Official Configuration Files

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Revision as of 14:43, 19 September 2024 by Stayhye (talk | contribs) (→‎ADK Damashii)
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These are configuration files extracted from official PS2 game packages. Most of them require emulator/recompiler files from their extracted pkgs to function optimally.


ADK Damashii[edit | edit source]


CLI

--gs-uprender=none
--gs-upscale=point
--force-frame-blend=1


LUA

-- ps2isd_hash=5c8433ad15a27ffa : GENERATED BY SCRIPT FOR LOCAL RUNENV USE ONLY ( 
-- Title:   ADK Tamashii PS2 - SLPS-25906 (JPN)
-- Author:  Ernesto Corvi

-- Changelog:
-- v1.1: Added video mode support
-- v1.4: Adjusted SNK logo timing
-- v1.5: Adjusted Main Volume
-- v2.0: Fixed Bug 10184

apiRequest(1.6)	-- request version 1.6 API. Calling apiRequest() is mandatory.

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

local gpr = require("ee-gpr-alias")
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
local PadConnectType = require("pad-connect-type")

HIDPad_Enable()

emuObj.SetVolumes(0.3, 1.0, 1.0);

local snklogo = 0
local scanlogos = 0

local L1 = function()
	local flag = eeObj.GetGpr(gpr.a2)
	if flag ~= 0 then
		emuObj.ThrottleMax()
	end
end

local L2 = function()
	emuObj.ThrottleNorm()
end

eeObj.AddHook(0x175a40, 0x8c468650, L1)
eeObj.AddHook(0x19af40, 0x27bdfff0, L2)

-----------------------
-- Video Options
-----------------------

local SaveData = emuObj.LoadConfig(0)

if SaveData.vid_mode == nil then
	SaveData.vid_mode       = 1
end

if SaveData.vid_scanlines == nil then
	SaveData.vid_scanlines  = 1
end

local sprite0 = getSpriteObject(0)
local sprite1 = getSpriteObject(1)
local sprite2 = getSpriteObject(2)
local sprite3 = getSpriteObject(3)

-- Notifications should be assigned to two unused sprite slots.  Since we want them to
-- be displayed on top of everything else, they should be the highest sprites in the list.
local spr_p1_notify = getSpriteObject(4)
local spr_p2_notify = getSpriteObject(5)
local spr_p1d_notify = getSpriteObject(6)
local spr_p2d_notify = getSpriteObject(7)

-- note: Texture 0 is fixed as the PS2 scanout.
local texture1 = getTextureObject(1)
local texture2 = getTextureObject(2)
local texture3 = getTextureObject(3)
local texture4 = getTextureObject(4)
local texture5 = getTextureObject(5)
local texture6 = getTextureObject(6)
local texture7 = getTextureObject(7)
local texture8 = getTextureObject(8)

-- ------------------------------------------------------------
local STATE_STOPPED		= 0
local STATE_RUNNING		= 1

local notify_ypos = 24
local notify_p1_xsize = 0
local notify_p2_xsize = 0
local notify_p1d_xsize = 0
local notify_p2d_xsize = 0
local notify_ysize = 0

local notify_frames_p1 = 0
local notify_frames_p2 = 0
local notify_animstate_p1 = STATE_STOPPED
local notify_animstate_p2 = STATE_STOPPED

local connected_p1 = 47
local connected_p2 = 47
local blink_on_p1 = true
local blink_on_p2 = true

-- ---------------------------------------------------
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
-- the GS has been initialized.  Textures and Shaders must be loaded here.
--
Global_InitGpuResources = function()
	-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
	emuObj.LoadFsShader(1, "./shader_scanlines_any_p.sb")		-- (1) = Scanlines for SNK logo
	emuObj.LoadFsShader(2, "./shader_SL480_p.sb")		-- (2) = 480P ScanLine Sim
	texture1.Load("./ART1.png")
	texture2.Load("./ART2.png")
	texture3.Load("./SNK_LOGO.png")
	texture4.Load("./p1.png")
	texture5.Load("./p2.png")
	texture6.Load("./p1d.png")
	texture7.Load("./p2d.png")
	texture8.Load("./SNK_LOGO_sl.png")

	local p1_w,p1_h = texture4.GetSize()
	local p2_w,p2_h = texture5.GetSize()
	local p1d_w,p1d_h = texture6.GetSize()
	local p2d_w,p2d_h = texture7.GetSize()
	
	notify_p1_xsize = p1_w
	notify_p2_xsize = p2_w
	notify_p1d_xsize = p1d_w
	notify_p2d_xsize = p2d_w
	notify_ysize = p1_h

	spr_p1_notify.BindTexture(4)
	spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p1_notify.SetSizeXY(p1_w,p1_h)
	spr_p1_notify.SetPosUV(0,0)
    spr_p1_notify.SetSizeUV(p1_w,p1_h)
	spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p2_notify.BindTexture(5)
	spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p2_notify.SetSizeXY(p2_w,p1_h)
	spr_p2_notify.SetPosUV(0,0)
    spr_p2_notify.SetSizeUV(p2_w,p1_h)
	spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p1d_notify.BindTexture(6)
	spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
	spr_p1d_notify.SetPosUV(0,0)
    spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
	spr_p1d_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p2d_notify.BindTexture(7)
	spr_p2d_notify.SetPosXY(-1 - notify_p2d_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p2d_notify.SetSizeXY(p2d_w,p1_h)
	spr_p2d_notify.SetPosUV(0,0)
    spr_p2d_notify.SetSizeUV(p2d_w,p1_h)
	spr_p2d_notify.SetBlendColorEquation(blendDefaultEquation)
end

local update_notifications_p1 = function()

	if notify_animstate_p1 == STATE_STOPPED then 
		spr_p1_notify.Disable()
		spr_p1d_notify.Disable()
		return
	end

	L2()

	local keyframe = 15

	notify_frames_p1 = notify_frames_p1 + 1

	if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
	if blink_on_p1 == true then notify_ypos = 24 end
	if blink_on_p1 == false then notify_ypos = -84 end

--	print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p1/keyframe), notify_frames_p1/keyframe, blink_on_p1, notify_ypos))
--	print(string.format("notify_frames_p1 %s", notify_frames_p1))

	if notify_frames_p1 >= 225 then
		notify_animstate_p1 = STATE_STOPPED
		notify_frames_p1 = 0
		connected_p1 = 47
	end

	if connected_p1 == true then
		spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
		spr_p1_notify.Enable()
	end

	if connected_p1 == false then
		spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
		spr_p1d_notify.Enable()
	end
end

local update_notifications_p2 = function()

	if notify_animstate_p2 == STATE_STOPPED then 
		spr_p2_notify.Disable()
		spr_p2d_notify.Disable()
		return
	end

	L2()

	local keyframe = 15

	notify_frames_p2 = notify_frames_p2 + 1

	if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
	if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
	if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end

--	print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p2/keyframe), notify_frames_p2/keyframe, blink_on_p2, notify_ypos))

	if notify_frames_p2 >= 225 then
		notify_animstate_p2 = STATE_STOPPED
		notify_frames_p2 = 0
		connected_p2 = 47
	end

--	print(string.format("connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))

	if connected_p2 == true then
		spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
		spr_p2_notify.Enable()
	end

	if connected_p2 == false then
		spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
		spr_p2d_notify.Enable()
	end

end

-- slot can range from 0 to 3, for users 1 thru 4.
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
local onHIDPadEvent = function(slot, connected, pad_type)
	spr_p1_notify.Disable()
	spr_p1d_notify.Disable()
	spr_p2_notify.Disable()
	spr_p2d_notify.Disable()
--	print(string.format("slot %s, connected %s, pad_type %s", slot, connected, pad_type))
	if pad_type == PadConnectType.HID then
		notify_frames_p1 = 0
		notify_frames_p2 = 0
		blink_on_p1 = true
		blink_on_p2 = true
		if slot == 0 then 
			connected_p1 = connected
			notify_animstate_p1 = STATE_RUNNING
		end
		if slot == 1 then 
			connected_p2 = connected 
			notify_animstate_p2 = STATE_RUNNING
		end
	end
end

local scanlineParams = {
	240.0,		-- float scanlineCount
   	0.7,		-- float scanlineHeight;
	1.5,        -- float scanlineBrightScale;
	0.5,        -- float scanlineAlpha;
	0.5         -- float vignetteStrength;
}

-- ---------------------------------------------------
-- Full Screen (480p) NoFX
-- ---------------------------------------------------

local original_mode = function()
	if snklogo == 1 then
		sprite0.BindTexture(3)
		sprite0.SetPosXY(0,0)
		sprite0.SetSizeXY(1920,1080)
		sprite0.SetPosUV(0,0)
		sprite0.SetSizeUV(1920,1080)
	else
		sprite0.BindTexture(0)
		sprite0.BindFragmentShader(0)
		sprite0.SetPosXY((1920-1440)/2,0)
		sprite0.SetSizeXY(1440,1080)
	end
	sprite0.Enable()
	sprite1.Disable()
end

-- ---------------------------------------------------
-- Full Screen + ScanLines (480p)
-- ---------------------------------------------------

local scanlines_mode = function()
	if snklogo == 1 then
		sprite0.BindTexture(8)
		sprite0.SetPosXY(0,0)
		sprite0.SetSizeXY(1920,1080)
		sprite0.SetPosUV(0,0)
		sprite0.SetSizeUV(1920,1080)
		sprite0.BindFragmentShader(1)
		sprite0.SetShaderParams(scanlineParams)
	else
		sprite0.BindTexture(0)
		sprite0.SetPosXY((1920-1440)/2,0)
		sprite0.SetSizeXY(1440,1080)
		sprite0.BindFragmentShader(2)
		sprite0.SetShaderParams(scanlineParams)
	end
	sprite0.Enable()
	sprite1.Disable()
end

-- ---------------------------------------------------
-- Bezel NoFX
-- ---------------------------------------------------
local bezel_mode = function(bezel)
	if snklogo == 1 then
		sprite0.BindTexture(3)
		sprite0.SetPosXY(0,0)
		sprite0.SetSizeXY(1920,1080)
		sprite0.SetPosUV(0,0)
		sprite0.SetSizeUV(1920,1080)
	else
		sprite0.BindTexture(0)
		sprite0.BindFragmentShader(0)
		sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
		sprite0.SetSizeXY(1280,896)
	end
	sprite0.Enable()

	sprite1.BindTexture(bezel)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end

-- ---------------------------------------------------
-- Bezel + ScanLines (480p)
-- ---------------------------------------------------

local bezel_scanlines_mode = function(bezel)
	if snklogo == 1 then
		sprite0.BindTexture(8)
		sprite0.SetPosXY(0,0)
		sprite0.SetSizeXY(1920,1080)
		sprite0.SetPosUV(0,0)
		sprite0.SetSizeUV(1920,1080)
		sprite0.BindFragmentShader(1)
		sprite0.SetShaderParams(scanlineParams)
	else
		sprite0.BindTexture(0)
		sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
		sprite0.SetSizeXY(1280,896)
		sprite0.BindFragmentShader(2)
		sprite0.SetShaderParams(scanlineParams)
	end
	sprite0.Enable()

	sprite1.BindTexture(bezel)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end

local updateMode = function(mode, scanlines)
	if scanlines == 1 then
		if mode == 1 then
			original_mode()
		else
			bezel_mode(mode - 1)
		end
	else
		if mode == 1 then
			scanlines_mode()
		else
			bezel_scanlines_mode(mode - 1)
		end
	end
	
	local needsSave = (SaveData.vid_mode ~= mode or SaveData.vid_scanlines ~= scanlines)
	
	if needsSave == true then
		SaveData.vid_mode = mode
		SaveData.vid_scanlines = scanlines
		emuObj.SaveConfig(0, SaveData)
	end
end


local vid_modeOptions = {"NONE", "ART1", "ART2"}
local vid_scanlineOptions = {"OFF", "ON"}
local vid_mode = SaveData.vid_mode
local vid_scanlines = SaveData.vid_scanlines

local updateVideoMode = function(mode)
	if mode > 32 then
		vid_mode = vid_mode - 1
	elseif mode ~= 0 then
		vid_mode = vid_mode + 1
	end
	
	if vid_mode < 1 then
		vid_mode = #vid_modeOptions
	elseif vid_mode > #vid_modeOptions then
		vid_mode = 1
	end
	
	if mode ~= 0 then
		updateMode(vid_mode, vid_scanlines)
	end
end

local updateScanlineMode = function(mode)
	if mode > 32 then
		vid_scanlines = vid_scanlines - 1
	elseif mode ~= 0 then
		vid_scanlines = vid_scanlines + 1
	end
	
	if vid_scanlines < 1 then
		vid_scanlines = #vid_scanlineOptions
	elseif vid_scanlines > #vid_scanlineOptions then
		vid_scanlines = 1
	end
	
	if mode ~= 0 then
		updateMode(vid_mode, vid_scanlines)
	end
end

local V1 = function()
	local data = eeObj.GetGpr(gpr.v1)
	local menu = eeObj.GetGpr(gpr.a3)
	local buf = eeObj.GetGpr(gpr.a2)
		
	if menu == 17 then -- Position X (Artwork)
		local mode = eeObj.ReadMem32(data + 0x10)
		updateVideoMode(mode)
		eeObj.WriteMemStrZ(buf, vid_modeOptions[vid_mode])
		eeObj.SetGpr(gpr.a3, 0)
		if mode ~= 0 then
			eeObj.WriteMem32(data + 0x10, 0)
		end
	elseif menu == 18 then -- Position Y (Scanlines)
		local mode = eeObj.ReadMem32(data + 0x14)
		updateScanlineMode(mode)
		eeObj.WriteMemStrZ(buf, vid_scanlineOptions[vid_scanlines])
		eeObj.SetGpr(gpr.a3, 0)
		if mode ~= 0 then
			eeObj.WriteMem32(data + 0x14, 0)
		end
	end
end

eeObj.AddHook(0x16c13c, 0x268300a0, V1)

eeInsnReplace(0x16BB64, 0x8e420010, 0x0040202d) -- move $a0, $v0
eeInsnReplace(0x16BC0C, 0x8e420014, 0x0040202d) -- move $a0, $v0

eeObj.AddHook(0x180f40, 0x26300010, function()
	local addr = eeObj.GetGpr(gpr.s0)
	local posx = {0x07, 0x00, 0x00, 0x03, 0x01, 0x82, 0x6f, 0x82, 0x6e, 0x82, 0x72, 0x82, 0x68, 0x82, 0x73, 0x82, 0x68, 0x82, 0x6e, 0x82, 0x6d, 0x81, 0x40, 0x82, 0x77}
	local posy = {0x07, 0x00, 0x00, 0x03, 0x01, 0x82, 0x6f, 0x82, 0x6e, 0x82, 0x72, 0x82, 0x68, 0x82, 0x73, 0x82, 0x68, 0x82, 0x6e, 0x82, 0x6d, 0x81, 0x40, 0x82, 0x78}
	local artw = {0x07, 0x00, 0x00, 0x03, 0x01, 0x81, 0x40, 0x82, 0x60, 0x82, 0x71, 0x82, 0x73, 0x82, 0x76, 0x82, 0x6e, 0x82, 0x71, 0x82, 0x6a, 0x81, 0x40, 0x81, 0x40}
	local scan = {0x07, 0x00, 0x00, 0x03, 0x01, 0x82, 0x72, 0x82, 0x62, 0x82, 0x60, 0x82, 0x6d, 0x82, 0x6b, 0x82, 0x68, 0x82, 0x6d, 0x82, 0x64, 0x82, 0x72, 0x81, 0x40}
	
	local found = true
	for x = 1, #posx - 1 do
		if eeObj.ReadMem8(addr+x-1) ~= posx[x] then
			found = false
			break
		end
	end
	
	if found == true then
		local repl
		if eeObj.ReadMem8(addr+#posx-1) == posx[#posx] then
			repl = artw
		else
			repl = scan
		end
		
		for x = 1, #repl do
			eeObj.WriteMem8(addr+x-1, repl[x])
		end
	end
end)


-- Fight stick
local pad = function()
	updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
	emuObj.AddVsyncHook(update_notifications_p1)
	emuObj.AddVsyncHook(update_notifications_p2)
end

emuObj.AddPadHook(onHIDPadEvent)
emuObj.AddEntryPointHook(pad)

-- replace SNK logo

local scanlogos_on = function()
	scanlogos = 1
	updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
end

local logos_anim = function()
	if scanlogos == 1 then
		local a0 = eeObj.GetGpr(gpr.a0)
		local a1 = eeObj.GetGpr(gpr.a1)
	--	print(string.format("anim: %08x, %08x", a0, a1))
		
		if a1 == 2 then
			local a040 = eeObj.ReadMem32(a0+0x40)
			local a050 = eeObj.ReadMem32(a0+0x50)
	--		print(string.format("stage 2: %08x, %08x", a040, a050))
			
			if a050 == 0 and a040 ~= 0 then
				local curFrame = eeObj.ReadMem32(a040+0x50)
--				print(string.format("stage 3: %08x", curFrame))
				
				if curFrame == 0x9e then
					print("SNK logo on")
					snklogo = 1
					updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
				end
				
			elseif a050 == 2 then
				print("SNK logo off")
				snklogo = 0
				updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
				scanlogos = 0
			end
		end
	end
end

eeObj.AddHook(0x10026C, 0x0220202d, scanlogos_on)
eeObj.AddHook(0x16EAF0, 0x27bdff80, logos_anim)

