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.
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.
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
|
|
Misc |
|
|
--config-local-lua |
|
|
--config-local-lua=""
|
--load-tooling-lua |
|
|
--load-tooling-lua=0
|
--max-console-spam |
|
|
|
--path-snaps |
dir/folder |
Path to savestates folder |
--path-snaps="/tmp/snapshots"
|
--path-recordings |
dir/folder |
|
--path-recordings="/tmp/recordings"
|
--path-memcards |
dir/folder |
|
|
--path-vmc |
dir/folder |
|
--path-vmc="/tmp/vmc"
|
--emulog-file |
0, 1 |
Creates a log file with information that is Rarely useful |
--emulog-file=1
|
--path-emulog |
dir/folder |
Sets the directory of the emulog file, Requires --emulog-file=1 command |
--path-emulog="/tmp/recordings"
|
--path-manual |
dir/folder |
|
|
--path-patches |
dir/folder |
Path to patches folder |
--path-patches="/app0/patches"
|
--path-trophydata |
dir/folder |
|
--path-trophydata="/app0/trophy_data"
|
--path-featuredata |
dir/folder |
Path to folder with XXXX-YYYYY_features.lua file |
--path-featuredata="/app0/feature_data"
|
--path-postproc |
dir/folder |
Post-processing (shaders?) |
|
--path-toolingscript |
dir/folder |
|
--path-toolingscript="/app0/patches"
|
--snapshot-name |
|
|
|
--snapshot-datafile |
|
|
|
--snapshot-restore |
|
|
|
--snapshot-save |
frameId(?) |
|
|
--snapshot-mcd-files |
|
|
|
--snapshot-repeat |
repeat_count |
|
|
--snapshot-modulo |
|
|
|
--host-keyboard |
slot [0-7] |
|
--host-keyboard=4
|
--host-window-scale |
scale/float |
|
--host-window-scale=0.5
|
--host-window-pos |
x,y |
|
|
--host-display-mode |
normal,full,4:3,16:9 |
Set display mode |
--host-display-mode=full
|
--host-graph |
fps |
Debug option that requires an unleaked debug ps2 bios |
--host-graph=fps
|
--host-osd |
verbose, minimal |
|
--host-osd=0
|
--host-vsync |
0, 1 |
Enable or disable vsync |
--host-vsync=1
|
--host-trophy-support |
|
|
|
--rtc-epoch |
unix_time (seconds since epoch) |
|
--rtc-epoch=1523776362
|
--framelimiter |
0, 1 |
Enable or disable Frame limiting |
--framelimiter=1
|
--framelimit-fps |
FPS/float |
framelimiter |
--framelimit-fps=0.8
|
--framelimit-scalar |
scalar/float |
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
|
--idec-cycles-per-qwc |
int/multiplier |
|
--idec-cycles-per-qwc=768
|
--mfifo-manual-drain |
0.1/5.0 |
A command for changing the functionality of --ee-hook=0x0,Mfifodrain |
--mfifo-manual-drain=0.30
|
--mfifo-chunk-drain-cycles |
1/400000 |
A command for changing the functionality of --ee-hook=0x0,Mfifodrain |
--mfifo-chunk-drain-cycles=210000
|
--ps2-lang |
system |
sets language, Might seem like a useless command, but a Tiny number of games refuse to boot without a selected language. |
--ps2-lang=system
|
--ps2-title-id |
XXXX-YYYYY Example: (SLUS-21515) |
Sets title-id for patches, Requires the game's region code as value |
--ps2-title-id=SLES-50366
|
--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
|
--pcr0-delta-hack |
0.1 , 400000 |
DPCR - DMA priority control option ? |
--pcr0-delta-hack=1
|
|
CDVD |
|
|
--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 |
Set the speed at which the emulated CDVD spins, higher values are slower,
lower values are faster, fixes boot-up sometimes. More info here [1]. |
--cdvd-sector-seek-cycles=1
|
--verbose-cdvd-reads |
0, 1 |
Might improve disc reading if set to 1 |
--verbose-cdvd-reads=0
|
|
Audio |
|
|
--host-audio-latency |
msec/float |
Audio latency must be between 0.010 and 4.0 |
--host-audio-latency=1.5
|
--path-audio-images |
dir/folder |
|
|
--record-audio |
|
|
|
--record-audio-img |
|
|
|
--record-audio-image |
|
|
|
--record-audio-ext |
|
|
|
--host-audio |
1,0,on,off,mono |
|
--host-audio=1
|
--mute-audio |
all,none,main,bgm |
|
--mute-audio=all
|
--mute-streaming-audio |
all,none,main,bgm |
|
--mute-streaming-audio=all
|
|
Controllers |
|
|
--ds4-deadzone-adjust |
|
|
|
--ds4-diagonal-adjust |
|
|
|
--host-pad-loses-focus |
|
|
--host-pad-loses-focus=1
|
--host-gamepads |
0, 1 |
This command might have a function if multitap is set to byhost |
--host-gamepads=1
|
--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
|
--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. The scene has named "CLI" with 3 names, including TXT, CLI, CONF. all 3 are the exact same thing.
All CLI commands are pre-made by sony, We sadly cannot create CLI commands out of thin air.
The values of the commands are also pre-defined by sony and /or have a quota for possible values/ranges.
Some CLI commands have no effect, and were added into the eboot.bin without being programmed by sony.
and some useful commands were removed/added from different emu revisions. or their effects were changed.
CLI commands use SCE modules to change default emulator settings.
for instance --cdvd-sector-seek-cycles is actually sceCdStSeek, but is still unclear how to use SCE modules in a lua
( EE )
Commands for the emulated Emotion Engine. these commands may assist you in gaining performance or better sync.
Command |
Values |
Notes |
Usage
|
|
Speedhacks |
|
|
--ee-cycle-scalar |
[Overclocking]
(0.99 => 0.1)
[Cycle skipping]
(1.1 => 5.0) |
If set Higher than 1.0 the Emotion engine Begins skipping cycles, you might face Problems in FMVs if you skip too many cycles. but you will gain a better performance |
--ee-cycle-scalar=1.0
|
--ee-context-switch-cycles |
[Overclocking]
(0.99 => 0.1)
[Cycle skipping]
(1.1 => ∞ ) |
It's still unknown what this command controls, but the higher it is, the more EE cycles are skipped, Doesn't work for jak emulators. |
--ee-context-switch-cycles=2700?
|
--ee-hook |
AdvanceClock
FastForwardClock
Mfifodrain |
Hook a function to a EE offset. it can be used either as a speedhack
or a gamefix, Advance clock will overclock the EE and it is the only one that needs a value to be set.
FastForwardClock will skip cycles, Mfifodrain is unknown. |
--ee-hook=0x0028A7B0,AdvanceClock,,500 Example for usage: --ee-hook=0xEEOFFSET,FUNCTION,OPTIONALOPCODE,VALUEFOROVERCLOCKING
|
|
Game fixes |
|
|
--ee-jit-pagefault-threshold |
20-200 |
Seems to reduce blue screen occurrence the higher the value, only useful if the game crashes with pagefault errors. |
--ee-jit-pagefault-threshold=40
|
--ee-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-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-native-function |
memcpy
memset |
Seems to be a command that slows down offsets that use memset and memcpy to move data to VU1.
Check redfaction's config for more details. |
--ee-native-function=memcpy,0x11e328
|
|
Other |
|
|
--ee-jit-disasm |
0 or 1 for mips and 2 for x86 |
Emotion engine Just in Time disassembler mode (seems to be debug log option) |
--ee-jit-disasm=1
|
--ee-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 |
|
|
--ee-pc-coherency |
0,1?? |
Seems to be a debug option for the Program counter. |
|
--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? |
Use peephole optimization for the EE (?) could possibly be a speedhack |
|
--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 |
0, 1 |
A debug option that updates the EE's program counter more often when enabled |
|
--ee-insn-callmark |
|
|
|
--ee-inline-limit-full |
insn_count/integer |
|
|
--ee-inline-limit-partial |
|
|
|
--ee-stlf-cycle-threshold |
? |
? |
|
--detect-idle-ee |
0, 1 |
Enabled by default, Uknown what it does |
--detect-idle-ee=1
|
( FPU )
The FPU is a fast single-precision unit that serves the EE. It's also called (COP1).
