PS2 Emulation
Description
PlayStation 2 emulation on the Playstaion 4 is handled with little difference to the Playstation 3,
But still many issues that the Playstation 3 faced Have moved into the Playstation 4 along with Many new issues.
The fact of the matter is that the PS4 is too weak for emulation, For that reason alone, Sony had to sacrifice accuracy in order to gain Performance,
But the Ps4's emu has more accuracy than PCSX2 in terms of GS and SPU Emulation, As for the other parts, PCSX2 is much better at emulating it, For instance PCSX2 syncs VU0 extremely well, the Ps4 doesn't, And it's because it doesn't have the horsepower to do that, And that has to lead to games like Rayman 3 being unplayable without overclocking the EE at a specific offset.
Each PS2 game PS4 package file (.pkg) includes the emulator itself, there is no included emulator in the PS4 firmware. although The PS4 firmware has some PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu.
Emulators are programmed to be accurate for the games that they were extracted from, and that alone provides a challenge For accurate Emulation. since emulators include per title patches, and different default settings, and since the Playstation 2 hardware is known to be one of the most complex systems to emulate, any small change in configuration can have negative consequences in Games.
Currently the most used emulator is Jakv2 since it is the most compatible, but for game crashes we use RECVX, and for VU accuracy we use roguev1.
Also note that the BIOS itself is included in the game's pkg and it is the exact same BIOS that was used in the ps2_netemu. Another important thing is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Memory card is also decrypted, but the emulator checks the crc of some of the regions to ensure that the memory card was Not modified. the PS2 Emulator supports LUA scripting by "Lua Bridge", and it is an extremely powerful interface that provide many possibilities to improve compatibility.
This is first time that sony really cared about floats in their emulator. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicing PS2 FPU, and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. the emulator uses openCL for GS, and probably other components.
Memory Mapping
Name | From | To |
---|---|---|
EE Flat Memory (4gb) | 0x0000008000000000 | 0x0000008100000000 |
IOP Flat Memory (4gb) | 0x0000009000000000 | 0x0000009100000000 |
R59 Binary Cache | 0x0000000914B10000 | 0x0000000916B10000 |
R30 Binary Cache | 0x0000000916B14000 | 0x0000000917314000 |
jitVU0 | 0x0000000917318000 | 0x0000000917B18000 |
jitVU1 | 0x0000000917B1C000 | 0x0000000918B1C000 |
Host's EE Memory Map | ||
EE RAM - Kernel | 0x0000008000000000 | 0x0000008000080000 |
EE RAM - Debug | 0x0000008000078000 | 0x0000008000080000 |
EE RAM - User | 0x0000008000080000 | 0x0000008002000000 |
EE Hw Devices | 0x0000008010000000 | 0x0000008010010000 |
EE ROM | 0x000000801FC00000 | 0x000000801FFE0000 |
EE RAM - Uncached | 0x0000008020080000 | 0x0000008022000000 |
EE RAM - UncachedAccel | 0x0000008030100000 | 0x0000008032000000 |
EE Scratchpad | 0x0000008070000000 | 0x0000008070004000 |
EE Debug | 0x00000080FFFF8000 | 0x0000008100000000 |
Host's IOP Memory Map | ||
IOP RAM | 0x0000009000000000 | 0x0000009000200000 |
IOP RAM (mirror 1) | 0x0000009000200000 | 0x0000009000400000 |
IOP RAM (mirror 2) | 0x0000009000400000 | 0x0000009000600000 |
IOP RAM (mirror 3) | 0x0000009000600000 | 0x0000009000800000 |
IOP Scratchpad | 0x000000901F800000 | 0x000000901F801000 |
IOP HW | 0x000000901F801000 | 0x000000901F810000 |
IOP ROM | 0x000000901FC00000 | 0x000000901FFE0000 |
Clock Speeds
These are the default clock speeds for the ps2. the emulator's clock speeds are still unknown
Core | Clock speed |
---|---|
IOP | 36.864(?) |
EE | 294.912 |
GS | 147.456 |
Open CL and Floats
PS4 native Floating point supports and OpenCL info, for both CPU, and GPU. Understanding of floating points conversion is very important in emulating PS2.
Below info comes from this gist
There you can find more info about PS4 OpenCL.
CPU
Info | Value |
---|---|
Device Name | CXD90026AG - DG1002FGF84HT |
Device Vendor | AuthenticAMD |
Device Vendor ID | 0x1022 |
Device OpenCL C Version | OpenCL C 1.2 pocl |
Device Type | CPU |
Max compute units | 8 |
Max work item dimensions | 3 |
Max work item sizes | 4096x4096x4096 |
Max work group size | 4096 |
Preferred work group size multiple | 8 |
Half-precision Floating-point support | (n/a) |
Single-precision Floating-point support | (core) |
Denormals | Yes |
Infinity and NANs | Yes |
Round to nearest | Yes |
Round to zero | Yes |
Round to infinity | Yes |
IEEE754-2008 fused multiply-add | No |
Support is emulated in software | No |
Correctly-rounded divide and sqrt operations | Yes |
Double-precision Floating-point support | (cl_khr_fp64) |
Denormals | Yes |
Infinity and NANs | Yes |
Round to nearest | Yes |
Round to zero | Yes |
Round to infinity | Yes |
IEEE754-2008 fused multiply-add | Yes |
Support is emulated in software | No |
Execution capabilities | |
Run OpenCL kernels | Yes |
Run native kernels | Yes |
SPIR versions | 1.2 |
Device Extensions | cl_khr_byte_addressable_store cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_3d_image_writes cl_khr_spir cl_khr_fp64 cl_khr_int64_base_atomics cl_khr_int64_extended_atomics |
GPU
Info | Values |
---|---|
Device Name | AMD LIVERPOOL |
Device Vendor | AMD |
Device Vendor ID | 0x1002 |
Device Version | OpenCL 1.1 |
Device OpenCL C Version | OpenCL C 1.1 |
Device Type | GPU |
Max compute units | 18 |
Max work item dimensions | 3 |
Max work item sizes | 256x256x256 |
Max work group size | 256 |
Compiler Available | Yes |
Preferred work group size multiple | 64 |
Half-precision Floating-point support | (cl_khr_fp16) |
Denormals | No |
Infinity and NANs | Yes |
Round to nearest | Yes |
Round to zero | No |
Round to infinity | No |
IEEE754-2008 fused multiply-add | No |
Support is emulated in software | No |
Single-precision Floating-point support | (core) |
Denormals | No |
Infinity and NANs | Yes |
Round to nearest | Yes |
Round to zero | No |
Round to infinity | No |
IEEE754-2008 fused multiply-add | No |
Support is emulated in software | No |
Correctly-rounded divide and sqrt operations | No |
Double-precision Floating-point support | (cl_khr_fp64) |
Denormals | Yes |
Infinity and NANs | Yes |
Round to nearest | Yes |
Round to zero | Yes |
Round to infinity | Yes |
IEEE754-2008 fused multiply-add | Yes |
Support is emulated in software | No |
Execution capabilities | |
Run OpenCL kernels | Yes |
Run native kernels | No |
Device Extensions | cl_khr_byte_addressable_store cl_khr_byte_addressable_store cl_khr_global_int32_base_atomics cl_khr_global_int32_extended_atomics cl_khr_local_int32_base_atomics cl_khr_local_int32_extended_atomics cl_khr_int64_base_atomics cl_khr_int64_extended_atomics cl_khr_fp64 cl_khr_fp16 |
Emulator Configuration
Files
Emulator configuration is handled by 4 files:
- config-emu-ps4.txt - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.
- XXXX-YYYYY_cli.conf - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
- XXXX-YYYYY_config.lua - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
- disc-swap-cli.conf - Stores info of multi disc games.
Diagnosing problems
This guide will assist you in tracing the issue's cause, The list is based on what you can possibly solve using CLI.
also don't forget to Check out ps3 Emulator Bugs, since many of them also exist in the ps4
Issue | VU1 | EE | GS | VIF | IOP | COP2 | VU0 | VU | FPU |
---|---|---|---|---|---|---|---|---|---|
GS performance (GPU) | ✔ | ? | |||||||
EE performance (CPU) | ✔ | ✔ | ? | ✔ | ✔ | ✔ | ✔ | ✔ | |
Broken graphics/geometry | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |||
Crashes | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
Broken physics/geometry | ✔ | ✔ | ✔ | ✔ |
Commands
Known functions: Require cleanup.
The rest of the cli and lua commands can all be found inside of an emu's decrypted eboot.bin.
config-emu-ps4.txt commands
Command | Values | Notes | Usage |
---|---|---|---|
--config-local-lua | --config-local-lua="" | ||
--load-tooling-lua | --load-tooling-lua=0 | ||
--record-audio | |||
--record-audio-img | |||
--record-audio-image | |||
--record-audio-ext | |||
--max-console-spam | |||
--path-snaps | dir/folder | Path to savestates folder | --path-snaps="/tmp/snapshots" |
--path-recordings | dir/folder | --path-recordings="/tmp/recordings" | |
--path-audio-images | dir/folder | ||
--path-memcards | dir/folder | ||
--path-vmc | dir/folder | --path-vmc="/tmp/vmc" | |
--emulog-file | 0,1 | Creates a log file with information that is Rarely useful | --emulog-file=1 |
--path-emulog | dir/folder | Sets the directory of the emulog file, Requires --emulog-file=1 command | --path-emulog="/tmp/recordings" |
--vmc1 | native, host, target, null | ||
--vmc2 | native, host, target, null | ||
--path-manual | dir/folder | ||
--path-patches | dir/folder | Path to patches folder | --path-patches="/app0/patches" |
--path-trophydata | dir/folder | --path-trophydata="/app0/trophy_data" | |
--path-featuredata | dir/folder | Path to folder with XXXX-YYYYY_features.lua file | --path-featuredata="/app0/feature_data" |
--path-postproc | dir/folder | Post-processing (shaders?) | |
--path-toolingscript | dir/folder | --path-toolingscript="/app0/patches" | |
--snapshot-name | |||
--snapshot-datafile | |||
--snapshot-restore | |||
--snapshot-save | frameId(?) | ||
--snapshot-mcd-files | |||
--snapshot-repeat | repeat_count | ||
--snapshot-modulo | |||
--spu2-update-deferral | Ts/integer | ||
--cpu-avx | 0, 1 | --cpu-avx=0 | |
--cpu-crc32 | 0, 1 | --cpu-crc32=0 | |
--pcr0-delta-hack | 0,1 | DPCR - DMA priority control option ? | --pcr0-delta-hack=1 |
--ds4-deadzone-adjust | |||
--ds4-diagonal-adjust | |||
--host-pad-loses-focus | --host-pad-loses-focus=1 | ||
--host-gamepads | ? | Correct values might be 0-3, But no one knows the values for sure, This command might have a function if multitap is set byhost | --host-gamepads=1 |
--host-keyboard | slot [0-7] | --host-keyboard=4 | |
--host-audio | 1,0,on,off,mono | --host-audio=1 | |
--host-audio-latency | msec/float | Audio latency must be between 0.010 and 4.0 | --host-audio-latency=1.5 |
--host-window-scale | scale/float | --host-window-scale=0.5 | |
--host-window-pos | x,y | ||
--host-display-mode | normal,full,4:3,16:9 | Set display mode | --host-display-mode=full |
--host-graph | fps | Debug option that requires an unleaked debug ps2 bios | --host-graph=fps |
--host-osd | verbose, minimal | --host-osd=0 | |
--host-vsync | 0,1 | Enable or disable vsync | --host-vsync=1 |
--host-trophy-support | |||
--rtc-epoch | unix_time (seconds since epoch) | --rtc-epoch=1523776362 | |
--framelimiter | 0,1 | Enable or disable Frame limiting | --framelimiter=1 |
--framelimit-fps | FPS/float | framelimiter | --framelimit-fps=0.8 |
--framelimit-scalar | scalar/float | scalar must be between 0.1 and 5.0 | --framelimit-scalar=3.2 |
--framelimit-mode | slowest,slower,slow,normal,fast,fastest,turbo | A Standalone framelimiter | --framelimit-mode=fast |
--ps2-lang | system | sets language, Might seem like a useless command, but a Tiny number of games refuse to boot without a selected language. | --ps2-lang=system |
--ps2-title-id | sets title-id for patches | --ps2-title-id=SLES-50366 | |
--pad-record | 0,1 | Enables Logging pad info in emulog | |
--pad-analog-to-digital | 0,1 | Eternel ring Emu uses the value 0 | --pad-analog-to-digital=0 |
--gs-uprender | none, 2x2 | Internal resolution upscaler. | --gs-uprender=2x2 |
--gs-upscale | none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion | upscaling type | --gs-upscale=EdgeSmooth |
--max-disc-num | 1-5 | numbers of discs in package (maximum=5) | --max-disc-num=1 |
--boot-disc-id | 1-5 | sets boot disc for multi-disc pkg | --boot-disc-id=0 |
--switch-disc-reset | 0,1 | 0 Can be used to prevent Resetting The game when switching multiple discs, Useful for games Like SW2 that have Import data Feature | --switch-disc-reset=1 |
--cdvd-sector-read-cycles | 1, 40000 | Set DVD reading speed, higher values are slower, lower values are faster, Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000, some games require moderate speed, too slow or too fast could cause audio problems. | --cdvd-sector-read-cycles=40000 |
--cdvd-sector-seek-cycles | 1, 40000 | Fixes boot-up sometimes, More info here [1] | --cdvd-sector-seek-cycles=1 |
--mute-audio | all,none,main,bgm | --mute-audio=all | |
--mute-streaming-audio | all,none,main,bgm | --mute-streaming-audio=all | |
--verbose-cdvd-reads | 0,1 | Might improve disc reading if set to 1 | --verbose-cdvd-reads=0 |
--verbose-cpu-cycles | 0,1? | ? | |
--mtap1 | Disabled, Always, ByHost | Multitap switch, The values are correct but the multitap only works in certain games. | --mtap1=always |
--mtap2 | Disabled, Always, ByHost | Multitap switch, some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that we need to disable first mtap. | --mtap2=always |
XXXX-YYYYY_cli.conf commands
Please note that commands listed here also work in config-emu-ps4.txt. But the official way to use them is by CLI file. The CLI file way is also needed for multi-disc packages, Some of the Commands are still not discovered, And some known commands are missing some of their values Due to them being not Discovered by the Scene.
