00584DE8, 0x00000010)
eeObj.WriteMem32(0x00584DEC, 0x06010000)
eeObj.WriteMem32(0x00584DF0, 0x00000010)
eeObj.WriteMem32(0x00584DF4, 0x06010000)
eeObj.WriteMem32(0x00584E00, 0x00000010)
eeObj.WriteMem32(0x00584E04, 0x06010000)
eeObj.WriteMem32(0x00584E10, 0x00000010)
eeObj.WriteMem32(0x00584E14, 0x06010000)
eeObj.WriteMem32(0x00584E20, 0x00000010)
eeObj.WriteMem32(0x00584E24, 0x06010000)
eeObj.WriteMem32(0x00584E28, 0x00000010)
eeObj.WriteMem32(0x00584E2C, 0x06010000)
eeObj.WriteMem32(0x00584E30, 0x00000010)
eeObj.WriteMem32(0x00584E34, 0x06010000)
eeObj.WriteMem32(0x00584E38, 0x00000010)
eeObj.WriteMem32(0x00584E3C, 0x06010000)
eeObj.WriteMem32(0x00584E40, 0x00000010)
eeObj.WriteMem32(0x00584E44, 0x06010000)
eeObj.WriteMem32(0x00584E50, 0x00000010)
eeObj.WriteMem32(0x00584E54, 0x06010000)
eeObj.WriteMem32(0x00584E60, 0x00000010)
eeObj.WriteMem32(0x00584E64, 0x06010000)
eeObj.WriteMem32(0x00584E70, 0x00000010)
eeObj.WriteMem32(0x00584E74, 0x06010000)
eeObj.WriteMem32(0x00584E80, 0x00000010)
eeObj.WriteMem32(0x00584E84, 0x06010000)
eeObj.WriteMem32(0x00584E90, 0x00000010)
eeObj.WriteMem32(0x00584E94, 0x06010000)
eeObj.WriteMem32(0x00584Ea0, 0x00000010)
eeObj.WriteMem32(0x00584Ea4, 0x06010000)
eeObj.WriteMem32(0x00584Ea8, 0x00000010)
eeObj.WriteMem32(0x00584Eac, 0x06010000)
eeObj.WriteMem32(0x00584Eb0, 0x00000010)
eeObj.WriteMem32(0x00584Eb4, 0x06010000)
eeObj.WriteMem32(0x00584Eb8, 0x00000010)
eeObj.WriteMem32(0x00584Ebc, 0x06010000)
eeObj.WriteMem32(0x00584EC0, 0x00000010)
eeObj.WriteMem32(0x00584EC4, 0x06010000)
eeObj.WriteMem32(0x00584EC8, 0x00000010)
eeObj.WriteMem32(0x00584ECC, 0x06010000)
eeObj.WriteMem32(0x00584ED0, 0x00000010)
eeObj.WriteMem32(0x00584ED4, 0x06010000)
eeObj.WriteMem32(0x00584EE0, 0x00000010)
eeObj.WriteMem32(0x00584EE4, 0x06010000)
eeObj.WriteMem32(0x00584EF0, 0x00000010)
eeObj.WriteMem32(0x00584EF4, 0x06010000)
eeObj.WriteMem32(0x00584EF8, 0x00000010)
eeObj.WriteMem32(0x00584EFC, 0x06010000)
--Sugoroku glitch patch
eeObj.WriteMem32(0x00102230,0x00000000)
--No interlacing
eeObj.WriteMem32(0x00102298,0x30420000)

end
--Fix for upscaling glitches
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )

emuObj.AddVsyncHook(patcher)

Scaler


CLI
JAKv2
All Versions

#Upscaling fix
--gs-kernel-cl-up="up2x2simple"
#Speedhacks
--vu1-jr-cache-policy=sameprog
--vu1-jalr-cache-policy=sameprog
--vu1-mpg-cycles=600
--vu1-di-bits=0
--ee-cycle-scalar=1.1


LUA
JAKv2
PAL


apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.WriteMem32(0x0021E5AC, 0x8F8288C0)
eeObj.WriteMem32(0x0021E218, 0x8F8288C0)
eeObj.WriteMem32(0x0021E598, 0x8F8288C0)
eeObj.WriteMem32(0x0021DDA4, 0x8F8288C0)
eeObj.WriteMem32(0x0021DDC8, 0x0)
eeObj.WriteMem32(0x001DDC3C, 0x0)
end
emuObj.AddVsyncHook(patcher)

Scooby-Doo! First Frights™

SLES_554.76 Only!
CLI

--ee-hook=0x00163984,FastForwardClock
--ee-hook=0x00163998,FastForwardClock
#Fix for distorted audio

Scooby-Doo! and the Spooky Swamp™

SLES_556.09 Only!
CLI

--ee-hook=0x001480F4,FastForwardClock
--ee-hook=0x00148108,FastForwardClock
#Fix for distorted audio

SEGA Sports Tennis/ Virtua Tennis 2


SLUS-20480

-- fix by kozarovv
-- emu used=psychonauts v2

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
-- First unpack, then run program you silly.
eeObj.WriteMem8(0x283774, 0x30)
eeObj.WriteMem8(0x283780, 0x20)
end

emuObj.AddVsyncHook(patcher)


SLES-51232

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
-- First unpack, then run program you silly.
eeObj.WriteMem8(0x289914, 0x30)
eeObj.WriteMem8(0x289920, 0x20)
end

emuObj.AddVsyncHook(patcher)

Shadow of the Colossus

CLI
All versions

#Speedhacks for performance
--ee-cycle-scalar=1.2
--vu1-di-bits=0
--vu1-mpg-cycles=600

LUA

-- Shadow of the Colossus
-- ported to PS4 by Stayhye
-- emu used=kof98um

apiRequest(0.1)

local gpr       = require("ee-gpr-alias")

local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local gsObj       = getGsObject()


emuObj.PadSetLightBar(0, 45,65,55)
emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()

--stutter fix
eeObj.AddHook(0x00125838,0x00041878,function() -- dsll v1, a0, 1
         eeObj.AdvanceClock(8000)
         eeObj.Vu1MpgCycles(450)
end)        


local WS = function()
--
--eeObj.WriteMem32(0x0012584c,0x1000fffa)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )

Shin Megami Tensei: Persona 3 FES


NTSC
CLI

# Misc
--host-display-mode=full
--force-frame-blend=0
--gs-progressive=1
--ee-cycle-scalar=0.62
--host-audio-latency=0.05
# Mipmapping
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
# VU Speedhacks
--vu0-const-prop=1
--vu1-const-prop=1
--vu1-di-bits=0
--vu0-di-bits=0
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-mpg-cycles=1400
--vu-custom-min-max=0
# IOP Speedhacks
--iop-const-folding=All
--iop-cycle-scalar=0.1
--cdvd-sector-seek-cycles=0.1
--cdvd-sector-read-cycles=0.1
# Default Optimizations
--fpu-no-clamping=0
--fpu-clamp-operands=1
--fpu-clamp-results=1
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
--vu0-opt-flags=1
--vu1-opt-flags=1
--cop2-opt-flags=1
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=newprog
--vu0-jalr-cache-policy=newprog

#User Emu = kof98um

Shin Megami Tensei: Persona 4

CLI

All Versions

#Graphical glitches fixes, Vu Clamp mode 2
--vu1-no-clamping=0
#Performance fixes
--vu1-const-prop=1
--vu1-di-bits=0
--ee-cycle-scalar=1.3

#Jakv2 Emu Used

#Fix for Slowdowns in Battles And flickering textures When fusing Personas


LUA
NTSC

-- Persona 4 NTSC Fix for bottom left text not appearing

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.WriteMem32(0x00189c60,0x3c023f7f)

end

emuObj.AddVsyncHook(patcher)

Shinobido: Way of the Ninja


All versions

# Fixes hang going in to the gardens.
--fpu-no-clamping=1

Simpsons Hit and Run


NTSC
CLI

--Fixes the slowdowns
--ee-cycle-scalar=3.5

LUA

#Fixes the freeze on Jakv2
apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
eeObj.WriteMem32(0x0036CA5C,0x0)
end
emuObj.AddVsyncHook(patcher)

Sly Cooper 1

CLI
All versions

#Fix for upscaling corruptions
--gs-kernel-cl-up="up2x2simple"
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0

Second Sight

CLI


All Versions

--vu1=jit-sync
--vif1-instant-xfer=0

#Fix for black screen after ps2 logo and graphical glitches.