Command |
Values |
Notes |
Usage
|
|
Game fixes |
|
|
--fpu-no-clamping |
1 = Enables clamping
0 = Disables clamping |
Setting it to 1 enables clamping for the FPU, Can be used to fix any game with FPU clamping issues, More here |
--fpu-no-clamping=0
|
--fpu-custom-fused-madd |
0, 1 |
Custom FMA (fused multiply-add), Disabled by default |
--fpu-custom-fused-madd=0
|
--fpu-accurate-range |
start,end offset (0x0 - 0x1FFFFFF) |
Accurate Mul/Div/Add/Sub Math instructions for the FPU, used for full ee/fpu accuracy in specified range |
--fpu-accurate-range=0x1acce0,0x2acce0
|
--fpu-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 |
0 = Disabled
1 = Enabled |
Enable Accurate fpu divide/multiply by 0 for all offsets |
--fpu-accurate-muldiv=1
|
--fpu-accurate-addsub |
0 = Disabled
1 = Enabled |
Enable Accurate fpu Add/Subtract instructions for all offsets |
--fpu-accurate-addsub=1
|
--fpjk-muldiv-range |
offset (0x0 - 0x1FFFFFF) |
Bully uses this command, unknown usage, possibly even more accurate divide/multiply |
--fpjk-muldiv-range=0x123456
|
--fpu-accurate-muldiv-range |
start,end offset (0x0 - 0x1FFFFFF) |
Fix for games that divide/multiply by 0 in specified range |
--fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|
--fpu-accurate-addsub-range |
start,end offset (0x0 - 0x1FFFFFF) |
Accurate fpu Add/Subtract instructions in specified address range |
--fpu-accurate-addsub-range=0x1acce0,0x2acce0
|
|
Speedhacks |
|
|
--fpu-custom-min-max |
0, 1 |
Custom Max/Mini logic for denormals, enabled by default, Disabling it might break some games |
--fpu-custom-min-max=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. |
--fpu-accurate-mul-fast=1
|
|
Other |
|
|
--fpu-to-double |
0, 1 |
Converts floats to double, enabling it while
clamping is enabled will result in Full FPU clamping |
|
--fpu-clamp-operands |
0, 1 |
A clamping setting that is supposed to increase the fpu's clamping functionality when FPU clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage |
--fpu-clamp-operands=1
|
--fpu-clamp-results |
0, 1 |
A clamping setting that is supposed to increase the fpu's clamping functionality when FPU clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage |
--fpu-clamp-results=1
|
Vector Interface ( VIF )
Decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF.
Command |
Values |
Notes |
Usage
|
|
|
Game fixes |
|
--vif-ignore-invalid-cmd |
0, 1 |
Ignore invalid vif commands |
--vif-ignore-invalid-cmd=1
|
--vif1-ignore-cmd-ints |
0, 1 |
PCSX2 Needs this gamefix for some games to load the main game properly,
Games likes "Men in Black II - Alien Escape" and
"Test Drive Unlimited" will be unplayable without it |
--vif1-ignore-cmd-ints=1
|
--vif1-instant-xfer |
1 = Instant transfers
0 = Delayed transfers |
"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
|
--detect-idle-vif |
0, 1 |
Most likely turns off VIF when it's not needed if this command was set to 0 |
--detect-idle-vif=0
|
( 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
|
|
Speedhacks |
|
|
--gs-optimize-30fps |
0, 1 |
Speedhack for gpu hungry games |
--gs-optimize-30fps=1
|
--gs-adaptive-frameskip |
0, 1 |
Speedhack, skips frames when the Game starts demanding more resources than there are available. doesn't work on all emulators. confirmed to be working on jak emulators |
--gs-adaptive-frameskip=1
|
|
Graphical fixes / Improvement |
|
|
--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
|
--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-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
|
--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
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
|
--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
|
--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 |
Acts very similarly to CRC hacks on pcsx2 |
--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-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
|
--gs-packed15-fmv-opt |
0, 1 |
|
--gs-packed15-fmv-opt=1
|
--gs-dirty-page-policy |
0, 1 |
|
--gs-dirty-page-policy=1
|
--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 |
Seems to be an optimization for the gs with 1 being safe and 2 being unstable but with good performance |
--gs-frontend-opt-mode=1
|
--gs-kernel-cl |
h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, |
Kernel Variant Color lookup(?) |
--gs-kernel-cl="clutmerge"
|
--gs-kernel-cl-up |
h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp, up2x2tc, up2x2, default |
Kernel Variant Color lookup 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 |
Sony uses it for Psychonauts, could be a potential speedhack for the GS |
--gs-render-tile-threshold=300000
|
--gs-scanout-delay |
0, 200 |
|
--gs-scanout-delay=200
|
--gs-scanout-offsetx |
relative offset/ignored |
Directly overwrite GS register? |
--gs-scanout-offsetx=27
|
--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
|
|
Other |
|
|
--framelimit-mode |
slowest,slower,slow,normal,fast,fastest,turbo |
a Standalone Framelimiter |
--framelimit-mode=fast
|
--no-gs |
0, 1 |
Debug option that turns gs off |
|
--gs-hdr-support |
0, 1? |
Enable hdr support ? |
|
--threaded-gs |
0, 1 |
MTGS (?) |
--threaded-gs=1
|
Vector Units ( VU )
Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1 & VU0 & COP2
Command |
Values |
Notes |
Usage
|
|
Game fixes |
|
|
--vu-xgkick-delay |
Limit is between
(0 => 31) |
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-custom-fused-madd |
0, 1 |
Custom FMA (fused multiply-add), Disabled by default |
--vu-custom-fused-madd=1
|
--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
|
|
Speedhacks |
|
|
--vu-opt-sf-check |
0, 1 |
Updates status flags only on blocks which will read them, known in pcsx2 as mVU flag hack (Speedhack), Won't work with most emulators, confirmed to be supported by Arc Twilight of the Spirits™ |
--vu-opt-sf-check=1
|
--vu-opt-jr-caching |
0, 1 |
Optimize Jump Register caching. (vi15). Won't work with most emulators, confirmed to be supported by Arc Twilight of the Spirits™ |
--vu-opt-jr-caching=1
|
|
Other |
|
|
--vu-to-double |
0, 1 |
Converts floats to double, enabling it
while clamping is also enabled will results in Full VU clamping |
|
--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-inst-mflag |
0, 1 |
instant mac flag, enabled by default |
--vu-inst-mflag=1
|
--vu-inst-cflag |
0, 1 |
instant clip flag enabled by default |
--vu-inst-cflag=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
|
|
Speedhacks |
|
|
--vu1-mpg-cycles |
Slowest = 1
Default = 100
30 fps = 1000 |
Set cycle skipping for VU1 Micro-programs, 100 is default value, Increase the value for better VU1 performance, With no downsides to FMVs, There are no limitations to the values, you can add more than 1000 though it's not recommened |
--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-opt-flags |
0, 1, 2 |
Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) More Info |
--vu1-opt-flags=0
|
--vu1-opt-vf00 |
0, 1, 2 |
Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. |
--vu1-opt-vf00=2
|
--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 |
Sony uses this command in games with heavy VU1 usage, though it is still unknown how exactly it helps with performance, Games like bully, the warriors, psychonauts, seem to make use of it somehow. it's always accompanied by vu1-mpg-cycles in sony's configs |
--vu1-injection=1
|
|
Game fixes |
|
|
--vu1 |
jit-sync, jit, trans, jit-async |
Selector between IR/JIT and it modes, jit-sync works the same as disabling MTVU. as for the options jit, trans, jit-async, They seem to be redundant and have no effects on VU1. |
--vu1=jit-sync
|
--vu1-no-clamping |
1 = Enables clamping
0 = Disables clamping |
Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off. |
--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-native-patch |
0, 1 |
Use native patches from recompiler, not compatible with jak emus, Could be VU1 round mode since sony uses it for their official release of Primal, and Primal is known to require that mode to work correctly. |
--vu1-native-patch=1
|
|
Other |
|
|
--vu1-inst-q |
0, 1 |
instant Q, no stalling on WAITQ, or instances of Q, Can fix or cause Graphical glitches. |
--vu0-inst-q=1
|
--vu1-inst-p |
0, 1 |
instant P, no stalling on WAITP, or instances of P |
--vu0-inst-p=1
|
--vu1-use-rcp |
0, 1 |
Use sse rcp, Disabled by default |