EE
Commands for the emulated Emotion Engine. these commands may assist you in gaining performance or better sync.
Command | Values | Notes | Usage |
---|---|---|---|
--ee-cycle-scalar | To skip cycles between 1.1 And 5.0, To overclock between 0.99 and 0.1 | A speedhack, if set less than 1.0 the emotion engine is overclocked, If set Higher than 1.0 the Emotion engine Begins skipping cycles, You can even have both overclock and cycle skipping values in the same CLI, Though you might face Problems in FMVs if you skip too many cycles. | --ee-cycle-scalar=1.0 |
--ee-context-switch-cycles | Range between (0.1 & integer value limit) | A speedhack, rather than skipping the cycles for The entirety of the emulated EE, it seems to only skip VU1 cycles(?), The higher the value, the higher the performance. This command doesn't work on jak emulators along with a few others. | --ee-context-switch-cycles=2700? |
--ee-sif0-cycle-scalar | Range between (0.1 & integer value limit) | Not a Speedhack, Sif0 cycle skipping, loading times will increase and the graphics will stutter, Not recommended. More info here | --ee-sif0-cycle-scalar=6000 |
--ee-sif1-cycle-scalar | Range between (0.1 & integer value limit) | Not a Speedhack, Sif1 cycle skipping, you will only encounter stuttering graphics, may be helpful as a debug option for some games that require better sif1 Sync, not recommended. more info here | --ee-sif1-cycle-scalar=6000 |
--ee-block-validation | PageProt, PageProtection, Hash, Full, none | way of validating that block been modified, and require recompilation. [Some info about PageProt way] | --ee-block-validation=None |
--ee-native-function | memcpy, memset, 0x0000 | --ee-native-function=memcpy,0x11e328 | |
--ee-hook | AdvanceClock, FastForwardClock, And every other eeobj function | This command hooks a function into an EE address, explanation: --ee-hook=(EE offset),(Function),(Optional op code),(optional value for the function), fastforward can be used to skip EE cycles. and advanceclock can possibly fix performance issues or fix vu syncing if hooked at troublesome offsets, Also note that Fastforwardclock doesn't need a value, But advanceClock does, the value seems to represent the percentage of overclock, for instance advanceclock,,100 would overclock EE by 2x and advanceclock,,50 by 1.5x | --ee-hook=0x0025b3b0,FastForwardClock or --ee-hook=0x0028A7B0,AdvanceClock,,500 |
--ee-jit-disasm | 0 or 1 for mips and 2 for x86 | Emotion engine Just in Time disassembler mode (seems to be debug log option) | --ee-jit-disasm=1 |
--ee-jit-pagefault-threshold | 20-200 | Seems to reduce blue screen occurrence the higher the value | --ee-jit-pagefault-threshold=40 |
--ee-shorthash-len | inst_count/integer | Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash | |
--ee-const-folding | None,Gpr,Fpu,All | EE constant folding, More info | --ee-const-folding=none |
--ee-ignore-segfault | [none,R,W,RW] | Ignore segmentation fault, may help with crashes but will probably cause graphical issues | --ee-ignore-segfault=read |
--ee-ignore-break | 0,1 ? | Ignore Break instructions. | |
--ee-break-as-nop | 0,1 | Turns a break instruction into a nop Instruction (this seems to be rarely useful as Break usually mean eof) | --ee-break-as-nop=1 |
--ee-jit-opt-debug | 0,1 | Enables logging of emotion engine in emulog file ? | |
--ee-pc-coherency | 0,1?? | Seems to be an option to reduce TLB errors, The PS2 EE uses a register called "pc", which stands for Program Counter, this command when enabled might improve accuracy | |
--ee-inst-marking | 0,1? | ||
--ee-insn-marking | 0,1? | ||
--ee-kernel-hle | 0,1 | High-level emulation kernel | |
--ee-injection-kernel | 0,1 | ||
--ee-injection-title | 0,1 | ||
--ee-validate-kernel | 0,1 | ||
--ee-regalloc-scalar | 0,none,ReadOnly,WriteOnly,RW | register allocation setting | |
--ee-regalloc-simd | register allocation setting | ||
--ee-regalloc-preserve-scalar | LoadOnly, StoreOnly, SO, LoadStore, LS | EE JIT Scalar/Int Regalloc Mode | --ee-regalloc-preserve-scalar=LoadStore |
--ee-regalloc-preserve-simd | ReadOnly, RO, WO, WriteOnly ,RW | EE JIT SIMD/XMM Regalloc Mode | --ee-regalloc-preserve-simd=RW |
--ee-static-block-links | options Type,Type,... [Branch,Branches,JAL,COP2,All] | --ee-static-block-links=JAL,COP2 | |
--vtune-ee | Could be support for intel vtune, Might be related to this | ||
--ee-live32 | 0,1? | ||
--ee-cache-breaks-block | 0,1? | ||
--ee-evt-check-full | 0,1? | ||
--ee-peephole | 0,1? | ||
--ee-load-rewrites | 0,1? | ||
--ee-store-rewrites | 0,1? | ||
--ee-precompile-trace | |||
--ee-penalize-short-blocks | 0,1 | ||
--ee-mem-check-eob | EE memory check end of block | ||
--ee-insn-flush-pc | EE offset ?? | ||
--ee-insn-callmark | |||
--ee-inline-limit-full | insn_count/integer | ||
--ee-inline-limit-partial | |||
--ee-stlf-cycle-threshold | ? | ? |
FPU
EE/FPU Recompiler Options
Command | Values | Notes | Usage |
---|---|---|---|
--fpu-to-double | 0,1 | Converts floats to double, enabling it will increase the fpu's accuracy | |
--fpu-no-clamping | 0,1 | Setting it to 1 it enables ee/fpu full clamping mode, Can be used to fix any game with ee/fpu clamping issues, More here | --fpu-no-clamping=0 |
--fpu-clamp-operands | 0,1 | fpu clamping during operand stage | --fpu-clamp-operands=1 |
--fpu-clamp-results | 0,1 | fpu clamp for results of operations | --fpu-clamp-results=1 |
--fpu-custom-min-max | 0,1 | Custom Max/Mini logic for denormals, Disabling might break some games | --fpu-custom-min-max=0 |
--fpu-custom-fused-madd | 0,1 | Custom FMA (fused multiply-add) | --fpu-custom-fused-madd=0 |
--fpu-rsqrt-fast-estimate | 0,1 | less accurate rsqrt (possible speedhack, but can degrade accuracy) | --fpu-rsqrt-fast-estimate=1 |
--fpu-accurate-mul-fast | 0,1 | A speed up option for --fpu-accurate-muldiv-range And only has an effect when muldiv command is being used, it reduces the accuracy but improves the performance | --fpu-accurate-mul-fast=1 |
--fpu-accurate-range | start,end offset (0x0 - 0x1FFFFFF) | Accurate Mul/Div/Add/Sub Math instructions for the FPU, used for full ee/fpu accuracy in specified range | --fpu-accurate-range=0x1acce0,0x2acce0 |
--fpu-no-clamp-range | start,end offset (0x0 - 0x1FFFFFF) | Full clamping for fpu in selected memory range | --fpu-no-clamp-range=0x1acce0,0x2acce0 |
--fpu-accurate-muldiv | offset (0x1FFFFFF) | Fix for games that divide/multiply by 0 in specified address | --fpu-accurate-muldiv=0x123456 |
--fpjk-muldiv-range | offset (0x0 - 0x1FFFFFF) | Bully uses this command, unknown usage, possibly even more accurate divide/multiply | --fpjk-muldiv-range=0x123456 |
--fpu-accurate-muldiv-range | start,end offset (0x0 - 0x1FFFFFF) | Fix for games that divide/multiply by 0 in specified range | --fpu-accurate-muldiv-range=0x1acce0,0x2acce0 |
--fpu-accurate-addsub | offset (0x1FFFFFF) | Accurate fpu Add/Subtract instructions in specified Address | --fpu-accurate-addsub=0x234567 |
--fpu-accurate-addsub-range | start,end offset (0x0 - 0x1FFFFFF) | Accurate fpu Add/Subtract instructions in specified address range | --fpu-accurate-addsub-range=0x1acce0,0x2acce0 |
VIF
Decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF.
Command | Values | Notes | Usage |
---|---|---|---|
--vif-ignore-invalid-cmd | 0,1 | Ignore invalid vif commands | --vif-ignore-invalid-cmd=1 |
--vif1-ignore-cmd-ints | 0,1 | possible fix for games that Crash at startup when set to 1 | --vif1-ignore-cmd-ints=1 |
--vif1-instant-xfer | 0,1 | "Instant VIF transfer" Default 1. correct behavior is 0, but we don't know how accurate VIF timing is in that emu, can be used to fix graphical glitches when set to 0, Or to prevent the game from freezing | --vif1-instant-xfer=0 |
--vif-thread-chunk-size | 1, 1000 | Can be used to fix Games stuck at splash screen or later in the game. 1024 seems to be the limit | --vif-thread-chunk-size=100 |
GS
GS stands for Graphics Synthesizer PlayStation®2 co-processor responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)
Command | Values | Notes | Usage |
---|---|---|---|
--force-frame-blend | 0,1 | Fix for shaking screens (Deinterlacing), seems to be one of Pcsx2's Blend tff or Blend bff deinterlacing options | --force-frame-blend=1 |
--framelimit-mode | slowest,slower,slow,normal,fast,fastest,turbo | a Standalone Framelimiter | --framelimit-mode=fast |
--force-pal-60hz | 0,1 | Force 60hz PAL mode | --force-pal-60hz=1 |
--gs-use-deferred-l2h | 0,1 | Some delay option for L2H (local to host, GS to EE) | --gs-use-deferred-l2h=1 |
--gs-use-mipmap | 0,1 | Turn mipmapping on or off, the original ps2 hardware enables mipmapping by default, but in the case of emulation it will generally cause performance issues. Required for CL kernels using mipmaping | --gs-use-mipmap=1 |
--gs-use-clut-merge | 0,1 | CLUT = Color lookup table, it could possibly solve graphical issues or improve the quality of the colors. it is Required for CL kernels using merging CLUT | --gs-use-clut-merge=1 |
--l2h-2d-params | TRXREG,BITBLTBUF,height | --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | |
--gs-h2l-accurate-hash | 0,1 | Used with h2l Upscaler | --gs-h2l-accurate-hash=1 |
--gs-h2l-list-opt | 0,1 | Used with h2l Upscaler | --gs-h2l-list-opt=1 |
--gs-progressive | 0,1 | Force progressive scan, it's used to fix Graphical glitches/double screen issues when used | |
--gs-vert-precision | 8, 16 | 3D Rendering vertex precision, the eboot expects the value of 8 or 16 , any other value will cause a blue screen crash. | --gs-vert-precision=8 |
--threaded-gs | 0,1 | Threading the GS is done by waiting for data to be received then have multiple rendering threads in parallel when all transfers are achieved. it's basically a speedhack that hardly ever causes problems. PCSX2 Calls it MTGS and it's very similar to MTVU Except it's a much more safer option with less performance gain. | --threaded-gs=1 |
--gs-force-bilinear | 0,1 | force bilinear filtering. Can fix ghosting problems. but it's not recommended in games that use 2D images | --gs-force-bilinear=1 |
--gs-ignore-dirty-page-border | 0, 1 | This seems to be one of pcsx2's Blending accuracy options. | --gs-ignore-dirty-page-border=1 |
--gs-check-trans-rejection | 0,1 | Check transfer rejection ? | --gs-check-trans-rejection=1 |
--gs-check-trans-rejection68 | 0,1 | --gs-check-trans-rejection68=1 | |
--gs-skip-dirty-flush-on-mipmap | 0,1 | Skip flushing the texture cache when mipmap settings change (?) Require mipmap GS CL kernel | --gs-skip-dirty-flush-on-mipmap=1 |
--gs-packed15-fmv-opt | 0,1 | --gs-packed15-fmv-opt=1 | |
--gs-dirty-page-policy | 0,1 | --gs-dirty-page-policy=1 | |
--gs-optimize-30fps | 0,1 | Speedhack for gpu hungry games | --gs-optimize-30fps=1 |
--gs-adaptive-frameskip | 0,1 | Speedhack, skips frames when the Game starts demanding more resources than there are available. doesn't work on all emulators. confirmed to be working on jak emulators | |
--gs-fieldswap-delay | 0, 254 | Wait longer than usual to change field, reduces Sharpness | |
--gs-uv-shift-pointsampling | 0,1 | Can be used with games like manhunt that have issues with UV light | --gs-uv-shift-pointsampling=1 |
--gs-opt-frbuff-switch | 0,1 | Used to fix Fmvs | --gs-opt-frbuff-switch=1 |
--gs-ignore-rect-correction | 0,1 | --gs-ignore-rect-correction=1 | |
--gs-uprender | none,2x2 | Internal resolution upscaler. | --gs-uprender=2x2 |
--gs-upscale | none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point | Upscaling type Selector | --gs-upscale=EdgeSmooth |
--gs-aspect-ratio | aspect/float (default=0.81) | --gs-aspect-ratio=0.65 | |
--gs-frontend-opt-mode | 0, 1, 2 | Selector of texture filtering options | --gs-frontend-opt-mode=1 |
--gs-kernel-cl | h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, | Kernel Variant | --gs-kernel-cl="clutmerge" |
--gs-kernel-cl-up | h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp, up2x2tc, up2x2, default | Kernel Variant Upscaler, up2x2simple Is the best if you are encountering Upscaling glitches | --gs-kernel-cl-up="clutmerge2x2" |
--gs-motion-factor | 25, 50 | --gs-motion-factor=25 | |
--gs-override-small-tri-area | 0,1 | Enabling it might fix missing text. | --gs-override-small-tri-area=1 |
--gs-render-tile-threshold | 0, 3000000 | --gs-render-tile-threshold=300000 | |
--no-gs | 0,1 | Debug option that turns gs off | |
--gs-scanout-delay | 0, 200 | --gs-scanout-delay=200 | |
--gs-scanout-offsetx | relative offset/ignored | Directly overwrite GS register? | --gs-scanout-offsetx=27 |
--gs-scanout-offsety | relative offset/ignored | Directly overwrite GS register? | --gs-scanout-offsety=27 |
--gs-flush-ad-xyz | always, safe, off, 0 | Force a primitive flush when a framebuffer is also an input texture, fixes some processing effects but it's very heavy on the GS and will cost you performance, GTA: SA and Jak games need this command. | --gs-flush-ad-xyz=safe |
--safe-area-min | area/float (range 0.9 to 1.0) any other values outside of that range will not be accepted by the emulator | --safe-area-min=0.9 | |
--gs-hdr-support | 0,1? | Enable hdr support ? | |
--idec-cycles-per-qwc | int/multiplier | --idec-cycles-per-qwc=768 | |
--assert-path1-ad | 0,1 | The GIF sends textures and geometry to the GS. It takes data from three different PATHs, PATH1 is one of them. and it has the Highest priority of all three | --assert-path1-ad=0 |
VU
Custom DSPs used to process vertex data, physics calculations, and other related tasks.