Silent Hill 2

CLI
(SLUS-20228)

#Fix For Slowdowns
--vu1-mpg-cycles=1000
--vu1-di-bits=0
--vu1-const-prop=1

LUA
(SLUS-20228)

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--Enable custom progressive scan mode and enhanced mode to fix double-layer screen display errors
eeObj.WriteMem32(0x1A68e4,0x24050000)
eeObj.WriteMem32(0x1A68e8,0x24060050)
eeObj.WriteMem32(0x1A68ec,0x24070001)
eeObj.WriteMem32(0x2a7968,0x34030002)
eeObj.WriteMem32(0x1961f8,0x28670000)
eeObj.WriteMem32(0x27fe74,0x00000000)
eeObj.WriteMem32(0x27fac4,0x00000000)

local code_check1 = eeObj.ReadMem16(0x1221C4E)
if code_check1 == 0x001F then
eeObj.WriteMem8(0x1221c4e,0x1b)
eeObj.WriteMem8(0x1221c76,0x1b)
end
end

emuObj.AddVsyncHook(patcher)

Silent Hill 2: Director's Cut


CLI
SLES_511.56

#Performance boost.
--ee-cycle-scalar=1.8
## Force PAL game to 30 fps with Progressive scan (but '--force-pal-60hz=1' does the audio and video unsync )
#--force-pal-60hz=1
--gs-progressive=1

## I need to test more, but it looks good.

SNK vs Capcom: SVC Chaos

CLI


All Versions

--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"

#Fixes missing hud/UI elements.

Soul Calibur 3

ALL
CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl-up="up2x2skipinterp"

--vif1-instant-xfer=0

--ee-cycle-scalar=1.82
--ee-regalloc-preserve-scalar=LoadStore
--iop-cycle-scalar=2.10

--vu0-mpg-cycles=1
--vu1-mpg-cycles=1

#emu used=jakx v2


LUA

-- Soul Calibur III (SLUS-21216)
-- ported to PS4 lua
-- emu used=jakx v2

apiRequest(2.3)

local gpr    		= require("ee-gpr-alias")
local emuObj 		= getEmuObject()
local eeObj			= getEEObject()
local gsObj			= getGsObject()
   
emuObj.PadSetLightBar(0, 10,176,4)
emuObj.SetDisplayAspectWide() 

local WS = function()
-- 16:9
eeObj.WriteMem32(0x0012a118,0x3c013f40)
eeObj.WriteMem32(0x0012a11c,0x34210000)

eeObj.Vu1MpgCycles(1)
eeObj.SetVifDataCycleScalar(1, 0.80)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

Spider-Man 3

ALL
CLI

--vu0-di-bits=0
--vu1-di-bits=0

--ee-cycle-scalar=1.7 
--iop-cycle-scalar=0.8

--vu1-mpg-cycles=600

--host-audio-latency=2.21

#Fix for slowdown and micro-freezes

SpongeBob SquarePants: Battle for Bikini Bottom

CLI
All versions

#Fix for Graphical issues
--vu1-no-clamping=0
#Rest might be unnecessary
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1

Spyro: Enter The Dragonfly


All versions
CLI

#Speedhacks
--vu1-di-bits=0
--vu1-mpg-cycles=850
#Fix for flickering Spyro shadow
--gs-use-clut-merge=1
#Jakv2 Emu Used

Spy hunter

CLI
All versions

#Fixes loading hang.
--vif1-instant-xfer=0

SSX


CLI
All versions

--iop-cycle-scalar=1.8
--host-audio-latency=1.1

#Use JakX v2 emu

Star Wars - Episode 3 - Die Rache der Sith

CLI file

#for none PS4 Pro users
--ee-cycle-scalar=1.75
--iop-cycle-scalar=1.75
--vu1-mpg-cycles=1480
--vu0-mpg-cycles=1480
--vu0-di-bits=0
--vu1-di-bits=0

#emu used=Star Wars Racer's Revenge v1

LUA file

-- Star Wars - Episode III - Die Rache der Sith (PAL) SLES-53157
-- Widescreen Hack by ElHecht
-- ported to PS4
-- emu used=Star Wars Racer's Revenge v1

apiRequest(0.4)

local gpr       = require("ee-gpr-alias")
local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local widescreen = function()

-- 16:9
eeObj.WriteMem32(0x004dbd44,0x3c023f40)
eeObj.WriteMem32(0x0051bca0,0x3c013f40)
eeObj.WriteMem32(0x0051bcac,0x4481f000)
eeObj.WriteMem32(0x0051bcf0,0x461e4a42)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(widescreen)

Street Fighter Alpha Anthology

ALL
CLI

#Graphical glitches fix
--gs-motion-factor=50
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
#Speehacks
--vu0-di-bits=0
--vu1-di-bits=0
--vu0-const-prop=1
--vu1-const-prop=1
--ee-cycle-scalar=1.5
--gs-adaptive-frameskip=1
--vu1-injection=1
#Misc
--host-audio-latency=0.01

#PS4 Pro required for full speed

Steambot Chronicles

CLI


All Versions

--vu1-no-clamping=0
--gs-kernel-cl-up="up2x2skipinterp"
#Fix for graphical glitches.

Sword of etheria

CLI
All versions

#Fix for game's graphics being missing And game crashing
--vu-custom-min-max=0
#Jakv2 emu used

Syberia

CLI
All versions

#Fix for graphical glitches
--vu1=jit-sync
#Speedhacks
--vu1-di-bits=0
--vu1-mpg-cycles=400
--ee-cycle-scalar=1.2

Tales of Destiny: Directors Cut


SLPS-25842

CLI

#Glitch Fix
--fpu-accurate-range=0x1C7B50,0x1C7C00
#unnecessary command
--fpu-accurate-mul-fast=1
#Performance Fix
--ee-cycle-scalar=1.74
#Graphical Glitches fixes
--gs-use-clut-merge=1 
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
#Fix for menu UI interlacing shake
--force-frame-blend=1

LUA file

-- Emu used=Jak v2
-- SLPS-25842 FPUMULHACK (fix for getting stuck in the room before Irene in Helraios)
local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local goathack = function()
local db_check = eeObj.ReadMem8(0x3EECC4)
if db_check == 0xDB then
eeObj.WriteMem8(0x3EECC4,0xDA)
end
end

emuObj.AddVsyncHook(goathack)

Tales of The Abyss

CLI

--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--fpu-accurate-range=0x27FFFC,0x27FFFF
--fpu-accurate-range=0x2921F4,0x2921F8

--vu0-no-clamping=0
--vu1-no-clamping=0
--cop2-no-clamping=0

--host-display-mode=16:9

LUA file

-- Tales Of The Abyss (NTSC-U) (SLUS-21386)
-- emu used=psychonauts v2

local gpr = require("ee-gpr-alias")

apiRequest(0.1)
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

Tekken 5

CLI
All versions

#Upscaling glitches fix
--gs-kernel-cl-up="up2x2simple"
#Game needs progressive scan
--gs-progressive=1
#Speedhacks
--vu1-di-bits=0

#Side note: game is best played using War of the monsters v1 emu as it removes a graphical glitch from some levels.
#side note2: "--gs-kernel-cl-up="up2x2simple" doing this will make graphics look worse than actual ps2


LUA
NTSC only

-- Tekken 5 NTSC
-- Widescreen and No interlace
-- emu used=rogue v1 or wotm v1 or 2

apiRequest(0.1)

local gpr    		= require("ee-gpr-alias")

local emuObj 		= getEmuObject()
local eeObj			= getEEObject()

local patcher = function()

eeObj.WriteMem32(0x0032b448,0x3c013f40) -- both fov+
--applies both fov+ only for widescreen mode
eeObj.WriteMem32(0x0032b478,0x3c010015)
eeObj.WriteMem32(0x0032b47c,0xc62dd11c)
eeObj.WriteMem32(0x0032b49c,0x46016b42)
eeObj.WriteMem32(0x0032b4a0,0x46010843)
eeObj.WriteMem32(0x0032b4b8,0x460d1083)
eeObj.WriteMem32(0x0032b4bC,0x460d0843)
--effects fix
eeObj.WriteMem32(0x00257434,0x46161083)
eeObj.WriteMem32(0x00257488,0x46160843)
eeObj.WriteMem32(0x002574e0,0x46160843)
eeObj.WriteMem32(0x00257538,0x46160843)

