Custom Configuration Files: Difference between revisions
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<br>SLUS-20587 | <br>SLUS-20587 | ||
<pre> | <pre> | ||
#Fix for AI cop car | #Fix for AI cop car (00422B00 to 00422E00 on PCSX2?) | ||
--cop2-accurate-addsub-range=0x4b8108,0x4b8408 | --cop2-accurate-addsub-range=0x4b8108,0x4b8408 | ||
#Speedhacks | #Speedhacks |
Revision as of 22:17, 3 November 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--
Editor's note
While there are many sources describing Custom Configuration Files, you are welcome to test these and cross-post them here or elsewhere If doing so, please be aware that there is no "copyright" per se but you are of course welcome to credit yourself or another person if you can confirm your testing results (as describing above, you can do so by the description of what Your configuration is actually doing) Please post only custom configurations which you have actually tested and don't post any based on speculation only because the same code is working on a PS3 or on a PC using PCSX2 (only because Sony decided to sell a non-upgradable x86/x64 "box" doesn't mean that it's equal to a PC). Thank you. |
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 with flickering, immovable main menu items. --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 (00422B00 to 00422E00 on PCSX2?) --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
- Config and icons Download
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, 0xAC832264) -- (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)
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