Command | Values | Notes | Usage |
---|---|---|---|
--vu-to-double | 0,1 | Converts floats to double, Enabling it will increase the VU's Accuracy | |
--vu-xgkick-delay | 0, 8 | Delay xgkick instruction execute, pcsx2 use 6 cycles, emu in ps3 use 2-8 cycles depend on game, Can be Used to either cause or fix Graphical glitches | --vu-xgkick-delay=8 |
--vu-hack-triace | 0,1 | Special hack for Games that were Developed by Tri Ace, correct VU addi calculation. Without it result is one bit off, which is enough to break game decryption algo, and thus crashing the game. | --vu-hack-triace=1 |
--vu-branch-hazard | 0,1 | Disabling it managed to prevent Batman - Rise of Sin Tzu from Crashing | --vu-branch-hazard=0 |
--vu-evil-branches | 0,1 | Take in count branch in delay slot, or not. More Info | |
--vu-d-bit | 0,1 | Debug break. Halts the VU and sends an interrupt to the EE. | --vu-d-bit=0 |
--vu-t-bit | 0,1 | Debug halt. Acts similarly to D-bit | --vu-t-bit=0 |
--vu-custom-min-max | 0,1 | Custom Max/Mini logic for denormals, Disabled on pcsx2 by default. But enabled by default on the ps4, Disabling it might break some games | --vu-custom-min-max=1 |
--vu-custom-fused-madd | 0,1 | Custom FMA (fused multiply-add) | --vu-custom-fused-madd=1 |
--vu-opt-sf-check | 0,1 | Updates status flags only on blocks which will read them, known in pcsx2 as mVU flag hack | --vu-opt-sf-check=1 |
--vu-inst-mflag | 0,1 | Enable multiple mac flag instances | |
--vu-inst-cflag | 0,1 | Enable multiple clip flag instances | |
--vu-opt-jr-caching | 0,1? | Optimize Jump Register caching. (vi15). Is not clear how optimization is done. | |
--vu-aot-disasm | 0, 1 ? | Seems to be only working in jakxv2, unknown usage | --vu-aot-disasm=1 |
--vtune-vu | ? | ? | |
--vu-jit-disasm | 0, 1, 2 | VU Just-in-time Dissassembler? Seems to be a debug option | 0,1=mips,2=x86 |
--vu-range-merge | vu_inst_cnt | ? |
VU1
VU1 is the GS’s alternate processing unit, Commands here can possibly improve performance and/or Prevent crashes.
Command | Values | Notes | Usage |
---|---|---|---|
--vu1 | jit-sync, jit, trans, jit-async | VU1 threading options, jit-sync works the same as disabling MTVU. | --vu1=jit-sync |
--vu1-mpg-cycles | 1-3000 | Set cycle skipping for VU1 Micro-programs, 100 is default value, Increase the value for better VU1 performance, With no downsides to FMVs | --vu1-mpg-cycles=1000 |
--vu1-di-bits | 0, 1 | 0 to skip setting Invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry. | vu1-di-bits=0 |
--vu1-const-prop | 0, 1 | The constant propagation speedhack is enabled by default. 1 will enable the speedhack and thus improve performance, and 0 will disable it and cause performance issues.More info | --vu1-const-prop=1 |
--vu1-no-clamping | 0, 1 | Despite how sony named this command, 1 enables full clamping, 0 Disables it, Can be used to fix graphical glitches, | --vu1-no-clamping=0 |
--vu1-clamp-range | vu1 memory offset start,end (0x0 - 0x3FF) | Values must be 2 bytes or lower and should not exceed 0x0800 | |
--vu1-accurate-addsub-range | vu1 memory offset start,end (0x0 - 0x3FF) | Accurate VU1 Add/Subtract Instructions in specified Address Range, Values must be 2 bytes or lower and should not exceed 0x0800 | --vu1-accurate-addsub-range=0x0000,0x0600 |
--vu1-mul0fix-range | vu1 memory offset start,end (0x0 - 0x3FF) | Enables VU1 to accurately multiply by 0 in specified range | --vu1-mul0fix-range=0x123,0x123 |
--vu1-opt-aot | 0, 1? | Seems to be only working in jakxv2, unknown usage | --vu1-opt-aot=1 |
--vu1-aot-outmode | out/overwrite, append | ||
--vu1-aot-start-crc | Offset start | ||
--vu1-aot-end-crc | Offset End?? | ||
--vu1-aot-start-addr | Offset start | ||
--vu1-aot-end-addr | Offset End | ||
--vu1-jr-cache-policy | newprog, sameprog, auto, new, same | PCSX2 uses newprog as default setting.Info | --vu1-jr-cache-policy=sameprog |
--vu1-jalr-cache-policy | newprog, sameprog, auto, new, same | PCSX2 uses newprog as default setting.Info | --vu1-jalr-cache-policy=sameprog |
--vu1-injection | 0, 1 | unsure what it does, But it might be possibly a command to Keep commands like vu1mpgcycles on during the entire game rather than when vu1 is experiencing slowdowns. | --vu1-injection=1 |
--vu1-clamp-operands | 0, 1 | VU1 Clamping option. | --vu1-clamp-operands=1 |
--vu1-clamp-results | 0, 1 | VU1 clamp for results of operations, Used Sometimes to fix Graphical Glitches, Could possibly be vuroundmode:0 (?) | --vu1-clamp-results=1 |
--vu1-opt-flags | [0,1,2] - 1=safe, 2=unsafe | Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) More Info | --vu1-opt-flags=0 |
--vu1-opt-vf00 | [0,1,2] - 1=safe, 2=unsafe | optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. | --vu1-opt-vf00=2 |
--vu1-inst-q | 0, 1 | instant Q, not stall on WAITQ, or instances of Q(?), Can fix or cause Graphical glitches. | --vu0-inst-q=1 |
--vu1-inst-p | 0, 1 | instant P, not stall on WAITP, or instances of P(?) | --vu0-inst-p=1 |
--vu1-use-rcp | 0, 1 | use sse rcp | |
--vu1-use-rsqrt | 0, 1 | use sse rsqrt | |
--vu1-native-patch | 0, 1 | Use native patches from recompiler, not compatible with jak emus, Could be VU1 round mode | --vu1-native-patch=1 |
--vu1-opt-subroutine | 0, 1 | Optimization for the VU1 when enabled |
VU0
VU0 is the EE’s alternate processing unit , These are Micro-mode commands
Command | Values | Notes | Usage |
---|---|---|---|
--vu0-injection | 0,1 | no one knows what this is used for | --vu0-injection=1 |
--vu0-mpg-cycles | 100-3000 | set initial cycles for vu0 microprograms, 100 is the Default value, 3000 Should more than enough for performance | --vu0-mpg-cycles=1000 |
--vu0-di-bits | 0,1 | 0 to skip setting Invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game. | --vu0-di-bits=0 |
--vu0-const-prop | 0,1 | Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 More info | --vu0-const-prop=0 |
--vu0-jr-cache-policy | newprog, sameprog, auto, new, same | PCSX2 use newprog as default setting Info | --vu0-jr-cache-policy=sameprog |
--vu0-jalr-cache-policy | newprog, sameprog, auto, new, same | PCSX2 use newprog as default setting Info | --vu0-jalr-cache-policy=sameprog |
--vu0-clamp-range | start, end offset | per range clamping for VU0 | --vu0-clamp-range=0x100,0x120 |
--vu0-opt-flags | [0,1,2] - 1=safe, 2=unsafe | Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) More Info | --vu0-opt-flags=1 |
--vu0-opt-vf00 | [0,1,2] - 1=safe, 2=unsafe | optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. | --vu0-opt-vf00=1 |
--vu0-opt-subroutine | 0,1? | ||
--vu0-no-clamping | 0,1 | Set to 1 to enable full clamping for VU0, Set to 0 to disable it. | --vu0-no-clamping=0 |
--vu0-clamp-operands | 0,1 | Vu0 Clamp decided by operands | --vu0-clamp-operands=1 |
--vu0-clamp-results | 0,1 | vu0 clamp for results of operations, Used Sometimes to fix Graphical Glitches | --vu0-clamp-results=1 |
--vu0-inst-q | 0,1 | instant Q, not stall on WAITQ, or instances of Q(?) | --vu0-inst-q=1 |
--vu0-inst-p | 0,1 | instant P, not stall on WAITP, or instances of P(?) | --vu0-inst-p=1 |
--vu0-use-rcp | 0,1 | use sse rcp | --vu0-use-rcp=1 |
--vu0-use-rsqrt | 0,1 | use sse rsqrt | --vu0-use-rsqrt=1 |
--vu0-accurate-addsub-range | Address | Accurate VU0 Add/Subtract Instructions in specified Address range | |
--vu0-mul0fix-range | vu0 memory offset start,end (0x0 - 0xA000) | Fix for games that multiply by zero | |
--vu0-opt-aot | 0,1 ? | Seems to be only working in jakxv2, unknown usage | --vu0-opt-aot=1 |
--vu0-aot-outmode | out/overwrite, append | ||
--vu0-aot-start-addr | start address | Seems to be PS3 command 0x12 replacement ahead of time compilation with CRC then to start, and CRC when to finish, or VBLANK | |
--vu0-aot-end-addr | end address for ahead of time compilation | ||
--vu0-aot-start-crc | ? | verify crc for aot start block (registers) | |
--vu0-aot-end-crc | ? | verify crc for aot end block (registers) |
COP2
COP2, Also known as VU0 Macro-mode.