local code_check1 = eeObj.ReadMem16(0x15D11C)
if code_check1 == 0x8e38 then
eeObj.WriteMem32(0x20257764,0x10000008)
end
local code_check2 = eeObj.ReadMem16(0x15D11C)
if code_check2 == 0xaaaa then
eeObj.WriteMem32(0x20257764,0x45020008)
end
--render fix
eeObj.WriteMem32(0x00222484,0x3c013f2b)
eeObj.WriteMem32(0x00222494,0x44810000)
eeObj.WriteMem32(0x00222498,0x46006302)
--Devil Within Mode by Arapapa
local code_check3 = eeObj.ReadMem16(0x100000)
if code_check3 == 0xfff0 then
eeObj.WriteMem32(0x2041E82C,0x3f400000) --Zoom
eeObj.WriteMem32(0x202ACED8,0x3FDDA51A) --Y-Fov
end
--no interlace for starblade
local code_check4 = eeObj.ReadMem16(0x2F5BD0)
if code_check4 == 0x0104 then
eeObj.WriteMem32(0x202F5BD0,0x34070003)
local code_check5 = eeObj.ReadMem16(0x187FB0)
if code_check5 == 0x0008 then
eeObj.WriteMem32(0x20187FB0,0x34030001)
eeObj.WriteMem32(0x20187FC4,0x34021078)
end
end
--[[
--Workaround
eeObj.WriteMem32(0x2010207C,0x3c050000)
eeObj.WriteMem32(0x20102084,0x3c060050)
eeObj.WriteMem32(0x2010208C,0x3c070001)
eeObj.WriteMem32(0x20102EAC,0x3C0701E0)
--]]
--Intro Mini Game
local code_check6 = eeObj.ReadMem16(0xFFECF4)
if code_check6 == 0x0001 then
eeObj.WriteMem32(0x2010230C,0x34029078)
end
--Framebuffer - Progressive - No interleacing - No black lines HW mode
local code_check7 = eeObj.ReadMem16(0xFFEF20)
if code_check7 == 0x8870 then
eeObj.WriteMem32(0x2010230C,0x34029400)
eeObj.WriteMem32(0x203EF450,0x00000001) -- Official Progressive mode
end
-- Devil W. Game
local code_check8 = eeObj.ReadMem16(0xFFEF20)
if code_check8 == 0x2c70 then
eeObj.WriteMem32(0x2026033C,0x34029400)
end
-- Tek 1 sdtv mode 240p
local code_check9 = eeObj.ReadMem16(0xFFEF20)
if code_check9 == 0x3df0 then
eeObj.WriteMem32(0x2014F454,0x3c050000)
eeObj.WriteMem32(0x2014F45C,0x3C060050)
eeObj.WriteMem32(0x2014F464,0x3c070001)
end
-- Tek 2 sdtv mode 240p
local code_check10 = eeObj.ReadMem16(0xFFEF20)
if code_check10 == 0x6570 then
eeObj.WriteMem32(0x2015E494,0x3c050000)
eeObj.WriteMem32(0x2015E49C,0x3C060050)
eeObj.WriteMem32(0x2015E4A4,0x3c070001)
end
-- Tek 3 sdtv mode 480p extended
local code_check11 = eeObj.ReadMem16(0xFFEF20)
if code_check11 == 0xF370 then
eeObj.WriteMem32(0x201E4F54,0x3c050000)
eeObj.WriteMem32(0x201E4F5C,0x3C060050)
eeObj.WriteMem32(0x201E4F64,0x3c070001)
end

end

emuObj.AddVsyncHook(patcher)
--Fix lines appearing in some areas
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2  } ) -- also makes graphics look like crap

The Godfather

CLI
All versions
SW racer revenge v1 emu used

#Fix for upscaling graphical glitches
--gs-kernel-cl-up="up2x2simple"
#Fix for intro stutter
--iop-cycle-scalar=0.80
--cdvd-sector-read-cycles=5000

The Legend of Spyro A New Beginning

PAL only!
LUA

apiRequest(0.4)

-- The Legend of Spyro: A New Beginning

local eeObj	= getEEObject()
local emuObj	= getEmuObject()

eeInsnReplace(0x1849b8, 0x44840800, 0x00000000)	-- Fixes HUD and menu display.

-- Graphic improvement: removes corrupted lines on screen with uprender enabled, for PAL version

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1 ?
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } ) --texMode=2 is BILINEAR

The Legend of Spyro: The Eternal Night

PAL only!
LUA

apiRequest(0.4)

-- The Legend of Spyro: The Eternal Night

local eeObj	= getEEObject()
local emuObj	= getEmuObject()

eeInsnReplace(0x173c38, 0x44840800, 0x00000000)	-- Fixes HUD and menu display.


-- Graphic improvement: removes corrupted lines on screen with uprender enabled, for PAL version

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1 ?
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } ) --texMode=2 is BILINEAR

The Operative: No One Lives Forever

CLI


#Fix for "The Operative - No One Lives Forever"

For US version

--fpu-accurate-addsub-range=0x104204,0x1042B8

For EU version:

--fpu-accurate-addsub-range=0x103F28,0x104074

Use Jak v2 emulator

The Shield

CLI

--fpu-accurate-addsub-range=0x100008,0x700000

#Fix for game over error on level '''2354 Casitas Dr'''.
#JAK V2 emulator used.

Timesplitters™

CLI


All Versions


—vu1=jit-sync 

Tomb Raider: Anniversary

LUA


SLUS_215.55

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Texture Flickering fix

eeInsnReplace(0x1297C0, 0x10600022, 0x10000022)


SLES_539.08

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Texture Flickering fix

eeInsnReplace(0x1273E8, 0x10600022, 0x10000022)

Tomb Raider - Legend

CLI
All Regions

--gs-progressive=1
--gs-kernel-cl-up="up2x2skipinterp"
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"

SLUS_212.03
LUA

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Texture Flickering fix

eeInsnReplace(0x127390, 0x10600022, 0x10000022)

SLES_546.74
LUA

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Texture Flickering fix
eeInsnReplace(0x129800, 0x10600022, 0x10000022)

Additional LUA fix
All Regions

-- Fix for thin vertical lines that separate screen picture, misallignment/tearing of screen during upscaling (was used in official PSN Red Dead Revolver)
apiRequest(1.0)
local emuObj = getEmuObject()
-- psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

Tony Hawk Pro Skater 3

CLI


All Versions

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu0-clamp-results=1
--vu1-clamp-results=1
--fpu-no-clamping=0
--cop2-no-clamping=0
--fpu-clamp-results=1
--cop2-clamp-results=1

#SPS Fix

Tony Hawk's Underground 2

CLI
SLUS20965
Redfaction emu used

#sps fix
--vu1-mpg-cycles=1

LUA
SLUS20965

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--loop skip to prevent freezing
eeObj.WriteMem32(0x001958A0, 0x10000086)
--rounding to remove sps
eeObj.WriteMem32(0x003F0FE8, 0xD3400000)
--Giving it the value it wants in order to branch
eeObj.WriteMem32(0x001AF5FC, 0x24060000)
end
emuObj.AddVsyncHook(patcher)
--mtvu patch
eeInsnReplace(0x00194918, 0x0, 0x0803fff0)
eeInsnReplace(0x000fffc4, 0x0, 0x24186000)
eeInsnReplace(0x000fffc8, 0x0, 0x3c191200)
eeInsnReplace(0x000fffcc, 0x0, 0x37391010)
eeInsnReplace(0x000fffd0, 0x0, 0x2718ffff)
eeInsnReplace(0x000fffd4, 0x0, 0x1418fffe)
eeInsnReplace(0x000fffdc, 0x0, 0x08065248)
eeInsnReplace(0x000fffe0, 0x0, 0xaf200000)

True Crime: Streets of LA


cli.conf
All Versions

--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix for missing enemies in the gyms


cli.conf
SLES_517.54 only!

--vu1-mpg-cycles=2350
--vu1-opt-flags=2
--vu1-opt-vf00=2
--gs-optimize-30fps=1
--ee-kernel-hle=1
--ee-block-validation=PageProt
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Performance fix and fix for missing enemies in the gyms


SLUS_205.50
SLES_517.53
LUA
They use the same offsets.