Ape Escape 2[edit | edit source]


SCES-50885
CLI

--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-scanout-offsetx=27
--vu1-injection=1
--gs-packed15-fmv-opt=1
--gs-skip-dirty-flush-on-mipmap=1
--cop2-accurate-addsub-range=0x3151e8,0x315414


SCES-50885
LUA

local gpr = require("ee-gpr-alias")
require( "ee-hwaddr" )
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

local eeObj = getEEObject()

-- -- never gonna die
-- eeInsnReplace(  0x2bd0a0, 0x27bdfff0, 0x03e00008) --  	addiu	sp,sp,-16
-- eeInsnReplace(  0x2bd0a4, 0x3c02003e, 0x00000000) --  	lui	v0,0x3e


-- performance fix bug #9789
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alpha = 0x80000048 } ) 
emuObj.SetGsTitleFix( "ignoreUpRender", 50 , { } )




Arc the Lad: Twilight of the Spirits™[edit | edit source]

SCUS 972.31
Cli

--gs-force-bilinear=1
--gs-kernel-cl-up="up2x2Simple"
--lopnor-config=1

SCUS 972.31
lua

require("ee-gpr-alias")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

eeObj = getEEObject()

-- Bug#8359 (see bugzilla for the detail)
-- Skip FadeSet call if map is 'Scrappe Plateau' and the latest loaded script file is 'evt03B_07_0.moc'.
-- This game seems to have a problem (sensitive) with frame count on the script engine.
-- On our emulator, frame counting is slightly different from the original.
-- therefore it reads out 'overun' script command, which is 'cmd_fade' to fade-in.
-- At here, we will skip FADE-IN command if the situation meets the requirement.
skip_fade_flag = { map_name = false, file_name = false }

-- fade skip Bug#8359. skip FadeSet if skip_fade_flag meets the requirement.
eeObj.AddHook(  0x13c464,	0x8e0500c0, function()
				   -- print(skip_fade_flag.map_name)
				   -- print(skip_fade_flag.file_name)
				   if skip_fade_flag.map_name and skip_fade_flag.file_name then
					  -- print("SKIP FADE")
					  eeObj.SetPc(0x13c470)
					  skip_fade_flag.map_name = false
					  skip_fade_flag.file_name = false
				   end
end)

-- cmd_read_file(const char* filename)
eeObj.AddHook(0x13dad0, 0x27bdffc0, function()
				 local filename = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
				 -- print(string.format("cmd_read_file %s", filename))
				 if "chara/evt_camera/evt03B_07_0.moc" == filename then
					-- print("skip_fade!")
					skip_fade_flag.file_name = true
				 else
					skip_fade_flag.file_name = false
				 end
end)

-- cmd_map_name(const char* mapname)
eeObj.AddHook(0x13f138,	0x0080282d, function()
				 local mapname = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
				 -- print(string.format("cmd_map_name %s", mapname))
				 if "Scrappe Plateau" == mapname then
					-- print("skip_fade!")
					skip_fade_flag.map_name = true
				 else
					skip_fade_flag.map_name = false
				 end
end)

Canis Canem Edit (Bully)[edit | edit source]


CLI

--fpu-accurate-mul-fast=1
--fpu-muldiv-range=0x3fa5c0,0x3fa5c0
--gs-flush-ad-xyz=SafeZWrite
--vu1-opt-vf00=2
--vu1-di-bits=0
--ee-hook=0x001f3ef4,FastForwardClock
--gs-use-deferred-l2h=0
--vu1-injection=1
--vu1-mpg-cycles=2500
--fpu-rsqrt-fast-estimate=0
--safe-area-min=1.0

SLES 535.61
LUA

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  } )


SLUS-21269
SLUS-21269_features.lua

This is a substantial file. Over 150 lines with an extensive performance fix. I'm sharing the file itself as a download link.

https://drive.google.com/file/d/12gt2fONqMP1rmEB9UMw3rIpEYbz1dQq8/view

#Official widescreen support.

Destroy All Humans[edit | edit source]

SLUS_209.45
CLI

--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-ignore-dirty-page-border=1
--fpu-accurate-addsub-range=0x28bf00,0x28c100
#Fix for graphical glitches.

SLUS_209.45
SLUS-20945_features.lua

-- Lua 5.3
-- Title:   Destroy All Humans! PS2 - SLUS-20945 (USA)
-- Author:  Ernesto Corvi, Adam McInnis

-- Changelog:

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

local eeObj		= getEEObject()
local emuObj	= getEmuObject()
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])

-- Widescreen
eeObj.AddHook(0x308270, 0x3c0336c5, function() -- Graphics::Script::SetScreenRatio
	local mode = eeObj.GetGpr(gpr.v0)
	
--	print(string.format("mode: %08x", mode))
	
	if mode == 0x36c59d2b then -- widescreen
		emuObj.SetDisplayAspectWide()
	elseif mode == 0x855a87ef then -- standard
		emuObj.SetDisplayAspectNormal()
	end
end)

eeObj.AddHook(0x3078F4, 0xae0000f4, function() -- Graphics::Renderer::Renderer
	local renderer = eeObj.GetGpr(gpr.s0)
	eeObj.WriteMemFloat(renderer+0x200, 1.3333333)
	eeObj.WriteMemFloat(renderer+0x204, 1.7777777)
	eeObj.WriteMem32(renderer+0x208, 2)
end)

emuObj.SetDisplayAspectWide()

-- CRC "settings.display.widescreen" = 0xbcf14d81
-- $s2 = SaveType (1 = new save)

local overlay = InsnOverlay({
	0x27bdffe0, -- addiu $sp, -0x20
	0xffbf0010, -- sd $ra, 0x10($sp)
	0x0c0d49d8, -- jal Core::Memset(void *,int,uint)
	0x00000000, -- nop
	0x24030001, -- li $v1, 1
	0x1472000b, -- bne $s2, $v1, +11
	0x00000000, -- nop
	0x0c09dacc, -- jal UFO::Progress::Get(void)
	0x00000000, -- nop
	0x3c01bcf1, -- lui $at, 0xbcf1
	0x34214d81, -- ori $at, $at, 0x4d81
	0xafa10000, -- sw $at, 0($sp)
	0x24030001, -- li $v1, 1
	0xa3a30004, -- sb $v1, 4($sp)
	0x03a0282d, -- move $a1, $sp
	0x0c09dd4c, -- jal UFO::Progress::Record::AddKey(UFO::Progress::Content const&)
	0x0040202d, -- move $a0, $v0
	0xdfbf0010, -- ld $ra, 0x10($sp)
	0x03e00008, -- jr $ra
	0x27bd0020  -- addiu $sp, 0x20
})
local call_overlay = 0x0c000000 | (overlay >> 2)
eeInsnReplace(0x2789F8, 0x0c0d49d8, call_overlay) -- UFO::Progress::Storage::PrepareWrite
#Official widescreen support.

Destroy All Humans 2[edit | edit source]

SLUS_214.39
CLI

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

SLUS_214.39
SLUS-21439_features.lua

-- Lua 5.3
-- Title:   Destroy All Humans! 2 PS2 - SLUS-21439 (USA)
-- Author:  Ernesto Corvi, Adam McInnis

-- Changelog:

apiRequest(0.7)	-- request version 0.1 API. Calling apiRequest() is mandatory.

local eeObj		= getEEObject()
local emuObj	= getEmuObject()
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])

-- Widescreen
eeObj.AddHook(0x33ca98, 0x3c0436c5, function() -- Graphics::Script::SetScreenRatio
	local mode = eeObj.GetGpr(gpr.v0)
	
--	print(string.format("mode: %08x", mode))
	
	if mode == 0x36c59d2b then -- widescreen
		emuObj.SetDisplayAspectWide()
	elseif mode == 0x855a87ef then -- standard
		emuObj.SetDisplayAspectNormal()
	end
end)

eeObj.AddHook(0x33afac, 0x0000282d, function() -- Graphics::Renderer::Renderer
	eeObj.SetGpr(gpr.a1, 2)
end)

emuObj.SetDisplayAspectWide()

-- CRC "settings.display.anamorphic" = 0x8b36afe9
-- $s2 = SaveType (1 = new save)

local overlay = InsnOverlay({
	0x27bdffe0, -- addiu $sp, -0x20
	0xffbf0010, -- sd $ra, 0x10($sp)
	0x0c059d02, -- memset
	0x00000000, -- nop
	0x24030001, -- li $v1, 1
	0x1472000b, -- bne $s2, $v1, +11
	0x00000000, -- nop
	0x0c09b400, -- jal UFO::Progress::Get(void)
	0x00000000, -- nop
	0x3c01bcf1, -- lui $at, 0x8b36
	0x34214d81, -- ori $at, $at, 0xafe9
	0xafa10000, -- sw $at, 0($sp)
	0x24030001, -- li $v1, 1
	0xa3a30004, -- sb $v1, 4($sp)
	0x03a0282d, -- move $a1, $sp
	0x0c09dd4c, -- jal UFO::Progress::Record::AddKey(UFO::Progress::Content const&)
	0x0040202d, -- move $a0, $v0
	0xdfbf0010, -- ld $ra, 0x10($sp)
	0x03e00008, -- jr $ra
	0x27bd0020  -- addiu $sp, 0x20
})
local call_overlay = 0x0c000000 | (overlay >> 2)
eeInsnReplace(0x271AD0, 0x0c059d02, call_overlay) -- UFO::Progress::Storage::PrepareWrite

-- Disable Progressive Scan and Adjust Screen Position

local overlay2 = 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
})
local call_overlay2 = 0x0c000000 | (overlay2 >> 2)
eeInsnReplace(0x2e5a14, 0x0c0dba4c, call_overlay2) -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag

eeObj.AddHook(0x2e5a10, 0x0240202d, function() -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag
	local luaString = [[
-- disable progressive scan and adjust screen
gui.i.SMOptionsDisplay.table.slots[3] = nil
gui.i.SMOptionsDisplay.table.slots[4] = nil
]]
	eeObj.WriteMemStrZ(0xf7000, luaString)
end)
#Official widescreen support.

Eternal ring[edit | edit source]

CLI

--pad-analog-to-digital=0
--gs-use-deferred-l2h=1
--host-display-mode=16:9

LUA

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

apiRequest(1.5)

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

local patcher = function()

--X-Fov - ELF hack
--803f013c 00a88144 0045013c
eeObj.WriteMem32(0x00100fcc,0x3c013f40) --3c013f80

--Memory hack
--eeObj.WriteMem32(0x201FF100,0x43c00000)

end

emuObj.AddVsyncHook(patcher)

if 1 then
	-- bug#10361 (intro slowdown) & bug#9823 (conveyor belt effect)
	-- Use Deferred L2H except for conveyor belt effect.

	-- Unsure if other convery or similar effects are present, so use permissive match for bypassing deferral.
	L2H_SetNonDeferred({TRXREG=0x0000000900000080})		-- match any TRXPOS or BITBLTBUF

	-- Full specification of conveyor belt effect.
	-- L2H_SetNonDeferred({BITBLTBUF=0x0000000013023240,TRXPOS=0x0000000000770000,TRXREG=0x0000000900000080})
end


local PadStickRemap_EternalRing_Default = {
	LR=PadStick.AxisRX_Pos,
	LL=PadStick.AxisRX_Neg,
	LU=PadStick.AxisLY_Neg,
	LD=PadStick.AxisLY_Pos,

	L1=PadStick.AxisLX_Neg,
	R1=PadStick.AxisLX_Pos,
	L2=PadStick.AxisRY_Neg,
	R2=PadStick.AxisRY_Pos,
}

local PadStickRemap_EternalRing_InvertY = {
	L2=PadStick.AxisRY_Pos,
	R2=PadStick.AxisRY_Neg,
}

emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_Default)

-- Supporting Inverted Y Axis requires smoe menu changes, and should be done via features.lua
--emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_InvertY) 

Everybody's Tennis/Hot Shots Tennis[edit | edit source]

SCES_545.35
CLI

--gs-use-deferred-l2h=0
--l2h-2d-params=0x0000000800000010,0x00000000300a1400,256
--gs-motion-factor=50
--mtap1=always
--gs-opt-frbuff-switch=1
--gs-ignore-dirty-page-border=1
--gs-ignore-rect-correction=1
--ee-native-function=memcpy,0x11e328
--ee-native-function=memset,0x11e4e0
#performance and visual fix(?)

SCES_545.35
LUA

local gpr = require("ee-gpr-alias")
require( "ee-hwaddr" )
apiRequest(1.4)

local eeObj = getEEObject()

-- function dump(addr)
--    print(string.format("=== dump %x ===", addr))
--    for i=0,0x1e do
-- 	  print(string.format("   %08x : %08x %08x %08x %08x",
-- 						  addr + i*16,
-- 						  eeObj.ReadMem32(addr + i*16 + 0),
-- 						  eeObj.ReadMem32(addr + i*16 + 4),
-- 						  eeObj.ReadMem32(addr + i*16 + 8),
-- 						  eeObj.ReadMem32(addr + i*16 +12)))
--    end
-- end

-- Bug#8285
-- This patch changes the color of background on :
--		- Language selection
--		- Company logo
--		- Start screen
--		- Some menu
-- which are in menu.bin overlay. Nothing affected in the actual game.
eeObj.DmaAddHook( 1, function()
					 if eeObj.ReadMem32(vif1_hw.TADR) == 0x1fd1c0 then
						-- On language select
						if eeObj.ReadMem32(0x4c8ef0) == 0x00ff9090 then
						   eeObj.WriteMem32(0x4c8ef0, 0)
						end
						if eeObj.ReadMem32(0x548f30) == 0x00ff9090 then
						   eeObj.WriteMem32(0x548f30, 0)
						end
						-- On company logo
						if eeObj.ReadMem32(0x4c6d70) == 0x00ff9090 then
						   eeObj.WriteMem32(0x4c6d70, 0)
						end
						if eeObj.ReadMem32(0x546db0) == 0x00ff9090 then
						   eeObj.WriteMem32(0x546db0, 0)
						end
					 end
end)


eeInsnReplace(0x103d58, 0x27bdffc0, 0x03e00008)                 -- <SyncDCache>
eeInsnReplace(0x103d5c, 0xffb20020, 0x00000000)
eeNativeHook (0x103d58, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x103dd8, 0x3c02ffff, 0x03e00008)                 -- <iSyncDCache>
eeInsnReplace(0x103ddc, 0x3442ffc0, 0x00000000)
eeNativeHook (0x103dd8, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x103e98, 0x27bdffc0, 0x03e00008)                 -- <InvalidDCache>
eeInsnReplace(0x103e9c, 0xffb20020, 0x00000000)
eeNativeHook (0x103e98, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x103f18, 0x3c02ffff, 0x03e00008)                 -- <iInvalidDCache>
eeInsnReplace(0x103f1c, 0x3442ffc0, 0x00000000)
eeNativeHook (0x103f18, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x106970, 0x3c19ffff, 0x03e00008)                 -- <sceSifWriteBackDCache>
eeInsnReplace(0x106974, 0x3739ffc0, 0x00000000)
eeNativeHook (0x106970, 0x03e00008,'AdvanceClock',0x1700)

Fahrenheit/Indigo Prophecy[edit | edit source]

SLES_535.39
CLI

--ee-hook=0x002097d0,FastForwardClock,0x8c6261fc
--ee-hook=0x1a5570,AdvanceClock,,500000
--ee-hook=0x00223c48,AdvanceClock,0x0080382d,8000
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"


LUA(config.lua)


-- indigo_prophecy

apiRequest(1.2)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Performace fix (bug #9785 )
local emuObj = getEmuObject()	
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} )


-- bug#8571
-- ignore 'no wait vsync' case.
-- unsyncv causes major slowness on loading screen, because the game pushes LOTS of identical frame data to GS.
eeInsnReplace(0x2097b8,	0x1040000c, 0) -- 	beqz	v0,2097ec <QDT::KCORE::RENDER_CONTEXT::DoSwapStuff(void)+0x1a4>