Command | Values | Notes | Usage |
---|---|---|---|
--cop2 | jit - trans | Uknown usage | |
--cop2-opt-flags | [0,1,2] - 1=safe, 2=unsafe | Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) More Info | --cop2-opt-flags=1 |
--cop2-opt-vf00 | [0,1,2] - 1=safe, 2=unsafe | optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. | |
--cop2-const-prop | 0,1 | Constant propagation, Can Be Used as speedhack for cop2 hungry games when set to 1 More info | |
--cop2-di-bits | 0,1 | 0 to skip setting Invalid, and Div by Zero flags in status register. Can be used as speedhack as it skip costly calculations. | --cop2-di-bits=1 |
--cop2-no-clamping | 0,1 | 1 Enables Full COP2 clamping, 0 Disables it. | --cop2-no-clamping=0 |
--cop2-clamp-operands | 0,1 | clamp on operand stage | --cop2-clamp-operands=1 |
--cop2-clamp-results | 0,1 | clamp for results of operations | --cop2-clamp-results=1 |
--cop2-regalloc | 0,1 ? | PCSX2 seems to have this enabled by default. | |
--cop2-inst-q | 0,1 | instant Q, not stall on VWAITQ, , or instances of Q(?), causes crashes when enabled for unknown reasons | |
--cop2-inst-p | 0,1 | ? | |
--cop2-use-rcp | 0,1 | use sse rcp | |
--cop2-use-rsqrt | 0,1 | use sse rsqrt | --cop2-use-rsqrt=0 |
--cop2-accurate-range | start,end offset (0x0 - 0x1FFFFFF) | Accurate COP2 Assembly instructions in the cop2 Address range, Can be used to fix SPS | --cop2-accurate-range=0x123456,0x134567 |
--cop2-no-clamp-range | start,end offset (0x0 - 0x1FFFFFF) | Full clamping for COP2 in selected range | --cop2-no-clamp-range=0x123456,0x134567 |
--cop2-accurate-mul-range | start,end offset (0x0 - 0x1FFFFFF) | Accurate Multiplication instructions in the cop2 Address range | --cop2-accurate-mul-range=0x123456,0x134567 |
--cop2-accurate-mul | offset (0x0 - 0x1FFFFFF) | Accurate Multiplication instructions in the cop2 Address | --cop2-accurate-mul=0x123456 |
--cop2-accurate-addsub-range | start,end offset (0x0 - 0x1FFFFFF) | Accurate Add/Subtract instructions in the cop2 Address range | --cop2-accurate-addsub-range=0x123456,0x134567 |
--cop2-accurate-addsub | start,end offset (0x0 - 0x1FFFFFF) | Accurate Add/Subtract instructions in the cop2 Address | --cop2-accurate-addsub=0x123456 |
IOP
The emulated I/O Processor (IOP) settings, Commands here are rarely useful, since the ps4 emulates it very accurately, very few games will require these options. the iop controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output Devices
Command | Values | Notes | Usage |
---|---|---|---|
--iop-cycle-scalar | Range between (0.1 & 5.0) | Not a Speedhack, when you lower it below 1.0 the iop is overclocked, when you increase it above 1.0 the iop cycles are skipped. the only thing you will notice from this is faster/slower loading speed | --iop-cycle-scalar=1.0 |
--iop-const-folding | None,Gpr,All | IOP constant folding More info | --iop-const-folding=All |
--iop-sif0-cycle-scalar | Range between (0.1 and integer value limit) | Not a Speedhack, IOP's Sif0 cycle scalar more info here | --iop-sif0-cycle-scalar=1.0 |
--iop-sif1-cycle-scalar | Range between (0.1 and integer value limit) | Not a Speedhack, IOP's Sif1 cycle scalar more info here | --iop-sif1-cycle-scalar=1.0 |
--iop-block-validation | IsC, ShortHash, Hash | Way of validating that block been modified, and require recompilation, other Possible values include PageProt, None, PageProtection | --iop-block-validation=IsC |
--iop-validate-kernel | 0,1 | ||
--iop-shorthash-len | inst_count/integer | Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash | |
--iop-pc-coherency | 0,1 | Seems to be an option to reduce TLB errors, The PS2 IOP uses a register called "pc", which stands for Program Counter, this command when enabled might improve accuracy | |
--iop-inst-marking | 0,1? | ||
--iop-jit-disasm | |||
--iop-evt-check-full | |||
--iop-tight-slice-count | 12? | --iop-tight-slice-count=12 | |
--iop-hook | AdvanceClock, FastForwardClock | iop native hook | --iop-hook=0x0086ac,FastForwardClock |
Speedhacks
Speedhacks sorted from most beneficial to least beneficial, Please note that these are not all of the command's possible values, only the ones that improve performance
Command | Value | Notes | Usage for performance |
---|---|---|---|
--vu1-mpg-cycles | starting from 101 to 2000. do note that 2000 is not the limit. | Frameskipping, 100 is default, 1000 is 30 fps, Higher Values Improve performance | --vu1-mpg-cycles=1000 |
--ee-cycle-scalar | starting from 1.1 to 5.0 | Emotion engine Cycle skipping, higher values improve performance, Might have a negative effect on FMVS (cutscenes) | --ee-cycle-scalar=1.5 |
--vu1-di-bits | 0 | Less accurate vu1 calculations When set to 0 | --vu1-di-bits=0 |
--vu1-const-prop | 1 | The constant propagation speedhack is enabled by default. 1 will enable the speedhack and thus improve performance, and 0 will disable it and cause performance issues.More info | --vu1-const-prop=1 |
--gs-adaptive-frameskip | 1 | Frame-skipping very lightly, Requires Emus with high api, Otherwise will cause a crash | --gs-adaptive-frameskip=1 |
--ee-hook | AdvanceClock | You can hook AdvanceClock on offsets in the ee memory if they are ee heavy. you can find these offsets in pcsx2's debugger through the threads tab. example for the command: --ee-hook=0x02548596,AdvanceClock,,50 . we put two ",," in order to skip adding an opcode. and the value 50 is the value of overclocking the ee also note that you can add any value you like. do note that this command is generally only useful for users who have experience in pcsx2's debugger | --ee-hook=0x02548596,AdvanceClock,,50 |
--vu1-opt-subroutine | 1 | Optimization for instructions that are used repeatedly in the VU1 | --vu1-opt-subroutine=1 |
--gs-optimize-30fps | 1 | Optimizes the Fps of the GS | --gs-optimize-30fps=1 |
--fpu-rsqrt-fast-estimate | 1 | Less accurate fpu calculations. | --fpu-rsqrt-fast-estimate=1 |
--threaded-gs | 1 | Enable gs threading. very minor speedup. | --threaded-gs=1 |
--gs-upscale | none | Disables upscaling, very minimal effect on fps | --gs-upscale=none |
--gs-uprender | none | Disables uprender, very minimal effect on fps | --gs-uprender=none |
PCSX2's Gameindex.yaml Settings
Require Cleanup.
This list will help you use PCSX2's gameindex settings on the ps4
Current Gameindex.yaml
Old Gameindex.yaml files in case these settings get deleted from PCSX2
PCSX2 | PS4 | Notes |
---|---|---|
XGKickHack | --vu-xgkick-delay=0.50 | Note: there are other values. between 0 and 8 |
VuAddSubHack | --vu-hack-triace=1 | |
vuClampMode: 2 | --vu1-no-clamping=0 --vu0-no-clamping=0 --cop2-no-clamping=0 | |
vuClampMode: 3 | --vu1-no-clamping=1 --vu0-no-clamping=1 --cop2-no-clamping=1 | |
vu0ClampMode: 2 | --vu0-no-clamping=0 --cop2-no-clamping=0 | |
vu0ClampMode: 3 | --vu0-no-clamping=1 --cop2-no-clamping=1 | |
vu1ClampMode: 2 | --vu1-no-clamping=0 | |
vu1ClampMode: 3 | --vu1-no-clamping=1 | |
eeClampMode: 2 | --fpu-no-clamping=0 | |
eeClampMode: 3 | --fpu-no-clamping=1 | |
FpuNegDivHack & FpuMulHack | --fpu-accurate-muldiv-range=0x0,0x0 | Note: requires ee start and end offsets |
cpuCLUTRender: 1 | --gs-uv-shift-pointsampling=1 | |
MTVUSpeedHack: 0 | --vu1=jit-sync | |
IbitHack | --vu1-di-bits=0 | |
preloadFrameData: 1 | --gs-kernel-cl-up="up2x2simple" | Note: Works very similar to it, But it's not exactly the same |
cpuSpriteRenderBW: 4 | --gs-opt-frbuff-switch=1 | Note: Works very similar to it, But it's not exactly the same |
mipmap: 1 | --gs-use-mipmap=1 | |
autoFlush: 1 | --gs-flush-ad-xyz=safe | you can also use --gs-flush-ad-xyz=always but it will be slower than safe. |
VIF1StallHack | --vif1-instant-xfer=0 | |
VIFFIFOHack | --vif1-ignore-cmd-ints=1 |
Emulators
Every emulator is programmed in a different way, Sometimes Choosing the right emulator is the only possible way to fix a game, this list includes The typical usage of some of The emulators.
Emulator | Usage | API Version | Similar emulators (Compatibility) |
---|---|---|---|
Jakv2 | Good compatibility with most ps2 games, and it has a very high api version which means more LUA commands are supported. | 2.2? | |
RECVX | Fixes Games like Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters Refusing to boot since the emulated Program counter (pc) register is much more accurate in this emulator than others which reduces TLB miss frequency | Fatal Fury | |
Forbidden siren v2 | The only emulator that fixed Ice age 2 being stuck at splash screen. this emu possibly has EE cache support | ||
GTA3 | Fixed the pal Version of Genji: Dawn of the Samurai | ||
KOF2000 | fixes graphical issues in games such as Crash Twinsanity, And prevents Koei tecmo games from suddenly freezing when battle starts, since it emulates VU1/VU0 very accurately | Roguev1 and KOF98 | |
Parappa V1 | The only emulator that was able to Boot Spyro: A Hero's Tail |
Accurate PS2 Settings
Accurate emulation settings for debugging Ps2 Games, very slow.
Do note that this is not a universal CLI, But it will work well for most games.
--gs-uprender=none --gs-upscale=none --gs-vert-precision=8 --vu1-no-clamping=0 --vu1-clamp-operands=1 --vu1-clamp-results=1 --vu0-no-clamping=0 --vu0-clamp-operands=1 --vu0-clamp-results=1 --cop2-no-clamping=0 --cop2-clamp-operands=1 --cop2-clamp-results=1 --fpu-no-clamping=0 --fpu-clamp-operands=1 --fpu-accurate-range=0x1c0000,0x900000 --fpu-clamp-results=1 --vif1-instant-xfer=0 --vu-xgkick-delay=0.50 --ee-jit-pagefault-threshold=40
XXXX-YYYYY_config.lua
It is the most powerful Configuration on the emulator, it Allows direct patching of EE/IOP/VU memory, hooks registers, hook dma, almost Everything can be done here.
If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).
Known functions: Require cleanup.
Command | Usage | Notes |
---|---|---|
apiRequest | apiRequest(<api version>) | example: apiRequest(0.1)
Different emu versions support different highest api. Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator. |
getEmuObject class | ||
getEmuObject | local emuObj = getEmuObject() | Required for all functions using emuObj, that include: LoadConfig SaveConfig GetPad AddVsyncHook RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook CheckEntitlement AddImageHook AddGifTagHook SwapMemCard SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc EnableImposeMenu GetDiscId GetDiscTitleId AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar emuAddPadHook PadPressureStickRemap SetVolumes GetVolumes SetAudioRoute GetAudioRoute AddSnapshotLoadedHook RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch |
LoadConfig | ||
SaveConfig | ||
GetPad | emuObj.GetPad(<gamepad button by bits>) | example usage for reading input:
local CheckInputs = function() local pad_bits = emuObj.GetPad() local UP = pad_bits & 0x0010 local DOWN = pad_bits & 0x0040 local LEFT = pad_bits & 0x0080 local RIGHT = pad_bits & 0x0020 local Triangle = pad_bits & 0x1000 local Cross = pad_bits & 0x4000 local Square = pad_bits & 0x8000 local Circle = pad_bits & 0x2000 local L1 = pad_bits & 0x0400 local L2 = pad_bits & 0x0100 local L3 = pad_bits & 0x0002 local R1 = pad_bits & 0x0800 local R2 = pad_bits & 0x0200 local R3 = pad_bits & 0x0004 local Select = pad_bits & 0x0001 local Start = pad_bits & 0x0008 if (L2 ~= 0) then <here function that should be done when L2 is pushed> end end emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync> |
AddVsyncHook | emuObj.AddVsyncHook(<task to be done every vsync>) | emuObj.AddVsyncHook(my_function)
my_function can be anything, from simple patches, to extensive hook. Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup. |
RemoveVsyncHook | emuObj.RemoveVsyncHook(<previously added task to be removed>) | emuObj.RemoveVsyncHook(my_function) |
AddEntryPointHook | emuObj.AddEntryPointHook(<task>) | Task to be done at ps2 game main elf entry point (right where game is loaded). |
RemoveEntryPointHook | ||
AddLoginHook | ||
RemoveLoginHook | ||
AddLogoutHook | ||
RemoveLogoutHook | ||
CheckEntitlement | ||
AddImageHook | ||
AddGifTagHook | ||
SwapMemCard | ||
SetFormattedCard | emuObj.SetFormattedCard(<"file name">) | emuObj.SetFormattedCard("custom_formatted.card")
Allow to use custom memory card. |
OpenDiscTray | ||
CloseDiscTray | ||
SwitchDisc | emuObj.SwitchDisc(<disc ID>) | ID can be provided as is, or for example read from memory or register when needed. |
EnableImposeMenu | emuObj.EnableImposeMenu(<true/false>) | EnableImposeMenu(false) |
GetDiscId | emuObj.GetDiscId() | Return DiscId in XXXX_YYY.ZZ format |
GetDiscTitleId | ||
AddSectorReadHook | emuObj.AddSectorReadHook(<sector, unk, task>) | Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) ) |
AddMCWriteHook | ||
ShowDiscSwitchInfo | ||
GetPs4SystemLang | emuObj.GetPs4SystemLang() | Return PS4 system language (in unknown format). |
SetPs2Lang | emuObj.SetPs2Lang(<Lang ID>) | Set emulated PS2 language, correct Lang IDs are 0-18, Strangely, Some Games can Crash if their Specific Language is not selected
0 - japanese 1 - english 2 - french 3 - spanish 4 - german 5 - italian 6 - dutch 7 - portuguese 8 - russian 9 - korean 10 - traditonal-chinese 11 - simplified-chinese 12 - finnish 13 - swedish 14 - danish 15 - norwegian 16 - polish 17 - portuguese-brazil 18 - english-uk |
ThrottleNorm | emuObj.ThrottleNorm() | Enable default framelimiter (50/60 fps depend on region). |
ThrottleFast | emuObj.ThrottleFast() | Faster than default, but exact value is unknown. |