|
--vu1-use-rsqrt |
0, 1 |
Use sse rsqrt, Enabeled by default |
|
--vu1-clamp-operands |
0, 1 |
A clamping setting that is supposed to increase the vu1's clamping functionality when vu1 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage |
--vu1-clamp-operands=1
|
--vu1-clamp-results |
0, 1 |
A clamping setting that is supposed to increase the vu1's clamping functionality when vu1 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage |
--vu1-clamp-results=1
|
--assert-path1-ad |
0, 1 |
Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 |
--assert-path1-ad=1
|
( VU0 )
VU0 is the EE’s alternate processing unit , it is also called "micro-mode"
Command |
Values |
Notes |
Usage
|
|
Speedhacks |
|
|
--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-opt-vf00 |
0, 1, 2 |
Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. |
--vu0-opt-vf00=1
|
--vu0-opt-flags |
0, 1, 2 |
Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) More Info |
--vu0-opt-flags=1
|
--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
|
|
Game fixes |
|
|
--vu0-clamp-range |
start, end offset (0x0 - 0xA000) |
per range clamping for VU0 |
--vu0-clamp-range=0x100,0x120
|
--vu0-no-clamping |
1 = Enables clamping
0 = Disables clamping |
Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off. |
--vu0-no-clamping=0
|
--vu0-accurate-addsub-range |
offset (0x0 - 0xA000) |
Accurate VU0 Add/Subtract Instructions in specified Address range |
|
--vu0-mul0fix-range |
vu0 memory offset start,end (0x0 - 0xA000) |
Fix for games that multiply by zero |
|
|
Other |
|
|
--vu0-injection |
0, 1 |
Uknown usage. |
--vu0-injection=1
|
--vu0-inst-q |
0, 1 |
instant Q, no stalling on WAITQ, or instances of Q |
--vu0-inst-q=1
|
--vu0-inst-p |
0, 1 |
instant P, not stalling on WAITP, or instances of P |
--vu0-inst-p=1
|
--vu0-use-rcp |
0, 1 |
use sse rcp |
--vu0-use-rcp=1
|
--vu0-use-rsqrt |
0, 1 |
use sse rsqrt |
--vu0-use-rsqrt=1
|
--vu0-clamp-operands |
0, 1 |
A clamping setting that is supposed to increase the vu0's clamping functionality when vu0 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage |
--vu0-clamp-operands=1
|
--vu0-clamp-results |
0, 1 |
A clamping setting that is supposed to increase the vu0's clamping functionality when vu0 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage |
--vu0-clamp-results=1
|
( COP2 )
COP2, Also known as VU0 Macro-mode. these commands "may" only be useful for games that use M-bit
Command |
Values |
Notes |
Usage
|
|
Speedhacks |
|
|
--cop2-opt-flags |
0, 1 ,2 |
Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) More Info |
--cop2-opt-flags=1
|
--cop2-opt-vf00 |
0, 1, 2 |
Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. |
--cop2-opt-vf00=1
|
--cop2-const-prop |
0, 1 |
Constant propagation, Can Be Used as speedhack for cop2 hungry games when set to 1 More info |
--cop2-const-prop=1
|
--cop2-di-bits |
0, 1 |
0 to skip setting Invalid, and Div by Zero flags in status register, and therefore improve performance. Can be used as speedhack as it skip costly calculations. |
--cop2-di-bits=0
|
|
Game fixes |
|
|
--cop2-no-clamping |
1 = Full clamping
0 = No clamping |
Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off. |
--cop2-no-clamping=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 |
1 = Enabled
0 = Disabled |
Accurate Multiplication instructions for all offsets |
--cop2-accurate-mul=1
|
--cop2-accurate-addsub |
1 = Enabled
0 = Disabled |
Accurate Add/Subtract instructions for all offsets |
--cop2-accurate-addsub=1
|
--cop2-accurate-addsub-range |
start,end offset (0x0 - 0x1FFFFFF) |
Accurate Add/Subtract instructions in the cop2 Address range |
--cop2-accurate-addsub-range=0x123456,0x134567
|
|
Other |
|
|
--cop2-regalloc |
0, 1 ? |
PCSX2 seems to have this enabled by default. |
|
--cop2-inst-q |
0, 1 |
instant Q, no stalling on VWAITQ, or instances of Q. |
|
--cop2-inst-p |
0, 1 |
instant P, no stalling on VWAITP, or instances of P. |
|
--cop2-use-rcp |
0, 1 |
use sse rcp |
|
--cop2-use-rsqrt |
0, 1 |
use sse rsqrt |
--cop2-use-rsqrt=0
|
--cop2-clamp-operands |
0, 1 |
A clamping setting that is supposed to increase the cop2's clamping functionality when cop2 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage |
--cop2-clamp-operands=1
|
--cop2-clamp-results |
0, 1 |
A clamping setting that is supposed to increase the cop2's clamping functionality when cop2 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage |
--cop2-clamp-results=1
|
( CDVD )
Commands for changing the nature of CDVD emulation.
Command |
Values |
Notes |
Usage
|
|
Game fixes |
|
|
--cdvd-sector-read-cycles |
( 0.1, ∞ ) |
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 |
( 0.1, ∞ ) |
Set the speed at which the emulated CDVD spins, higher values are slower,
lower values are faster, fixes boot-up sometimes. More info here [2]. |
--cdvd-sector-seek-cycles=1
|
|
Misc |
|
|
--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 |
1 = Enables resetting the game upon disc swap
0 = Disables resetting the game upon disc swap |
0 Can be used to prevent Resetting the game when switching multiple discs, useful for games like Samurai warriors 2 that have Import data Feature |
--switch-disc-reset=1
|
--cdvd-determinism |
0, 1 |
(?) |
--cdvd-determinism=1
|
--verbose-cdvd-reads |
0, 1 |
Seems to slightly improve reading speed when enabled (?) |
--verbose-cdvd-reads=1
|
( 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
|
|
Game fixes |
|
|
--iop-cycle-scalar |
[Overclocking]
(0.99 => 0.1)
[Cycle skipping]
(1.1 => 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-tight-slice-count |
12? |
|
--iop-tight-slice-count=12
|
--iop-hook |
AdvanceClock, FastForwardClock |
IOP native hook, Sony uses it on their official release of Red dead revolver |
--iop-hook=0x0086ac,FastForwardClock
|
--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
|
|
Other |
|
|
--iop-validate-kernel |
0, 1 |
|
|
--iop-shorthash-len |
inst_count/integer |
Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash |
|
--iop-pc-coherency |
0, 1 |
Most likely updates the (Program counter) more frequently for the iop (?) |
|
--iop-inst-marking |
0, 1? |
|
|
--iop-jit-disasm |
|
|
|
--iop-evt-check-full |
|
|
|
( SIF )
The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance.
but they could help with fixing many games that are still unplayable due to Syncing issues
Command |
Values |
Notes |
Usage
|
|
|
SIF1 (IOP) |
|
--iop-sif1-cycle-scalar |
[Overclocking]
(0.99 => 0.1)
[Cycle skipping]
(1.1 => ∞ ) |
It controls how much data the IOP recieves from the EE |
--iop-sif1-cycle-scalar=0.1
|
--ee-sif1-cycle-scalar |
[Overclocking]
(0.99 => 0.1)
[Cycle skipping]
(1.1 => ∞ ) |
It controls how much data the EE sends to the IOP |
--ee-sif1-cycle-scalar=0.1
|
|
|
SIF0 (EE) |
|
--iop-sif0-cycle-scalar |
[Overclocking]
(0.99 => 0.1)
[Cycle skipping]
(1.1 => ∞ ) |
It controls how much data the IOP sends to the EE |
--iop-sif0-cycle-scalar=0.1
|
--ee-sif0-cycle-scalar |
[Overclocking]
(0.99 => 0.1)
[Cycle skipping]
(1.1 => ∞ ) |
It controls how much data the EE recieves from the IOP |
--ee-sif0-cycle-scalar=0.1
|
PCSX2's Gameindex.yaml Settings
Current Gameindex.yaml
Old Gameindex.yaml files in case these settings get deleted from PCSX2
This list will help you use PCSX2's gameindex settings on the ps4.
These commands are fully tested. there's no need to edit them
PCSX2 |
PS4 |
Notes
|
XGKickHack |
Limit is between
(0 => 31) |
Note: there are other values. between 0 and 8
|
VuAddSubHack |
--vu-hack-triace=1 |
Required for every single game developed by TriAce
|
vuClampMode: 2 |
--vu1-no-clamping=0
--vu0-no-clamping=0
--cop2-no-clamping=0 |
|
vuClampMode: 3 |
--vu1-no-clamping=1
--vu0-no-clamping=1
--cop2-no-clamping=1
--vu-to-double=1 |
|
vu0ClampMode: 2 |
--vu0-no-clamping=0
--cop2-no-clamping=0 |
|
vu0ClampMode: 3 |
--vu0-no-clamping=1
--cop2-no-clamping=1
--vu-to-double=1 |
|
vu1ClampMode: 2 |
--vu1-no-clamping=0 |
|
vu1ClampMode: 3 |
--vu1-no-clamping=1
--vu-to-double=1 |
|
eeClampMode: 2 |
--fpu-no-clamping=0 |
|
eeClampMode: 3 |
--fpu-no-clamping=1
--fpu-to-double=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
--vu1-const-prop=1 |
Note: this emulator has this hack enabled by default for all games and emulators, these 2 commands are only provided to assist games that need that hack with performance and are not the equivalent of this hack.