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
eeObj.WriteMem32(0x480640, 0x10000000) --Fix for title screen freeze

end

emuObj.AddVsyncHook(patcher)


SLES_517.54 LUA

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
eeObj.WriteMem32(0x480DB0, 0x10000000) --Fix for title screen freeze

end

emuObj.AddVsyncHook(patcher)

Twisted Metal: Head-On

CLI
All versions

#Speedhacks
--vu1-mpg-cycles=400
--ee-cycle-scalar=1.2
--vu1-di-bits=0

Urban Reign

CLI


All Versions

--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--force-frame-blend=1
--vif-ignore-invalid-cmd=0
--vif1-ignore-cmd-ints=1
--vif1-instant-xfer=0
--vu1=jit-sync
--mtap1=Always

LUA
NTSC

-- Urban Reign NTSC (SLUS-21209) 
-- Multitap fix by Kozarovv
-- ported to PS4 by Stayhye
-- emu used=kof98um

apiRequest(0.1)

local gpr    		= require("ee-gpr-alias")

local emuObj 		= getEmuObject()
local eeObj			= getEEObject()
local gsObj			= getGsObject()


emuObj.PadSetLightBar(0, 45,65,55)
emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()


local WS = function()
-- Init first mtap
eeObj.WriteMem32(0x12BA88,0x24040000)
-- Read data from 1B port when 2A is requested
eeObj.WriteMem32(0x0ffc00,0x10040005)
eeObj.WriteMem32(0x0ffc04,0x00000000)
eeObj.WriteMem32(0x0ffc08,0x14050003)
eeObj.WriteMem32(0x0ffc10,0x24040000)
eeObj.WriteMem32(0x0ffc14,0x24050001)
eeObj.WriteMem32(0x0ffc18,0x080c5cbd)
eeObj.WriteMem32(0x0ffc1c,0x24030070)
eeObj.WriteMem32(0x3172ec,0x0803ff00)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )

Valkyrie Profile 2: Silmeria

CLI


All versions

#emu used Star Ocean 3 for black screen upon leaving town and corrupted world map
--gs-progressive=1
--vu-hack-triace=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"

LUA file
SLUS_21452

--Proper Widescreen and No ghosting
--Valkyrie Profile 2 - Silmeria (USA) SLUS_214.52
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

local code_check = eeObj.ReadMem16(0x37984C)
if code_check == 0x0800 then
eeObj.WriteMem32(0x37984C,0x0803FC00)
end

eeObj.WriteMem32(0x000FF000, 0x3C043F40)
eeObj.WriteMem32(0x000FF004, 0x44840800)
eeObj.WriteMem32(0x000FF008, 0x46000802)
eeObj.WriteMem32(0x000FF00C, 0x080DE615)
eeObj.WriteMem32(0x000FF010, 0xC66100C8)
--No ghosting in battle
eeObj.WriteMem32(0x0035FA38, 0x46001030)
end
emuObj.AddVsyncHook(patcher)

Vampire: Darkstalkers Collection

ALL
CLI

--gs-motion-factor=50
--host-audio-latency=0.01
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
#Fix for performance issues. PS4 Pro required for full speed.

Van Helsing

ALL
CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-adaptive-frameskip=1
--cdvd-sector-read-cycles=2000
--gs-progressive=1

#--vu0-di-bits=0
#--vu1-di-bits=0

--vu1-mpg-cycles=358

--ee-cycle-scalar=2.8 
--iop-cycle-scalar=0.9

--vif1-instant-xfer=0


LUA

-- Van Helsing (SLUS-20738)
-- Wide screen patch 16:9 by paul_met
-- ported to PS4 Lua by Stayhye
-- emu used=jakx v2

apiRequest(2.2)

local gpr    		= require("ee-gpr-alias")

local emuObj 		= getEmuObject()
local eeObj			= getEEObject()
local gsObj			= getGsObject()
local eeOverlay 	= eeObj.getOverlayObject()
local iopObj        = getIOPObject()
    

emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1) 

local WS = function()
--16:9
eeObj.WriteMem32(0x002E7FA0,0x3FE38E38) 
--Access All Cheats by GameMasterZer0
eeObj.WriteMem32(0x2019FFB0,0x24100001)



emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

Wallace & Gromit in Project Zoo

CLI
All Versions

--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-progressive=1
--gs-force-bilinear=1
--cdvd-sector-read-cycles=2000
--force-frame-blend=1
--vif1-instant-xfer=0
--vu0-di-bits=0
--vu1-di-bits=0
--vu1-mpg-cycles=800
--ee-cycle-scalar=1.5

Whiplash

All versions
CLI

--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Fix for texture glitches

WinBack: Covert Operations

All versions
CLI

--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1

#Fix for texture glitches

World Series of Poker - Tournament of Champions


LUA
SLUS-21491
Emu: War of the monsters

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
eeObj.WriteMem32(0x0036A180, 0x0)
end
emuObj.AddVsyncHook(patcher)

X-Files - Resist or Serve


CLI

--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-adaptive-frameskip=1

--vu0-no-clamping=0
--vu1-no-clamping=0

--cdvd-sector-read-cycles=3000

#emu used=jak tpl v1

X-Men Legends

CLI
All versions

--gs-uprender=2x2
--gs-upscale=motionvector
--gs-optimize-30fps=1
--cdvd-sector-read-cycles=2000
--vu-custom-min-max=0
--vu1-di-bits=0
--vu0-di-bits=0
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-injection=1
--vu1=jit-sync
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=newprog
--vu0-jalr-cache-policy=newprog


--ee-cycle-scalar=1.5

LUA
NTSC only

-- X-Men™ Legends®
-- ported to PS4 Lua by Stayhye
-- emu used=jakx v2

apiRequest(2.2)

local gpr       = require("ee-gpr-alias")
local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local gsObj       = getGsObject()
local eeOverlay    = eeObj.getOverlayObject()
local iopObj  = getIOPObject()
 

emuObj.PadSetLightBar(0, 10,50,145)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(0)

local WS = function()
--eeObj.WriteMem32(0x005cc888,0x3c023f34)
eeObj.WriteMem32(0x20720920,0x3FE147AE)  --In-game width widescreen 16:9
eeObj.WriteMem32(0x2072094c,0x3F000000)  --Fonts Width
eeObj.WriteMem32(0x20720950,0x3F000000)  --Fonts Height
eeObj.WriteMem32(0x20720958,0x3F8CCCCD)  --HUD & Menu Height
--eeObj.WriteMem32(0x20720954,0x3FA00000)  --HUD & Menu Width
eeObj.WriteMem32(0x20D85448,0x3F666666)  --HUD Height
eeObj.WriteMem32(0x20D85430,0x3F59999A)  --HUD Width

eeObj.Vu1MpgCycles(3450)
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )

Yu-Gi-Oh! Capsule Monsters Colosseum

All
CLI

#Fix for freeze. RECVX emu is required.
--vu1=jit-sync

Zatch Bell! Mamodo Battles™

NTSC/U
CLI

#Graphical glitches fix
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Clamping, also for graphics
--vu0-no-clamping=0
--vu1-no-clamping=0
#likely unnecessary commands
--vu0-clamp-results=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1
--fpu-no-clamping=0
--fpu-clamp-results=1

#Jak Emu used*

Zombie Hunters 2

CLI
All versions

#Speedhacks
--vu1-di-bits=0
--ee-cycle-scalar=1.2
--vu1-mpg-cycles=150
#Graphics clean up
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--vu1-no-clamping=0

Zombie Zone

CLI
All versions

#Speedhacks
--vu1-di-bits=0
--ee-cycle-scalar=1.2
--vu1-mpg-cycles=150
#Graphics clean up
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"

Coraline

CLI
All versions

--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-use-mipmap=1
--gs-kernel-cl-up="mipmap2x2"
--gs-scanout-offsetx=27
--gs-scanout-offsety=27
--safe-area-min=0.9
--cdvd-sector-read-cycles=2000

LUA
PAL

-- Coraline
-- emu used=KOF 98

apiRequest(1.0)   

local gpr = require("ee-gpr-alias")

local eeObj  = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Widescreen hack 
--Gameplay 16:9
--eeObj.WriteMem32(0x0026432C,0x3C014440) --3C014480 (Increases hor. axis)

--Render fix
eeObj.WriteMem32(0x001A6548,0x3C013C2E) --3C013C0E

--Get rid of black bar
eeObj.WriteMem32(0x00225ea8,0x3c014000) --3c014299
eeObj.WriteMem32(0x00225eac,0x00000000) --3421999a

eeObj.WriteMem32(0x002644ec,0x3c014440) -- hor fov

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 (R1 ~= 0 and LEFT ~= 0) then --L3 Normal Screen
   eeObj.WriteMem32(0x0026432C,0x3C014480) -- original value
end

if (R1 ~= 0 and RIGHT ~= 0) then --R3 Widescreen Screen
   eeObj.WriteMem32(0x0026432C,0x3C014440) --3C014480 (Increases hor. axis)
end

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(patcher)

Total Overdose

CLI
All versions

--host-display-mode=16:9
--host-vsync=1
--gs-optimize=60fps
--cdvd-sector-read-cycles=2000
--ps2-lang=system