ThrottleMax | emuObj.ThrottleMax() | Disable framelimiter During loading screens, This setting can sometimes be harmful when used globally in config files. Loading times are faster, but the game also runs faster than it should when the PS4 has enough free cpu power. |
AddAssertionHook | ||
SetGsTitleFix | emuObj.SetGsTitleFix() | More info |
SetDisplayAspectWide | emuObj.SetDisplayAspectWide() | Force display area to 16:9 (If game not support widescreen, it will be stretched). |
SetDisplayAspectNormal | emuObj.SetDisplayAspectNormal() | Force display area to 4:3. |
ForceRefreshRate | emuObj.ForceRefreshRate(<hz>) | emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default. |
LoadFsShader | emuObj.LoadFsShader(<slot?>, "<path>") | Shaders must be loaded right after GS has been initialized. Example: Global_InitGpuResources = function() emuObj.LoadFsShader(1, "./shader.sb") end That only load Fragment Shader to program memory, to use it we need BindFragmentShader, and if depend on shader SetShaderParams. |
SetDisplaySafeArea | ||
PadSetLightBar | emuObj.PadSetLightBar(<port, red, green, blue>) | Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255. |
emuAddPadHook | ||
PadPressureStickRemap | ||
SetVolumes | emuObj.SetVolumes('global', 'main', 'bgm') | Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100% |
GetVolumes | emuObj.GetVolumes() | Return current volume levels for ('global', 'main', 'bgm') in floating point values. |
SetAudioRoute | ||
GetAudioRoute | ||
CountFrameOnPS2 | emuObj.CountFrameOnPS2() | updates FRAPS/Actual FPS reading in olympus |
AddSnapshotLoadedHook | ||
RemoveSnapshotLoadedHook | ||
IsNeoMode | emuObj.IsNeoMode() | Check that PS4 run in NEO (PRO) mode. Return 1/0 |
IsToolingVerbose | ||
emuMediaPatch | emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) | Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game. |
getIOPObject class | ||
getIOPObject | local iopObj = getIOPObject() | Required for all functions using iopObj, that include: ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8 ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc GetCPR0 SetCPR0 iopInsnReplace |
ReplaceMem64 | ||
ReplaceMem32 | ||
ReplaceMem16 | ||
ReplaceMem8 | ||
ReadMemFloat | iopObj.ReadMemFloat(<address>) | iopObj.ReadMemFloat(0x28c3c) |
WriteMemFloat | iopbj.WriteMemFloat(<address>, <value>) | iopObj.WriteMemFloat(0x65364, 1.3333333) |
ReadMem128 | ||
WriteMem128 | ||
ReadMemFloat128 | ||
WriteMemFloat128 | ||
ReadMem64 | iopObj.ReadMem64(<iop memory offset>) |
Read 8 Bytes From offset |
WriteMem64 | iopObj.WriteMem64(<iop memory offset>, <data>) |
Write 8 Bytes From offset |
ReadMem32 | iopObj.ReadMem32(<iop memory offset>) |
Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
iopObj.ReadMem32(gp - 348) |
WriteMem32 | iopObj.WriteMem32(<iop memory offset>, <data>) |
Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0) |
ReadMem16 | iopObj.ReadMem16(<iop memory offset>) |
Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198) |
WriteMem16 | iopObj.WriteMem16(<iop memory offset>, <data>) |
Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0) |
ReadMem8 | iopObj.ReadMem8(<iop memory offset>) |
Read 1 byte from offset, example: iopObj.ReadMem8(0x1198) |
WriteMem8 | iopObj.WriteMem8(<iop memory offset>, <data>) |
Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0) |
ReadMemStr | ||
FastForwardClock | iopObj.FastForwardClock() | |
AdvanceClock | iopObj.AdvanceClock() | Increase Iop Clock speed at hooked iop offset |
GetClock | iopObj.GetClock() | Get Iop Clock speed at hooked iop Offset, if no offset is hooked, value of iopObj.GetClock() will be 0 |
AddHook | ||
RemoveHook | ||
GetGpr | iopObj.GetGPR(<gpr register>) | iopObj.GetGPR(a1) |
SetGpr | iopObj.SetGPR(<gpr register> ,<value>) | example: iopObj.SetGPR(gpr.v0 ,3) |
GetPc | iopObj.GetPc(), can be used also with additional var. like iopObj.GetPc()+8 | |
SetPc | iopObj.SetPC(<PC>) | iopObj.SetPC(0x6B80) |
GetCPR0 | iopObj.GetCPR0(<COP0 register>) | |
SetCPR0 | iopObj.SetCPR0(<COP0 register>) | |
iopInsnReplace | iopInsnReplace(IOP memory offset, Original opcode (BE), Replace opcode (BE)) | Replace 4 bytes opcode in iop memory, correct memory range is 0x0 to 0x1FFFFF |
getEEObject class | ||
getEEObject | local eeObj = getEEObject() | Required for all functions using eeObj |
ReplaceMem64 | ||
ReplaceMem32 | eeObj.ReplaceMem32(<address>, <value>) | Permanently replace an offset without needing addvsynchook |
ReplaceMem16 | ||
ReplaceMem8 | ||
ReadMemFloat | eeObj.ReadMemFloat(<address>) | eeObj.ReadMemFloat(0x258c3c) |
WriteMemFloat | eeObj.WriteMemFloat(<address>, <value>) | eeObj.WriteMemFloat(0x365364, 1.3333333) |
ReadMem128 | eeObj.ReadMem128(<ee memory offset>) |
Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198) |
ReadMemFloat128 | eeObj.ReadMemFloat128(<ee memory offset>) |
return 16 bytes from offset in float form |
WriteMem128 | ||
WriteMemFloat128 | ||
ReadMem64 | eeObj.ReadMem64(<ee memory offset>) |
Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198) |
WriteMem64 | eeObj.WriteMem64(<ee memory offset>, <data>) |
|
ReadMem32 | eeObj.ReadMem32(<ee memory offset>) |
Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
eeObj.ReadMem32(gp - 31348) |
WriteMem32 | eeObj.WriteMem32(<ee memory offset>, <data>) |
Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0) |
ReadMem16 | eeObj.ReadMem16(<ee memory offset>) |
Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198) |
WriteMem16 | eeObj.WriteMem16(<ee memory offset>, <data>) |
Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0) |
ReadMem8 | eeObj.ReadMem8(<ee memory offset>) |
Read 1 byte from offset, example: eeObj.ReadMem8(0x100198) |
WriteMem8 | eeObj.WriteMem8(<ee memory offset>, <data>) |
Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0) |
ReadMemStr | eeObj.ReadMemStr(address/register) | Read string from address until null terminator |
AddHook | eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) | example: local W1 = function() emuObj.SetDisplayAspectNormal() end local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1) |
RemoveHook | ||
AddPreHook | ||
AddPostHook | ||
RemovePreHook | ||
RemovePostHook | ||
GetGpr64 | eeObj.GetGPR64(<gpr register>) | example: eeObj.GetGPR64(t3) |
SetGpr64 | ||
GetGprFloat | Get gpr value as float value | |
SetGprFloat | Set gpr value as float value | |
GetGpr / GetGPR | eeObj.GetGPR(<gpr register>) | eeObj.GetGPR(t3) |
SetGpr / SetGPR | eeObj.SetGPR(<gpr register> ,<value>) | example: eeObj.SetGPR(gpr.a3 ,1)
Require defined getEEObject() as eeObj |
GetFprHex | eeObj.GetFprHex(<FPU register (0-31)>) | Get/return floating point register value as hex string |
SetFprHex | eeObj.SetFprHex(<FPU register (0-31), value (u32)>) | Set floating point register value as hex string |
GetFpr / GetFPR | eeObj.GetFpr(<register number>) | example eeObj.GetFpr(14) |
SetFpr / SetFPR | eeObj.SetFpr(<fpr register number>, <value>) | Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
But we can also combine commands to add/sub from registers eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value |
GetPc | eeObj.GetPc(), can be used also with additional var. like eeObj.GetPc()+4 | |
SetPc | eeObj.SetPC(<PC>) | eeObj.SetPC(0x266B80) |
GetCPR0 | eeObj.GetCPR0(<COP0 register>) | |
SetCPR0 | eeObj.SetCPR0(<COP0 register>) | |
SchedulerDelayEvent | eeObj.SchedulerDelayEvent("event", cycles) | Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command allow to delay certain DMA transfer by cycles. |
DmaAddHook | ||
DmaRemoveHook | ||
WaitVu1 | eeObj.WaitVu1(1) | most likely this is --vu1=jit-sync, Enabling it will Sync the EE with the VU1, Pcsx2 has a similar gamefix called VU Sync which syncs both VU1 and VU0 with the EE. |
Vu1MpgCycles | eeObj.Vu1MpgCycles(<cycles>) | Works just like the cli command --vu1-mpg-cycles=, setting it to eeObj.Vu1MpgCycles(1000) would skip 50% of frames When the game enters a VU1 Heavy area and will return to normal framerate when VU1 is not being under heavy usage. |
GetPcRingBuffer | ||
WriteMemStr | eeObj.WriteMemStr(address, string) | |
FastForwardClock | eeObj.FastForwardClock() | eeObj.FastForwardClock(1) Skip Emotion engine Cycles, 1 and 0 seem to be the values. |
AdvanceClock | eeObj.AdvanceClock() | Overclock Emotion Engine Speed at the hooked EE Offset, 294912 mHz is the default clock speed, if eeObj.AdvanceClock(5000) is activated the clock speed will increase to 299912 at the hooked addresses only and EE will return to normal clock speed after that. |
GetClock | eeObj.GetClock() | Get the value of EE Clock speed at Hooked EE offset, if no offset is hooked the value will be 0, This command was used by sony to make calculations to determine whether or not the EE needs to be overclocked. |
WriteMemStrZ | eeObj.WriteMemStrZ(string pointer, string) . Pointer can be read from GPR | |
Precompile | ||
CalcInsnHash | ||
AddJitResetHook | ||
RemoveJitResetHook | ||
getOverlayObject | eeObj.getOverlayObject() | Can be used to get Current EE Offset (???) local eeOverlay = eeObj.getOverlayObject() |
GetVif1Cycles | eeObj.GetVif1Cycles() | local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish. |
getGLSObject class | ||
getGLSObject | ||
Enable | ||
EnableServerRecording | ||
Pause | ||
getGsObject class | ||
getGsObject | local gsObj = getGsObject() | |
SetL2HMode | ||
SetUprenderMode | gsObj.SetUprenderMode(0) | Sets uprender mode. Overrides CLI 0=none, 1=2x2 |
SetUpscaleMode | ||
GetFramesInQueue | ||
SetFrameSkipping | gsObj.SetFrameSkipping(true) | false and true are the values. |
SetDeinterlaceShift | gsObj.SetDeinterlaceShift(0) | |
getAudioObject class | ||
getAudioObject | ||
muteStreamingAll | ||
muteStreamingMain | ||
muteStreamingBGM | ||
getRemotePlayObject class | ||
getRemotePlayObject | ||
Enable | ||
getVideoRecordingObject class | ||
getVideoRecordingObject | ||
Enable | ||
getSharePlayObject class | ||
getSharePlayObject | ||
Enable | ||
getSpriteObject group | ||
getSpriteObject | ||
Enable | ||
Disable | ||
BindFragmentShader | ||
SetShaderParams | Is not clear that params depend on shader, or are somehow hardcoded. Example usage: local sprite0 = getSpriteObject(0) local scanlineParams = { 240.0, -- float scanlineCount 0.7, -- float scanlineHeight; 1.5, -- float scanlineBrightScale; 0.5, -- float scanlineAlpha; 0.5 -- float vignetteStrength; } sprite0.SetShaderParams(scanlineParams) | |
BindTexture | ||
SetPosXY | ||
SetSizeXY | ||
SetPosUV | ||
SetSizeUV | ||
PrintContext | ||
SetBlendColor | sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 | local sprite0 = getSpriteObject(0) sprite0.SetBlendColor(1.0,1.0,1.0,1.0) |
Does not require Obj call group, or unknown | ||
eeInsnReplace | eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) | Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF |
vuInsnReplace | vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) |
Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. example: vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c) Replace 64 bits of VU0 at offset 0xB38 |
eeNativeFunction | eeNativeFunction(<ee offset>, <original opcode>, <function>) | eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher. But functions from this list should be available in every emu: ieee754_acosf ieee754_asinf ieee754_sqrtf fabs cosf fabsf sinf acosf asinf sqrtf fptoui fptodp litodp dptoli dptofp memcpy memset strlen |
eeNativeHook | eeNativeHook(<ee ofset>, <original opcode>, <action>) | eeNativeHook require apiRequest(1.4) or higher. |
GsCustomShader | ||
getTrophyObject | local trophyObj = getTrophyObject() | Required for all functions using trophyObj |
getDmaObject | local dmaObj = getDmaObject() | Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it. |
Unlock | ||
getScreenShotObject | ||
IsUnlocked | ||
InsnOverlay | InsnOverlay({<opcode, opcode, opcode...>}) | example: InsnOverlay({ 0x27bdfff0, -- addiu $sp, -0x10 0xffbf0000, -- sd $ra, 0(sp) 0xffb00008, -- sd $s0, 8(sp) 0x3c05000f, -- lui $a1, 0x000f 0x34a57000, -- ori $a1, 0x7000 0x0c0db8b6, -- jal Script::State::DoString 0x0080802d, -- move $s0, $a0 0x24050001, -- li $a1, 1 0x0c0dba4c, -- jal Script::State::IsNull(int) 0x0200202d, -- move $a0, $s0 0xdfb00008, -- ld $s0, 8(sp) 0xdfbf0000, -- ld $ra, 0(sp) 0x03e00008, -- jr ra 0x27bd0010 -- addiu $sp, 0x10 }) |
eeDebugBreak | ||
CsBindShader | ||
CsSetParamInt32 | ||
CsSetParamFloat | ||
CsResetContext | ||
CsPrintContext | ||
PsBindShader | ||
PsSetParamInt32 | ||
PsSetParamFloat | ||
PsResetContext | ||
PsPrintContext |
Note: eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.
Registers for hook
Registers defined in alias files.
GetGpr/SetGpr
gpr.zero gpr.at gpr.v0 gpr.v1 gpr.a0 gpr.a1 gpr.a2 gpr.a3 gpr.t0 gpr.t1 gpr.t2 gpr.t3 gpr.t4 gpr.t5 gpr.t6 gpr.t7 gpr.s0 gpr.s1 gpr.s2 gpr.s3 gpr.s4 gpr.s5 gpr.s6 gpr.s7 gpr.t8 gpr.t9 gpr.k0 gpr.k1 gpr.gp gpr.sp gpr.fp gpr.ra gpr.lo gpr.hi gpr.sa example: eeObj.GetGpr(gpr.a1)
GetCPR0/SetCPR0
cpr.index cpr.pagemask cpr.random cpr.wired cpr.entrylo0 cpr.badvaddr cpr.entrylo1 cpr.count cpr.context cpr.entryhi cpr.compare cpr.config cpr.taglo cpr.status cpr.badpaddr cpr.taghi cpr.cause cpr.hwbk cpr.errorepc cpr.epc cpr.pccr cpr.prid example: eeObj.GetCPR0(cpr.status)
SetGsTitleFix
One of very important commands in ps2 emu lua, allow to change GS behavior.
Part of EmuObject() class, used frequently in official configs.