|
preloadFrameData: 1
alignSprite: 1
roundSprite:
halfPixelOffset:
wildArmsHack: 1
mergeSprite: 1 |
--gs-kernel-cl-up="up2x2simple" |
Note: Works very similar to them,
But it's not exactly the same, there could be
other commands that work better for each of them.
|
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
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2" |
|
autoFlush: 1 |
--gs-flush-ad-xyz=safe |
Possible values include
always, safe, off, 0
|
VIF1StallHack |
--vif1-instant-xfer=0 |
if that doesn't work you can always use
the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000)
|
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 (Usage)
|
Jak |
Good compatibility with most ps2 games, and it has a very high api version which means more LUA commands are supported. |
2.2? |
JakX, Jak 2, Jak 3, Parappa.
|
RECVX |
Fixes Games like Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters Most likely due to the way it emulates Vector unit 1 |
|
Fatal Fury, Redfaction, AOFA.
|
Forbidden
siren |
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 COP2/VU1/VU0 timing much more accurately than other emulators |
|
Roguev1 and KOF98
|
Parappa |
The only emulator that was able to Boot Spyro: A Hero's Tail |
|
|
Redfaction |
It is a very good emulator to use for games that are sensitive to MTVU. it was used to fix Tony hawk games |
1.6 |
Max payne
|
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.
ApiRequest
The most important part of a lua. without it the lua will crash the game.
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.
|
(Emulator) EmuObject
Commands for the emulator
Command |
Usage |
Notes
|
|
Object calling class |
|
getEmuObject |
local emuObj = getEmuObject() |
Required for all functions using emuObj, that include: LoadConfig SaveConfig GetPad AddVsyncHook
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar
AddPadHook PadPressureStickRemap SetVolumes GetVolumes
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch
|
|
Hooks |
|
AddVsyncHook |
emuObj.AddVsyncHook(<task to be done every vsync>) |
emuObj.AddVsyncHook(my_function)
my_function can be anything, from simple patches, to extensive hook.
Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.
|
RemoveVsyncHook |
emuObj.RemoveVsyncHook(<previously added task to be removed>) |
emuObj.RemoveVsyncHook(my_function)
|
AddEntryPointHook |
emuObj.AddEntryPointHook(<task>) |
Task to be done at ps2 game main elf entry point (right where game is loaded).
|
RemoveEntryPointHook |
|
|
AddLoginHook |
|
|
RemoveLoginHook |
|
|
AddLogoutHook |
|
|
RemoveLogoutHook |
|
|
AddImageHook |
|
|
AddGifTagHook |
|
|
AddSectorReadHook |
emuObj.AddSectorReadHook(<sector, unk, task>) |
Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
|
AddMCWriteHook |
emuObj.AddMCWriteHook() |
|
AddAssertionHook |
emuObj.AddAssertionHook() |
|
AddSnapshotLoadedHook |
|
|
RemoveSnapshotLoadedHook |
|
|
AddPadHook |
emuObj.AddPadHook() |
|
|
Audio |
|
SetVolumes |
emuObj.SetVolumes('global', 'main', 'bgm') |
Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
|
GetVolumes |
emuObj.GetVolumes() |
Return current volume levels for ('global', 'main', 'bgm') in floating point values.
|
SetAudioRoute |
|
|
GetAudioRoute |
|
|
|
Game loading speed |
|
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.
|
|
CDVD |
|
OpenDiscTray |
|
|
CloseDiscTray |
|
|
SwitchDisc |
emuObj.SwitchDisc(<disc ID>) |
ID can be provided as is, or for example read from memory or register when needed.
|
GetDiscId |
emuObj.GetDiscId() |
Return DiscId in XXXX_YYY.ZZ format
|
GetDiscTitleId |
|
|
ShowDiscSwitchInfo |
emuObj.ShowDiscSwitchInfo() |
|
|
Other |
|
EnableImposeMenu |
emuObj.EnableImposeMenu(<true/false>) |
EnableImposeMenu(false)
|
LoadConfig |
|
|
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>
|
SwapMemCard |
|
|
SetFormattedCard |
emuObj.SetFormattedCard(<"file name">) |
emuObj.SetFormattedCard("custom_formatted.card")
Allow to use custom memory card.
|
GetPs4SystemLang |
emuObj.GetPs4SystemLang() |
Return PS4 system language (in unknown format).
|
SetPs2Lang |
emuObj.SetPs2Lang(<Lang ID>) |
Set emulated PS2 language, correct Lang IDs are 0-18, 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
|
PadSetLightBar |
emuObj.PadSetLightBar(<port, red, green, blue>) |
Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
|
PadPressureStickRemap |
emuObj.PadPressureStickRemap() |
|
IsNeoMode |
emuObj.IsNeoMode() |
Check that PS4 run in NEO (PRO) mode. Return 1/0
|
IsToolingVerbose |
|
|
CheckEntitlement |
|
|
emuMediaPatch |
emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) |
Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.
|
|
GS related |
|
CountFrameOnPS2 |
emuObj.CountFrameOnPS2() |
updates FRAPS/Actual FPS reading in olympus
|
SetGsTitleFix |
emuObj.SetGsTitleFix() |
More info
|
SetDisplayAspectWide |
emuObj.SetDisplayAspectWide() |
Force display area to 16:9 (If game not support widescreen, it will be stretched).
|
SetDisplayAspectNormal |
emuObj.SetDisplayAspectNormal() |
Force display area to 4:3.
|
ForceRefreshRate |
emuObj.ForceRefreshRate(<hz>) |
emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
|
LoadFsShader |
emuObj.LoadFsShader(<slot?>, "<path>") |
Shaders must be loaded right after GS has been initialized.
Example:
Global_InitGpuResources = function()
emuObj.LoadFsShader(1, "./shader.sb")
end
That only load Fragment Shader to program memory, to use it we need BindFragmentShader,
and if depend on shader SetShaderParams.
|
SetDisplaySafeArea |
|
|
(EE) EEObject
Commands for the emulated Emotion Engine
Command |
Usage |
Notes
|
|
Object calling class |
|
getEEObject |
local eeObj = getEEObject() |
Required for all functions using eeObj
|
|
Memory editing |
|
ReplaceMem64 |
eeObj.ReplaceMem64(<address>, <value>) |
|
ReplaceMem32 |
eeObj.ReplaceMem32(<address>, <value>) |
Permanently replace an offset without needing addvsynchook
|
ReplaceMem16 |
eeObj.ReplaceMem16(<address>, <value>) |
|
ReplaceMem8 |
eeObj.ReplaceMem8(<address>, <value>) |
|
ReadMemFloat |
eeObj.ReadMemFloat(<address>) |
eeObj.ReadMemFloat(0x258c3c)
|
WriteMemFloat |
eeObj.WriteMemFloat(<address>, <value>) |
eeObj.WriteMemFloat(0x365364, 1.3333333)
|
ReadMem128 |
eeObj.ReadMem128(<ee memory offset>) |
Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|
ReadMemFloat128 |
eeObj.ReadMemFloat128(<ee memory offset>) |
return 16 bytes from offset in float form
|
WriteMem128 |
|
|
WriteMemFloat128 |
|
|
ReadMem64 |
eeObj.ReadMem64(<ee memory offset>) |
Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
|
WriteMem64 |
eeObj.WriteMem64(<ee memory offset>, <data>) |
|
ReadMem32 |
eeObj.ReadMem32(<ee memory offset>) |
Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
eeObj.ReadMem32(gp - 31348)
|
WriteMem32 |
eeObj.WriteMem32(<ee memory offset>, <data>) |
Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|
ReadMem16 |
eeObj.ReadMem16(<ee memory offset>) |
Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|
WriteMem16 |
eeObj.WriteMem16(<ee memory offset>, <data>) |
Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|
ReadMem8 |
eeObj.ReadMem8(<ee memory offset>) |
Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|
WriteMem8 |
eeObj.WriteMem8(<ee memory offset>, <data>) |
Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|
ReadMemStr |
eeObj.ReadMemStr(address/register) |
Read string from address until null terminator
|
WriteMemStr |
eeObj.WriteMemStr(address, string) |
|
WriteMemStrZ |
|
eeObj.WriteMemStrZ(string pointer, string) . Pointer can be read from GPR
|
|
GPR require (Necessary for register related commands) |
|
|
local gpr = require( "ee-gpr-alias" )
|
GetGpr64 |
eeObj.GetGPR64(<gpr register>) |
example: eeObj.GetGPR64(t3)
|
SetGpr64 |
|
|
GetGprFloat |
|
Get gpr value as float value
|
SetGprFloat |
|
Set gpr value as float value
|
GetGpr |
eeObj.GetGPR(<gpr register>) |
eeObj.GetGPR(t3)
|
SetGpr |
eeObj.SetGPR(<gpr register> ,<value>) |
example: eeObj.SetGPR(gpr.a3 ,1)
Require defined getEEObject() as eeObj
|
GetFprHex |
eeObj.GetFprHex(<FPU register (0-31)>) |
Get/return floating point register value as hex string
|
SetFprHex |
eeObj.SetFprHex(<FPU register (0-31), value (u32)>) |
Set floating point register value as hex string
|
GetFpr |
eeObj.GetFpr(<register number>) |
example eeObj.GetFpr(14)
|
SetFpr |
eeObj.SetFpr(<fpr register number>, <value>) |
Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
But we can also combine commands to add/sub from registers
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|
GetPc |
eeObj.GetPc() |
This command is very helpful as it will return to you the current EE address that's being read. can be used also with additional var. like eeObj.GetPc()+4
|
SetPc |
eeObj.SetPC(<PC>) |
eeObj.SetPC(0x266B80)
|
GetCPR0 |
eeObj.GetCPR0(<COP0 register>) |
|
SetCPR0 |
eeObj.SetCPR0(<COP0 register>) |
|
|
Hooks |
|
AddHook |
eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) |
example: local W1 =
function()
emuObj.SetDisplayAspectNormal()
end
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)
|
RemoveHook |
|
|
AddPreHook |
|
|
AddPostHook |
|
|
RemovePreHook |
|
|
RemovePostHook |
|
|
AddJitResetHook |
|
|
RemoveJitResetHook |
|
|
AddHookJT |
eeObj.AddHookJT(Offset, offset opcode, ???) |
Seems to somehow be related to gpr registers
|
|
Dma |
|
DmaAddHook |
eeobj.DmaAddHook(channel=%d key=%x) |
Possible Dma channel numbers (?)