-- bug#9727
require("utils")
local eeObj = getEEObject()
local PrecompileAddrs = Queue.new(
   {
	0x3b92ec,
	0x1f23d0,
	0x2bad48,
	0x2b9718,
	0x14d6c4,
	0x14d7fc,
	0x1b5a44,
	0x14fbf4,
	0x1b7aac,
	0x195e38,
	0x14f4f4,
	0x2f54d0,
	0x3a7a50,
	0x1528a4,
	0x1f50a0,
	0x152c54,
	0x1f6b20,
	0x14ffe0,
	0x114db0,
	0x3cb4e4,
	0x21ae90,
	0x21b2f8,
	0x2218a8,
	0x20fa80,
	0x20fcf4,
	0x20c438,
	0x20cb98,
	0x20cd40,
	0x20cdb0,
	0x20b498,
	0x20d054,
	0x20d0d4,
	0x1d910c,
	0x1da700,
	0x1da81c,
	0x331048,
	0x1b6ca8,
	0x1b7230,
	0x3ddf04,
	0x1e5b30,
	0x2e4668,
	0x3ba020,
	0x3b1d7c,
	0x3b2074,
	0x18c13c,
	0x3bc678,
	0x3bbf60,
	0x3bbf7c,
	0x3bbfc4,
	0x24cfb0,
	0x24cfc4,
	0x24cfd8,
	0x24cfe0,
	0x24d014,
	0x275dd0,
	0x1d7398,
	0x1ccf24,
	0x1ca534,
	0x1ca468,
	0x1cb1f0,
	0x1cb2d4,
	0x1ca478,
	0x1ca53c,
	0x1ca548,
	0x1ca498,
	0x1ca4ac,
	0x1ca550,
	0x1ca55c,
	0x1ca564,
	0x1ca570,
	0x1d73bc,
	0x1d73c4,
	0x1d73dc,
	0x1d73e8,
	0x1d73f4,
	0x1d7580,
	0x237810,
	0x1d7588,
	0x1d7404,
	0x1d73e0,
	0x1d7598,
	0x1d7418,
	0x275de0,
	0x24d05c,
	0x3bbfcc,
	0x24d080,
	0x24d090,
	0x275f20,
	0x1d7d88,
	0x1d7ddc,
	0x275f3c,
	0x24d0a4,
	0x3bbfd4,
	0x3bc688,
	0x2fcfe0,
	0x2f9c10,
	0x2f9c2c,
	0x2f9c40,
	0x2f9c48,
	0x275a80,
	0x275a94,
	0x274570,
	0x1fea88,
	0x1fea98,
	0x1feaa8,
	0x1feab0,
	0x274580,
	0x275a9c,
	0x275ab0,
	0x2f9c54,
	0x2f9c60,
	0x2fcfe8,
	0x2fcff0,
	0x2fdb58,
	0x2fdba0,
	0x2fdbb0,
	0x2fdbc4,
	0x2fdbcc,
	0x2fdbdc,
	0x2fdbf4,
	0x2fdc00,
	0x2fd768,
	0x2fcd08,
	0x2fd784,
	0x2fd790,
	0x2fccf0,
	0x2fd798,
	0x2fd7a0,
	0x2fd7ac,
	0x2fd7b4,
	0x2fd7bc,
	0x2fd7c4,
	0x2fd7cc,
	0x2fd7d4,
	0x2fd7ec,
	0x2fd7f4,
	0x2fd808,
	0x2fdc08,
	0x2fdc1c,
	0x2fdcb4,
	0x2fdcbc,
	0x2fdd58,
	0x2fdd68,
	0x2fdd70,
	0x2fdd88,
	0x2fde1c,
	0x2fde4c,
	0x2fd6a0,
	0x2fd6c0,
	0x2fd6cc,
	0x2fd6e0,
	0x2fd6ec,
	0x2fd6f4,
	0x2fd6fc,
	0x2fd714,
	0x2fd744,
	0x2fd74c,
	0x2fde54,
	0x2fcff8,
	0x2fd0c0,
	0x1fee40,
	0x1fee48,
	0x1fee6c,
	0x1fee74,
	0x1fee94,
	0x1fef1c,
	0x1fef44,
	0x3bbae0,
	0x3bbc60,
	0x3bbc7c,
	0x3bbc84,
	0x3b7c10,
	0x3b7c28,
	0x3b7c30,
	0x3b7c7c,
	0x3b7c88,
	0x3b7c90,
	0x3b7c98,
	0x3b7ca4,
	0x3bbc8c,
	0x3b8c70,
	0x3b8c84,
	0x3b8c8c,
	0x3b8c94,
	0x3b8c9c,
	0x3b8ca4,
	0x3bbc94,
	0x3b19b0,
	0x3b19d4,
	0x3bbc9c,
	0x3b1af8,
	0x3bbca4,
	0x3b1a50,
	0x3bbcac,
	0x3bbb08,
	0x3bc7e0,
	0x3b1950,
	0x3bc80c,
	0x24c8e8,
	0x24c914,
	0x2378d0,
	0x23794c,
	0x237958,
	0x237960,
	0x24c938,
	0x3bc818,
	0x3bbb14,
	0x3103c4,
	0x3103cc,
	0x310f98,
	0x3103d8,
	0x3103ec,
	0x2f3764,
	0x2f3768,
	0x2f37a0,
	0x2f37a8,
	0x2f3874,
	0x2f3920,
	0x2f3870,
	0x2f391c,
	0x2f8de8,
	0x2f8df0,
	0x3ca7bc,
	0x3ca7c8,
	0x3adb70,
	0x3adb84,
	0x3adb8c,
	0x3adb94,
	0x3afef0,
	0x3afd60,
	0x3aff18,
	0x3aff5c,
	0x3adbac,
	0x3afec0,
	0x3adbb8,
	0x3af370,
	0x3aeea0,
	0x3af3b4,
	0x3af3c0,
	0x3aeeb8,
	0x3af3d0,
	0x267a38,
	0x267870,
	0x267888,
	0x267250,
	0x267288,
	0x21a4e0,
	0x21a4ec,
	0x267298,
	0x2672a0,
	0x21a500,
	0x21a50c,
	0x2672a8,
	0x2672bc,
	0x267890,
	0x267a48,
	0x3af3e0,
	0x3af3e8,
	0x2679d8,
	0x2678a0,
	0x2678cc,
	0x2678d4,
	0x267038,
	0x267068,
	0x2674d8,
	0x267074,
	0x267080,
	0x267538,
	0x267090,
	0x267550,
	0x2670a4,
	0x307118,
	0x301208,
	0x301274,
	0x303e48,
	0x303e5c,
	0x303e74,
	0x30127c,
	0x3012a4,
	0x3012e8,
	0x3012fc,
	0x30132c,
	0x3013d8,
	0x30140c,
	0x301488,
	0x301648,
	0x30165c,
	0x301674,
	0x303c00,
	0x301688,
	0x301694,
	0x3014a4,
	0x3014ec,
	0x30133c,
	0x307134,
	0x2670b8,
	0x267088,
	0x36ce68,
	0x36ce90,
	0x36cef8,
	0x36cf28,
	0x36cf38,
	0x300d30,
	0x36cf50,
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	0x2dd0a8,
	0x2dd0c4,
	0x2dd0d0,
	0x2a80a8,
	0x2a80c4,
	0x2a80d0,
	0x298110,
	0x298144,
	0x298168,
	0x298178,
	0x294390,
	0x294398,
	0x2943ac,
	0x270dc4,
	0x3bdff4,
	0x292eb0,
	0x292edc,
	0x292f08,
	0x292f30,
	0x292f78,
	0x2926e0,
	0x292710,
	0x292738,
	0x292760,
	0x2926c8,
	0x292770,
	0x2885cc,
	0x3dc228,
	0x3dc238,
	0x3dbc00,
	0x3dbc0c,
	0x26c208,
	0x26c230,
	0x26c8f8,
	0x3b53d8,
	0x3b4550,
	0x3bd380,
	0x3bd3d4,
	0x3bd3e0,
	0x3bd3f0,
	0x3bd40c,
	0x3bd41c,
	0x3bd424,
	0x3bd438,
	0x3bd440,
	0x3bd454,
	0x3bd47c,
	0x3bd4ac,
	0x3bd4c4,
	0x3b45a0,
	0x3bd260,
	0x3bd2a0,
	0x3bd2ac,
	0x3bd2b4,
	0x3bd2bc,
	0x3bd328,
	0x3bd33c,
	0x3bd354,
	0x3bd36c,
	0x3bd2c4,
	0x3bd2d4,
	0x3bd2dc,
	0x3bd2e4,
	0x3bd2fc,
	0x3b45b0,
	0x3b45d0,
	0x3b45e0,
	0x3b4600,
	0x3b460c,
	0x3b461c,
	0x3b4634,
	0x3b53ec,
	0x26c918,
	0x26c240,
	0x26c254,
	0x291a48,
	0x291a70,
	0x291a94,
	0x291ab0,
	0x26c268,
	0x26c284,
	0x26c930,
	0x3b53f8,
	0x3b4b70,
	0x3b3de8,
	0x201560,
	0x3b3dfc,
	0x3b4b80,
	0x3b3e78,
	0x3b4470,
	0x21a2e0,
	0x3b448c,
	0x3b4498,
	0x3bdc58,
	0x3bdc70,
	0x3bdd10,
	0x3bdd30,
	0x3bdd50,
	0x3bdd54,
	0x3bdd6c,
	0x3be074,
	0x3be16c,
	0x3be184,
	0x3bdd74,
	0x3b44e4,
	0x3b4538,
	0x3b3e9c,
	0x2015e0,
	0x3b3eac,
	0x3b3eb4,
	0x2015f0,
	0x3b3ec0,
	0x3b3ecc,
	0x3b41f0,
	0x3bd298,
	0x3bd300,
	0x3b4220,
	0x3b423c,
	0x3b4248,
	0x3b4258,
	0x3b4264,
	0x3b4290,
	0x3b42ac,
	0x3bcc20,
	0x3bcc6c,
	0x3bcc78,
	0x3bcc80,
	0x3bcc88,
	0x3bcca4,
	0x3be650,
	0x3be7c8,
	0x3be7d0,
	0x3be7ec,
	0x3be7f8,
	0x3be810,
	0x3bccb8,
	0x3bccfc,
	0x3bcd14,
	0x3b42c0,
	0x3b4360,
	0x3b442c,
	0x3b3ef0,
	0x3b3ee0,
	0x3bd2cc,
	0x3b422c,
	0x3b4240,
	0x3b42c8,
	0x3b42d0,
	0x3bcc08,
	0x3b42d8,
	0x3b4300,
	0x3b430c,
	0x3bce40,
	0x3bce80,
	0x3bce8c,
	0x3bce9c,
	0x3bcedc,
	0x3bcef4,
	0x3b4314,
	0x3b4428,
	0x3b4320,
	0x3b4328,
	0x3b4330,
	0x2015c0,
	0x3b433c,
	0x3b4348,
	0x3b4354,
	0x3bcd80,
	0x3bcdb0,
	0x3bcdbc,
	0x3bcdcc,
	0x3bce00,
	0x3bce18,
	0x3b435c,
	0x3b4384,
	0x3b43e0,
	0x3b4408,
	0x3b4410,
	0x3b4418,
	0x3b3ef8,
	0x3b3f08,
	0x3b4b98,
	0x3b4ba0,
	0x3b3f20,
	0x3b3f38,
	0x3b3f44,
	0x201600,
	0x3b3f50,
	0x3b4ba8,
	0x3b4bb0,
	0x3b4bbc,
	0x3b4bd4,
	0x3b4bf0,
	0x3b4bf8,
	0x3b4c00,
	0x3b3e50,
	0x201590,
	0x2015b4,
	0x3b3e6c,
	0x3b4c0c,
	0x3b4c20,
	0x3b540c,
	0x26c944,
	0x26c290,
	0x12d820,
	0x12d834,
	0x12d48c,
	0x12d578,
	0x12d588,
	0x12d594,
	0x12d59c,
	0x12d5a8,
	0x12d5b8,
	0x12d508,
	0x12d518,
	0x12d520,
	0x12d528,
	0x12d534,
	0x12d544,
	0x12d54c,
	0x3cc468,
	0x3cc478
   }
)
eeObj.AddHook(0x100568,	0x3c020045, function()
				 for i=1,5 do
					if not PrecompileAddrs:isEmpty() then
					   local addr = PrecompileAddrs:dequeue()
					   --print(string.format("Precompile %x", addr))
					   eeObj.Precompile(addr)
					end
				 end
end)


LUA(features.lua)

-- Lua 5.3
-- Title:   Indigo Prophecy PS2 - SLUS-21196 (USA)
-- Author:  Ernesto Corvi, Adam McInnis

-- Changelog:

require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
require( "ee-cpr0-alias" ) -- for EE CPR

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

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

local L1 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Run
	emuObj.ThrottleMax()
end
	
local L2 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Stop
	emuObj.ThrottleNorm()
end
	
local load1 = eeObj.AddHook(0x387040, 0x3c02004b, L1) -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Run
local load2 = eeObj.AddHook(0x387090, 0x3c02004b, L2) -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Stop

-- Widescreen
eeInsnReplace(0x20A7C0, 0x3c013faa, 0x3c013fe3)
eeInsnReplace(0x20A7C4, 0x3421aaab, 0x34218e39)
emuObj.SetDisplayAspectWide()

-- Fix for bug 9716, which is a bug in the game.
-- Trying to retrieve a COM handle in the game will cause an infinite
-- loop if the handle has been deallocated and the debug server is not
-- connected. There's apparently a small race condition in the Asylum
-- level that sometimes can trigger the bug.
-- The fix involves getting out of the loop.
-- It causes a small visual glitch but otherwise the game continues to work fine.

eeInsnReplace(0x1c5958, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5b6c, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5d24, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle

Fantavision[edit | edit source]

CLI
SCES-50002

--gs-kernel-cl-up="fantavision"
--gs-motion-factor=1

LUA
SCES-50002

require("ee-gpr-alias")
require( "ee-hwaddr" )
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

eeObj = getEEObject()

--
-- Bug#93709 (JP Bugzilla)
-- Same as Parappa the Rapper 2, it's VIF1 vs GIF xfer timing issue.
-- The game expects PATH3 happens before VU1 xgkick, but actually Olympus doesn't do like that.
--	Game kicks  : PATH3(Context1) PATH1(Rendering using Context1&2) PATH3(Context2)
--	Game expects: PATH3(Context1) PATH3(Context2) PATH1(Rendering using Context1&2)
-- Hence VIF1 DMA needs to be delayed.
eeObj.AddHook(0x1b1468,	0xae020000, function()
				 local ee = eeObj
				 local s0 = ee.GetGpr(gpr.s0)

				 if s0 == vif1_hw.CHCR then
					local chcr = ee.GetGpr(gpr.v0)
					if (chcr & 0x05) == 0x05 then
					   local tadr = ee.ReadMem32(vif1_hw.TADR)
					   if tadr == 0x8883e0 or tadr == 0x9f6b60 then
						  ee.SchedulerDelayEvent("vif1.dma", 0x5000)
					   end
					end
				 end
end)


-- Performace fix
local emuObj = getEmuObject()	
-- twIsLess=5 - texture width is less or eq. than 32
emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } )

Fatal Fury: Battle Archives volume 2[edit | edit source]

ALL
CLI

--gs-uprender=none
--gs-upscale=point
--host-audio-latency=0.010
--force-frame-blend=1


LUA

-- Lua 5.3
-- Title: Fatal Fury: Battle Archives Volume 2 - SLUS-21723 (USA) v1.00
-- Author:  Nicola Salmoria
-- Date: February 3, 2017


apiRequest(1.6)

local gpr = require( "ee-gpr-alias" )
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
local PadConnectType = require("pad-connect-type")

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


local sprite0 = getSpriteObject(0)
local sprite1 = getSpriteObject(1)
local sprite2 = getSpriteObject(2)
local sprite3 = getSpriteObject(3)

-- Notifications should be assigned to two unused sprite slots.  Since we want them to
-- be displayed on top of everything else, they should be the highest sprites in the list.
local spr_p1_notify = getSpriteObject(4)
local spr_p2_notify = getSpriteObject(5)
local spr_p1d_notify = getSpriteObject(6)
local spr_p2d_notify = getSpriteObject(7)

-- note: Texture 0 is fixed as the PS2 scanout.
local texture1 = getTextureObject(1)
local texture2 = getTextureObject(2)
local texture3 = getTextureObject(3)
local texture4 = getTextureObject(4)
local texture5 = getTextureObject(5)
local texture6 = getTextureObject(6)
local texture7 = getTextureObject(7)

-- ------------------------------------------------------------
local STATE_STOPPED		= 0
local STATE_RUNNING		= 1

local notify_ypos = 24
local notify_p1_xsize = 0
local notify_p2_xsize = 0
local notify_p1d_xsize = 0
local notify_p2d_xsize = 0
local notify_ysize = 0

local notify_frames_p1 = 0
local notify_frames_p2 = 0
local notify_animstate_p1 = STATE_STOPPED
local notify_animstate_p2 = STATE_STOPPED

local connected_p1 = 47
local connected_p2 = 47
local blink_on_p1 = true
local blink_on_p2 = true