Example usage from official config files: https://pastebin.com/yf802Up3
Commands
Command | Notes |
---|---|
globalSet | used with workLoadThreshold or waveThreshold or loadThreshold |
reserved | |
forceBiLinear | |
ignoreSubBuffCov | ignore ? buffer coverage |
trianglesAsParticles | |
ignoreAreaUpdate | |
SetSelfRender | |
ignoreSprite | |
clipScissors | |
forcePoint | |
forcePointSampling | |
setRejectionArea | |
ignoreUpRender | Ignore uprender for texture type described in params |
includeAreaUpdate | |
forceSimpleFetch | Used Frequently To Fix Graphical Corruptions, emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} ) |
fetchFromCurrBuff | emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) |
ignoreUpShiftTri | emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) |
skipPacked | |
changeAlpha | |
ignoreUpRenderTimeout |
Arguments/variables
Argument | Notes |
---|---|
alpha_mask | |
alphaIsNot | alpha - is not X |
texMode | 1 - Point? , 2 - bilinear |
twIsLess | texture width - is less than X |
thIsLess | texture height - is less than X |
twIsNot | texture width - is not X |
thIsNot | texture width - is not X |
psmIsNot | texture pixel storage format - is not X
PSMCT32 = 0 PSMT4HL = 36 PSMCT24 = 1 PSMT4HH = 44 PSMCT16 = 2 PSMZ32 = 48 PSMCT16S = 10 PSMZ24 = 49 PSMT8 = 19 PSMZ16 = 50 PSMT4 = 20 PSMZ16S = 58 PSMT8H = 27 |
zmsk | Z (depth) draw mask
update Z buffer = 0 don't update Z buffer = 1 When 1 depth test result will be ignored |
tw | texture width |
th | texture height |
ztst | Z (depht) test method
ZNOUSE = 0 ZALWAYS = 1 ZGEQUAL = 2 ZGREATER = 3 0 - All pixels fail 1 - All pixels pass 2 - Pass if Z grater or equal to Z buffer 3 - Pass if Z grater than Z buffer |
mipIsGt | mip level is grater than X (?) |
mmin | MMIN flag
NEAREST = 0 LINEAR = 1 NEAREST_MIPMAP_NEAREST = 2 NEAREST_MIPMAP_LINEAR = 3 LINEAR_MIPMAP_NEAREST = 4 LINEAR_MIPMAP_LINEAR = 5 |
prim | GS primitive type
Point = 0 Line = 1 LineStrip = 2 Triangle = 3 TriangleStrip = 4 TriangleFan = 5 Sprite = 6 |
primIsNot | GS primitive type - is not
Point = 0 Line = 1 LineStrip = 2 Triangle = 3 TriangleStrip = 4 TriangleFan = 5 Sprite = 6 |
fillArea | |
frameW | |
renderSelf | |
hasClut | |
alphaTest | |
primTest | |
workLoadThreshold | |
alpha | example: alpha=0x80000044 alpha=0 |
texType | (1-3, more? ) |
tbp | texture base pointer |
cbp | CLUT buffer base pointer |
psm | texture pixel storage format
PSMCT32 = 0 PSMT4HL = 36 PSMCT24 = 1 PSMT4HH = 44 PSMCT16 = 2 PSMZ32 = 48 PSMCT16S = 10 PSMZ24 = 49 PSMT8 = 19 PSMZ16 = 50 PSMT4 = 20 PSMZ16S = 58 PSMT8H = 27 |
mxl | maximum mip level (0-6) |
fbmask | ? |
totalArea | |
packedRegs | |
packedRegsLo | |
packedRegsHi | |
packedRegsNum | |
packedFlags | |
packedPrim | |
areaNumFrames | |
waveThreshold | |
loadThreshold | |
fixSpriteDivTab |
Example configs
Official example
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"]) apiRequest(0.4) -- Star Wars: Racer Revenge (SLES-50366) [US] local eeObj = getEEObject() eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025, eeInsnReplace(0x13BCD0, 0x3c023f80, 0x3C023F40) -- Zoom eeInsnReplace(0x1153B4, 0x3c023f80, 0x3C023FAB) -- Y-FOV -- Track# -- The Grand Reefs : 6 -- Ruins of Carnuss Gorgull : 9 eeObj.AddHook(0x187330, 0x3c010001, function() local track = eeObj.GetGpr(gpr.a1) print(string.format("Track : %d", track)) if track == 6 or track == 9 then eeObj.Vu1MpgCycles(1000) -- makes it be 30fps. else eeObj.Vu1MpgCycles(100) -- default value. end end)
Custom config.lua example
Here is the first custom lua config created by the community:
apiRequest(0.1) -- Fix black screen SLUS-20064 eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
This is very basic command to replace part of EE memory with other instruction.
- apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.
- -- Fix black screen SLUS-20064 is comment
- eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing the value 0x4100FFFF to 0x00000000 at the offset of 0x1CF3CC . Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
- -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
And here's an example for a pnach that was converted into a lua
apiRequest(0.1) local eeObj = getEEObject() eeObj.ReplaceMem32(0x0016A7B2,0x0)
PS3 Config support
Emulator support configs in format known from ps2_netemu/ps2classic from PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.
To enable ps3 style config add this to config-emu-ps4.txt:
- --lopnor-config=1
- --ps2-title-id=TITLE-ID
Config file need to be in folder .../patches/{TITLE-ID}/ and file need to have name {TITLE-ID}_lopnor.cfgbin. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).
Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
Config repository: https://github.com/Zarh/ManaGunZ/tree/master/pkgfiles/USRDIR/sys/CONFIG Just download as raw file, and rename correctly.
Please keep in mind that not all commands are recognized, only 0x01 (can depend on emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
For example Rayman 3 config Does not work due to unsupported command.
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value). Same goes for 0x11 (--vu0-accurate-addsub-range can be used).
- Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
- More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
- Log from loading that kind of config: https://pastebin.com/ZpUyU8DE
Known issues
List of known issues in the Ps2 emulator
Issue | Games affected | Solution | Description |
---|---|---|---|
No support for EE Cache | Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, Others | Lua patches to the EE memory and picking the right emulator | It's not a ps4 issue per say since these issues are also encountered by Pcsx2. but Pcsx2 does have support for EE cache, though it doesn't use it to fix these games because emulating EE cache is extremely slow. so that's why the Pcsx2 team decided to use pnach patches to fix this issue. |
VU0 is not running in sync with EE core | 24 The Game, ATV Quad Power Racing 2, Twisted Metal Head-On, Primal, Ghosthunter, Rayman Arena, Rayman 3, Largo winch. All games using M-bit. | ee hook AdvanceClock or fastforwardclock commands on affected addresses, Most of the time it will be CTC2 instructions that are affected | Rayman 3's fix for example . This issue can also be replicated on Pcsx2 if you overclock the EE by +3 |
No roundmode support for VU/FPU | Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Many others | Lua patches to the EE memory | |
XGKick in-accuracy | Def Jam Vendetta, Galactic Wrestling, Crash twinsanity, and others | Cli command --vu-xgkick-delay | |
No M-Bit support | Every game that uses M-Bit. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [2] | Lua patches to the EE memory | M-bit: Only applicable for VU0. Ends interlock on a single QMTC2.I/CTC2.I instruction, allowing the EE to continue execution |
Wrong read speed for double layer disc games | Shadowman, Arctic thunder, every game that's listed to require CDVD_READ_DELAY in the bios patches. and many other affected games | Setting --cdvd-sector-seek-cycles=0.1at a very low value for faster Disc reading |
Also known in sony's bios as CDVD_READ_DELAY |
(Theory) The emulated EE is overclocked by default | Ratchet and clank games, Metal gear solid 3, Syphon Filter: The Omega Strain, SOCOM II: U.S. Navy SEALs, Soul Calibur 3, Need for Speed: Underground, Others | None, although setting eecyclescalar above 1.0 might slightly help since it skips cycles and you can never go wrong with using fatal fury's emu for this issue | These games are extremely EE sensitive. once you overclock the EE, those games will have issues. PCSX2 fixed that with EETIMINGHACK just in case the user overclocks the EE. but on this emulator there's no way to underclock the EE. in fact, it seems that the EE is overclocked above +3 by default for some reason. and it also could possibly be the reason why the VU0 unit is not running in sync with the EE. it seems also that the Fatal fury emu is slightly less overclocked than other emus. the games that needed the ee to be overclocked in pcsx2 no longer need to be overclocked in this emulator. and the games that encounter issues when the ee is overclocked are broken in this emulator. and that alone is proof that the EE is most definitely overclocked by default. |
Clamping is turned off by default for FPU and VU units | Every game that requires clamping, Klonoa, Digimon Rumble arena 2, Bully, Devil Kings, Batman - Rise of Sin Tzu, others | the cli commands --fpu-no-clamping=0 --vu1-no-clamping=0 --vu0-no-clamping=0 --cop2-no-clamping=0 | |
In-accurate VU emulation | Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Koei tecmo games, Klonoa 2, others. | Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands | The issue leads to SPS and graphical issues and sometimes freezing. |
In-accurate Multiply/Divide/Add/Subtract instructions | Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Others | Addsub/Muldiv Cli commands | Causes many geometry issues and black screens. Sony reduced the accuracy of these instructions to improve performance |
Multitap doesn't support all games | Urban reign, many others | None | |
TLB in-accuracy (TLB Miss) | Jackie chan adventures, Pac-man world 3, Spyro enter the dragonfly, Yu-Gi-Oh Capsule monsters, others | Using Recvx emu or Fatal fury emu | More explanation on this issue but basically this issue could lead to games freezing at the splash screen. OpenPs2loader uses what it calls "Mode 2" to fix this issue, though the frequency of this issue on ps4 is different than Pcsx2 and OPL |
PS2 Bios
Description
The PS2 bios is the file PS20220WD20050620.crack included in every PS2 game .pkg. It Is exactly the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them thru mc/cdvd. Important non X module that is missing is libsd, and homebrew that need it, will most likely fail to boot, or error.
Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that list (click here)
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios have included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". Most noticeable difference for both bios files seems to be special RDRAM module.
PS20220WD20050620.crack file MD5: 83AD2B530C9C102A561BA1CDC6D996D5
While PS3 emulators patch bios to preferred region, emulator used in PS4 use so called CallHook which is known better for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's literally the same code, but PS4 emus don't have patches for different bios revisions.
Files inside ROM image
File | Offset in exported bin | Description | File type (exportable) |
---|---|---|---|
RESET | 0x00 | Bootstrap code for the EE and IOP. | BIN |
ROMDIR | 0x2780 | The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. | BIN |
EXTINFO | 0x2CC0 | Contains the "EXTINFO" for all files in the ROM image. | BIN |
SBIN | 0x3330 | Seems to be the pad controller library for the PS1 monitor. | BIN |
LOGO | 0xA2D0 | PS1 logo? | BIN |
IOPBTCONF | 00x1EA20 | Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF. | BIN |
IOPBTCON2 | 0x1EB10 | Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). | BIN |
SYSMEM | 0x1EBE0 | System Memory Manager. | ELF |
LOADCORE | 0x1FE00 | The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. | ELF |
EXCEPMAN | 0x22380 | Exception manager. | ELF |
INTRMANP | 0x22F60 | Interrupt Manager. According to wisi, it is for PS mode. | ELF |
INTRMANI | 0x24970 | Interrupt Manager. According to wisi, it is for IOP mode. | ELF |
SSBUSC | 0x267B0 | SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. | ELF |
TIMEMANP | 0x26F20 | Timer Manager (PS mode) | ELF |
TIMEMANI | 0x27B00 | Timer Manager (IOP mode) | ELF |
DMACMAN | 0x28730 | DMA Controller Manager. | ELF |
SYSCLIB | 0x2BE30 | System C Library. | ELF |
HEAPLIB | 0x2E590 | Memory HEAP LIBrary (i.e. thvpool, thfpool) | ELF |
THREADLIB | 0x2F290 | Multi_Thread_Manager | ELF |
VBLANK | 0x38020 | V-Blank management | ELF |
IOMAN | 0x38DB0 | IO Manager | ELF |
MODLOAD | 0x3AD20 | IOP module loader. | ELF |
ROMDRV | 0x3D070 | ROM driver. Provides access to the boot ROM (rom0). | ELF |
ADDDRV | 0x3DF60 | Adds support for the DVD ROM (rom1:), via ROMDRV. | ELF |
STDIO | 0x3D3C0 | Standard I/O library. | ELF |
SIFMAN | 0x3EFB0 | SIF manager. | ELF |
SIFINIT | 0x40550 | Initializes the SIF. | ELF |
EESYNC | 0x40970 | For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. | ELF |
EENULL | 0x40E10 | The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. | BIN |
PS1ID | 0x40E50 | Only found in newer boot ROMs | BIN |
LIBFI | 0x40E60 | Not present in the boot ROM of the SCPH-10000 and SCPH-15000. | BIN |
PS1VERJ | 0x40F50 | BIN | |
PS1VERA | 0x40F60 | BIN | |
PS1VERE | 0x40F70 | BIN | |
PS1VERC | 0x40F80 | BIN | |
PS1VERH | 0x40F90 | BIN | |
OSDSYS | 0x40FA0 | The browser | BIN |
- | 0x40FB0 | BIN | |
RDRAM | 0x41000 | Provides a RDRAM test for the EE at power-on. This is run from RESET. | BIN |
EELOADCNF | 0x43D50 | Contains the IOP boot configuration file for EELOAD. | BIN |
SIFCMD | 0x43F00 | SIF command module. Contains the SIF command and SIF RPC functions. | ELF |
REBOOT | 0x46140 | The reboot service. Receives IOP reset packets from the EE, from across the SIF. | ELF |
LOADFILE | 0x46910 | The RPC server for MODLOAD | ELF |
EECONF | 0x49070 | Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. | ELF |
- | 0x49FF0 | BIN | |
IOPBOOT | 0x4A000 | IOP bootup program | BIN |
- | 0x4B160 | BIN | |
TBIN | 0x4B800 | The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. | BIN |
XSHA1 | 0x59770 | sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related? | ELF |
XLOADFILE | 0x5A740 | Updated module | ELF |
SIO2MAN | 0x5D7F0 | SIO2 manager. Provides access to the SIO2 interface. | ELF |
- | 0x5F420 | BIN | |
MCSERV | 0x61340 | RPC server for MCMAN. | ELF |
- | 0x63040 | BIN | |
KROMG | 0x64000 | BIN | |
- | 0x65CC0 | BIN | |
KROM | 0x66000 | Kanji ROM? Not sure where this is used. | BIN |
- | 0x7FE70 | BIN | |
ROMVER | 0x7FF00 | ROM version. | BIN |
- | 0x7FF10 | BIN | |
VERSTR | 0x7FF30 | Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. | BIN |
- | 0x7FF90 | BIN | |
ROMGSCRT | 0x80000 | BIN | |
NCDVDMAN | 0x82D30 | It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. | ELF |
SECRMAN | 0x8F770 | Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. | ELF |
MCMAN | 0x93C30 | Memory Card Manager. | ELF |
PADMAN | 0xA30C0 | Pad manager. | ELF |
CDVDMAN | 0xAC810 | The CD/DVD manager. | ELF |
CDVDFSV | 0xB4BC0 | The RPC server for CDVDMAN. | ELF |
FILEIO | 0xBCF80 | RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. | ELF |
CLEARSPU | 0xBF080 | Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. | ELF |
UDNL | 0xC0CC0 | It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. | ELF |
IGREETING | 0xC2BC0 | Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed | ELF |
EELOAD | 0xC3C20 | The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. | BIN |
XCDVDMAN | 0xD2DA0 | cdvd_driver - Updated module | ELF |
XCDVDFSV | 0xE1B30 | cdvd_ee_driver - Updated module | ELF |
OSDSND | 0xEFF60 | OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. | ELF |
PS2LOGO | 0x11ABB0 | Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. | ELF |
XPARAM2 | 0x137500 | File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) | ELF |
OSDSYS | 0x139A00 | The browser | BIN |
PIOPRP | 0x177880 | Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root). | BIN |
KERNEL | 0x1BB7E0 | The EE kernel | BIN |
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
Game_ID/DiscID in PS20220WD20050620.crack
There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.