GIF = 0 VIF0 = 1
VIF1 = 2 SIF0 = 4
SIF1 = 5 IPU0 = 6
IPU1 = 7
Possible values for hooks
DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1].
|
DmaRemoveHook |
|
|
|
Speedhacks |
|
FastForwardClock |
eeObj.FastForwardClock() |
Skip Emotion engine Cycles
|
AdvanceClock |
eeObj.AdvanceClock() |
it is still unknown how to use this command, check Psychonauts lua for more details.
|
GetClock |
eeObj.GetClock() |
Returns 1 or 0 based on whether or not the EE is being overclocked.
|
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.
|
|
Other |
|
CallPredicate
|
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.
|
WaitVu1 |
eeObj.WaitVu1() |
most likely this is --vu1=jit-sync, adding it will Sync the EE with the VU1, Pcsx2 has a similar gamefix called VU Sync which syncs both VU1 and VU0 with the EE.
|
GetPcRingBuffer |
|
|
Precompile |
|
Requires unknown values
|
CalcInsnHash |
|
|
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.
|
(IOP) IOPObject
Commands for the emulated input-output processor
Command |
Usage |
Notes
|
|
Object calling class |
|
getIOPObject |
local iopObj = getIOPObject() |
Required for all functions using iopObj, that include: ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
GetCPR0 SetCPR0
|
|
Memory editing |
|
ReplaceMem64 |
iopObj.ReplaceMem64(<address>, <value>) |
|
ReplaceMem32 |
iopObj.ReplaceMem32(<address>, <value>) |
|
ReplaceMem16 |
iopObj.ReplaceMem16(<address>, <value>) |
|
ReplaceMem8 |
iopObj.ReplaceMem8(<address>, <value>) |
|
ReadMemFloat |
iopObj.ReadMemFloat(<address>) |
iopObj.ReadMemFloat(0x28c3c)
|
WriteMemFloat |
iopObj.WriteMemFloat(<address>, <value>) |
iopObj.WriteMemFloat(0x65364, 1.3333333)
|
ReadMem128 |
iopObj.ReadMem128(<iop memory offset>) |
|
WriteMem128 |
iopObj.WriteMem128(<iop memory offset>, <value>) |
|
ReadMemFloat128 |
iopObj.ReadMemFloat128(<iop memory offset>) |
|
WriteMemFloat128 |
iopObj.WriteMemFloat128(<iop memory offset>, <value>) |
|
ReadMem64 |
iopObj.ReadMem64(<iop memory offset>) |
Read 8 Bytes From offset
|
WriteMem64 |
iopObj.WriteMem64(<iop memory offset>, <data>) |
Write 8 Bytes From offset
|
ReadMem32 |
iopObj.ReadMem32(<iop memory offset>) |
Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
iopObj.ReadMem32(gp - 348)
|
WriteMem32 |
iopObj.WriteMem32(<iop memory offset>, <data>) |
Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|
ReadMem16 |
iopObj.ReadMem16(<iop memory offset>) |
Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|
WriteMem16 |
iopObj.WriteMem16(<iop memory offset>, <data>) |
Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|
ReadMem8 |
iopObj.ReadMem8(<iop memory offset>) |
Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|
WriteMem8 |
iopObj.WriteMem8(<iop memory offset>, <data>) |
Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|
ReadMemStr |
|
|
GetGpr |
iopObj.GetGPR(<gpr register>) |
iopObj.GetGPR(a1)
|
SetGpr |
iopObj.SetGPR(<gpr register> ,<value>) |
example: iopObj.SetGPR(gpr.v0 ,3)
|
GetPc |
iopObj.GetPc() |
can be used also with additional var. like iopObj.GetPc()+8
|
SetPc |
iopObj.SetPC(<PC>) |
iopObj.SetPC(0x6B80)
|
GetCPR0 |
iopObj.GetCPR0(<COP0 register>) |
|
SetCPR0 |
iopObj.SetCPR0(<COP0 register>) |
|
|
Clock speed |
|
FastForwardClock |
iopObj.FastForwardClock() |
|
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
|
|
Hooks |
|
AddHook |
iopObj.AddHook() |
|
RemoveHook |
iopObj.RemoveHook() |
|
(GS) GsObject
Commands for the emulated Graphics synthesizer
Command |
Usage |
Notes
|
|
Object calling class |
|
getGsObject |
local gsObj = getGsObject() |
|
|
Graphical fixes / Improvement |
|
SetL2HMode |
gsObj.SetL2HMode() |
|
SetUprenderMode |
gsObj.SetUprenderMode(1) |
Set uprender mode. Overrides CLI, 0=none, 1=2x2
|
SetUpscaleMode |
gsObj.SetUpscaleMode() |
|
GetFramesInQueue |
gsObj.GetFramesInQueue() |
Returns the value of the frames that are still in queue
|
SetFrameSkipping |
gsObj.SetFrameSkipping(true) |
false and true are the values.
|
SetDeinterlaceShift |
gsObj.SetDeinterlaceShift(0) |
The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|
Does not require Object calling or Uknown
Command |
Usage |
Notes
|
eeInsnReplace |
eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) |
Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
|
vuInsnReplace |
vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) |
Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. example:
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38
|
iopInsnReplace |
iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) |
Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0)
|
eeNativeFunction |
eeNativeFunction(<ee offset>, <original opcode>, <function>) |
eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
But functions from this list should be available in every emu:
ieee754_acosf ieee754_asinf ieee754_sqrtf
fabs cosf fabsf
sinf acosf asinf
sqrtf fptoui fptodp
litodp dptoli dptofp
memcpy memset strlen
|
eeNativeHook |
eeNativeHook(<ee ofset>, <original opcode>, <action>) |
eeNativeHook require apiRequest(1.4) or higher.
|
GsCustomShader |
|
|
Unlock |
|
|
IsUnlocked |
|
|
InsnOverlay |
InsnOverlay({<opcode, opcode, opcode...>}) |
example: InsnOverlay({
0x27bdfff0, -- addiu $sp, -0x10
0xffbf0000, -- sd $ra, 0(sp)
0xffb00008, -- sd $s0, 8(sp)
0x3c05000f, -- lui $a1, 0x000f
0x34a57000, -- ori $a1, 0x7000
0x0c0db8b6, -- jal Script::State::DoString
0x0080802d, -- move $s0, $a0
0x24050001, -- li $a1, 1
0x0c0dba4c, -- jal Script::State::IsNull(int)
0x0200202d, -- move $a0, $s0
0xdfb00008, -- ld $s0, 8(sp)
0xdfbf0000, -- ld $ra, 0(sp)
0x03e00008, -- jr ra
0x27bd0010 -- addiu $sp, 0x10
})
|
eeDebugBreak |
|
|
CsBindShader |
|
|
CsSetParamInt32 |
|
|
CsSetParamFloat |
|
|
CsResetContext |
|
|
CsPrintContext |
|
|
PsBindShader |
|
|
PsSetParamInt32 |
|
|
PsSetParamFloat |
|
|
PsResetContext |
|
|
PsPrintContext |
|
|
Note: eeObj, emuObj, gsObj, etc are described as required, 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.