--gs-progressive=1
--gs-motion-factor=50

--vu0-no-clamping=0
--vu1-no-clamping=0

--gs-ignore-rect-correction=1

#ADK Damashii Emu used

LUA
PAL - SLES53492

-- Total Overdose (E)(SLES-53492)
-- emu used=ADK

apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--Widescreen hack 16:9

--00 00 80 3F 83 F9 22 3F DB 0F C9 3F 00 00 00 BF
eeObj.WriteMem32(0x20692A2C,0x3F47AE14) -- Zoom

--00 00 80 3F 00 00 00 00 00 00 00 00 2F 00 00 00
eeObj.WriteMem32(0x206C64C4,0x3F400000) -- Vert fov
end

emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )

emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

Dark Summit

CLI
All versions

--host-display-mode=16:9
--force-pal-60hz=1

# Fahrenheit Emu used

LUA
PAL - SLES50575

-- Dark Summit (PAL)
-- emu used=Fahrenheit
apiRequest(1.2)    -- request version 0.1 API. Calling apiRequest() is mandatory.

local emuObj = getEmuObject()
local eeObj  = getEEObject()

local WS = function()

--Widescreen hack 16:9

--X-Fov
--02000446 280100ae 42080546
eeObj.WriteMem32(0x003d37d0,0x08030000)

eeObj.WriteMem32(0x000c0000,0x46040002)
eeObj.WriteMem32(0x000c0004,0x3c013f40)
eeObj.WriteMem32(0x000c0008,0x00000000)
eeObj.WriteMem32(0x000c000c,0x4481f000)
eeObj.WriteMem32(0x000c0010,0x461e0002)
eeObj.WriteMem32(0x000c0014,0x080f4df5)

--Render fix
--003f013c 00a88144 0000b07f
eeObj.WriteMem32(0x0036444c,0x3c013f2b) --3c013f00

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(WS)

Nightshade

CLI

ALL versions

--host-display-mode=16:9
--gs-vert-precision=8
--force-frame-blend=1

LUA
NTSC - SLUS20810

-- Nightshade (SLUS-20810)
-- Total Repair by nifengyuexia
-- emu used=jak v2

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d1048,0x1000000f)

--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x322060,0x03e00008)
eeObj.WriteMem32(0x322064,0x00000000)

--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x30f3f4,0x00000000)

end
emuObj.AddVsyncHook(patcher)

LUA
PAL - SLES52238

-- Nightshade(SLES-52238)
-- Total Repair by nifengyuexia
-- emu used=jak v2

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d1f38,0x1000000f)

--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x326370,0x03e00008)
eeObj.WriteMem32(0x326374,0x00000000)

--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x3135f4,0x00000000)

end
emuObj.AddVsyncHook(patcher)

Kunoichi


NTSC-J
SLAJ-25031
LUA

-- Kunoichi(SLAJ-25031)
-- Total Repair by nifengyuexia
-- emu used=jak v2

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d10f8,0x1000000f)

--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x324450,0x03e00008)
eeObj.WriteMem32(0x324454,0x00000000)

--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x3117f4,0x00000000)

end
emuObj.AddVsyncHook(patcher)


LUA
NTSC-J
SLPM-65447

-- Kunoichi(SLPM-65447)
-- Total Repair by nifengyuexia
-- emu used=jak v2

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d1058,0x1000000f)

--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x321c70,0x03e00008)
eeObj.WriteMem32(0x321c74,0x00000000)

--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x30f004,0x00000000)
end
emuObj.AddVsyncHook(patcher)

Jak and Daxter: The Lost Frontier

CLI

ALL versions

--vu1-di-bits=0
--vu0-di-bits=1
--gs-optimize=60fps

# Emu used = Red Dead Revolver

Sled Storm

ALL versions

--cdvd-sector-read-cycles=2000
--vu0-no-clamping=0
--vu1-no-clamping=0
--host-gamepads=2

# Emu used = Rogue v1

Global Configurations

Configurations made for more than one game for a specific purpose

SkipMpegHack (FMV skip)

LUA file
All games using standard sceMpeg decoder will have their fmvs disabled by this patch.

apiRequest(1.0)
eeObj  = getEEObject()
emuObj = getEmuObject()

local addr   = 0x100008
local skipMpeg = function()
    while(addr < 0x1000000)
    do
        if eeObj.ReadMem32(addr) == 0x8c830040 then
            if eeObj.ReadMem32(addr + 4) == 0x03e00008 then
                if eeObj.ReadMem32(addr + 8) == 0x8c620000 then
                    eeObj.WriteMem32(addr + 8, 0x24020001)
                    break
                else
                    addr = addr + 4
                end
            else
                addr = addr + 4
            end
        else
            addr = addr + 4
        end
    end
end

emuObj.AddEntryPointHook(skipMpeg)
--We should remove that hook, but we never really hit entry point again.
--emuObj.RemoveEntryPointHook(skipMpeg)

Incomplete configurations

This is a list of unsuccessful, or incomplete configurations, along with information that might help others in the future.
A place for research and sharing useful info.


Dragon ball z budokai tenkaichi

LUA
NTSC

Things go wrong somewhere around 0x001137A8

apiRequest(0.1)

--untested
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
eeObj.WriteMem32(0x0011A54C, 0x24020000)
eeObj.WriteMem32(0x0018D944, 0x24020000)
eeObj.WriteMem32(0x0018D4CC, 0x24020000)
end
emuObj.AddVsyncHook(patcher)

Dynasty Warriors 5 - Empires


PAL

001428CC

-00142910

Batman begins

NTSC

00409BF8 0000001E

Genji dawn of the samurai


NTSC

002F876C

Bee movie

NTSC
CLI
NTSC
Redfaction

--ee-context-switch-cycles=16000
--assert-path1-ad=1
--gs-kernel-cl-up="up2x2simple"

Hitman - Blood Money

NTSC
LUA

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()
--Exhibits a strange DMA issue
local patcher = function()
eeObj.WriteMem32(0x0028B554, 0x240F0000)
eeObj.WriteMem32(0x0028B4B0, 0x240F0000)
end
emuObj.AddVsyncHook(patcher)

The Simpsons

--vu1-no-clamping=0


Tenchu - Fatal Shadows


NTSC
Destroy all humans v1

#Removes most elements of graphical corruption
--vif1-instant-xfer=0
apiRequest(0.1)
-- Not the best solution, but it works.
eeInsnReplace(0x001023E0, 0xAE020000, 0x0)
-- The graphical issues start somewhere in this function 0x00134B10

Ratchet 4 - Deadlocked


CLI
Emu = War of the Monsters

#Fix graphics
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix VU0 sync (raise or lower it as convenient)
--ee-hook=0x000FF904,AdvanceClock,,395


LUA
SCUS-97465
Author:Scalerize

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--jmp
eeObj.WriteMem32(0x0012710C, 0x0803FE80)