Original PS2 bios from models with emulated IOP, include similar list file called XPARAM.ELF. Title IDs there are not the same, although some of them exist on both lists.
Command | Name | Fix on ps4 / Explanation |
---|---|---|
0x00 | TITLE_MASK | Black-listed games if 0xA0000000 value |
0x01 | SIO2_MASK | |
0x02 | DEV9_MASK | Emulates dummy ethernet connection |
0x03 | USB_MASK | |
0x04 | SIF_DMA_SYNC | |
0x05 | SIF_DMA_LOAD | |
0x06 | DMAC_CH10_INT_DELAY | |
0x07 | MECHA_RECOGTIME | |
0x08 | CPU_DELAY | Most likely --iop-cycle-scalar=0.1 |
0x09 | DEV5_INT_SPEED | |
0x0A | CDVD_READ_DELAY | the cli command cdvd-sector-seek-cycles |
0x0B | SPU2_BEHAVIOR |
ID | Title | Command | Value | Remarks |
---|---|---|---|---|
PBPX_952.01 | DVD Utility Disc Version 1.00 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_952.02 | DVD Utility Disc Version 1.01 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_952.03 | DVD Utility Disc Version 1.01 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_952.06 | DVD Player (Version 2.01) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_952.07 | DVD Player (Version 2.10) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_952.08 | DVD Player (Version 2.10) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_952.09 | DVD Player (Version 2.10) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_952.10 | DVD Utility Disc Version 2.10 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_952.11 | DVD Utility Disc Version 1.00 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_952.21 | DVD Player (Version 2.12) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_952.22 | DVD Player (Version 2.14) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_952.24 | DVD Player (Version 2.16) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_952.28 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag | |
PBPX_952.35 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag | |
PBPX_952.39 | Online Start Up Disc v3.0 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_955.01 | Linux for PS2 Beta Release 1 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_955.07 | Playstation 2 Linux Runtime Environment v1.0 (Disc 1) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_955.09 | Linux for PS2 Release 1.0 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PBPX_955.18 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag | |
PDPX_991.09 | DVD Player (Version 3.04) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PSXC_002.01 | PSX Update Disc 1.10 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PSXC_002.02 | PSX Update Disc 1.20 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PSXC_002.03 | PSX Update Disc 1.31 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
PTPX_970.38 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag | |
SCAJ_201.25 | Tekken 5 | 0x0B | 0x40000000 | SPU2_BEHAVIOR |
SCAJ_201.26 | Tekken 5 | 0x0B | 0x40000000 | SPU2_BEHAVIOR |
SCES_532.02 | Tekken 5 | 0x0B | 0x40000000 | SPU2_BEHAVIOR |
SCKA_200.49 | Tekken 5 | 0x0B | 0x40000000 | SPU2_BEHAVIOR |
SCPM_621.15 | 0x00 | 0x1000000 | TITLE_MASK | |
SCPM_621.16 | 0x00 | 0x1000000 | TITLE_MASK | |
SCPN_601.01 | PlayStation BB Navigator (Version 0.10) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
SCPN_601.30 | PlayStation BB Navigator (Version 0.20) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
SCPN_601.40 | PlayStation BB Navigator (Version 0.30) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
SCPN_601.50 | PlayStation BB Navigator (Version 0.31) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
SCPN_601.60 | PlayStation BB Navigator (Version 0.32) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
SCPS_110.01 | I.Q. Remix | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
SCPS_110.10 | Yoake no Mariko (Performance Pack Edition) | 0x01 | 0x1800 | SIO2_MASK |
SCPS_110.18 | Yoake no Mariko | 0x01 | 0x1800 | SIO2_MASK |
SCPS_110.21 | Yoake no Mariko 2nd Act (Limited Edition) | 0x01 | 0x1800 | SIO2_MASK |
SCPS_110.22 | Yoake no Mariko 2nd Act | 0x01 | 0x1800 | SIO2_MASK |
SCPS_150.38 | Lifeline | 0x0A | 0x80300 | CDVD_READ_DELAY |
SCPS_150.39 | Lifeline | 0x0A | 0x80300 | CDVD_READ_DELAY |
SCPS_170.01 | Gran Turismo 4 | 0x0B | 0x10000000 | SPU2_BEHAVIOR |
SCPS_175.01 | Linux (for PlayStation2) Release 1.0 | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
SCPS_200.39 | 0x00 | 0x4000000 | TITLE_MASK | |
SCUS_971.67 | PaRappa the Rapper 2 | 0x04 | 0x2000 | SIF_DMA_SYNC |
SCUS_972.69 | Final Fantasy XI [Disc 2] | 0x02 | 0xB | DEV9_MASK |
SLES_500.48 | Donald Duck: Quack Attack | 0x01 | 0x800 | SIO2_MASK |
SLES_500.62 | Orphen: Scion of Sorcery | 0x08 | 0xC1C | CPU_DELAY |
SLES_503.64 | City Crisis | 0x0A | 0x80BB8 | CDVD_READ_DELAY |
SLES_504.46 | Shadow Man 2: The Second Coming | 0x0A | 0x80600 | CDVD_READ_DELAY |
SLES_505.40 | Simpsons: Road Rage | 0x01 | 0x800 | SIO2_MASK |
SLES_506.08 | Shadow Man 2: The Second Coming | 0x0A | 0x80600 | CDVD_READ_DELAY |
SLES_506.28 | Simpsons: Road Rage | 0x01 | 0x800 | SIO2_MASK |
SLES_507.28 | Tiger Woods PGA Tour 2002 | 0x0A | 0x803E8 | CDVD_READ_DELAY |
SLES_507.29 | 0x0A | 0x803E8 | CDVD_READ_DELAY | |
SLES_512.82 | Tiger Woods PGA Tour 2003 | 0x0A | 0x803E8 | CDVD_READ_DELAY |
SLES_514.79 | Def Jam Vendetta | 0x01 | 0x802 | SIO2_MASK |
SLES_518.41 | SpyHunter 2 | 0x01 | 0x800 | SIO2_MASK |
SLES_518.44 | Time Crisis 3 | 0x01 | 0x800 | SIO2_MASK |
SLES_519.97 | SWAT: Global Strike Team | 0x01 | 0x800 | SIO2_MASK |
SLES_520.97 | SWAT: Global Strike Force | 0x01 | 0x800 | SIO2_MASK |
SLES_530.37 | Super Monkey Ball Deluxe | 0x01 | 0x802 | SIO2_MASK |
SLES_536.68 | Micro Machines v4 | 0x01 | 0x801 | SIO2_MASK |
SLES_537.55 | Castlevania: Curse of Darkness | 0x04 | 0x10 | SIF_DMA_SYNC |
SLES_537.96 | FIFA Street 2 | 0x01 | 0x1800 | SIO2_MASK |
SLPM_620.42 | Kurogane no Houkou: Warship Commander | 0x01 | 0x3000 | SIO2_MASK |
SLPM_620.62 | Gitaroo Man One | 0x0A | 0x80540 | CDVD_READ_DELAY |
SLPM_621.05 | Taikou Risshiden IV | 0x09 | 0x2B47000A | DEV5_INT_SPEED |
SLPM_621.24 | Ready 2 Rumble Boxing: Round 2 | 0x08 | 0x1388 | CPU_DELAY |
SLPM_621.25 | Gauntlet: Dark Legacy | 0x08 | 0xC1C | CPU_DELAY |
SLPM_621.25 | Gauntlet: Dark Legacy | 0x09 | 0x2B470005 | DEV5_INT_SPEED |
SLPM_621.35 | Final Fantasy: XI (Beta Version) | 0x00 | 0xA0000000 | TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag |
SLPM_621.54 | DDRMAX Dance Dance Revolution 6thMix | 0x08 | 0x1A5E | CPU_DELAY |
SLPM_622.39 | Supercar Street Challenge | 0x0A | 0x80300 | CDVD_READ_DELAY |
SLPM_623.69 | Karaoke Revolution: J-Pop Vol.1 | 0x08 | 0x1388 | CPU_DELAY |
SLPM_623.79 | Karaoke Revolution: J-Pop Vol.2 | 0x08 | 0x1388 | CPU_DELAY |
SLPM_623.80 | Karaoke Revolution: J-Pop Vol.3 | 0x08 | 0x1388 | CPU_DELAY |
SLPM_623.81 | Karaoke Revolution: J-Pop Vol.4 | 0x08 | 0x1388 | CPU_DELAY |
SLPM_623.82 | Karaoke Revolution: Love & Ballad | 0x08 | 0x1388 | CPU_DELAY |
SLPM_623.83 | Karaoke Revolution: Night Selection 2003 | 0x08 | 0x1388 | CPU_DELAY |
SLPM_624.14 | Karaoke Revolution: Dreams & Memories | 0x08 | 0x1388 | CPU_DELAY |
SLPM_624.37 | Suisui Sweet: Amai Ai no Mitsukekata | 0x0B | 0x40000000 | SPU2_BEHAVIOR |
SLPM_624.50 | Karaoke Revolution: Anime Song Selection | 0x08 | 0x1388 | CPU_DELAY |
SLPM_624.51 | Karaoke Revolution: J-Pop Vol.5 | 0x08 | 0x1388 | CPU_DELAY |
SLPM_624.54 | Karaoke Revolution: J-Pop Vol.6 | 0x08 | 0x1388 | CPU_DELAY |
SLPM_624.55 | Karaoke Revolution: J-Pop Vol.7 | 0x08 | 0x1388 | CPU_DELAY |
SLPM_624.56 | Karaoke Revolution: J-Pop Vol.8 | 0x08 | 0x1388 | CPU_DELAY |
SLPM_624.57 | Karaoke Revolution: Snow & Party | 0x08 | 0x1388 | CPU_DELAY |
SLPM_624.64 | Pop'n Taisen Pazurudame Online | 0x08 | 0x1F40 | CPU_DELAY |
SLPM_624.79 | Karaoke Revolution: J-Pop Vol.9 | 0x08 | 0x1388 | CPU_DELAY |
SLPM_624.91 | Mega Man: The Power Battle | 0x04 | 0x2000 | SIF_DMA_SYNC |
SLPM_624.92 | Karaoke Revolution: Kids Song Selection | 0x08 | 0x1388 | CPU_DELAY |
SLPM_625.28 | Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition) | 0x08 | 0x1388 | CPU_DELAY |
SLPM_625.29 | Karaoke Revolution: Kazoku Idol Sengen | 0x08 | 0x1388 | CPU_DELAY |
SLPM_650.86 | A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1) | 0x08 | 0x1450 | CPU_DELAY |
SLPM_650.87 | A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2) | 0x08 | 0x1450 | CPU_DELAY |
SLPM_650.90 | Spy Hunter | 0x01 | 0x1800 | SIO2_MASK |
SLPM_651.97 | Nobunaga's Ambition Online | 0x02 | 0xB | DEV9_MASK |
SLPM_652.09 | Star Ocean: Till the End of Time | 0x0B | 0x20014 | SPU2_BEHAVIOR |
SLPM_654.38 | Star Ocean: Till the End of Time (Director's Cut) (Disc 1) | 0x0B | 0x20014 | SPU2_BEHAVIOR |
SLPM_654.39 | Star Ocean: Till the End of Time (Director's Cut) (Disc 2) | 0x0B | 0x20014 | SPU2_BEHAVIOR |
SLPM_654.88 | Grand Theft Auto: Vice City | 0x0A | 0x300 | CDVD_READ_DELAY |
SLPM_654.88 | Grand Theft Auto: Vice City | 0x09 | 0x36000200 | DEV5_INT_SPEED |
SLPM_656.33 | I Love Baseball: Pro Yakyu wo Koyonaku | 0x08 | 0xFA0 | CPU_DELAY |
SLPM_656.98 | Love Songs: ADV Futaba Riho 14-sai Natsu | 0x0A | 0x80380 | CDVD_READ_DELAY |
SLPM_657.05 | Final Fantasy XI: Chains of Promathia (Expansion Disc) | 0x02 | 0xB | DEV9_MASK |
SLPM_657.06 | Final Fantasy XI: Chains of Promathia (All-In-One Edition) | 0x02 | 0xB | DEV9_MASK |
SLPM_657.19 | Burnout 3: Takedown | 0x01 | 0x1C00 | SIO2_MASK |
SLPM_657.83 | Nobunaga no Yabou Online: Tappi no Shou | 0x02 | 0xB | DEV9_MASK |
SLPM_658.94 | Winning Post 6: 2005 Version | 0x01 | 0x2400 | SIO2_MASK |