-- ---------------------------------------------------
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
-- the GS has been initialized.  Textures and Shaders must be loaded here.
--
Global_InitGpuResources = function()
	-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
	emuObj.LoadFsShader(1, "./shader_SL480_p.sb")		-- (1) = 480P ScanLine Sim

	texture1.Load("./ART1.png")
	texture2.Load("./ART2.png")
	texture3.Load("./SNK_LOGO.png")
	texture4.Load("./p1.png")
	texture5.Load("./p2.png")
	texture6.Load("./p1d.png")
	texture7.Load("./p2d.png")

	local p1_w,p1_h = texture4.GetSize()
	local p2_w,p2_h = texture5.GetSize()
	local p1d_w,p1d_h = texture6.GetSize()
	local p2d_w,p2d_h = texture7.GetSize()
	
	notify_p1_xsize = p1_w
	notify_p2_xsize = p2_w
	notify_p1d_xsize = p1d_w
	notify_p2d_xsize = p2d_w
	notify_ysize = p1_h

	spr_p1_notify.BindTexture(4)
	spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p1_notify.SetSizeXY(p1_w,p1_h)
	spr_p1_notify.SetPosUV(0,0)
    spr_p1_notify.SetSizeUV(p1_w,p1_h)
	spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p2_notify.BindTexture(5)
	spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p2_notify.SetSizeXY(p2_w,p1_h)
	spr_p2_notify.SetPosUV(0,0)
    spr_p2_notify.SetSizeUV(p2_w,p1_h)
	spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p1d_notify.BindTexture(6)
	spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
	spr_p1d_notify.SetPosUV(0,0)
    spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
	spr_p1d_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p2d_notify.BindTexture(7)
	spr_p2d_notify.SetPosXY(-1 - notify_p2d_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p2d_notify.SetSizeXY(p2d_w,p1_h)
	spr_p2d_notify.SetPosUV(0,0)
    spr_p2d_notify.SetSizeUV(p2d_w,p1_h)
	spr_p2d_notify.SetBlendColorEquation(blendDefaultEquation)
end



local update_notifications_p1 = function()

	if notify_animstate_p1 == STATE_STOPPED then 
		spr_p1_notify.Disable()
		spr_p1d_notify.Disable()
		return
	end

	emuObj.ThrottleNorm()

	local keyframe = 15

	notify_frames_p1 = notify_frames_p1 + 1

	if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
	if blink_on_p1 == true then notify_ypos = 24 end
	if blink_on_p1 == false then notify_ypos = -84 end

--	print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p1/keyframe), notify_frames_p1/keyframe, blink_on_p1, notify_ypos))
--	print(string.format("notify_frames_p1 %s", notify_frames_p1))

	if notify_frames_p1 >= 225 then
		notify_animstate_p1 = STATE_STOPPED
		notify_frames_p1 = 0
		connected_p1 = 47
	end

	if connected_p1 == true then
		spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
		spr_p1_notify.Enable()
	end

	if connected_p1 == false then
		spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
		spr_p1d_notify.Enable()
	end
end

local update_notifications_p2 = function()

	if notify_animstate_p2 == STATE_STOPPED then 
		spr_p2_notify.Disable()
		spr_p2d_notify.Disable()
		return
	end

	emuObj.ThrottleNorm()

	local keyframe = 15

	notify_frames_p2 = notify_frames_p2 + 1

	if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
	if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
	if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end

--	print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p2/keyframe), notify_frames_p2/keyframe, blink_on_p2, notify_ypos))

	if notify_frames_p2 >= 225 then
		notify_animstate_p2 = STATE_STOPPED
		notify_frames_p2 = 0
		connected_p2 = 47
	end

--	print(string.format("connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))

	if connected_p2 == true then
		spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
		spr_p2_notify.Enable()
	end

	if connected_p2 == false then
		spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
		spr_p2d_notify.Enable()
	end

end

-- slot can range from 0 to 3, for users 1 thru 4.
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
local onHIDPadEvent = function(slot, connected, pad_type)
	spr_p1_notify.Disable()
	spr_p1d_notify.Disable()
	spr_p2_notify.Disable()
	spr_p2d_notify.Disable()
--	print(string.format("slot %s, connected %s, pad_type %s", slot, connected, pad_type))
	if pad_type == PadConnectType.HID then
		notify_frames_p1 = 0
		notify_frames_p2 = 0
		blink_on_p1 = true
		blink_on_p2 = true
		if slot == 0 then 
			connected_p1 = connected
			notify_animstate_p1 = STATE_RUNNING
		end
		if slot == 1 then 
			connected_p2 = connected 
			notify_animstate_p2 = STATE_RUNNING
		end
	end
end


local scanlineParams = {
	240.0,		-- float scanlineCount
   	0.7,		-- float scanlineHeight;
	1.5,        -- float scanlineBrightScale;
	0.5,        -- float scanlineAlpha;
	0.5         -- float vignetteStrength;
}

-- ---------------------------------------------------
-- Full Screen (480p) NoFX
-- ---------------------------------------------------

local original = function()
	sprite0.BindTexture(0)
	sprite0.BindFragmentShader(0)
	sprite0.SetPosXY((1920-1440)/2,0)
	sprite0.SetSizeXY(1440,1080)
	sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
	sprite0.Enable()

	sprite1.Disable()
end

-- ---------------------------------------------------
-- Full Screen + ScanLines (480p)
-- ---------------------------------------------------

local scanlines = function()
	sprite0.BindTexture(0)
	sprite0.SetPosXY((1920-1440)/2,0)
	sprite0.SetSizeXY(1440,1080)
	sprite0.BindFragmentShader(1)
	sprite0.SetShaderParams(scanlineParams)
	sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
	sprite0.Enable()

	sprite1.Disable()
end

-- ---------------------------------------------------
-- SNK Overlay NoFX
-- ---------------------------------------------------
local bezel = function()
	sprite0.BindTexture(0)
	sprite0.BindFragmentShader(0)
	sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
	sprite0.SetSizeXY(1280,896)
	sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
	sprite0.Enable()

	sprite1.BindTexture(1)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end

-- ---------------------------------------------------
-- SNK Overlay + ScanLines (480p)
-- ---------------------------------------------------

local bezel_scanlines = function()
	sprite0.BindTexture(0)
	sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
	sprite0.SetSizeXY(1280,896)
	sprite0.BindFragmentShader(1)
	sprite0.SetShaderParams(scanlineParams)
	sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
	sprite0.Enable()

	sprite1.BindTexture(1)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end

-- ---------------------------------------------------
-- Arcade Overlay NoFX
-- ---------------------------------------------------
local bezel2 = function()
	sprite0.BindTexture(0)
	sprite0.BindFragmentShader(0)
	sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
	sprite0.SetSizeXY(1280,896)
	sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
	sprite0.Enable()

	sprite1.BindTexture(2)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end

-- ---------------------------------------------------
-- Arcade Overlay + ScanLines (480p)
-- ---------------------------------------------------

local bezel2_scanlines = function()
	sprite0.BindTexture(0)
	sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
	sprite0.SetSizeXY(1280,896)
	sprite0.BindFragmentShader(1)
	sprite0.SetShaderParams(scanlineParams)
	sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
	sprite0.Enable()

	sprite1.BindTexture(2)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end


local VIDEOMODE_ORIGINAL		= 0*2 + 0
local VIDEOMODE_SCANLINES		= 0*2 + 1
local VIDEOMODE_ART1			= 1*2 + 0
local VIDEOMODE_ART1_SCANLINES	= 1*2 + 1
local VIDEOMODE_ART2			= 2*2 + 0
local VIDEOMODE_ART2_SCANLINES	= 2*2 + 1
local VIDEOMODE_LOGO			= 127

local lastVideoMode = nil

local function switchVideoMode(mode)
	if lastVideoMode ~= mode then
		lastVideoMode = mode

		emuObj.ThrottleNorm()
	
		if mode == VIDEOMODE_ORIGINAL then
			original()
		elseif mode == VIDEOMODE_SCANLINES then
			scanlines()
		elseif mode == VIDEOMODE_ART1 then
			bezel()
		elseif mode == VIDEOMODE_ART1_SCANLINES then
			bezel_scanlines()
		elseif mode == VIDEOMODE_ART2 then
			bezel2()
		elseif mode == VIDEOMODE_ART2_SCANLINES then
			bezel2_scanlines()
		end
	end
end


local logoON = function(fade)
	lastVideoMode = VIDEOMODE_LOGO

	sprite0.BindTexture(3)
	sprite0.SetPosXY(0,0)
	sprite0.SetSizeXY(1920,1080)
	sprite0.SetPosUV(0,0)
	sprite0.SetSizeUV(1920,1080)
	sprite0.SetBlendColor(fade,fade,fade,fade)
	sprite0.SetBlendColorEquation(blendConstFadeEquation)
	sprite0.Enable()

	sprite1.Disable()
end




-- convert unsigned int to signed
local function asSigned(n)
	local MAXINT = 0x80000000
	return (n >= MAXINT and n - 2*MAXINT) or n
end


local TH1 =	-- LoadingScreen constructor
	function()
		emuObj.ThrottleMax()
	end

local TH2 =	-- LoadingScreen destructor
	function()
		emuObj.ThrottleNorm()
	end


local LH1 =	-- update splash screen
	function()
		local base = eeObj.GetGpr(gpr.s0)
		local fade = eeObj.GetGpr(gpr.a1)
		local splashNum = eeObj.ReadMem32(base + 12)
		if splashNum == 4 then
			logoON(fade / 128.0)
		elseif splashNum == 5 then
			switchVideoMode(VIDEOMODE_ORIGINAL)
		end
	end


local FH1 =	-- initialize autosave flag
	function()
		local base = eeObj.GetGpr(gpr.a0)

		eeObj.WriteMem8(base + 8, 1)	-- ON
	end


local FH2A =	-- prepare Display Settings menu
	function()
		local artwork = "ARTWORK"
		local scanlines = "SCANLINES"

		eeObj.WriteMemStrZ(0x1b8d07, artwork)
		eeObj.WriteMemStrZ(0x1b8d12, scanlines)
	end

local FH2B =	-- update Position X (now Artwork) description
	function()
		local base = eeObj.GetGpr(gpr.s2)
		local buffer = eeObj.GetGpr(gpr.a1)

		local pos = asSigned(eeObj.ReadMem32(base + 256))
		-- limit to valid range
		pos = pos % 3
		eeObj.WriteMem32(base + 256, pos)

		local options = {"NONE", "ART1", "ART2"}
		eeObj.WriteMemStrZ(buffer, options[pos + 1])
	end

local FH2C =	-- update Position Y (now Scanlines) description
	function()
		local base = eeObj.GetGpr(gpr.s2)
		local buffer = eeObj.GetGpr(gpr.a1)

		local pos = asSigned(eeObj.ReadMem32(base + 260))
		-- limit to valid range
		pos = pos % 2
		eeObj.WriteMem32(base + 260, pos)

		local options = {"OFF", "ON"}
		eeObj.WriteMemStrZ(buffer, options[pos + 1])
	end


local FH3 =	-- apply display position x/y settings (now Artwork/Scanlines)
	function()
		local posX = asSigned(eeObj.GetGpr(gpr.a0))
		local posY = asSigned(eeObj.GetGpr(gpr.a1))

		eeObj.SetGpr(gpr.a0, 0)	-- force pos X to 0
		eeObj.SetGpr(gpr.a1, 0)	-- force pos Y to 0

		-- limit to valid range
		posX = posX % 3
		posY = posY % 2

		switchVideoMode(posX * 2 + posY)
	end



-- register hooks

local elfChkSelect = function(opcode, pc, expectedOpcode)
	local checkValue = eeObj.ReadMem32(0x100120)

	if checkValue == 0x3c030026 then
		assert(opcode == expectedOpcode, string.format("Overlay opcode mismatch @ 0x%06x: expected 0x%08x, found %08x", pc, expectedOpcode, opcode))
		return true
	else
		return false
	end
end

local elfChkBoot = function(opcode, pc, expectedOpcode)
	local checkValue = eeObj.ReadMem32(0x100120)

	if checkValue == 0xffb00000 then
		assert(opcode == expectedOpcode, string.format("Overlay opcode mismatch @ 0x%06x: expected 0x%08x, found %08x", pc, expectedOpcode, opcode))
		return true
	else
		return false
	end
end

local hooks = {
	-- Loading screen
	eeObj.AddHook(0x105fa8, function(op, pc) return elfChkSelect(op, pc, 0x27bdfff0) end, TH1),	-- <LoadingScreen::LoadingScreen(void)>:
	eeObj.AddHook(0x106090, function(op, pc) return elfChkSelect(op, pc, 0x27bdffd0) end, TH2),	-- <LoadingScreen::~LoadingScreen(void)>:

	-- SNK logo
	eeObj.AddHook(0x100964, function(op, pc) return elfChkBoot(op, pc, 0x8e050090) end, LH1),	-- <_ZN25_GLOBAL__N_logo.cppFOxZrb8LogoPlay4stepEv>:

	-- turn on auto save
	eeObj.AddHook(0x108778, function(op, pc) return elfChkSelect(op, pc, 0xa0800008) end, FH1),	-- <__0o5LMenuContentISaveLoadctv>:

	-- patch Position x/y options to show Artwork/Scanlines options
	eeObj.AddHook(0x110f50, function(op, pc) return elfChkSelect(op, pc, 0x34050005) end, FH2A),	-- <__0o5X__N_8_menu_cpp_761e2d17TMenuDispSettingItemctv>:
	eeObj.AddHook(0x110d88, function(op, pc) return elfChkSelect(op, pc, 0x02802825) end, FH2B),	-- <__0f5X__N_8_menu_cpp_761e2d17XMenuDispSettingPropertyEstepv>:
	eeObj.AddHook(0x110dc4, function(op, pc) return elfChkSelect(op, pc, 0x02802825) end, FH2C),	-- <__0f5X__N_8_menu_cpp_761e2d17XMenuDispSettingPropertyEstepv>:

	-- apply artwork / scanlines settings
	eeObj.AddHook(0x1084d4, function(op, pc) return elfChkSelect(op, pc, 0x8e050104) end, FH3),	-- <__0FTapplyDisplaySettingv>:
}

-- disallow skipping splash screens
eeInsnReplace(0x1009a0, 0xae000014, 0x00000000)	-- nop


-- Fight stick

HIDPad_Enable()

local addedHooks = false
local pad = function()
	if addedHooks == false then
		addedHooks = true
		switchVideoMode(VIDEOMODE_ORIGINAL)
		emuObj.AddVsyncHook(update_notifications_p1)
		emuObj.AddVsyncHook(update_notifications_p2)

-- test message on boot
--		onHIDPadEvent(0, true, PadConnectType.HID)

		-- bug report:
		-- please decrease the following title sound volume to the PS4 recommendation.
		-- REALBOUT FATAL FURY -11.49LKFS
		-- REALBOUT FATAL FURY SPECIAL -10.95LKFS
		-- RB2 THE NEWCOMERS -10.04LKFS
		-- PS4 recommendation:-24LKFS(±2)
		--
		-- that's an average of -10.83
		-- So set main volume to 0.3162 i.e. about 10dB attenuation.
		emuObj.SetVolumes(0.3162, 1.0, 1.0)
	end
end

emuObj.AddPadHook(onHIDPadEvent)
emuObj.AddEntryPointHook(pad)

Fu'un Super Combo!!![edit | edit source]

SLPS_257.81
CLI

--gs-uprender=2x2
--gs-upscale=point
--host-audio-latency=0.3
--ee-hook=0x127050,AdvanceClock,0x2403002b,0x4000
--ee-hook=0x106734,FastForwardClock,0x0c04149c
--ee-native-function=memcpy,0x11fa9c,0x0080402d
--force-frame-blend=1
--vif1-ignore-cmd-ints=1
#Graphical and performance fixes.

SLPS_257.81
LUA

apiRequest(1.4)

eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
eeNativeFunction(0x11fb48, 0x2cc20008, 'memset')

eeInsnReplace(0x1279d0, 0x27bdffc0, 0x03e00008)                 -- <SyncDCache>
eeInsnReplace(0x1279d4, 0xffb20020, 0x00000000)
eeNativeHook (0x1279d0, 0x03e00008,'AdvanceClock',0xa00)
eeInsnReplace(0x127b00, 0x27bdffc0, 0x03e00008)                 -- <InvalidDCache>
eeInsnReplace(0x127b04, 0xffb20020, 0x00000000)
eeNativeHook (0x127b00, 0x03e00008,'AdvanceClock',0xa00)
eeInsnReplace(0x12a258, 0x3c19ffff, 0x03e00008)                 -- <sceSifWriteBackDCache>
eeInsnReplace(0x12a25c, 0x3739ffc0, 0x00000000)
eeNativeHook (0x12a258, 0x03e00008,'AdvanceClock',0x1700)

require("ee-gpr-alias")

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

-- *** viBufBeginPut (1)
--eeInsnReplace(0x105628, 0x0c049c78, 0) -- 	jal	1271e0 <WaitSema>
eeInsnReplace(0x1056c8, 0x0c049c70, 0) -- 	jal	1271c0 <SignalSema>
-- *** viBufEndPut (1)
eeInsnReplace(0x105708, 0x0c049c78, 0) -- 	jal	1271e0 <WaitSema>
--eeInsnReplace(0x105730, 0x0c049c70, 0) -- 	jal	1271c0 <SignalSema>
-- *** viBufFlush (1)
--eeInsnReplace(0x105a88, 0x0c049c78, 0) -- 	jal	1271e0 <WaitSema>
--eeInsnReplace(0x105ab8, 0x0c049c70, 0) -- 	jal	1271c0 <SignalSema>
-- *** viBufPutTs (1)
eeInsnReplace(0x105c10, 0x0c049c78, 0) -- 	jal	1271e0 <WaitSema>
eeInsnReplace(0x105cf4, 0x0c049c70, 0) -- 	jal	1271c0 <SignalSema>

-- it's redundant calling of _waitIpuIdle in libmpeg... not so huge impact tho.
eeInsnReplace(0x118620,	0x0c04672a, 0) -- 	jal	119ca8 <_waitIpuIdle>

-- bug# 9972
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
#Crash/stall fixes.