Other objects
Command |
Usage |
Notes
|
|
getGLSObject class |
|
getGLSObject |
|
|
Enable |
|
|
EnableServerRecording |
|
|
Pause |
|
|
|
getGsObject class |
|
|
getAudioObject class |
|
getAudioObject |
|
|
muteStreamingAll |
|
|
muteStreamingMain |
|
|
muteStreamingBGM |
|
|
|
getRemotePlayObject class |
|
getRemotePlayObject |
|
|
Enable |
|
|
|
getVideoRecordingObject class |
|
getVideoRecordingObject |
|
|
Enable |
|
|
|
getSharePlayObject class |
|
getSharePlayObject |
|
|
Enable |
|
|
|
getSpriteObject group |
|
getSpriteObject |
|
|
Enable |
|
|
Disable |
|
|
BindFragmentShader |
|
|
SetShaderParams |
|
Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:
local sprite0 = getSpriteObject(0)
local scanlineParams = {
240.0, -- float scanlineCount
0.7, -- float scanlineHeight;
1.5, -- float scanlineBrightScale;
0.5, -- float scanlineAlpha;
0.5 -- float vignetteStrength;
}
sprite0.SetShaderParams(scanlineParams)
|
BindTexture |
|
|
SetPosXY |
|
|
SetSizeXY |
|
|
SetPosUV |
|
|
SetSizeUV |
|
|
PrintContext |
|
|
SetBlendColor |
sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 |
local sprite0 = getSpriteObject(0)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
|
getTrophyObject |
local trophyObj = getTrophyObject() |
Required for all functions using trophyObj
|
getDmaObject |
local dmaObj = getDmaObject() |
Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
|
getScreenShotObject |
|
|
Registers for hook
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 the most important commands in lua, allows to change the GS's behavior.
Part of EmuObject() class, used frequently in official configs.
Examples
-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , { texType = 3, cbp = 0x2390, tbp = 0x288000} )
------------------------------------------------------------------------------------------------------
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF } )
------------------------------------------------------------------------------------------------------
-- Performance fix ( bug# 9474 )
if 0 then -- emuObj.IsNeoMode() then -- neo mode check disabled, due to bug #10442
emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 125000} )
else
emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 100000} )
end
------------------------------------------------------------------------------------------------------
-- bug# 9972
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bully bug 9392
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4 } )
------------------------------------------------------------------------------------------------------
-- Bug#9174 -
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bug#9240 (Light maps uprender)
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Apply light maps texMode=2 (bilinear) psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
------------------------------------------------------------------------------------------------------
-- Performace fix (bug #9785 )
emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
------------------------------------------------------------------------------------------------------
-- Accumulate fill area only when conditions are met
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
------------------------------------------------------------------------------------------------------
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
------------------------------------------------------------------------------------------------------
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1 } )
------------------------------------------------------------------------------------------------------
-- Disable post-processing
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", { texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044 } )
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend) (Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000 when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {prim=5, texMode=2, tbp=0x320000} )
Commands
Command |
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 |
|
Official examples
You can find the rest of them here
Canis Canem Edit
SLES 535.61
LUA
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.1)
-- EA sports cricket 07 bug 9392
-- Performance fix
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4 } )
Custom config.lua examples
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
Other custom configurations made by users can be found here
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 Registers Map |
0x0000001000000000 |
0x0000001000004000
|
EE RAM - Kernel |
0x0000008000000000 |
0x0000008000080000
|
EE RAM - Debug |
0x0000008000078000 |
0x0000008000080000
|
EE RAM - User |
0x0000008000080000 |
0x0000008002000000
|
EE Hw Devices |
0x0000008010000000 |
0x0000008010010000
|
EE ROM |
0x000000801FC00000 |
0x000000801FFE0000
|
EE RAM - Uncached |
0x0000008020080000 |
0x0000008022000000
|
EE RAM - UncachedAccel |
0x0000008030100000 |
0x0000008032000000
|
EE Scratchpad |
0x0000008070000000 |
0x0000008070004000
|
EE Debug |
0x00000080FFFF8000 |
0x0000008100000000
|
|
Host's IOP Memory Map |
|
IOP RAM |
0x0000009000000000 |
0x0000009000200000
|
IOP RAM (mirror 1) |
0x0000009000200000 |
0x0000009000400000
|
IOP RAM (mirror 2) |
0x0000009000400000 |
0x0000009000600000
|
IOP RAM (mirror 3) |
0x0000009000600000 |
0x0000009000800000
|
IOP Scratchpad |
0x000000901F800000 |
0x000000901F801000
|
IOP HW |
0x000000901F801000 |
0x000000901F810000
|
IOP ROM |
0x000000901FC00000 |
0x000000901FFE0000
|
Registers Map
EE - FPU - COP0 - IOP
Incomplete, there could be some incorrect information in this list.
Warning: 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless of base.
if base is different, simply reduce these offsets by 8 hex values.
This list was made for the purpose of making a future debugger for the PS4's PS2 emulator.
Tested on Jak and daxter v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3
GPR / EE
|
Address
|
|
FPR / FPU
|
Address
|
|
CP0 / COP0
|
Address
|
|
GPR / IOP
|
Address
|
zero |
0x1000000000 |
f00 |
0x1000000230 |
Index |
0x10000002D0 |
zero |
0x1020000000
|
at |
0x1000000010 |
f01 |
0x1000000234 |
Random |
0x10000002D4 |
at |
0x1020000004
|
v0 |
0x1000000020 |
f02 |
0x1000000238 |
EntryLo0 |
0x10000002D8 |
v0 |
0x1020000008
|
v1 |
0x1000000030 |
f03 |
0x100000023C |
EntryLo1 |
0x10000002DC |
v1 |
0x102000000C
|
a0 |
0x1000000040 |
f04 |
0x1000000240 |
Context |
0x10000002E0 |
a0 |
0x1020000010
|
a1 |
0x1000000050 |
f05 |
0x1000000244 |
PageMask |
0x10000002E4 |
a1 |
0x1020000014
|
a2 |
0x1000000060 |
f06 |
0x1000000248 |
Wired |
0x10000002E8 |
a2 |
0x1020000018
|
a3 |
0x1000000070 |
f07 |
0x100000024C |
rsvd7 |
0x10000002EC |
a3 |
0x102000001C
|
t0 |
0x1000000080 |
f08 |
0x1000000250 |
BadVAddr |
0x10000002F0 |
t0 |
0x1020000020
|
t1 |
0x1000000090 |
f09 |
0x1000000254 |
Count |
0x10000002F4 |
t1 |
0x1020000024
|
t2 |
0x10000000A0 |
f10 |
0x1000000258 |
EntryHi |
0x10000002F8 |
t2 |
0x1020000028
|
t3 |
0x10000000B0 |
f11 |
0x100000025C |
Compare |
0x10000002FC |
t3 |
0x102000002C
|
t4 |
0x10000000C0 |
f12 |
0x1000000260 |
Status |
0x1000000300 |
t4 |
0x1020000030
|
t5 |
0x10000000D0 |
f13 |
0x1000000264 |
Cause |
0x1000000304 |
t5 |
0x1020000034
|
t6 |
0x10000000E0 |
f14 |
0x1000000268 |
EPC |
0x1000000308 |
t6 |
0x1020000038
|
t7 |
0x10000000F0 |
f15 |
0x100000026C |
PRid |
0x100000030C |
t7 |
0x102000003C
|
s0 |
0x1000000100 |
f16 |
0x1000000270 |
Config |
0x1000000310 |
s0 |
0x1020000040
|
s1 |
0x1000000110 |
f17 |
0x1000000274 |
Iab |
0x1000000314 |
s1 |
0x1020000044
|
s2 |
0x1000000120 |
f18 |
0x1000000278 |
Iabm |
0x1000000318 |
s2 |
0x1020000048
|
s3 |
0x1000000130 |
f19 |
0x100000027C |
Dab |
0x100000031C |
s3 |
0x102000004C
|
s4 |
0x1000000140 |
f20 |
0x1000000280 |
Dabm |
0x1000000320 |
s4 |
0x1020000050
|
s5 |
0x1000000150 |
f21 |
0x1000000284 |
Dvm |
0x1000000324 |
s5 |
0x1020000054
|
s6 |
0x1000000160 |
f22 |
0x1000000288 |
Dvbm |
0x1000000328 |
s6 |
0x1020000058
|
s7 |
0x1000000170 |
f23 |
0x100000028C |
BadPAddr |
0x100000032C |
s7 |
0x102000005C
|
t8 |
0x1000000180 |
f24 |
0x1000000290 |
Debug |
0x1000000330 |
t8 |
0x1020000060
|
t9 |
0x1000000190 |
f25 |
0x1000000294 |
Perf |
0x1000000334 |
t9 |
0x1020000064
|
k0 |
0x10000001A0 |
f26 |
0x1000000298 |
Pcr0 |
0x1000000338 |
k0 |
0x1020000068
|
k1 |
0x10000001B0 |
f27 |
0x100000029C |
Pcr1 |
0x100000033C |
k1 |
0x102000006C
|
gp |
0x10000001C0 |
f28 |
0x10000002A0 |
TagLo |
0x1000000340 |
gp |
0x1020000070
|
sp |
0x10000001D0 |
f29 |
0x10000002A4 |
TagHi |
0x1000000344 |
sp |
0x1020000074
|
fp |
0x10000001E0 |
f30 |
0x10000002A8 |
ErrorEPC |
0x1000000348 |
fp |
0x1020000078
|
ra |
0x10000001F0 |
f31 |
0x10000002AC |
Rsvd31 |
0x100000034C |
ra |
0x102000007C
|
unk (pc?) |
0x1000000200 |
fACC |
0x10000002B0 |
COP0 additional registers |
|
pc |
0x102000008C
|
hi/lo (2 x 64?) |
0x1000000210 |
FPU CTRL (FCR) |
|
real Pcr0 |
0x1000000350 |
hi |
0x1020000090 ??