SLPM_659.34 | Maple Colors | 0x0A | 0x80300 | CDVD_READ_DELAY |
SLPM_659.53 | Final Fantasy: XI (Entry Disc 2005) | 0x02 | 0xB | DEV9_MASK |
SLPM_659.84 | Grand Theft Auto: San Andreas | 0x0A | 0x803E8 | CDVD_READ_DELAY |
SLPM_660.33 | The Sword of Etheria | 0x08 | 0xC1C | CPU_DELAY |
SLPM_660.33 | The Sword of Etheria | 0x00 | 0x2000000 | TITLE_MASK |
SLPM_660.48 | The Sword of Etheria | 0x08 | 0xC1C | CPU_DELAY |
SLPM_660.48 | The Sword of Etheria | 0x00 | 0x2000000 | TITLE_MASK |
SLPM_660.57 | Taito Memories Vol.1 | 0x08 | 0xCE4 | CPU_DELAY |
SLPM_661.56 | Marheaven: Arm Fight Dream | 0x01 | 0x1800 | SIO2_MASK |
SLPM_661.75 | Akumajo Dracula: Yami no Juin | 0x08 | 0x60 | CPU_DELAY |
SLPM_661.75 | Akumajo Dracula: Yami no Juin | 0x0B | 0x2001C | SPU2_BEHAVIOR |
SLPM_663.93 | Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) | 0x0A | 0x803E8 | CDVD_READ_DELAY |
SLPM_663.93 | Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) | 0x09 | 0x2B47000A | DEV5_INT_SPEED |
SLPM_663.93 | Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) | 0x02 | 0xB | DEV9_MASK |
SLPM_663.94 | Final Fantasy XI: Treasures of Aht Urhgan | 0x02 | 0xB | DEV9_MASK |
SLPM_664.36 | Aria the Natural | 0x01 | 0x1800 | SIO2_MASK |
SLPM_664.36 | Aria the Natural | 0x00 | 0xA000000 | TITLE_MASK |
SLPM_665.39 | Nobunaga no Yabou Online: Haten no Shou | 0x02 | 0xB | DEV9_MASK |
SLPM_665.58 | Tomb Raider: Legend | 0x08 | 0x3E8 | CPU_DELAY |
SLPM_665.74 | Detective Evangelion | 0x00 | 0x2000000 | TITLE_MASK |
SLPM_680.07 | Karaoke Revolution (Trial) | 0x08 | 0x1388 | CPU_DELAY |
SLPM_680.10 | 0x08 | 0x1388 | CPU_DELAY | |
SLPS_200.08 | Morita Shogi | 0x08 | 0x1388 | CPU_DELAY |
SLPS_200.20 | FIFA 2000 World Championship | 0x04 | 0x2001 | SIF_DMA_SYNC |
SLPS_200.37 | Go Go Golf | 0x09 | 0x2B47000A | DEV5_INT_SPEED |
SLPS_200.38 | Grappler Baki: Baki Saidai no Tournament | 0x08 | 0x1194 | CPU_DELAY |
SLPS_200.53 | Tenshi no Present: Marle Oukoku Monogatari (Limited Edition) | 0x0B | 0x20000000 | SPU2_BEHAVIOR |
SLPS_200.66 | Tenshi no Present: Marle Oukoku Monogatari | 0x0B | 0x20000000 | SPU2_BEHAVIOR |
SLPS_201.01 | City Crisis | 0x0A | 0x80BB8 | CDVD_READ_DELAY |
SLPS_201.11 | Magical Sports Pro Baseball 2001 | 0x09 | 0x2B47000A | DEV5_INT_SPEED |
SLPS_201.72 | Koushien: Konpeki no Sora | 0x09 | 0x2B47000A | DEV5_INT_SPEED |
SLPS_201.73 | Hard Hitter 2 | 0x0A | 0x80300 | CDVD_READ_DELAY |
SLPS_201.97 | Surfing Air Show with RatBoy | 0x09 | 0x2B47000A | DEV5_INT_SPEED |
SLPS_201.99 | F1 2002 | 0x0B | 0x20005 | SPU2_BEHAVIOR |
SLPS_202.00 | Final Fantasy XI | 0x02 | 0xB | DEV9_MASK |
SLPS_204.04 | Rakushou! Pachi-Slot Sengen 2 | 0x0A | 0x80300 | CDVD_READ_DELAY |
SLPS_204.29 | Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V | 0x08 | 0x1B58 | CPU_DELAY |
SLPS_204.55 | Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby | 0x0B | 0x40000000 | SPU2_BEHAVIOR |
SLPS_250.08 | Sorcerous Stabber Orphen | 0x08 | 0xC1C | CPU_DELAY |
SLPS_250.71 | A Visual Mix: Ayumi Hamasaki Dome Tour 2001 | 0x08 | 0x1450 | CPU_DELAY |
SLPS_250.72 | A Visual Mix: Ayumi Hamasaki Dome Tour 2001 | 0x08 | 0x1450 | CPU_DELAY |
SLPS_250.81 | Saishuu Densha | 0x0A | 0x803E8 | CDVD_READ_DELAY |
SLPS_251.36 | Kuon no Kizuna Sairin Mikotonori | 0x0A | 0x805DC | CDVD_READ_DELAY |
SLPS_251.42 | Tiger Woods PGA Tour 2002 | 0x0A | 0x803E8 | CDVD_READ_DELAY |
SLPS_251.50 | Only You | 0x0B | 0x40000000 | SPU2_BEHAVIOR |
SLPS_252.37 | Only You | 0x0B | 0x40000000 | SPU2_BEHAVIOR |
SLPS_252.75 | Def Jam: Vendetta | 0x01 | 0x802 | SIO2_MASK |
SLPS_252.78 | Memories Off: Mix | 0x0A | 0x80300 | CDVD_READ_DELAY |
SLPS_252.90 | Time Crisis 3 | 0x01 | 0x800 | SIO2_MASK |
SLPS_253.15 | One Piece: Grand Battle 3 | 0x01 | 0x1800 | SIO2_MASK |
SLPS_253.57 | 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate! | 0x01 | 0x1800 | SIO2_MASK |
SLPS_253.79 | Tokyo Majin Gakuen: Kaihoujyou Kefurokou | 0x0A | 0x803E8 | CDVD_READ_DELAY |
SLPS_254.06 | Hitman: Contracts | 0x08 | 0xDAC | CPU_DELAY |
SLPS_254.18 | Ace Combat 5: The Unsung War | 0x0A | 0x500000 | CDVD_READ_DELAY |
SLPS_255.10 | Tekken 5 | 0x0B | 0x40000000 | SPU2_BEHAVIOR |
SLPS_255.85 | Monster Farm 5: Circus Caravan | 0x07 | 5 | MECHA_RECOGTIME |
SLPS_255.86 | Tales of the Abyss | 0x0A | 0x803E8 | CDVD_READ_DELAY |
SLPS_256.04 | Ar tonelico Qoga: Knell of Ar Ciel | 0x00 | 0xA000000 | TITLE_MASK |
SLPS_256.67 | Daito Giken Premium Pachi-Slot Collection: Yoshimune | 0x01 | 0x1800 | SIO2_MASK |
SLPS_256.98 | Fatal Fury Battle Archives Volume 2 | 0x00 | 0xA000000 | TITLE_MASK |
SLPS_257.08 | The Familiar of Zero (Limited Edition) | 0x0A | 0x803E8 | CDVD_READ_DELAY |
SLPS_257.09 | The Familiar of Zero | 0x0A | 0x803E8 | CDVD_READ_DELAY |
SLPS_257.21 | HimeHibi - Princess Days | 0x0B | 0x8000000 | SPU2_BEHAVIOR |
SLPS_257.22 | Routes PE (Limited Edition) | 0x08 | 0x3E8 | CPU_DELAY |
SLPS_257.27 | Routes PE | 0x08 | 0x3E8 | CPU_DELAY |
SLPS_732.49 | Ar tonelico Qoga: Knell of Ar Ciel (Platinum) | 0x00 | 0xA000000 | TITLE_MASK |
SLUS_200.11 | Orphen: Ocion of Sorcery | 0x08 | 0x1388 | CPU_DELAY |
SLUS_200.11 | Orphen: Ocion of Sorcery | 0x09 | 0x8000010 | DEV5_INT_SPEED |
SLUS_200.77 | Donald Duck: Go'in Quackers | 0x01 | 0x800 | SIO2_MASK |
SLUS_202.74 | City Crisis | 0x0A | 0x80BB8 | CDVD_READ_DELAY |
SLUS_203.05 | Simpsons: Road Rage | 0x01 | 0x800 | SIO2_MASK |
SLUS_203.64 | Tiger Woods PGA Tour 2002 | 0x0A | 0x803E8 | CDVD_READ_DELAY |
SLUS_204.13 | Shadowman 2 | 0x0A | 0x80600 | CDVD_READ_DELAY |
SLUS_204.33 | SWAT: Global Strike Team | 0x01 | 0x800 | SIO2_MASK |
SLUS_204.88 | Star Ocean: Til the end of Time [Disc 1] | 0x08 | 0x1388 | CPU_DELAY |
SLUS_205.72 | Tiger Woods PGA Tour 2003 | 0x0A | 0x803E8 | CDVD_READ_DELAY |
SLUS_205.90 | Spyhunter 2 | 0x01 | 0x800 | SIO2_MASK |
SLUS_206.35 | Muppets Party Cruise | 0x01 | 0x801 | SIO2_MASK |
SLUS_206.39 | Def Jam Vendetta | 0x01 | 0x800 | SIO2_MASK |
SLUS_206.86 | Splashdown: Rides Gone Wild | 0x0A | 0x80400 | CDVD_READ_DELAY |
SLUS_208.38 | All-Star Baseball 2005 | 0x01 | 0x802 | SIO2_MASK |
SLUS_208.51 | Ace Combat 5: The Unsung War | 0x0A | 0x500000 | CDVD_READ_DELAY |
SLUS_208.91 | Star Ocean: Til the end of Time [Disc 2] | 0x08 | 0x1388 | CPU_DELAY |
SLUS_209.18 | Super Monkey Ball: Deluxe | 0x01 | 0x800 | SIO2_MASK |
SLUS_210.59 | Tekken 5 | 0x0B | 0x40000000 | SPU2_BEHAVIOR |
SLUS_210.70 | Final Fantasy XI: Chains of Promathia | 0x02 | 0xB | DEV9_MASK |
SLUS_210.89 | Karaoke Revolution Vol.3 | 0x08 | 0x1388 | CPU_DELAY |
SLUS_213.31 | Sonic Riders | 0x01 | 0x800 | SIO2_MASK |
SLUS_213.39 | Puzzle Challenge | 0x01 | 0x800 | SIO2_MASK |
SLUS_214.04 | Final Fantasy XI: Treasures of Aht Urhgan | 0x02 | 0xB | DEV9_MASK |
SLUS_214.52 | Valkyrie Profile 2: Silmeria | 0x08 | 0x1388 | CPU_DELAY |
Folder/File layout
Example: Max Payne Classic
├── config-emu-ps4.txt ├── docs │ └── revision.h ├── eboot.bin ├── feature_data │ └── SLES-50326_features.lua ├── formatted.card ├── image │ └── disc01.iso ├── lua_include │ ├── ee-cpr0-alias.lua │ ├── ee-gpr-alias.lua │ ├── ee-hwaddr.lua │ ├── language.lua │ ├── pad-and-key.lua │ ├── ps2.lua │ └── utils.lua ├── patches │ └── SLES-50326_cli.conf ├── PS20220WD20050620.crack ├── ps2-emu-compiler.self ├── sce_companion_httpd │ └── html │ ├── BackCover.jpg │ ├── base │ │ ├── arrow_up.png │ │ └── sprites.png │ ├── css │ │ ├── default-skin.png │ │ └── styles.min.css │ ├── index.html │ ├── js │ │ └── app.min.js │ ├── large │ │ ├── Box01.jpg │ │ ├── Box04.jpg │ │ ├── landscape │ │ │ ├── Box01.jpg │ │ │ ├── Box04.jpg │ │ │ ├── Page01.jpg From 01 to 59 │ │ │ └── Page59.jpg │ │ ├── Page01.jpg From 01 to 116 │ │ └── Page116.jpg │ ├── medium │ │ ├── Box01.jpg │ │ ├── Box04.jpg │ │ ├── landscape │ │ │ ├── Box01.jpg │ │ │ ├── Box04.jpg │ │ │ ├── Page01.jpg From 01 to 59 │ │ │ └── Page59.jpg │ │ ├── Page01.jpg from 01 to 116 │ │ └── Page116.jpg │ ├── small │ │ ├── Box01.jpg from 01 to 04 │ │ ├── Box04.jpg │ │ ├── landscape │ │ │ ├── Box01.jpg from 01 to 04 │ │ │ ├── Box04.jpg │ │ │ ├── Page01.jpg From 01 to 59 │ │ │ └── Page59.jpg │ │ ├── Page01.jpg From 01 to 116 │ │ └── Page116.jpg │ └── thumbnails │ ├── BoxThumb01.jpg │ ├── BoxThumb04.jpg │ ├── landscape │ │ ├── BoxThumb01.jpg │ │ ├── BoxThumb04.jpg │ │ ├── Thumb01.jpg from 01 to 59 │ │ └── Thumb59.jpg │ ├── Thumb01.jpg From 01 to 116 │ └── Thumb116.jpg ├── sce_module │ ├── libc.prx │ └── libSceFios2.prx ├── sce_sys │ ├── about │ │ └── right.sprx │ └── keystone └── trophy_data └── SLES-50326_trophies.lua
Links
These links can Assist you in improving your knowledge about ps2 emulation
- Ps2 Hardware Documentation: https://psi-rockin.github.io/ps2tek/
- PS3 custom configs: https://www.psdevwiki.com/ps3/PS2_Custom_Configs
- More info about the playstation 4's PS2 emulator can be found here: http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ , But please note that Some of the information in this post can be in-accurate, Such as Clamping options
- More emulator configurations examples: https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List
- Ps2dis https://www.romhacking.net/utilities/692/
- Current Gameindex Settings: https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml
- Known Pcsx2 Issues https://github.com/PCSX2/pcsx2/issues?q=is%3Aissue
- Pcsx2's old and New pull requests https://github.com/PCSX2/pcsx2/pulls?q=is%3Apr
- A thread dedicated to sharing patches for unplayable games https://forums.pcsx2.net/Thread-Fixing-unplayable-games
- Old gameindex.yaml just in case pcsx2 removes the patches https://raw.githubusercontent.com/Scalerize/pcsx2/master/bin/resources/GameIndex.yaml
|