--Check if patcher's needed
eeObj.WriteMem32(0x000FFA00, 0x3C1B7120)
eeObj.WriteMem32(0x000FFA04, 0x377BCDA8)
eeObj.WriteMem32(0x000FFA08, 0x3C02000F)
eeObj.WriteMem32(0x000FFA10, 0xAC44FFF4)
eeObj.WriteMem32(0x000FFA0C, 0x3442FA00)
eeObj.WriteMem32(0x000FFA14, 0xAC45FFF0)
eeObj.WriteMem32(0x000FFA18, 0x8C44FFFC)
eeObj.WriteMem32(0x000FFA1C, 0x8C840000)
eeObj.WriteMem32(0x000FFA20, 0x149B0003)
eeObj.WriteMem32(0x000FFA28, 0x08049C44)
eeObj.WriteMem32(0x000FFA2C, 0x241B0000)
eeObj.WriteMem32(0x000FFA34, 0xAC43FFF8)
eeObj.WriteMem32(0x000FFA38, 0x3C040010)
eeObj.WriteMem32(0x000FFA3C, 0x24840004)
eeObj.WriteMem32(0x000FFA40, 0x8C830000)
eeObj.WriteMem32(0x000FFA44, 0x107B0003)
eeObj.WriteMem32(0x000FFA4C, 0x1000FFFB)
--Patcher
eeObj.WriteMem32(0x000FFA54, 0xAC44FFFC)
eeObj.WriteMem32(0x000FFA64, 0x3C030C03)
eeObj.WriteMem32(0x000FFA68, 0x3463FE48)
eeObj.WriteMem32(0x000FFA6C, 0xAC8300BC) --First 6 vi01
eeObj.WriteMem32(0x000FFA78, 0xAC8301FC)
eeObj.WriteMem32(0x000FFA84, 0xAC830354)
eeObj.WriteMem32(0x000FFA90, 0xAC830494)
eeObj.WriteMem32(0x000FFA9C, 0xAC8305EC)
eeObj.WriteMem32(0x000FFAA8, 0xAC83072C)
eeObj.WriteMem32(0x000FFAAC, 0x3C030C03)
eeObj.WriteMem32(0x000FFAB0, 0x3463FE4B)
eeObj.WriteMem32(0x000FFAB4, 0xAC83015C) --First 4 vi02
eeObj.WriteMem32(0x000FFAC0, 0xAC8302AC)
eeObj.WriteMem32(0x000FFACC, 0xAC8303F4)
eeObj.WriteMem32(0x000FFAD8, 0xAC830544)
--Physics (COP2 timing issues that I'm fixing through patches instead) (Camera, glove weapon, and gravity, but not ledge-hanging)
eeObj.WriteMem32(0x000FFADC, 0x3C032401)
eeObj.WriteMem32(0x000FFAE0, 0x346300E0)
eeObj.WriteMem32(0x000FFAE4, 0xAC831214) --(gravity) 48418800
--Ret
eeObj.WriteMem32(0x000FFC0C, 0x8C44FFF4)
eeObj.WriteMem32(0x000FFC10, 0x8C45FFF0)
eeObj.WriteMem32(0x000FFC14, 0x8C43FFF8)
eeObj.WriteMem32(0x000FFC18, 0x08049C44)
--VI01 AND VI02 to burn cycles in (000FF904) using advanceclock
eeObj.WriteMem32(0x000FF914, 0x03E00008)
eeObj.WriteMem32(0x000FF918, 0x241F0000)
eeObj.WriteMem32(0x000FF920, 0x48C00800)
eeObj.WriteMem32(0x000FF924, 0x1000FFF7)
eeObj.WriteMem32(0x000FF92C, 0x48C01000)
eeObj.WriteMem32(0x000FF930, 0x1000FFF4)
end
emuObj.AddVsyncHook(patcher)


Ratchet and Clank 3: Up Your Arsenal


SCUS97353
Author: Kozarovv
LUA

-- 23.07.2023 Added debug stuff that should print in klog.
-- This should help us figure out why patch fail. 

apiRequest(1.0)
 
local em  = getEmuObject()
local ee  = getEEObject()
 
local patcher = function()
    
    print("CONFIG: Entering patcher!")
    local base = -1
    local addr = -1
    --local spmp = -1
    
    -- Check for SP/MP, not working yet. Only SP supported.
    --spmp = ee.ReadMem32(0x13B3D8)
    --if spmp == 0x0000202d then
    --    addr = 0x13B3D8
    --else
    --    addr = 0x13B3D8
    --end
 
    -- Search for base.
    addr = 0x13B3D8
    while addr < 0x1000000
    do
        if ee.ReadMem32(addr) == 0x8c810014 then
            if ee.ReadMem32(addr + 4) == 0x3c067000 then
                if ee.ReadMem32(addr + 8) == 0x7cdf1ff0 then
                    base = addr
                    break
                else
                    addr = addr + 4
                end
            else
                addr = addr + 4
            end
        else
            addr = addr + 4
        end
    end
    
    -- Shouldn't be the case.
    if base == -1 then
        print("CONFIG: Base not found!")
        return
    end
    print(string.format("CONFIG: Base = %08x", base))
    -- Patch ctc2 instances.
    ee.WriteMem32(base + 0x490, 0x0C03FF0C) -- ctc2         $zero, vi2
    ee.WriteMem32(base + 0x5e0, 0x0C03FF0C) -- ctc2         $zero, vi2
    ee.WriteMem32(base + 0x728, 0x0C03FF0C) -- ctc2         $zero, vi2
    ee.WriteMem32(base + 0x878, 0x0C03FF0C) -- ctc2         $zero, vi2
    ee.WriteMem32(base + 0x9c0, 0x0C03FF0C) -- ctc2         $zero, vi2
    ee.WriteMem32(base + 0xb18, 0x0C03FF0C) -- ctc2         $zero, vi2
 
    ee.WriteMem32(base + 0x3f0, 0x0C03FF00) -- ctc2         $zero, vi1
    ee.WriteMem32(base + 0x530, 0x0C03FF00) -- ctc2         $zero, vi1
    ee.WriteMem32(base + 0x688, 0x0C03FF00) -- ctc2         $zero, vi1
    ee.WriteMem32(base + 0x7c8, 0x0C03FF00) -- ctc2         $zero, vi1
    ee.WriteMem32(base + 0x920, 0x0C03FF00) -- ctc2         $zero, vi1
    ee.WriteMem32(base + 0xa60, 0x0C03FF00) -- ctc2         $zero, vi1
 
    -- preserve ra
    ee.WriteMem32(base + 0x22c, 0xACDF1FF4)
    -- restore ra 
    ee.WriteMem32(base + 0xcac, 0x8CDF1FF4)
    -- lq --> lw
    ee.WriteMem32(base + 0xd6c, 0x8c3f1ff0)
    -- delay vcall by few cycles
    ee.WriteMem32(base + 0x33c, 0x241C0020) -- modify to burn ee cycles after vcallms
    ee.WriteMem32(base + 0x340, 0x141CFFFF)
    ee.WriteMem32(base + 0x344, 0x279CFFFF)
    print("CONFIG: Dynamic patches applied!")
end
 
local delayer = function()
    
    local check = ee.ReadMem32(0x000ffc00)
    if check ~= 0xfcd91ff8 then
        print("CONFIG: Applying static patches!")
    end
    
    -- loop vi1
    ee.WriteMem32(0x000ffc00, 0xfcd91ff8)
    ee.WriteMem32(0x000ffc04, 0x24190080) -- modify to burn ee cycles before ctc2
    ee.WriteMem32(0x000ffc08, 0x1419ffff)
    ee.WriteMem32(0x000ffc0c, 0x2739ffff)
    ee.WriteMem32(0x000ffc10, 0x48c00800)
    ee.WriteMem32(0x000ffc14, 0x24190020) -- modify to burn ee cycles after ctc2
    ee.WriteMem32(0x000ffc18, 0x1419ffff)
    ee.WriteMem32(0x000ffc1c, 0x2739ffff)
    ee.WriteMem32(0x000ffc20, 0x03e00008)
    ee.WriteMem32(0x000ffc24, 0xdcd91ff8)
    
    -- loop vi2
    ee.WriteMem32(0x000ffc30, 0xfcd91ff8)
    ee.WriteMem32(0x000ffc34, 0x24190080) -- modify to burn ee cycles before ctc2
    ee.WriteMem32(0x000ffc38, 0x1419ffff)
    ee.WriteMem32(0x000ffc3c, 0x2739ffff)
    ee.WriteMem32(0x000ffc40, 0x48c01000)
    ee.WriteMem32(0x000ffc44, 0x24190020) -- modify to burn ee cycles after ctc2
    ee.WriteMem32(0x000ffc48, 0x1419ffff)
    ee.WriteMem32(0x000ffc4c, 0x2739ffff)
    ee.WriteMem32(0x000ffc50, 0x03e00008)
    ee.WriteMem32(0x000ffc54, 0xdcd91ff8)
    
    -- This static patch is required because game don't use level loader to load main menu.
    local new_game = ee.ReadMem32(0x3D58B8)
    local check2   = ee.ReadMem32(0x3D5D48)
    if new_game == 0x8c810014 and check2 ~= 0x0C03FF0C then
        print("CONFIG: Applying static patch for new game!")
        ee.WriteMem32(0x3D5D48, 0x0C03FF0C) -- ctc2         $zero, vi2
        ee.WriteMem32(0x3D5E98, 0x0C03FF0C) -- ctc2         $zero, vi2
        ee.WriteMem32(0x3D5FE0, 0x0C03FF0C) -- ctc2         $zero, vi2
        ee.WriteMem32(0x3D6130, 0x0C03FF0C) -- ctc2         $zero, vi2
        ee.WriteMem32(0x3D6278, 0x0C03FF0C) -- ctc2         $zero, vi2
        ee.WriteMem32(0x3D63D0, 0x0C03FF0C) -- ctc2         $zero, vi2
 
        ee.WriteMem32(0x3D5CA8, 0x0C03FF00) -- ctc2         $zero, vi1
        ee.WriteMem32(0x3D5DE8, 0x0C03FF00) -- ctc2         $zero, vi1
        ee.WriteMem32(0x3D5F40, 0x0C03FF00) -- ctc2         $zero, vi1
        ee.WriteMem32(0x3D6080, 0x0C03FF00) -- ctc2         $zero, vi1
        ee.WriteMem32(0x3D61D8, 0x0C03FF00) -- ctc2         $zero, vi1
        ee.WriteMem32(0x3D6318, 0x0C03FF00) -- ctc2         $zero, vi1
        