|
sa |
0x1000000220 |
cp1cond |
0x10000002B4 |
real Pcr1 |
0x1000000358 |
lo |
0x1020000094 ??
|
|
|
fpu ver |
0x10000002B8
|
|
|
fpu sticky |
0x10000002BC
|
|
|
fpu ctrl |
0x10000002C0
|
|
|
2CF unknown |
0x10000002C4
|
Emulator related regs
"Fake" register |
Address |
Notes
|
unknown |
0x1000000360 |
Locking the value seems to cause a crash.
|
Current PC |
0x1000000368 |
Shows the current offset that's being read by the EE
|
Delta counter |
0x1000000370 |
(Passed cycles, likely decrementer).
Evt check is performed on branch test when 0.
Fastforwardclock set this to 0,
advanceclock subtract value from this fake reg)
|
Cycles |
0x1000000378 |
(need work)
|
VU0/COP2
Register
|
W
|
Z
|
Y
|
X
|
|
Register
|
W
|
Z
|
Y
|
X
|
vf00 |
0x103000000C |
0x1030000008 |
0x1030000004 |
0x1030000000 |
vf17 |
0x103000011C |
0x1030000118 |
0x1030000114 |
0x1030000110
|
vf01 |
0x103000001C |
0x1030000018 |
0x1030000014 |
0x1030000010 |
vf18 |
0x103000012C |
0x1030000128 |
0x1030000124 |
0x1030000120
|
vf02 |
0x103000002C |
0x1030000028 |
0x1030000024 |
0x1030000020 |
vf19 |
0x103000013C |
0x1030000138 |
0x1030000134 |
0x1030000130
|
vf03 |
0x103000003C |
0x1030000038 |
0x1030000034 |
0x1030000030 |
vf20 |
0x103000014C |
0x1030000148 |
0x1030000144 |
0x1030000140
|
vf04 |
0x103000004C |
0x1030000048 |
0x1030000044 |
0x1030000040 |
vf21 |
0x103000015C |
0x1030000158 |
0x1030000154 |
0x1030000150
|
vf05 |
0x103000005C |
0x1030000058 |
0x1030000054 |
0x1030000050 |
vf22 |
0x103000016C |
0x1030000168 |
0x1030000164 |
0x1030000160
|
vf06 |
0x103000006C |
0x1030000068 |
0x1030000064 |
0x1030000060 |
vf23 |
0x103000017C |
0x1030000178 |
0x1030000174 |
0x1030000170
|
vf07 |
0x103000007C |
0x1030000078 |
0x1030000074 |
0x1030000070 |
vf24 |
0x103000018C |
0x1030000188 |
0x1030000184 |
0x1030000180
|
vf08 |
0x103000008C |
0x1030000088 |
0x1030000084 |
0x1030000080 |
vf25 |
0x103000019C |
0x1030000198 |
0x1030000194 |
0x1030000190
|
vf09 |
0x103000009C |
0x1030000098 |
0x1030000094 |
0x1030000090 |
vf26 |
0x10300001AC |
0x10300001A8 |
0x10300001A4 |
0x10300001A0
|
vf10 |
0x10300000AC |
0x10300000A8 |
0x10300000A4 |
0x10300000A0 |
vf27 |
0x10300001BC |
0x10300001B8 |
0x10300001B4 |
0x10300001B0
|
vf11 |
0x10300000BC |
0x10300000B8 |
0x10300000B4 |
0x10300000B0 |
vf28 |
0x10300001CC |
0x10300001C8 |
0x10300001C4 |
0x10300001C0
|
vf12 |
0x10300000CC |
0x10300000C8 |
0x10300000C4 |
0x10300000C0 |
vf29 |
0x10300001DC |
0x10300001D8 |
0x10300001D4 |
0x10300001D0
|
vf13 |
0x10300000DC |
0x10300000D8 |
0x10300000D4 |
0x10300000D0 |
vf30 |
0x10300001EC |
0x10300001E8 |
0x10300001E4 |
0x10300001E0
|
vf14 |
0x10300000EC |
0x10300000E8 |
0x10300000E4 |
0x10300000E0 |
vf31 |
0x10300001FC |
0x10300001F8 |
0x10300001F4 |
0x10300001F0
|
vf15 |
0x10300000FC |
0x10300000F8 |
0x10300000F4 |
0x10300000F0 |
ACC |
0x103000020C |
0x1030000208 |
0x1030000204 |
0x1030000200
|
vf16 |
0x103000010C |
0x1030000108 |
0x1030000104 |
0x1030000100
|
vi registers Incomplete yet.
Register
|
Address
|
|
Register
|
Address
|
vi00 |
0x1030000210 |
Status |
0x1030000310??
|
vi01 |
0x1030000220 |
MACflag |
0x1030000320??
|
vi02 |
0x1030000230 |
Clipflag |
0x1030000330??
|
vi03 |
0x1030000240 |
c2c19 |
0x1030000340??
|
vi04 |
0x1030000250 |
R |
0x1030000350??
|
vi05 |
0x1030000260 |
I |
0x1030000360
|
vi06 |
0x1030000270 |
Q |
0x1030000370??
|
vi07 |
0x1030000280 |
c2c23 |
0x1030000380??
|
vi08 |
0x1030000290 |
c2c24 |
0x1030000390??
|
vi09 |
0x10300002A0 |
c2c25 |
0x10300003A0??
|
vi10 |
0x10300002B0 |
TPC |
0x10300003B0
|
vi11 |
0x10300002C0 |
CMSAR0 |
0x10300003C0??
|
vi12 |
0x10300002D0 |
FBRST |
0x10300003D0
|
vi13 |
0x10300002E0 |
VPU-STAT |
0x10300003E0??
|
vi14 |
0x10300002F0 |
CMSAR1 |
0x10300003F0??
|
vi15 |
0x1030000300 |
c2c30 |
0x1030000400??