Grand Theft Auto III[edit | edit source]

SLUS_200.62
CLI

--vu1-no-clamping=0
--gs-check-trans-rejection=1
--gs-kernel-cl-up="up2x2tc"
--gs-optimize-30fps=1
--ee-hook=0x27cea8,FastForwardClock
#Performance and graphical fix.

SLUS_200.62
LUA

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

-- Performace fix
local emuObj = getEmuObject()	
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )


-- Bug#9133
-- workaround ... -16020(gp) value is something wrong. the value comes from CCamera::Process().
--                unfortunately accurate math or any other flags don't help for this problem,
--				  even though it should be calculation error issue.
--				  for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension()
--				  actually the cloud is a billboard, so it should have 0 degree in view-space.
--				  so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something)
eeInsnReplace(0x318344,	0xc792c16c, 0x44809000) -- 	lwc1	$f18,-16020(gp)
#Performance fix.

SLUS_200.62
SLUS-20062_features.lua

-- Lua 5.3
-- Title:  Grand Theft Auto III PS2 - SLUS-20062 (USA) v1.40
-- Author: Nicola Salmoria
-- Date:   November 3, 2015


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])

apiRequest(0.7)	-- need widescreen support

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


local USEWIDESCREEN_ADDRESS = 0x416748

local H1 =	-- start of main()
	function()
		eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1)	-- enable widescreen
	end

local H2 =	-- change widescreen flag
	function()
		local isWidescreen = eeObj.GetGpr(gpr.v0)
		
		if isWidescreen == 0 then
			emuObj.SetDisplayAspectNormal()
		else
			emuObj.SetDisplayAspectWide()
		end
	end

local hook1 = eeObj.AddHook(0x27ed04, 0x7fbf0000, H1)	-- <main>:
local hook2 = eeObj.AddHook(0x270e50, 0xa382b8d8, H2)	-- <CMenuManager::AnaliseMenuContents(void)>:
#Official widescreen support.

Grand Theft Auto: San Andreas[edit | edit source]

SLUS_209.46
CLI

--gs-optimize-30fps=1
--ee-hook=0x34dee8,FastForwardClock
--ee-hook=0x00245ee0,FastForwardClock
--cop2-no-clamping=1
--gs-flush-ad-xyz=safe
--vu1-clamp-range=0x04a,0x069
--gs-use-deferred-l2h=0
#Performance optimisation/fix.

SLUS_209.46
LUA

apiRequest(0.6)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- bug#8979
-- The game bugged.
-- CStreaming::StreamPedsIntoRandomSlots(int*) expects 8 integers arrray to process,
-- but CCheat::LoveConquersAllCheat() function copies just only 6 integers to the stack.
-- it seems the table of the source is correct, so using lq/sq instead of ld/sd to copy
-- the contents of the table correctly.
eeInsnReplace(0x59fbb0,	0xdca20010, 0x78a20010) -- 	ld	v0,16(a1) => lq
eeInsnReplace(0x59fbb8,	0xfc820010, 0x7c820010) -- 	sd	v0,16(a0) => sq

-- bug#8979, actually different one
-- the game has another bug... see https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8979
eeInsnReplace(0x1abdd8,	0x102000d9, 0x102000cf) -- 	beqz	at,1ac140 <CPopulation::AddPed(ePedType, unsigned int, CVector const &, bool)+0x3a0>

-- Performace fix
local emuObj = getEmuObject()	
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
#Performance and rendering fixes.

SLUS_209.46
SLUS-20946_features.lua

-- Lua 5.3
-- Title: Grand Theft Auto: San Andreas - SLUS-20946 (USA) v3.00
-- Author: Nicola Salmoria
-- Date:   November 5, 2015


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])

apiRequest(0.7)	-- need widescreen support

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


local USEWIDESCREEN_ADDRESS = 0x7004ef

local H1 =	-- init widescreen flag
	function()
		eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1)	-- enable widescreen
	end

local H2 =	-- main game loop
	function()
		local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
		
		if isWidescreen == 0 then
			emuObj.SetDisplayAspectNormal()
		else
			emuObj.SetDisplayAspectWide()
		end
	end


local hook1 = eeObj.AddHook(0x233584, 0xa200004f, H1)	-- <CMenuManager::__ct(void)>:
local hook2 = eeObj.AddHook(0x246750, 0x24040012, H2)	-- <TheGame(void)>:
#Official widescreen support.

Grand Theft Auto: Vice City[edit | edit source]

SLUS_205.52
CLI

--gs-check-trans-rejection=1
--gs-kernel-cl-up="up2x2tc"
--gs-optimize-30fps=1
--ee-hook=0x277b88,FastForwardClock
--ee-hook=0x279a18,FastForwardClock

SLUS_205.52
LUA

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


-- Performance fix
local emuObj = getEmuObject()	
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )


-- Bug#9147
-- workaround ... -2104(gp) value is something wrong. the value comes from CCamera::Process().
--                unfortunately accurate math or any other flags don't help for this problem,
--				  even though it should be calculation error issue.
--				  for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension()
--				  actually the cloud is a billboard, so it should have 0 degree in view-space.
--				  so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something)
eeInsnReplace(0x334d64,	0xc792f7c8, 0x44809000) -- 	lwc1	$f18,-2104(gp)
#Performance fix.

SLUS_205.52
SLUS-20552_features.lua

-- Lua 5.3
-- Title: Grand Theft Auto: Vice City - SLUS-20552 (USA) v3.00
-- Author: Nicola Salmoria
-- Date:   November 4, 2015


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])

apiRequest(0.7)	-- need widescreen support

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


local USEWIDESCREEN_ADDRESS = 0x4ba7bc

local H1 =	-- start of main()
	function()
		eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1)	-- enable widescreen
	end

local H2 =	-- main game loop
	function()
		local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
		
		if isWidescreen == 0 then
			emuObj.SetDisplayAspectNormal()
		else
			emuObj.SetDisplayAspectWide()
		end
	end


local hook1 = eeObj.AddHook(0x279384, 0xffbf0000, H1)	-- <main>:
local hook2 = eeObj.AddHook(0x277784, 0x00000000, H2)	-- <TheGame(void)>:


-- Fix for bug #9161. The 'flying cars' cheat causes crashes when attempting to
-- fly an helicopter. We avoid that by disabling recognition of the cheat altogether.
-- The SLPM version comes with the cheat disabled out of the box.
eeInsnReplace(0x27db2c, 0x14400015, 0x10000015)	-- bnez -> b
#Official widescreen support and removal of "flying cars" cheat due to game crash.

SCES_503.61
LUA

-- Jak EU
apiRequest(2.2)

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

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

-- 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
-- update: removed due to occasional regression (bug#10608).  post-processing is now skipped in the EE via 'depth-cue'
-- emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )

-- ------------------------- OVERLAY MANAGER --------------------------
g_OnOverlayRegistered = function(filename, start, size)
	-- global function provided for adding per-overlay callback handlers.
end

local DH8 = function()
	local s0 = eeObj.GetGpr(gpr.s0)
	local linkblock = eeObj.ReadMem32(s0+0x5c)
	
	--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
	
	local linkblock_allocate_length 		= eeObj.ReadMem32 (linkblock + 0x00)
	local linkblock_allocate_version 		= eeObj.ReadMem32 (linkblock + 0x04)
	local linkblock_allocate_segment_count 	= eeObj.ReadMem32 (linkblock + 0x08)
	local linkblock_allocate_name 			= eeObj.ReadMemStr(linkblock + 0x0c)
	
	local linkblock_allocate_seg1_linkptr 	= eeObj.ReadMem32 (linkblock + 0x4C)
	local linkblock_allocate_seg1_dataptr 	= eeObj.ReadMem32 (linkblock + 0x50)
	local linkblock_allocate_seg1_size 		= eeObj.ReadMem32 (linkblock + 0x54)
	local linkblock_allocate_seg1_flags 	= eeObj.ReadMem32 (linkblock + 0x58)
                                                              
	local linkblock_allocate_seg2_linkptr 	= eeObj.ReadMem32 (linkblock + 0x5C)
	local linkblock_allocate_seg2_dataptr 	= eeObj.ReadMem32 (linkblock + 0x60)
	local linkblock_allocate_seg2_size 		= eeObj.ReadMem32 (linkblock + 0x64)
	local linkblock_allocate_seg2_flags 	= eeObj.ReadMem32 (linkblock + 0x68)
                                                              
	local linkblock_allocate_seg3_linkptr 	= eeObj.ReadMem32 (linkblock + 0x6C)
	local linkblock_allocate_seg3_dataptr 	= eeObj.ReadMem32 (linkblock + 0x70)
	local linkblock_allocate_seg3_size 		= eeObj.ReadMem32 (linkblock + 0x74)
	local linkblock_allocate_seg3_flags 	= eeObj.ReadMem32 (linkblock + 0x78)
	
	-- seg1 is equiv to main in Jak3
	-- seg3 is equiv to top  in Jak3
	-- seg2 appears to be unused ... ?   --jstine

	if emuObj.IsToolingVerbose() then
		print( string.format("--> LOADED SEGMENT alloc_len %08x ver %08x segcount %08x  name:\"%s\"", linkblock_allocate_length, linkblock_allocate_version, linkblock_allocate_segment_count, linkblock_allocate_name) )
		print( string.format("    seg1linkptr %08x seg1dataptr %08x seg1size %08x seg1flags %08x", linkblock_allocate_seg1_linkptr, linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, linkblock_allocate_seg1_flags) )
		print( string.format("    seg2linkptr %08x seg2dataptr %08x seg2size %08x seg2flags %08x", linkblock_allocate_seg2_linkptr, linkblock_allocate_seg2_dataptr, linkblock_allocate_seg2_size, linkblock_allocate_seg2_flags) )
		print( string.format("    seg3linkptr %08x seg3dataptr %08x seg3size %08x seg3flags %08x", linkblock_allocate_seg3_linkptr, linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, linkblock_allocate_seg3_flags) )
	end

	if linkblock_allocate_seg1_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg1",  linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, false) end
	if linkblock_allocate_seg3_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg3",  linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, true)  end

	if (g_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size)	end
		if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size)	end
	end
end

assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered

g_OnOverlayRegistered = function(filename, start, size)
	
	if filename == "depth-cue.seg1" then
		-- Disable full-screen post process via depth-cue.
		-- This also removes half-pixel shift during interlacing.
		-- <depth-cue.seg1+00039c>
		-- 00701DFC:67BDFFF0                daddiu       $sp,$sp,-0x10 (0xfffffff0)		-> 	03E00008                jr           $ra
		-- 00701E00:FFBE0008                sd           $fp,8($sp)                     -> 	00000000				nop

		eeObj.WriteMem32(start + 0x39c, 0x03E00008)
		eeObj.WriteMem32(start + 0x3a0, 0x00000000)
		eeObj.WriteMem32(start + 0x004, 0x03E00008)
		eeObj.WriteMem32(start + 0x008, 0x00000000)
	end

	if (prev_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		prev_OnOverlayRegistered(filename, start, size)
	end
end

-- hooked in link_control::finish(void)>:
eeObj.AddHook(0x0010ACF8, 0x040C825, DH8)  -- this is address US:0010abe0 JP:0010abd8 EU:0010ACF8
#Graphical fix, removal of intensive post process effects.

SCES-50361
SCES-50361_features.lua

This is a substantial file. Over 700 lines with an extensive graphical and control fix. I'm sharing the file itself as a download link.

https://drive.google.com/file/d/1KppgZpiK5bgESrpSRKo6kKPTysZ-NAC9/view

#Shadows fix, control scheme changes, forced 60Hz/NTSC/Widescreen.

Harvest Moon®: A Wonderful Life Special Edition[edit | edit source]

CUSA06584
CLI

--ee-cycle-scalar=0.78

CUSA06584
LUA

apiRequest (1.7)

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

-- 00107be0 <syncV>: idle loop on vsync
eeNativeHook (0x107c14, 0x3c03005d,"FastForwardClock", 0)

eeNativeFunction(0x44f3f8, 0x27bdffd0, 'ieee754_acosf')
eeNativeFunction(0x44f820, 0x27bdffd0, 'ieee754_asinf')
eeNativeFunction(0x450930, 0x44036000, 'ieee754_sqrtf')
eeNativeFunction(0x452848, 0x0080102d, 'fabs')
eeNativeFunction(0x453080, 0x27bdffd0, 'cosf')
eeNativeFunction(0x453158, 0x27bdfff0, 'fabsf')
eeNativeFunction(0x453320, 0x27bdffd0, 'sinf')
eeNativeFunction(0x4534b0, 0x27bdfff0, 'acosf')
eeNativeFunction(0x4534c8, 0x27bdfff0, 'asinf')
eeNativeFunction(0x453510, 0x27bdfff0, 'sqrtf')
eeNativeFunction(0x4552d8, 0x27bdffd0, 'fptoui')
eeNativeFunction(0x455298, 0x27bdffd0, 'fptodp')
eeNativeFunction(0x455d48, 0x27bdffd0, 'litodp')
eeNativeFunction(0x455e00, 0x27bdffc0, 'dptoli')
eeNativeFunction(0x455ed0, 0x27bdffc0, 'dptofp')
eeNativeFunction(0x45d580, 0x0080402d, 'memcpy')
eeNativeFunction(0x45d738, 0x2cc20008, 'memset')
eeNativeFunction(0x45fde8, 0x30820007, 'strlen')

eeInsnReplace(0x4443e0, 0x24030064, 0x03e00008)                 -- <FlushCache>
eeInsnReplace(0x4443e4, 0x0000000c, 0x00000000)
eeNativeHook (0x4443e0, 0x03e00008,'AdvanceClock',0x800)
eeInsnReplace(0x444410, 0x2403ff98, 0x03e00008)                 -- <iFlushCache>
eeInsnReplace(0x444414, 0x0000000c, 0x00000000)
eeNativeHook (0x444410, 0x03e00008,'AdvanceClock',0x800)
eeInsnReplace(0x444a58, 0x27bdffc0, 0x03e00008)                 -- <SyncDCache>
eeInsnReplace(0x444a5c, 0xffb20020, 0x00000000)
eeNativeHook (0x444a58, 0x03e00008,'AdvanceClock',0x800)
eeInsnReplace(0x444b98, 0x27bdffc0, 0x03e00008)                 -- <InvalidDCache>
eeInsnReplace(0x444b9c, 0xffb20020, 0x00000000)
eeNativeHook (0x444b98, 0x03e00008,'AdvanceClock',0x800)

-- bug#10318 : workaround...
eeObj.AddHook(0x3ce0fc,	0x0200202d, function()
				 local sign = (eeObj.GetGpr(gpr.v1) >> 31) & 1
				 if sign then
					eeObj.SetPc(0x3ce118)
				 end
end)


Jak 3[edit | edit source]

LUA
SCUS-97330

apiRequest(2.3)

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

-- 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  } )

-- Disabled due to embossing effect problem --jstine
--emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } )


-- All JAK titles have a silly way of obtaining the PS2 Timestamp Counter. A binary code snippet is written
-- into a NON-CONST array, like so:  static u32 getTSC[] = { 0x40024800, 0x03E00008 }; and then that snippet is
-- called via:  ((u32 (*)())getTSC)()
--
-- Actual disasm of snippet:
--    129780:40024800     mfc0         $v0,$count
--    129784:03E00008     jr           $ra
--
-- Because the code is right next to data in the .data section of the process, the emulator's page fault protection
-- gets tripped up constantly and the code must be re-validated on every invocation.  Interesting aside: had the devs
-- marked the array as 'const' and thus had it placed in .ro_data, there wouldn't be a perf issue in the emu since
-- page invalidations only occur on writes.
--
-- Solution: rewrite the code which calls this function to simply execute mfc0 inline instead.  Typical pattern which
-- invokes the PS2 TSC read:
--    108c80:8c629790 	lw	v0,-26736(v1)
--    108c84:0040f809 	jalr	v0

-- Replace four separate instances:
eeInsnReplace(0x108a78, 0x8c629790, 0x40024800)			--  lw	    v0,-26736(v1)	-> mfc0      $v0,$count
eeInsnReplace(0x108a7c, 0x0040f809, 0x00000000)			--  jalr	v0           	-> jr        $ra
eeInsnReplace(0x108c80, 0x8c629790, 0x40024800)			--  lw	    v0,-26736(v1)	-> mfc0      $v0,$count
eeInsnReplace(0x108c84, 0x0040f809, 0x00000000)			--  jalr	v0           	-> jr        $ra
eeInsnReplace(0x108ea4, 0x8c629790, 0x40024800)			--  lw	    v0,-26736(v1)	-> mfc0      $v0,$count
eeInsnReplace(0x108ea8, 0x0040f809, 0x00000000)			--  jalr	v0           	-> jr        $ra
eeInsnReplace(0x10902c, 0x8c629790, 0x40024800)			--  lw	    v0,-26736(v1)	-> mfc0      $v0,$count
eeInsnReplace(0x109030, 0x0040f809, 0x00000000)			--  jalr	v0           	-> jr        $ra