        -- preserve ra
        ee.WriteMem32(0x3D5AE4, 0xACDF1FF4)
        -- restore ra 
        ee.WriteMem32(0x3D6564, 0x8CDF1FF4)
        -- lq --> lw
        ee.WriteMem32(0x3D6624, 0x8c3f1ff0)
        -- vcall
        ee.WriteMem32(0x3D5BF4, 0x241C0020) -- modify to burn ee cycles after vcallms
        ee.WriteMem32(0x3D5BF8, 0x141CFFFF)
        ee.WriteMem32(0x3D5BFC, 0x279CFFFF)
    end
end
 
-- hook right after level loader, ideally this should be hook inside loader...
ee.AddHook(0x13B3D8, 0x0000202D, patcher)
em.AddVsyncHook(delayer)


CLI
Emu = War of the Monsters
Author: Scalerize
SCUS-97353

#Fix graphics
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix VU0 sync (raise or lower it as convenient)
--ee-hook=0x000FF904,AdvanceClock,,395


Author: Scalerize
LUA

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--jmp
eeObj.WriteMem32(0x0011F38C, 0x0803FE80)

--Check if patcher's needed
eeObj.WriteMem32(0x000FFA00, 0x3C1B7120)
eeObj.WriteMem32(0x000FFA04, 0x377BCDA8)
eeObj.WriteMem32(0x000FFA08, 0x3C02000F)
eeObj.WriteMem32(0x000FFA10, 0xAC44FFF4)
eeObj.WriteMem32(0x000FFA0C, 0x3442FA00)
eeObj.WriteMem32(0x000FFA14, 0xAC45FFF0)
eeObj.WriteMem32(0x000FFA18, 0x8C44FFFC)
eeObj.WriteMem32(0x000FFA1C, 0x8C840000)
eeObj.WriteMem32(0x000FFA20, 0x149B0003)
eeObj.WriteMem32(0x000FFA28, 0x08047CE4)
eeObj.WriteMem32(0x000FFA2C, 0x241B0000)
eeObj.WriteMem32(0x000FFA34, 0xAC43FFF8)
eeObj.WriteMem32(0x000FFA38, 0x3C040010)
eeObj.WriteMem32(0x000FFA3C, 0x24840004)
eeObj.WriteMem32(0x000FFA40, 0x8C830000)
eeObj.WriteMem32(0x000FFA44, 0x107B0003)
eeObj.WriteMem32(0x000FFA4C, 0x1000FFFB)
--Patcher
eeObj.WriteMem32(0x000FFA54, 0xAC44FFFC)
eeObj.WriteMem32(0x000FFA64, 0x3C030C03)
eeObj.WriteMem32(0x000FFA68, 0x3463FE48)
eeObj.WriteMem32(0x000FFA6C, 0xAC8300BC) --First 6 vi01
eeObj.WriteMem32(0x000FFA78, 0xAC8301FC)
eeObj.WriteMem32(0x000FFA84, 0xAC830354)
eeObj.WriteMem32(0x000FFA90, 0xAC830494)
eeObj.WriteMem32(0x000FFA9C, 0xAC8305EC)
eeObj.WriteMem32(0x000FFAA8, 0xAC83072C)
eeObj.WriteMem32(0x000FFAAC, 0x3C030C03)
eeObj.WriteMem32(0x000FFAB0, 0x3463FE4B)
eeObj.WriteMem32(0x000FFAB4, 0xAC83015C) --First 4 vi02
eeObj.WriteMem32(0x000FFAC0, 0xAC8302AC)
eeObj.WriteMem32(0x000FFACC, 0xAC8303F4)
eeObj.WriteMem32(0x000FFAD8, 0xAC830544)
--Physics (COP2 timing issues that I'm fixing through patches instead) (Camera, glove weapon, and gravity)
eeObj.WriteMem32(0x000FFADC, 0x3C032401)
eeObj.WriteMem32(0x000FFAE0, 0x346300E0)
eeObj.WriteMem32(0x000FFAE4, 0xAC8311E4) --gravity
eeObj.WriteMem32(0x000FFAF0, 0xAC833F64) --camera, glove weapon
--Ret
eeObj.WriteMem32(0x000FFC0C, 0x8C44FFF4)
eeObj.WriteMem32(0x000FFC10, 0x8C45FFF0)
eeObj.WriteMem32(0x000FFC14, 0x8C43FFF8)
eeObj.WriteMem32(0x000FFC18, 0x08047CE4)
--VI01 AND VI02 to burn cycles in (000FF904) using advanceclock
eeObj.WriteMem32(0x000FF914, 0x03E00008)
eeObj.WriteMem32(0x000FF918, 0x241F0000)
eeObj.WriteMem32(0x000FF920, 0x48C00800)
eeObj.WriteMem32(0x000FF924, 0x1000FFF7)
eeObj.WriteMem32(0x000FF92C, 0x48C01000)
eeObj.WriteMem32(0x000FF930, 0x1000FFF4)
end
emuObj.AddVsyncHook(patcher)


Ratchet & Clank 2 - Going Commando


CLI
Emu = War of the Monsters
SCUS-97268

#Fix graphics
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix VU0 sync (raise or lower it as convenient)
--ee-hook=0x000FF904,AdvanceClock,,395

LUA
SCUS-97268

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--jmp
eeObj.WriteMem32(0x0011B18C, 0x0803FE80)

--Check if patcher's needed
eeObj.WriteMem32(0x000FFA00, 0x3C1B7120)
eeObj.WriteMem32(0x000FFA04, 0x377BCDA8)
eeObj.WriteMem32(0x000FFA08, 0x3C02000F)
eeObj.WriteMem32(0x000FFA10, 0xAC44FFF4)
eeObj.WriteMem32(0x000FFA0C, 0x3442FA00)
eeObj.WriteMem32(0x000FFA14, 0xAC45FFF0)
eeObj.WriteMem32(0x000FFA18, 0x8C44FFFC)
eeObj.WriteMem32(0x000FFA1C, 0x8C840000)
eeObj.WriteMem32(0x000FFA20, 0x149B0003)
eeObj.WriteMem32(0x000FFA28, 0x08046C64)
eeObj.WriteMem32(0x000FFA2C, 0x241B0000)
eeObj.WriteMem32(0x000FFA34, 0xAC43FFF8)
eeObj.WriteMem32(0x000FFA38, 0x3C040010)
eeObj.WriteMem32(0x000FFA3C, 0x24840004)
eeObj.WriteMem32(0x000FFA40, 0x8C830000)
eeObj.WriteMem32(0x000FFA44, 0x107B0003)
eeObj.WriteMem32(0x000FFA4C, 0x1000FFFB)
--Patcher
eeObj.WriteMem32(0x000FFA54, 0xAC44FFFC)
eeObj.WriteMem32(0x000FFA64, 0x3C030C03)
eeObj.WriteMem32(0x000FFA68, 0x3463FE48)
eeObj.WriteMem32(0x000FFA6C, 0xAC8300BC) --First 6 vi01
eeObj.WriteMem32(0x000FFA78, 0xAC8301FC)
eeObj.WriteMem32(0x000FFA84, 0xAC830354)
eeObj.WriteMem32(0x000FFA90, 0xAC830494)
eeObj.WriteMem32(0x000FFA9C, 0xAC8305EC)
eeObj.WriteMem32(0x000FFAA8, 0xAC83072C)
eeObj.WriteMem32(0x000FFAAC, 0x3C030C03)
eeObj.WriteMem32(0x000FFAB0, 0x3463FE4B)
eeObj.WriteMem32(0x000FFAB4, 0xAC83015C) --First 4 vi02
eeObj.WriteMem32(0x000FFAC0, 0xAC8302AC)
eeObj.WriteMem32(0x000FFACC, 0xAC8303F4)
eeObj.WriteMem32(0x000FFAD8, 0xAC830544)
--Physics (COP2 timing issues that I'm fixing through patches instead) (Camera, glove weapon, and gravity. Boxes still not fixed)
eeObj.WriteMem32(0x000FFADC, 0x3C032401)
eeObj.WriteMem32(0x000FFAE0, 0x346300E0)
eeObj.WriteMem32(0x000FFAE4, 0xAC8311F4) -- (gravity) 48418800
eeObj.WriteMem32(0x000FFAEC, 0xAC832263) -- (camera)
eeObj.WriteMem32(0x000FFAF4, 0xAC833E24) -- (glove weapon)
--Ret
eeObj.WriteMem32(0x000FFC0C, 0x8C44FFF4)
eeObj.WriteMem32(0x000FFC10, 0x8C45FFF0)
eeObj.WriteMem32(0x000FFC14, 0x8C43FFF8)
eeObj.WriteMem32(0x000FFC18, 0x08046C64)
--VI01 AND VI02 to burn cycles in (000FF904) using advanceclock
eeObj.WriteMem32(0x000FF914, 0x03E00008)
eeObj.WriteMem32(0x000FF918, 0x241F0000)
eeObj.WriteMem32(0x000FF920, 0x48C00800)
eeObj.WriteMem32(0x000FF924, 0x1000FFF7)
eeObj.WriteMem32(0x000FF92C, 0x48C01000)
eeObj.WriteMem32(0x000FF930, 0x1000FFF4)
end
emuObj.AddVsyncHook(patcher)