|
VU1
Register
|
W
|
Z
|
Y
|
X
|
|
Register
|
W
|
Z
|
Y
|
X
|
vf00 |
0x104000000C |
0x1040000008 |
0x1040000004 |
0x1040000000 |
vf17 |
0x104000011C |
0x1040000118 |
0x1040000114 |
0x1040000110
|
vf01 |
0x104000001C |
0x1040000018 |
0x1040000014 |
0x1040000010 |
vf18 |
0x104000012C |
0x1040000128 |
0x1040000124 |
0x1040000120
|
vf02 |
0x104000002C |
0x1040000028 |
0x1040000024 |
0x1040000020 |
vf19 |
0x104000013C |
0x1040000138 |
0x1040000134 |
0x1040000130
|
vf03 |
0x104000003C |
0x1040000038 |
0x1040000034 |
0x1040000030 |
vf20 |
0x104000014C |
0x1040000148 |
0x1040000144 |
0x1040000140
|
vf04 |
0x104000004C |
0x1040000048 |
0x1040000044 |
0x1040000040 |
vf21 |
0x104000015C |
0x1040000158 |
0x1040000154 |
0x1040000150
|
vf05 |
0x104000005C |
0x1040000058 |
0x1040000054 |
0x1040000050 |
vf22 |
0x104000016C |
0x1040000168 |
0x1040000164 |
0x1040000160
|
vf06 |
0x104000006C |
0x1040000068 |
0x1040000064 |
0x1040000060 |
vf23 |
0x104000017C |
0x1040000178 |
0x1040000174 |
0x1040000170
|
vf07 |
0x104000007C |
0x1040000078 |
0x1040000074 |
0x1040000070 |
vf24 |
0x104000018C |
0x1040000188 |
0x1040000184 |
0x1040000180
|
vf08 |
0x104000008C |
0x1040000088 |
0x1040000084 |
0x1040000080 |
vf25 |
0x104000019C |
0x1040000198 |
0x1040000194 |
0x1040000190
|
vf09 |
0x104000009C |
0x1040000098 |
0x1040000094 |
0x1040000090 |
vf26 |
0x10400001AC |
0x10400001A8 |
0x10400001A4 |
0x10400001A0
|
vf10 |
0x10400000AC |
0x10400000A8 |
0x10400000A4 |
0x10400000A0 |
vf27 |
0x10400001BC |
0x10400001B8 |
0x10400001B4 |
0x10400001B0
|
vf11 |
0x10400000BC |
0x10400000B8 |
0x10400000B4 |
0x10400000B0 |
vf28 |
0x10400001CC |
0x10400001C8 |
0x10400001C4 |
0x10400001C0
|
vf12 |
0x10400000CC |
0x10400000C8 |
0x10400000C4 |
0x10400000C0 |
vf29 |
0x10400001DC |
0x10400001D8 |
0x10400001D4 |
0x10400001D0
|
vf13 |
0x10400000DC |
0x10400000D8 |
0x10400000D4 |
0x10400000D0 |
vf30 |
0x10400001EC |
0x10400001E8 |
0x10400001E4 |
0x10400001E0
|
vf14 |
0x10400000EC |
0x10400000E8 |
0x10400000E4 |
0x10400000E0 |
vf31 |
0x10400001FC |
0x10400001F8 |
0x10400001F4 |
0x10400001F0
|
vf15 |
0x10400000FC |
0x10400000F8 |
0x10400000F4 |
0x10400000F0 |
ACC |
0x104000020C |
0x1040000208 |
0x1040000204 |
0x1040000200
|
vf16 |
0x104000010C |
0x1040000108 |
0x1040000104 |
0x1040000100
|
Register
|
Address
|
|
Register
|
Address
|
vi00 |
0x1040000210 |
Status |
0x1040000310??
|
vi01 |
0x1040000220 |
MACflag |
0x1040000320??
|
vi02 |
0x1040000230 |
Clipflag |
0x1040000330??
|
vi03 |
0x1040000240 |
c2c19 |
0x1040000340??
|
vi04 |
0x1040000250 |
R |
0x1040000350??
|
vi05 |
0x1040000260 |
I |
0x1040000360
|
vi06 |
0x1040000270 |
Q |
0x1040000370??
|
vi07 |
0x1040000280 |
c2c23 |
0x1040000380??
|
vi08 |
0x1040000290 |
c2c24 |
0x1040000390??
|
vi09 |
0x10400002A0 |
c2c25 |
0x10400003A0??
|
vi10 |
0x10400002B0 |
TPC |
0x10400003B0
|
vi11 |
0x10400002C0 |
CMSAR0 |
0x10400003C0??
|
vi12 |
0x10400002D0 |
FBRST |
0x10400003D0
|
vi13 |
0x10400002E0 |
VPU-STAT |
0x10400003E0??
|
vi14 |
0x10400002F0 |
CMSAR1 |
0x10400003F0??
|
vi15 |
0x1040000300 |
c2c30 |
0x1040000400??
|
Registers information
Information taken from here
Name |
Purpose / info
|
zero |
Hardwired to 0, writes are ignored
|
at |
Temporary register used for pseudo-instructions
|
v0-v1 |
Return register, holds values returned by functions
|
a0-a3 |
Argument registers, holds first four parameters passed to a function
|
t0-t7 |
Temporary registers. t0-t3 may also be used as additional argument registers
|
s0-s7 |
Saved registers. Functions must save and restore these before using them
|
t8-t9 |
Temporary registers
|
k0-k1 |
Reserved for use by kernels
|
gp |
Global pointer
|
sp |
Stack pointer
|
fp |
Frame pointer
|
ra |
Return address. Used by JAL and (usually) JALR to store the address to return to after a function
|
Special registers |
|
pc |
Program counter, address of currently-executing instruction (32-bit)
|
hi/lo |
Stores multiplication and division results (64-bit)
|
hi1/lo1 |
Used by MULT1/DIV1 type instructions, same as above (64-bit)
|
sa |
Shift amount used by QFSRV instruction
|
Aside from zero, all GPRs may be freely accessed if convention rules are respected.
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
|
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.
Please keep in mind that not all commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
For example Rayman 3 config Does not work due to the command being unsupported
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).
Known issues
List of known issues in the PS4's 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/COP2 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. other games affected by COP2 timing |
ee hook AdvanceClock or fastforwardclock commands on affected addresses, Most of the time it will be CTC2 instructions that are affected Or using Kozraovv's method of EE memory patching |
Rayman 3's fix for example
Largo winch'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 |
|
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. [3] |
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(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY. and many other affected games |
Try your luck with IOP and CDVD CLI commands. |
Also known in sony's bios as CDVD_READ_DELAY
|
In-accurate VU0/VU1/COP2 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 |
|
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 |
SIF
|
Performance |
✔ |
✔ |
✔ |
? |
|
✔ |
✔ |
✔ |
✔ |
|
Crashes |
✔ |
✔ |
|
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔
|
Broken graphics |
✔ |
|
✔ |
✔ |
|
✔ |
✔ |
✔ |
|
|
Glitches |
|
|
|
✔ |
|
✔ |
✔ |
✔ |
✔ |
|
Performance bottleneck order:
VU1 ==> EE ==> FPU ==> GS ==> VU0/COP2
Note: VU1 Speedhacks will be the most effective for performance.
Debugging through PS4CHEATER:
You can also use for instance the program PS4CHEATER and add the addresses of
1000000368
1000000360
And change the type into > View as Hex.
One of them will show the Current (Program counter) which will lead you to
find out which EE offset the game gets stuck on!
Tutorials
A section dedicated to sharing knowledge about the correct usage / information
about PS2 emulation in PS4 and/or general PS2 emulation knowledge.
Emulator's grammar
This list was made since most of the emulator's Commands and /or Wiki instructions are hard to comprehend for most users.
Insn = Instruction | lopnor = (Ps3 config) [It's unknown what lopnor stands for]
Addsub = Add / Subtract (MATH) | CLI = Command line instruction (?)
muldiv = Multiply / Divide (MATH) | Mem = Memory
opt = Optimize (?) Option(?) | Int = Integer (?)
jr = Jump register | cmd = Command
ad = Address (?) | XXXX-YYYYY = The ps2 game's region code
inst = Instant (?) | PC = Program counter
Scalar = A multiplier for the default value | Hook = Attach a function to an offset
r59 = EE | ∞ = No limit for possible values (Int32)
r30 = IOP |
===============================================================================================================================================
CLI
Making a comment inside the CLI, and making the CLI.
#You can make a comment inside a cli by using a Hashtag (#)
#Your comments will be fully ignored if they are in the same line as the hashtag
#As for hyphens, (--) they are used in a cli so that the ps4 understands that it is a command
#And as for the equals, (=) everything that comes after it is the value that the command will use
--vu1-mpg-cycles=1000
#On a lua hyphens (--) mean it is a comment, but on the cli it's the start of the command.
--ee-cycle-scalar=1.6
#Some cli commands support multiple values.
--ee-hook=0x0028A578,AdvanceClock,,1000
LUA
Making a lua
When making a lua there is 1 part that is always necessary (Apirequest)
and 2 parts that are almost always necessary (Object) (Object's commands).
By order it goes like this:
1. Apirequest
2. Object calling, gsobj/eeobj/iopobj, etc
3. the object's command
You cannot call an object without first requesting an api, as that will cause a crash.
and you most certainly cannot use an object's command without calling the object first
For instance you cannot use
iopObj.ReadMem32(0x400000)
Without first having this in your lua
local iopObj = getIOPObject()
Making a comment inside the lua
-- You can make a comment in a lua by using two hyphens (--)
-- Your comments will be ignored by the lua
-- author=refraction
-- You can also use --[[ (comment) --]]
-- All text between --[[ and --]] will be ignored by lua
-- author=stayhye
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x0037EB14,0x4b000460)
end
emuObj.AddVsyncHook(patcher)
Tutorial links
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)
More about the bios
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios have included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". Most noticeable difference for both bios files seems to be special RDRAM module.
While PS3 emulators patch bios to preferred region, emulator used in PS4 use so called CallHook which is known better for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's literally the same code, but PS4 emus don't have patches for different bios revisions.
Bios file information:
File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
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