-- ------------------------- OVERLAY MANAGER --------------------------
g_OnOverlayRegistered = function(filename, start, size)
	-- global function provided for adding per-overlay callback handlers.
end

local DH8 = function()
	local s1 		= eeObj.GetGpr    (gpr.s1)
	local filename 	= eeObj.ReadMemStr(s1 + 17)
	local segment 	= eeObj.ReadMem32 (s1 +  8)
	local main 		= eeObj.ReadMem32 (segment +  4)
	local mainSize 	= eeObj.ReadMem32 (segment +  8)
	local top 		= eeObj.ReadMem32 (segment + 36)
	local topSize 	= eeObj.ReadMem32 (segment + 40)

	if emuObj.IsToolingVerbose() then
		print( string.format("--> LOADED SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x", filename, main, mainSize, top, topSize) )
	end

	eeOverlay.Register(filename .. ".main", main, mainSize, false)
	eeOverlay.Register(filename .. ".top",  top,  topSize,  true )

	--local debugObj	= getDebugObject()
	--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".main.dasm", main, mainSize, 0)
	--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".top.dasm",  top,  topSize,  0)
	--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".main.aot",  main, mainSize, 0)
	--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".top.aot",   top,  topSize,  0)

	if (g_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		g_OnOverlayRegistered(filename .. ".main", main, mainSize)
		g_OnOverlayRegistered(filename .. ".top",  top,  topSize )
	end

end

eeObj.AddHook(0x1091d4, 0x0080c825, DH8)    --     <ndi::link_control::finish(void)>:

-- --------------------------------------------------------------------
assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered

g_OnOverlayRegistered = function(filename, start, size)
	if (prev_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		prev_OnOverlayRegistered(filename, start, size)
	end

	if filename == "sparticle-launcher.main" then
		-- this RNG-sqrt instance is removed for performance.  Additionally, not corrupting the RNG seed with
		-- bad sqrt math is always a good thing in my book --jstine

		assert(eeObj.ReadMem32(start + 0x005de4) == 0x4be1043d)		--	vrget.wxyz   vf01,r
		assert(eeObj.ReadMem32(start + 0x005de8) == 0x4a0103bd)		--	vsqrt        q,vf01x
		assert(eeObj.ReadMem32(start + 0x005df0) == 0x4b0000a0)		--	vaddq.x      vf02,vf00,q

		assert(eeObj.ReadMem32(start + 0x005e4c) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x005ef8) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x005f80) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x006018) == 0x4a00143f)		--	vrxor        r,vf02x

		eeObj.WriteMem32(start + 0x005de4, 0x00000000)
		eeObj.WriteMem32(start + 0x005de8, 0x00000000)
		eeObj.WriteMem32(start + 0x005df0, 0x00000000)

		eeObj.WriteMem32(start + 0x005e4c, 0x00000000)
		eeObj.WriteMem32(start + 0x005ef8, 0x00000000)		
		eeObj.WriteMem32(start + 0x005f80, 0x00000000)		
		eeObj.WriteMem32(start + 0x006018, 0x00000000)		
	end
end

-- --------------------------------------------------------------------------------------
-- diagnostic for checking the Jak engine's internal frame skipping mechanism.
-- $fp30 contains a ratio of time-taken-to-16ms to render the scene, eg. 18 ms is approx 1.15.
-- The engine will proceed to make a series of logical decisions according to this value.
-- The value read out here will be affected by both EE cycle rates and adaptive GS penalties.
-- I tried modifiying this value directly but it gives somewhat unsatisfactory results.

-- eeOverlay.AddPreHook("drawable.main",0x208+8, 0x461E0034, function()
-- 	local v1 = eeObj.GetGpr(gpr.v1)
-- 	print(string.format("fpuCompare fpr0=%f fpr30=%f", eeObj.GetFpr(0), eeObj.GetFpr(30)))
-- end)
-- --------------------------------------------------------------------------------------

Jak 2[edit | edit source]

CLI
SCUS-97265

--ee-jit-pagefault-threshold=20
--gs-frontend-opt-mode=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--cop2-no-clamping=1
--cop2-clamp-range=0x2A18,0x2a20,joint.seg1
--vu1-mpg-cycles=250

LUA
SCUS-97265

apiRequest(2.2)

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


-- 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  } )

---------------------------------------------------------------------------------
-- Basic Block breakers for EE AOT Injection
eeOverlay.AddPreHook("traffic-engine.seg1", 0x004474, 0x0080e025, "nop" )
eeOverlay.AddPreHook("spatial-hash.seg1", 	0x004474, 0x0080e025, "nop" )

---------------------------------------------------------------------------------

-- ------------------------- OVERLAY MANAGER --------------------------
g_OnOverlayRegistered = function(filename, start, size)
	-- global function provided for adding per-overlay callback handlers.
end

local DH8 = function()
	local s0 = eeObj.GetGpr(gpr.s0)
	
	local linkblock = eeObj.ReadMem32(s0+0x60) -- was 0x5c on Jak1
	
	--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
	
	local linkblock_allocate_length 		= eeObj.ReadMem32 (linkblock + 0x00)
	local linkblock_allocate_version 		= eeObj.ReadMem32 (linkblock + 0x04)
	local linkblock_allocate_segment_count 	= eeObj.ReadMem32 (linkblock + 0x08)
	local linkblock_allocate_name 			= eeObj.ReadMemStr(linkblock + 0x0c)
	
	local linkblock_allocate_seg1_linkptr 	= eeObj.ReadMem32 (linkblock + 0x4C)
	local linkblock_allocate_seg1_dataptr 	= eeObj.ReadMem32 (linkblock + 0x50)
	local linkblock_allocate_seg1_size 		= eeObj.ReadMem32 (linkblock + 0x54)
	local linkblock_allocate_seg1_flags 	= eeObj.ReadMem32 (linkblock + 0x58)
                                                              
	local linkblock_allocate_seg2_linkptr 	= eeObj.ReadMem32 (linkblock + 0x5C)
	local linkblock_allocate_seg2_dataptr 	= eeObj.ReadMem32 (linkblock + 0x60)
	local linkblock_allocate_seg2_size 		= eeObj.ReadMem32 (linkblock + 0x64)
	local linkblock_allocate_seg2_flags 	= eeObj.ReadMem32 (linkblock + 0x68)
                                                              
	local linkblock_allocate_seg3_linkptr 	= eeObj.ReadMem32 (linkblock + 0x6C)
	local linkblock_allocate_seg3_dataptr 	= eeObj.ReadMem32 (linkblock + 0x70)
	local linkblock_allocate_seg3_size 		= eeObj.ReadMem32 (linkblock + 0x74)
	local linkblock_allocate_seg3_flags 	= eeObj.ReadMem32 (linkblock + 0x78)
	
	-- seg1 is equiv to main in Jak3
	-- seg3 is equiv to top  in Jak3
	-- seg2 appears to be unused ... ?   --jstine (it's a debug segment, so likely unused on retail) DH

	if emuObj.IsToolingVerbose() then
		print( string.format("--> LOADED SEGMENT alloc_len %08x ver %08x segcount %08x  name:\"%s\"", linkblock_allocate_length, linkblock_allocate_version, linkblock_allocate_segment_count, linkblock_allocate_name) )
		print( string.format("    seg1linkptr %08x seg1dataptr %08x seg1size %08x seg1flags %08x", linkblock_allocate_seg1_linkptr, linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, linkblock_allocate_seg1_flags) )
		print( string.format("    seg2linkptr %08x seg2dataptr %08x seg2size %08x seg2flags %08x", linkblock_allocate_seg2_linkptr, linkblock_allocate_seg2_dataptr, linkblock_allocate_seg2_size, linkblock_allocate_seg2_flags) )
		print( string.format("    seg3linkptr %08x seg3dataptr %08x seg3size %08x seg3flags %08x", linkblock_allocate_seg3_linkptr, linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, linkblock_allocate_seg3_flags) )
	end

--	local debugObj	= getDebugObject()
--	debugObj.eDumpDisasmToFile("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg1.dasm", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, 0)
--	debugObj.eDumpDisasmToFile("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg3.dasm", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, 0)
--	debugObj.eDumpAotToFile   ("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg1.aot",  linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, 0)
--	debugObj.eDumpAotToFile   ("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg3.aot",  linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, 0)

	if linkblock_allocate_seg1_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg1",  linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, false) end
	if linkblock_allocate_seg3_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg3",  linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, true)  end

	if (g_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size)	end
		if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size) end
	end
end

assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered

g_OnOverlayRegistered = function(filename, start, size)
	if (prev_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		prev_OnOverlayRegistered(filename, start, size)
	end

	if filename == "sparticle-launcher.seg1" then
		-- this RNG-sqrt instance is removed for performance.  Additionally, not corrupting the RNG seed with
		-- bad sqrt math is always a good thing in my book --jstine

		assert(eeObj.ReadMem32(start + 0x0044ec) == 0x4be1043d)		--	vrget.wxyz   vf01,r
		assert(eeObj.ReadMem32(start + 0x0044f0) == 0x4a0103bd)		--	vsqrt        q,vf01x
		assert(eeObj.ReadMem32(start + 0x0044f8) == 0x4b0000a0)		--	vaddq.x      vf02,vf00,q

		assert(eeObj.ReadMem32(start + 0x00454c) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x0045f8) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x004680) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x004718) == 0x4a00143f)		--	vrxor        r,vf02x

		eeObj.WriteMem32(start + 0x0044ec, 0x00000000)
		eeObj.WriteMem32(start + 0x0044f0, 0x00000000)
		eeObj.WriteMem32(start + 0x0044f8, 0x00000000)

		eeObj.WriteMem32(start + 0x00454c, 0x00000000)
		eeObj.WriteMem32(start + 0x0045f8, 0x00000000)		
		eeObj.WriteMem32(start + 0x004680, 0x00000000)		
		eeObj.WriteMem32(start + 0x004718, 0x00000000)		
	end
end

-- hooked in link_control::finish(void)>:
function install_c_hooks(offset)
	eeObj.AddHook(0x1085a0 + offset , 0x0080c825, DH8) 
end


local Ready = 0

local DetectFunc = function()
	if Ready == 0 then
	
		local discID = eeObj.ReadMemStr(0x0012fc8)
	
		if (discID ~= "") then
		
			if (discID == "cdrom0:\\SCUS_972.65;1") or (discID == "cdrom0:\\SCPS_150.57;1") then
				-- US or Japan Disc
				Ready = 1
				install_c_hooks(0)
				
				print( string.format("********************* DETECTED USA, JAPAN DISC ********************" ) )
			
			elseif (discID == "cdrom0:\\SCKA_200.10;1") then
				Ready = 1
				install_c_hooks(0x08)
				print( string.format("********************* KOREA DISC ********************" ) )
			
			elseif (discID == "cdrom0:\\SCES_516.08;1") then
				-- European Disc
				Ready = 1
				install_c_hooks(0xb8)
				
				print( string.format("********************* DETECTED EUROPE DISC (SCES-51608) ********************" ) )			
			
			
			elseif (discID == "rom0:PS2LOGO") then
				-- loading PS2 logo
			elseif (discID == "EELOAD") then
				-- loading?
			elseif (discID == "rom0:OSDSYS") then
				-- loading initial boot
			else
				print( string.format("--> DISC ID \"%s\"", discID ) )
			end
		
		end
		
	end	
end

emuObj.AddVsyncHook(DetectFunc)

Jak X[edit | edit source]

CLI
SCUS-97429

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

LUA
SCUS-97429

-- Jak X Combat Racing   [US]

apiRequest(2.2)

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


-- Bug 10697
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { texMode=2 , tw=6 , th=5} )

-- 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  } )

-- ------------------------- OVERLAY MANAGER --------------------------
g_OnOverlayRegistered = function(filename, start, size)
	-- global function provided for adding per-overlay callback handlers.
	-- See code for bug#10141 below, as example of this usage.
end

-- -- this hooks at the moment of loading the relocatable code and patch it only on the target segment.
eeObj.AddHook(0x0026ff90, 0x03207825, function()
	local s1 		= eeObj.GetGpr    (gpr.s1)
	local filename 	= eeObj.ReadMemStr(s1 + 17)
	local segment 	= eeObj.ReadMem32 (s1 + 8)
	local main 		= eeObj.ReadMem32 (segment + 4)
	local mainSize 	= eeObj.ReadMem32 (segment + 8)
	local top 		= eeObj.ReadMem32 (segment + 36)
	local topSize 	= eeObj.ReadMem32 (segment + 40)

	if emuObj.IsToolingVerbose() then
		print(string.format("LOAD SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x",
							filename, main, mainSize, top, topSize))
	end
	
	eeOverlay.Register(filename .. ".main", main, mainSize, false)
	eeOverlay.Register(filename .. ".top",  top,  topSize,  true )

	if (g_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		g_OnOverlayRegistered(filename .. ".main", main, mainSize)
		g_OnOverlayRegistered(filename .. ".top",  top,  topSize )
	end
end)


-- ---------------------------------------------------------------------------------
-- This code serves as both a working patch for Jak X and as a sample for implementing
-- overlay-relative code patches in trophy or feature lua scripts.  The process described:
--
-- 1. store local copy of current global variable instance.  if g_OnOverlayRegistered is
--    nil then we have a problem.  The universal overlay hook is missing for some reason.
--
-- 2. Bind our own function to g_OnOverlayRegistered.  Since it's a global, the hook code
--    in config.lua will execute our handler when the hook is invoked.

assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered

g_OnOverlayRegistered = function(filename, start, size)
	if (prev_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		prev_OnOverlayRegistered(filename, start, size)
	end

	-- bug#10141  workaround
	-- the problem is actually on a block 0x013090bc - 0x01309188.
	-- the block is expected to loop 8 times (s4 is the loop counter),
	-- the game falls into freezing state once it reaches at 0x01309170.
	-- it seems it's OK just to avoid to go into this 'freeze' state, eliminated the branch.

	-- this doesn't take into account relocatable code.
	-- eeInsnReplace(0x01309174, 0x1000012f, 0) -- beq     $zero,$zero,0x01309634    

	-- 01309c64 : (1000012f) beq     $zero,$zero,0x0130a124    => nop
	if filename == "lobby-menu-manager.main" then
		local adr    = start + 0x1224
		assert (eeObj.ReadMem32(adr) == 0x1000012f)
		eeObj.WriteMem32(adr, 0)
	end
	
	-- bug#10720 - title has a bugged RNG which does an SQRT of the current seed and xor the 
	-- result back into the seed.  This breaks the prime factorial pattern of the RNG and causes
	-- it to fall into a repeating loop with disturbing regularity.  NOP'ing out the sqrt/xor
	-- hack seems to fix the title. --jstine
	
	if filename == "math.main" then
		assert(eeObj.ReadMem32(start + 0x0005e4) == 0x4be1043d)		-- 	vrget.wxyz   vf01,r
		assert(eeObj.ReadMem32(start + 0x0005e8) == 0x4a0103bd)		--	vsqrt        q,vf01x
		assert(eeObj.ReadMem32(start + 0x0005ec) == 0x4b0000a0)		--	vaddq.x      vf02,vf00,q	
		assert(eeObj.ReadMem32(start + 0x0005f0) == 0x4a00143f)		--	vrxor        r,vf02x	
		eeObj.WriteMem32(start + 0x0005e4, 0x00000000) 
		eeObj.WriteMem32(start + 0x0005e8, 0x00000000) 
		eeObj.WriteMem32(start + 0x0005ec, 0x00000000) 
		eeObj.WriteMem32(start + 0x0005f0, 0x00000000) 
	end
	
	-- this RNG-sqrt instance is removed more for performance than for RNG corruption.  the particle 
	-- launcher iterates over the sqrt quite often.  In any case, not corrupting the RNG seed with
	-- bad sqrt math is always a good thing in my book --jstine

	if filename == "sparticle-launcher.main" then
		assert(eeObj.ReadMem32(start + 0x00630c) == 0x4be1043d)		--	vrget.wxyz   vf01,r
		assert(eeObj.ReadMem32(start + 0x006310) == 0x4a0103bd)		--	vsqrt        q,vf01x
		assert(eeObj.ReadMem32(start + 0x006318) == 0x4b0000a0)		--	vaddq.x      vf02,vf00,q
		assert(eeObj.ReadMem32(start + 0x006370) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x0063fc) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x006484) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x00651c) == 0x4a00143f)		--	vrxor        r,vf02x

		eeObj.WriteMem32(start + 0x00630c, 0x00000000)
		eeObj.WriteMem32(start + 0x006310, 0x00000000)
		eeObj.WriteMem32(start + 0x006318, 0x00000000)
		eeObj.WriteMem32(start + 0x006370, 0x00000000)
		eeObj.WriteMem32(start + 0x0063fc, 0x00000000)		
		eeObj.WriteMem32(start + 0x006484, 0x00000000)		
		eeObj.WriteMem32(start + 0x00651c, 0x00000000)		
	end
end
-- ---------------------------------------------------------------------------------

Kinetica[edit | edit source]

CLI
SCUS-97132

--vu1-clamp-range=0x386,0x386
--vu1-clamp-range=0x5e0,0x5f0	# another gritches
--gs-kernel-cl-up="up2x2skipinterp"
--vu1-injection=1
--vu1-jr-cache-policy=sameprog
--vu1-jalr-cache-policy=sameprog
--vu1-mpg-cycles=900
--host-audio-latency=0.10
--cdvd-sector-read-cycles=40000

LUA
SCUS-97132

local gpr = require("ee-gpr-alias")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

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

-- require("debughooks")
-- local iopObj = getIOPObject()
-- iopObj.AddHook(0x000135ac, 0x27bdffe0, DebugHooks.h_IOP_ioman_write)