Ratchet & Clank 1


CLI
Emu = War of the Monsters
SCUS-97199

#Fix graphics
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix VU0 sync (raise or lower it as convenient)
--ee-hook=0x000FF904,AdvanceClock,,385

LUA
SCUS-97199
Author:Scalerize

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--jmp
eeObj.WriteMem32(0x00118CAC, 0x0803FE80)

--Check if patcher's needed
eeObj.WriteMem32(0x000FFA00, 0x3C1B7120)
eeObj.WriteMem32(0x000FFA04, 0x377BCDA8)
eeObj.WriteMem32(0x000FFA08, 0x3C02000F)
eeObj.WriteMem32(0x000FFA10, 0xAC44FFF4)
eeObj.WriteMem32(0x000FFA0C, 0x3442FA00)
eeObj.WriteMem32(0x000FFA14, 0xAC45FFF0)
eeObj.WriteMem32(0x000FFA18, 0x8C44FFFC)
eeObj.WriteMem32(0x000FFA1C, 0x8C840000)
eeObj.WriteMem32(0x000FFA20, 0x149B0003)
eeObj.WriteMem32(0x000FFA28, 0x0804632C)
eeObj.WriteMem32(0x000FFA2C, 0x241B0000)
eeObj.WriteMem32(0x000FFA34, 0xAC43FFF8)
eeObj.WriteMem32(0x000FFA38, 0x3C040010)
eeObj.WriteMem32(0x000FFA3C, 0x24840004)
eeObj.WriteMem32(0x000FFA40, 0x8C830000)
eeObj.WriteMem32(0x000FFA44, 0x107B0003)
eeObj.WriteMem32(0x000FFA4C, 0x1000FFFB)
--Patcher
eeObj.WriteMem32(0x000FFA54, 0xAC44FFFC)
eeObj.WriteMem32(0x000FFA64, 0x3C030C03)
eeObj.WriteMem32(0x000FFA68, 0x3463FE48)
eeObj.WriteMem32(0x000FFA6C, 0xAC8300BC) --First 6 vi01
eeObj.WriteMem32(0x000FFA78, 0xAC8301FC)
eeObj.WriteMem32(0x000FFA84, 0xAC830354)
eeObj.WriteMem32(0x000FFA90, 0xAC830494)
eeObj.WriteMem32(0x000FFA9C, 0xAC8305EC)
eeObj.WriteMem32(0x000FFAA8, 0xAC83072C)
eeObj.WriteMem32(0x000FFAAC, 0x3C030C03)
eeObj.WriteMem32(0x000FFAB0, 0x3463FE4B)
eeObj.WriteMem32(0x000FFAB4, 0xAC83015C) --First 4 vi02
eeObj.WriteMem32(0x000FFAC0, 0xAC8302AC)
eeObj.WriteMem32(0x000FFACC, 0xAC8303F4)
eeObj.WriteMem32(0x000FFAD8, 0xAC830544)
--Physics (COP2 timing issues that I'm fixing through patches instead) (Camera, and gravity. Boxes and glove weapon still not fixed)
eeObj.WriteMem32(0x000FFADC, 0x3C032401)
eeObj.WriteMem32(0x000FFAE0, 0x346300E0)
eeObj.WriteMem32(0x000FFAE4, 0xAC8311B0) -- 48418800 (gravity)
--Ret
eeObj.WriteMem32(0x000FFC0C, 0x8C44FFF4)
eeObj.WriteMem32(0x000FFC10, 0x8C45FFF0)
eeObj.WriteMem32(0x000FFC14, 0x8C43FFF8)
eeObj.WriteMem32(0x000FFC18, 0x0804632C)
--VI01 AND VI02 to burn cycles in (000FF904) using advanceclock
eeObj.WriteMem32(0x000FF914, 0x03E00008)
eeObj.WriteMem32(0x000FF918, 0x241F0000)
eeObj.WriteMem32(0x000FF920, 0x48C00800)
eeObj.WriteMem32(0x000FF924, 0x1000FFF7)
eeObj.WriteMem32(0x000FF92C, 0x48C01000)
eeObj.WriteMem32(0x000FF930, 0x1000FFF4)
end
emuObj.AddVsyncHook(patcher)

Robot Alchemic Drive

LUA

apiRequest(0.1)

local emuObj 		= getEmuObject()
local iopObj        = getIOPObject()

local patcher = function()
--Audio fix(?)
--iopObj.WriteMem32(0x000F5CBC, 0x24C6FFFF)
iopObj.WriteMem32(0x000F5764, 0x24064000)
end

emuObj.AddVsyncHook(patcher)

Shadow Man - 2econd Coming


SLUS204.13

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Once it reaches to the TEQ, the game crashes.
eeObj.WriteMem32(0x00231AF0, 0x0808C6AF)

end
emuObj.AddVsyncHook(patcher)

Forbidden Siren 2

CLI
NTSC

--vu-xgkick-delay=9

Wild Arms 4

CLI

#Fatal Fury emu
#Gamefixes
--vu-hack-triace=1
--iop-hook=0xAD808,AdvanceClock,,3000

sceTtyPrint

This should print some debug info in emulog/klog, pcsx2 a like. Pattern based on Smugglers Run 2 and Spiderman 3. So first test should be done with those games. Spiderman should print something like "Legal screen is 512 x 256." first. Smugglers Run 2 "Timezone=60". Assuming it work, this can give some valuable info about VIF1/GIF hangs, which are 50% of issues in those crappy emus.

--sceTtyWrite take:
--a0 = string ptr
--a1 = size (we need to overwrite str_ptr + size with 0 to make it 0 terminated)

-- best tty pattern for now = "0A 00 07 24 0D 00 05 24 0C 00 C4 24"

apiRequest(1.0)

eeObj  = getEEObject()
emuObj = getEmuObject()

local printerino = function() 
    local str_ptr  = eeObj.GetGpr(4) -- a0
    local str_size = eeObj.GetGpr(5) -- a1
    
    -- Add zero terminator, not sure if we need it...
    -- But i don't see any way to pass how long string should be.
    -- So just 0 terminate it just in case.
    -- Note: PS2 pass newline as last character, maybe we don't need it.
    -- if it break anything, or looks weird, then remove +1 from below write. 
    eeObj.WriteMem8(str_ptr + str_size + 1, 0)
    
    local str = eeObj.ReadMemStr(str_ptr)
    print(string.format("PS2 DEBUG: %s", str))
end


local addr   = 0x100008
local ttySearch = function()
	print("PS2 DEBUG: Entering ttySearch.")
    while(addr < 0x1000000 )
    do
        if eeObj.ReadMem32(addr) == 0x2407000A then
            if eeObj.ReadMem32(addr + 4) == 0x2405000D then
                if eeObj.ReadMem32(addr + 8) == 0x24C4000C then
					-- I'm sorry...
					local check = 0
					local full_op = 0
					while(check ~= 0x27BD and addr ~= 0x100008)
					do
					    addr = addr - 4
						full_op = eeObj.ReadMem32(addr)
						check = full_op >> 16
					end
                    break -- first loop
                else
                    addr = addr + 4
                end
            else
                addr = addr + 4
            end
        else
            addr = addr + 4
        end
    end
	if addr < 0x1000000 and not addr < 0x100008 then
	    print(string.format("Found sceTtyWrite function at: 0x%X", addr))
		eeObj.AddHook(addr, full_op, printerino)
	else
	    print("sceTtyWrite function not found!")
    end
end

emuObj.AddEntryPointHook(ttySearch)