-- bug#8123
-- Skip resetting VAG stream which happens on an error.
iopInsnReplace(0x00090028, 0x16220009, 0x08024014)	-- bne $s1,$v0,0x00090050 => j 0x00090050

-- bug#9405 - advance EE clock according to spinning-loop SIF activity.
 
local skip_syncDCache = function()
	-- Original value when actually processing syncDCache was 3300
	-- Boosting to 8000 helps reduce bottleneck
	eeObj.AdvanceClock(8000)
end

eeInsnReplace(0x1ca9e0, 0x27bdffe0, 0x03e00008)
eeInsnReplace(0x1ca9e4, 0x0080302d, 0x00000000)
eeObj.AddHookJT(0x1ca9e0, 0x03e00008, skip_syncDCache)

-- gametime to be from realtim....
-- # this causes the time elapses even while in pause. so bugged
-- # also maybe this causes 'negative' race time as well.
-- we should be OK even without this because skipping frame works (mostly).
-- 
-- local prevtime = 0.0
-- eeObj.AddHook(0x12350c,	0x27bdfec0, function()
-- 				 local curtime = os.clock()
-- 				 if prevtime ~= 0.0 then
-- 					eeObj.WriteMemFloat(eeObj.GetGpr(gpr.gp)-31776, curtime - prevtime)
-- 				 end
-- 				 prevtime = curtime
-- end)

-- to work skipping frame mechanism correctly...
-- the game checks a flag set by INTC GS whether GS still does his job or not to
-- determine whether it should skip a frame or not.
-- Unfortunately we don't have the actual timing of GS FINISH signal.
-- Instead of that, we check EE clock to determine to skip or not.

local ee_frequency = 294912000
local vsync_frequency = 59.94	-- use interlace freq. 

local one_vsync_clock_on_ntsc = math.floor(ee_frequency / vsync_frequency)


-- Kinetica has some inconsistency among frames -- some frames take unusually long, possibly due
-- to AI updates.  In these cases, it is necessary to skip multiple frames to catch the game's
-- clock back up to realtime.  To do so, we track 'expected_clock' over time, so that especially
-- slow frames are compensated for over time.

local prev_clock = 0
local expected_clock = 0

eeObj.AddHook(0x181f7c,	0x8f82bf54, function()
				-- It hits here when it skips a frame.
				--local diff = eeObj.GetClock() - prev_clock
				
				local clock = eeObj.GetClock()
				--local diff  = clock - expected_clock
				--print(string.format("SKIP FRAME: diff=%7d", diff))

				--prev_clock     = eeObj.GetClock()		-- just update the clock.
				expected_clock = expected_clock + one_vsync_clock_on_ntsc
end)
eeObj.AddHook(0x18202c, 0x8f84bf54, function()
				local clock = eeObj.GetClock()
				--local diff = clock - prev_clock
				--print(string.format("diff=%d vsync_term=%f %s", diff, one_vsync_clock_on_ntsc, diff > one_vsync_clock_on_ntsc and "SKIP" or ""))
				
				local diff = clock - expected_clock
				
				-- Sanity correction -- to handle cases where expected_clock contents is
				-- zero or out-dated.
				if (math.abs(diff) > (one_vsync_clock_on_ntsc * 6)) then
					expected_clock = clock
				end
				 
				-- print(string.format("diff=%7d %s", diff, diff > 17000 and "SKIP" or ""))
                
				if diff > 17000 then
					eeObj.SetGpr(gpr.a0, 1)
				end
                
				-- update clock
				--prev_clock     = clock
				expected_clock = expected_clock + one_vsync_clock_on_ntsc
end)


-- Applies a cycle rate hack to what I presume is the game logic pipeline, for roughly per-frame updates.

local mpgCycles_default	= 900
local currentMpgCycles = mpgCycles_default

local checkNeedsSpeedHack = function()
	local stageId    = eeObj.ReadMem32(0x01fce8c)
	local numPlayers = eeObj.ReadMem32(0x01ffd78)		-- 0x01ffd7c seems to always match this one...

	-- print(string.format("stageId = %d, numPlayers = %d", stageId, numPlayers))
	
	-- 3 = Electrica
	-- 7 = Electrica II
	-- 8 = Cliffhanger
	
	local newMpgCycles = mpgCycles_default
	if (stageId == 3 or stageId == 7 or stageId == 8) then

		-- note: this will also apply to demo loops (0 players)
		newMpgCycles = newMpgCycles + 120
		
		if stageId == 7 then
			-- Electrica 2 is extra-special slow in some areas.
			-- (and 2-player mode on this map runs enough mpgs that extra penalty isn't needed)
			if numPlayers == 2 then
				newMpgCycles = newMpgCycles - 100
			else
				newMpgCycles = newMpgCycles + 275
			end
		elseif numPlayers == 2 then
			-- increment is not so big here because two player mode already runs many more VU programs.
			newMpgCycles = newMpgCycles + 100
		end

	end

	if currentMpgCycles ~= newMpgCycles then
		-- print ( string.format("################### Setting mpg-cycles = %d", newMpgCycles) )
		eeObj.Vu1MpgCycles(newMpgCycles)
		currentMpgCycles = newMpgCycles
	end
end

eeObj.AddHookJT(0x15ca2c,0x27bdff20,checkNeedsSpeedHack)

The King of Fighters Collection: The Orochi Saga[edit | edit source]


CLI
SLUS-21554

--host-audio-latency=0.010
--force-frame-blend=1


LUA

-- Lua 5.3
-- Titles: The King of Fighters Collection - The Orochi Saga
-- Features version: 1.00
-- Author: David Haywood, Warren Davis
-- Date: March/April 2017

--[[  

Notes:

The intro sequence (SNK logo, movie) only plays ONCE, on startup, never again, no matter how long you leave things in attract mode
this works to our advantage.  For this reason it's probably easiest to have the current scanlines / bezel options kick in immediately
after the SNK logo.


FEATURE SCRIPT : Rom Base is is set to 0 as soon as you select 'return to main menu' although any music that is playing at the time
continues to play until you confirm the 'save to memory card' choice, this might not work to our advantage.

Rom base is set to 00020000 then the actual value as soon as you select a game from the main menu.

text base and RAM base get set as soon as the actual emulation starts for each game.


Sprites
0 SNK logo
1 Bezel

2 Art Mode notification
3 Scan Mode notification

4 Fight stick notification
5 Fight stick notification
6 Fight stick notification
7 Fight stick notification


Requested volume adjustments

Intro 100% -> 79.43%
Games 100% -> 70.79%

--]]

-- 1 for US
-- 2 for Europe
local Region = 1


apiRequest(2.0)	-- request version 2.0 API. Calling apiRequest() is mandatory.

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

-- hangs on black screen with some other language settings (eg Japanese)
emuObj.SetPs2Lang(1)

local gpr = require("ee-gpr-alias")
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
local PadConnectType = require("pad-connect-type")

HIDPad_Enable()

-- NEEDS HOOKING UP
local OptionsMenuActive = 0
local RestoreNewMenus = false		-- WBD keep new menus from reappearing when Player Control menu goes away

-- should these be 1-x ?
local INTROVOLUME = 0.375                  --WBD adjusted, was 0.7943  
local GAMEVOLUME = 0.39                    --WBD adjusted, was 0.7079

local SaveData = emuObj.LoadConfig(0)

if SaveData.vid_mode == nil then
	SaveData.vid_mode       = 0
end

if SaveData.vid_scanlines == nil then
	SaveData.vid_scanlines  = 0
end

local vid_modeOptions = {"NONE", "ART1", "ART2"}
local vid_scanlineOptions = {"OFF", "ON"}
local vid_mode = SaveData.vid_mode
local vid_scanlines = SaveData.vid_scanlines

local snklogo = 0

--print (string.format("_NOTE: STARTING Region %d", Region))

-----------------------
-- Video Options
-----------------------

local sprite_snklogo = getSpriteObject(0)
local sprite_bezel = getSpriteObject(1)
local sprite_artmenu = getSpriteObject(2)
local sprite_scanmenu = getSpriteObject(3)

-- Notifications should be assigned to two unused sprite slots.  Since we want them to
-- be displayed on top of everything else, they should be the highest sprites in the list.
local spr_p1_notify = getSpriteObject(4)
local spr_p2_notify = getSpriteObject(5)
local spr_p1d_notify = getSpriteObject(6)
local spr_p2d_notify = getSpriteObject(7)

-- note: Texture 0 is fixed as the PS2 scanout.
local texture1 = getTextureObject(1)
local texture2 = getTextureObject(2)
local texture3 = getTextureObject(3)
local texture4 = getTextureObject(4)
local texture5 = getTextureObject(5)
local texture6 = getTextureObject(6)
local texture7 = getTextureObject(7)
--local texture8 = getTextureObject(8)	-- WBD not needed

-- ------------------------------------------------------------
local STATE_STOPPED		= 0
local STATE_RUNNING		= 1

local notify_ypos = 24
local notify_p1_xsize = 0
local notify_p2_xsize = 0
local notify_p1d_xsize = 0
local notify_p2d_xsize = 0
local notify_ysize = 0

local notify_frames_p1 = 0
local notify_frames_p2 = 0
local notify_animstate_p1 = STATE_STOPPED
local notify_animstate_p2 = STATE_STOPPED

local connected_p1 = 47
local connected_p2 = 47
local blink_on_p1 = true
local blink_on_p2 = true

--[[ Menu notifications --]]

local texture9 = getTextureObject(9)
local texture10 = getTextureObject(10)
local texture11 = getTextureObject(11)
local texture12 = getTextureObject(12)
local texture13 = getTextureObject(13)


local extra_menu_h = 0
local extra_menu_w = 0

-- adjust these?
local artmenu_ypos = 770		-- adjusted by WBD
local scanmenu_ypos = artmenu_ypos + 36

local menu_xpos = 600			-- adjusted by WBD


HideArtMenu = function()
	sprite_artmenu.Disable()
	--[[ 	WBD  added Disable rather than position offscreen
	sprite_artmenu.SetPosXY(-1 - extra_menu_w, artmenu_ypos)   -- full obscured
	sprite_artmenu.SetSizeXY(extra_menu_w,extra_menu_h)
	sprite_artmenu.SetPosUV(0,0)
	sprite_artmenu.SetSizeUV(extra_menu_w,extra_menu_h)
	sprite_artmenu.SetBlendColorEquation(blendDefaultEquation)
	--]]

end



HideScanMenu = function()
	sprite_scanmenu.Disable()
	--[[ 	WBD  added Disable rather than position offscreen
	sprite_scanmenu.SetPosXY(-1 - extra_menu_w, scanmenu_ypos)   -- full obscured
    sprite_scanmenu.SetSizeXY(extra_menu_w,extra_menu_h)
	sprite_scanmenu.SetPosUV(0,0)
    sprite_scanmenu.SetSizeUV(extra_menu_w,extra_menu_h)
	sprite_scanmenu.SetBlendColorEquation(blendDefaultEquation)
	--]]
end




ShowArtMenu = function()
	sprite_artmenu.BindTexture(SaveData.vid_mode+9)
	sprite_artmenu.SetPosXY(menu_xpos, artmenu_ypos)
    sprite_artmenu.SetSizeXY(extra_menu_w,extra_menu_h)
	sprite_artmenu.SetPosUV(0,0)
    sprite_artmenu.SetSizeUV(extra_menu_w,extra_menu_h)
	sprite_artmenu.SetBlendColorEquation(blendDefaultEquation)
	sprite_artmenu.Enable()
end

ShowScanMenu = function()
	sprite_scanmenu.BindTexture(SaveData.vid_scanlines+12)
	sprite_scanmenu.SetPosXY(menu_xpos, scanmenu_ypos)
    sprite_scanmenu.SetSizeXY(extra_menu_w,extra_menu_h)
	sprite_scanmenu.SetPosUV(0,0)
    sprite_scanmenu.SetSizeUV(extra_menu_w,extra_menu_h)
	sprite_scanmenu.SetBlendColorEquation(blendDefaultEquation)
	sprite_scanmenu.Enable()
end


	




local update_notifications_p1 = function()

	if notify_animstate_p1 == STATE_STOPPED then 
		spr_p1_notify.Disable()
		spr_p1d_notify.Disable()
		return
	end

--	L2()

	local keyframe = 15

	notify_frames_p1 = notify_frames_p1 + 1

	if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
	if blink_on_p1 == true then notify_ypos = 24 end
	if blink_on_p1 == false then notify_ypos = -84 end

--	print(string.format("FEATURE SCRIPT : rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p1/keyframe), notify_frames_p1/keyframe, blink_on_p1, notify_ypos))
--	print(string.format("FEATURE SCRIPT : notify_frames_p1 %s", notify_frames_p1))

	if notify_frames_p1 >= 225 then
		notify_animstate_p1 = STATE_STOPPED
		notify_frames_p1 = 0
		connected_p1 = 47
	end

	if connected_p1 == true then
		spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
		spr_p1_notify.Enable()
	end

	if connected_p1 == false then
		spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
		spr_p1d_notify.Enable()
	end
end

local update_notifications_p2 = function()

	if notify_animstate_p2 == STATE_STOPPED then 
		spr_p2_notify.Disable()
		spr_p2d_notify.Disable()
		return
	end

--	L2()

	local keyframe = 15

	notify_frames_p2 = notify_frames_p2 + 1

	if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
	if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
	if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end

--	print(string.format("FEATURE SCRIPT : rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p2/keyframe), notify_frames_p2/keyframe, blink_on_p2, notify_ypos))

	if notify_frames_p2 >= 225 then
		notify_animstate_p2 = STATE_STOPPED
		notify_frames_p2 = 0
		connected_p2 = 47
	end

--	print(string.format("FEATURE SCRIPT : connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))

	if connected_p2 == true then
		spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
		spr_p2_notify.Enable()
	end

	if connected_p2 == false then
		spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
		spr_p2d_notify.Enable()
	end

end

-- slot can range from 0 to 3, for users 1 thru 4.
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
local onHIDPadEvent = function(slot, connected, pad_type)
	spr_p1_notify.Disable()
	spr_p1d_notify.Disable()
	spr_p2_notify.Disable()
	spr_p2d_notify.Disable()
--	print(string.format("FEATURE SCRIPT : slot %s, connected %s, pad_type %s", slot, connected, pad_type))
	if pad_type == PadConnectType.HID then
		notify_frames_p1 = 0
		notify_frames_p2 = 0
		blink_on_p1 = true
		blink_on_p2 = true
		if slot == 0 then 
			connected_p1 = connected
			notify_animstate_p1 = STATE_RUNNING
		end
		if slot == 1 then 
			connected_p2 = connected 
			notify_animstate_p2 = STATE_RUNNING
		end
	end
end


local scanlineParams = {
	240.0,		-- float scanlineCount
   	0.7,		-- float scanlineHeight;
	1.5,        -- float scanlineBrightScale;
	0.5,        -- float scanlineAlpha;
	0.5         -- float vignetteStrength;
}

-- ---------------------------------------------------
-- Full Screen (480p) NoFX
-- ---------------------------------------------------

local original_mode = function()
	if snklogo == 1 then
		sprite_snklogo.BindTexture(3)
		sprite_snklogo.SetPosXY(0,0)
		sprite_snklogo.SetSizeXY(1920,1080)
		sprite_snklogo.SetPosUV(0,0)
		sprite_snklogo.SetSizeUV(1920,1080)
	else
		sprite_snklogo.BindTexture(0)
		sprite_snklogo.BindFragmentShader(0)
		sprite_snklogo.SetPosXY((1920-1440)/2,0)
		sprite_snklogo.SetSizeXY(1440,1080)
	end
	sprite_snklogo.Enable()
	sprite_bezel.Disable()
end

-- ---------------------------------------------------
-- Full Screen + ScanLines (480p)
-- ---------------------------------------------------

local scanlines_mode = function()
	if snklogo == 1 then
		sprite_snklogo.BindTexture(3)
		sprite_snklogo.SetPosXY(0,0)
		sprite_snklogo.SetSizeXY(1920,1080)
		sprite_snklogo.SetPosUV(0,0)
		sprite_snklogo.SetSizeUV(1920,1080)
	else
		sprite_snklogo.BindTexture(0)
		sprite_snklogo.SetPosXY((1920-1440)/2,0)
		sprite_snklogo.SetSizeXY(1440,1080)
		sprite_snklogo.BindFragmentShader(2)
		sprite_snklogo.SetShaderParams(scanlineParams)
	end
	sprite_snklogo.Enable()
	sprite_bezel.Disable()
end

-- ---------------------------------------------------
-- Bezel NoFX
-- ---------------------------------------------------
local bezel_mode = function(bezel)
	if snklogo == 1 then
		sprite_snklogo.BindTexture(3)
		sprite_snklogo.SetPosXY(0,0)
		sprite_snklogo.SetSizeXY(1920,1080)
		sprite_snklogo.SetPosUV(0,0)
		sprite_snklogo.SetSizeUV(1920,1080)
	else
		sprite_snklogo.BindTexture(0)
		sprite_snklogo.BindFragmentShader(0)
		sprite_snklogo.SetPosXY((1920-1280)/2, (1080-896)/2)
		sprite_snklogo.SetSizeXY(1280,896)
	end
	sprite_snklogo.Enable()

	sprite_bezel.BindTexture(bezel)
	sprite_bezel.SetPosXY(0,0)
	sprite_bezel.SetSizeXY(1920,1080)
	sprite_bezel.SetPosUV(0,0)
	sprite_bezel.SetSizeUV(1920,1080)
	sprite_bezel.Enable()
end

-- ---------------------------------------------------
-- Bezel + ScanLines (480p)
-- ---------------------------------------------------

local bezel_scanlines_mode = function(bezel)
	if snklogo == 1 then
		sprite_snklogo.BindTexture(3)
		sprite_snklogo.SetPosXY(0,0)
		sprite_snklogo.SetSizeXY(1920,1080)
		sprite_snklogo.SetPosUV(0,0)
		sprite_snklogo.SetSizeUV(1920,1080)
	else
		sprite_snklogo.BindTexture(0)
		sprite_snklogo.SetPosXY((1920-1280)/2, (1080-896)/2)
		sprite_snklogo.SetSizeXY(1280,896)
		sprite_snklogo.BindFragmentShader(2)
		sprite_snklogo.SetShaderParams(scanlineParams)
	end
	sprite_snklogo.Enable()

	sprite_bezel.BindTexture(bezel)
	sprite_bezel.SetPosXY(0,0)
	sprite_bezel.SetSizeXY(1920,1080)
	sprite_bezel.SetPosUV(0,0)
	sprite_bezel.SetSizeUV(1920,1080)
	sprite_bezel.Enable()
end






local updateMode = function(mode, scanlines)
	if scanlines == 0 then
		if mode == 0 then
			original_mode()
		else
			bezel_mode(mode)
		end
	else
		if mode == 0 then
			scanlines_mode()
		else
			bezel_scanlines_mode(mode)
		end
	end
	
	local needsSave = (SaveData.vid_mode ~= mode or SaveData.vid_scanlines ~= scanlines)
	
	if needsSave == true then
		SaveData.vid_mode = mode
		SaveData.vid_scanlines = scanlines
		emuObj.SaveConfig(0, SaveData)
	end
end



-- Fight stick
local pad = function()
	updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
	emuObj.AddVsyncHook(update_notifications_p1)
	emuObj.AddVsyncHook(update_notifications_p2)
end

emuObj.AddPadHook(onHIDPadEvent)
emuObj.AddEntryPointHook(pad)



--[[###################################################################################################################
#######################################################################################################################

  Adjusted Memory Read/Write operations

  when data stored in memory differs by a common offset between regions these functions are handy

###################################################################################################################--]]

-- Initial offsets based on European version
local AdjustForRegion = 0

function Adjusted_WM32(base, data)
	eeObj.WriteMem32(base + AdjustForRegion, data)
end

function Adjusted_WM16(base, data)
	eeObj.WriteMem16(base + AdjustForRegion, data)
end

function Adjusted_WM8(base, data)
	eeObj.WriteMem8(base + AdjustForRegion, data)
end

function Adjusted_WMFloat(base, data)
	eeObj.WriteMemFloat(base + AdjustForRegion, data)
end


function Adjusted_RM32(base)
	return eeObj.ReadMem32(base + AdjustForRegion)
end

function Adjusted_RM16(base)
	return eeObj.ReadMem16(base + AdjustForRegion)
end

function Adjusted_RM8(base)
	return eeObj.ReadMem8(base + AdjustForRegion)
end

function Adjusted_RMStr(base)
	return eeObj.ReadMemStr(base + AdjustForRegion)
end

function Adjusted_RMFloat(base)
	return eeObj.ReadMemFloat(base + AdjustForRegion)
end

function Adjusted_W_bitset_8(base, bit)
	local u8val = eeObj.ReadMem8(base + AdjustForRegion)
	local bitmask = 1 << bit
	u8val = u8val | bitmask
	eeObj.WriteMem8(base + AdjustForRegion, u8val)
end

function Adjusted_W_bitclear_8(base, bit)
	local u8val = eeObj.ReadMem8(base + AdjustForRegion)
	local bitmask = 1 << bit
	bitmask = bitmask ~0xff
	
	u8val = u8val & bitmask
	eeObj.WriteMem8(base + AdjustForRegion, u8val)
end

function Adjusted_R_bit_8(base, bit)	
	local u8val = eeObj.ReadMem8(base + AdjustForRegion)
	local bitmask = 1 << bit
	u8val = u8val & bitmask
	u8val = u8val >> bit
						
	return u8val
end


function NeoGeo_WM8(address, data)

	local tempaddress = address & ~3
	
	address = address & 3
	if (address==0) then
		tempaddress = tempaddress + 1
	elseif (address==1) then
		tempaddress = tempaddress + 0
	elseif (address==2) then
		tempaddress = tempaddress + 3
	elseif (address==3) then
		tempaddress = tempaddress + 2
	end
	
	eeObj.WriteMem8(tempaddress, data)
end


function NeoGeo_RM8(address)

	local tempaddress = address & ~3
	
	address = address & 3
	if (address==0) then
		tempaddress = tempaddress + 1
	elseif (address==1) then
		tempaddress = tempaddress + 0
	elseif (address==2) then
		tempaddress = tempaddress + 3
	elseif (address==3) then
		tempaddress = tempaddress + 2
	end
	
	return eeObj.ReadMem8(tempaddress)
end




local currentGame = -1
local lastRomBase = -1
local textVramBase = -1 -- address of text VRAM for emulated NeoGeo
local RamBase = -1; -- address of main ram for emulated NeoGeo


local ActivateOptionsMenu = function()
	OptionsMenuActive = 1
	
	ShowArtMenu()
	ShowScanMenu()
end

local DeActivateOptionsMenu = function()
	OptionsMenuActive = 0
	
	HideArtMenu()
	HideScanMenu()
end

--[[ 	The Player Control menus don't have room for our new bezel and scanline options,
		so remove them if they are present. (They should be present for the main Options screen
		but not for the gameplay options screens)
--]]
local PlayerCtrlMenuOn = function()
	if (OptionsMenuActive == 1) then
		RestoreNewMenus = true
		DeActivateOptionsMenu()
	end
end

--[[ 	When a Player Control menu goes away, we may need to restore our new bezel and scanline
		options. 
--]]
local PlayerCtrlMenuOff = function()
	if (RestoreNewMenus == true) then
		ActivateOptionsMenu()
	end
	RestoreNewMenus = false
end


local lastR1 = -1
local lastL1 = -1
local lastR2 = -1
local lastL2 = -1

local CheckInputs = function()
	
	-- This entire piece of code needs to be blocked out unless the menu is active and displayed
	
	if OptionsMenuActive ~= 1 then
		return
	end	
	
	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) and (L2 ~= lastL2) then
		--print( string.format("L2 Pressed\n" ) )
		
		vid_mode = vid_mode - 1	
		if (vid_mode<0) then vid_mode = 2 end

		updateMode(vid_mode, vid_scanlines)
		ShowArtMenu()
		
		--print( string.format("FEATURE SCRIPT: VIDEO MODE IS NOW %d\n", vid_mode ) )
	
	end
	
	if (R2 ~= 0) and (R2 ~= lastR2) then
		--print( string.format("R2 Pressed\n" ) )
		
		vid_mode = vid_mode + 1	
		if (vid_mode>2) then vid_mode = 0 end
		
		updateMode(vid_mode, vid_scanlines)
		ShowArtMenu()
		
		--print( string.format("FEATURE SCRIPT: VIDEO MODE IS NOW %d\n", vid_mode ) )
	
	end	
	
	if (L1 ~= 0) and (L1 ~= lastL1) then
		--print( string.format("L1 Pressed\n" ) )
		
		vid_scanlines = vid_scanlines - 1	
		if (vid_scanlines<0) then vid_scanlines = 1 end	
		
		updateMode(vid_mode, vid_scanlines)
		ShowScanMenu()
			
		--print( string.format("FEATURE SCRIPT: SCANLINES MODE IS NOW %d\n", vid_scanlines ) )
	
	end		
	
	if (R1 ~= 0) and (R1 ~= lastR1) then
		--print( string.format("R1 Pressed\n" ) )
		
		vid_scanlines = vid_scanlines + 1	
		if (vid_scanlines>1) then vid_scanlines = 0 end	
		
		updateMode(vid_mode, vid_scanlines)
		ShowScanMenu()
		
		--print( string.format("FEATURE SCRIPT: SCANLINES MODE IS NOW %d\n", vid_scanlines ) )	
	
	end		
	

	
	lastL1 = L1
	lastR1 = R1
	lastL2 = L2
	lastR2 = R2
end

local VsyncFunc = function()

	CheckInputs()

	local romBase = -1
	
	if Region == 1 then
		romBase = Adjusted_RM32(0x02d89bc)
	elseif Region == 2 then
		romBase = Adjusted_RM32(0x02d89bc + 0x700)
	end
	
	if (romBase ~= lastRomBase) then
		lastRomBase = romBase	
		--print( string.format("FEATURE SCRIPT : Rom Base %08x\n", romBase ) )
		
		if (romBase == 0) then
			currentGame = -1
			textVramBase = -1
			RamBase = -1
			--print( string.format("FEATURE SCRIPT : unloaded game, disable game specific trophies\n", romBase ) )
		end
		
		if (romBase == 0) then
			--print( string.format("------------------- SETTING VOLUME FOR INTRO\n" ) )
			emuObj.SetVolumes(INTROVOLUME, 1.0, 1.0);
		end
	
		if (romBase == 0x0020000) then
			--print( string.format("------------------- SETTING VOLUME FOR GAMES\n" ) )
			emuObj.SetVolumes(GAMEVOLUME, 1.0, 1.0);
		end		
		
	end
	
	if (currentGame == -1) then
	
		if (romBase ~= 0) then
		
			local checkString1 = eeObj.ReadMem32(romBase+0x100+0x0)
			local checkString2 = eeObj.ReadMem32(romBase+0x100+0x4)
			local checkString3 = eeObj.ReadMem32(romBase+0x100+0x8)
	
			--print( string.format("FEATURE SCRIPT : %08x %08x %08x", checkString1, checkString2, checkString3 ) )
		  		   
			if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f004745) and (checkString3 == 0x00100055) then
				--print( string.format("FEATURE SCRIPT : 1994 1994 1994\n" ) )
				currentGame = 94
			end	
	
			if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f004745) and (checkString3 == 0x00100084) then
				--print( string.format("FEATURE SCRIPT : looks like we're KOF'95ing\n" ) )
				currentGame = 95
			end	

			if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f104745) and (checkString3 == 0x00300214) then
				--print( string.format("FEATURE SCRIPT : Once upon a 1996\n" ) )
				currentGame = 96
			end	

			if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f104745) and (checkString3 == 0x00400232) then
				--print( string.format("FEATURE SCRIPT : it's 1997!\n" ) )
				currentGame = 97
			end	

			if (checkString1 == 0x4f2d4e45) and (checkString2 == 0x4f104745) and (checkString3 == 0x00500242) then
				--print( string.format("FEATURE SCRIPT : Slugfest of '98!\n" ) )
				currentGame = 98
			end	
				
		end
	
	end	

end

local TextFunc = function()

	if (currentGame ~= -1) then

		if (textVramBase == -1) then
		
			local base = eeObj.GetGPR(gpr.s0);
			
			local newText = base + 0xe000
			
			if (newText ~= textVramBase) then		
				--print( string.format("FEATURE SCRIPT : text base is %08x?!\n", newText ) )
				textVramBase = newText
				
				if Region==1 then
					RamBase = Adjusted_RM32(0x002d89b0)
				elseif Region==2 then
					RamBase = Adjusted_RM32(0x002d89b0+0x700)
				end
				
				--print( string.format("FEATURE SCRIPT : RAM base is 0x%08x\n", RamBase ) )
				
			end
		
		end

	end

end


local TurnOnScaleAndInterp = function()
	local game = eeObj.ReadMem32(0x32e7f4)
	if (game == 0xffffffff) then	-- can get here from within challenge mode, don't turn on
		--print "_NOTE: Turning On Scale and Interp"
		gsObj.SetUprenderMode("2x2")
		gsObj.SetUpscaleMode("EdgeSmooth")
	end
	
end

local TurnOffScaleAndInterp = function()
	local s2 = eeObj.GetGpr(gpr.s2)
	local choice = eeObj.ReadMem16(s2+0xe8)  -- if choice is to return to main menu, no need to turn off
	if (choice < 3) then
		--print "_NOTE: Turning OFF Scale and Interp"
		gsObj.SetUprenderMode("none")
		gsObj.SetUpscaleMode("point")
	end
end

local EnterChallengeMode = function()
	TurnOffScaleAndInterp()
end

if Region == 1 then		-- US
	-- set Default AutoSave to ON
	eeInsnReplace(0x20f1d0, 0xae200014, 0xae250014)
	
	TextHook = eeObj.AddHook(0x001e0280+8,0x8c648a4c,TextFunc)
	OptOnHook1 = eeObj.AddHook(0x208d0c,0xffb20010,ActivateOptionsMenu)		-- Options menu On
	OptOffHook1 = eeObj.AddHook(0x208d8c,0xffb00000,DeActivateOptionsMenu)	-- Options menu Off
	PlCtrlOnHook = eeObj.AddHook(0x1fc8fc,0xffb20010,PlayerCtrlMenuOn)		-- Plyr Ctrl menu On
	PlCtrlOffHook = eeObj.AddHook(0x1fcbb4,0xffb00000,PlayerCtrlMenuOff)	-- Plyr Ctrl menu Off
	SclIntrpOffHook = eeObj.AddHook(0x211980,0x26b0e7f4,TurnOffScaleAndInterp)	-- Scale and Interp Off
--	SclIntrpOnHook = eeObj.AddHook(0x21a1a4,0xffb00000,TurnOnScaleAndInterp)	-- This is now called from LoadMainMenu_done
	eeObj.AddHook(0x210250, 0x24030001, EnterChallengeMode)

elseif Region == 2 then	-- EU
	eeInsnReplace(0x2107d8, 0xae200014, 0xae250014)

	TextHook = eeObj.AddHook(0x001e09a0+8,0x8c64914c,TextFunc)
	OptOnHook1 = eeObj.AddHook(0x20a10c,0xffb20010,ActivateOptionsMenu)
	OptOffHook1 = eeObj.AddHook(0x20a18c,0xffb00000,DeActivateOptionsMenu)
	PlCtrlOnHook = eeObj.AddHook(0x1fdb84,0xffb20010,PlayerCtrlMenuOn)		-- Plyr Ctrl menu On
	PlCtrlOffHook = eeObj.AddHook(0x1fde3c,0xffb00000,PlayerCtrlMenuOff)	-- Plyr Ctrl menu Off
	SclIntrpOffHook = eeObj.AddHook(0x212fc8,0x26b0eef4,TurnOffScaleAndInterp)	-- Scale and Interp Off
	SclIntrpOnHook = eeObj.AddHook(0x21b9f4,0xffb00000,TurnOnScaleAndInterp)	-- Scale and Interp On
	

end

MainHook = emuObj.AddVsyncHook(VsyncFunc)


local StartSNK = function()
	--print( string.format("FEATURE SCRIPT : ================== BEGIN SNK LOGO DISPLAY ===============\n" ) )
	
	snklogo = 1
	updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
	--print( string.format("------------------- SETTING VOLUME FOR INTRO\n" ) )
	emuObj.SetVolumes(INTROVOLUME, 1.0, 1.0);
	
	emuObj.ThrottleNorm()			-- end of initial load, restore to normal speed
	--print "_NOTE: End of boot load, ThrottleNorm"
end



local StartVideo = function()
	--print( string.format("FEATURE SCRIPT : ================== BEGIN VIDEO ===============\n" ) )
	
	snklogo = 0
	updateMode(SaveData.vid_mode, SaveData.vid_scanlines)
	
end

if Region == 1 then
	emuObj.AddSectorReadHook(776480, 32, StartSNK) 
	emuObj.AddSectorReadHook(200000, 16, StartVideo) 
elseif Region == 2 then
	emuObj.AddSectorReadHook(9696, 32, StartSNK) 
	emuObj.AddSectorReadHook(580324, 16, StartVideo) 
end



-- ---------------------------------------------------
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
-- the GS has been initialized.  Textures and Shaders must be loaded here.
--
Global_InitGpuResources = function()
	-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
	emuObj.LoadFsShader(1, "./shader_scanlines_any_p.sb")		-- (1) = Scanlines for SNK logo
	emuObj.LoadFsShader(2, "./shader_SL480_p.sb")		-- (2) = 480P ScanLine Sim
	texture1.Load("./PS2_Classics_for_PS4_KOF98_OROCHI_1.png")
	texture2.Load("./PS2_Classics_for_PS4_KOF98_OROCHI_2.png")
	texture3.Load("./SNK_LOGO.png")
	texture4.Load("./p1.png")
	texture5.Load("./p2.png")
	texture6.Load("./p1d.png")
	texture7.Load("./p2d.png")
--	texture8.Load("./SNK_LOGO_sl.png")		WBD not needed

	local p1_w,p1_h = texture4.GetSize()
	local p2_w,p2_h = texture5.GetSize()
	local p1d_w,p1d_h = texture6.GetSize()
	local p2d_w,p2d_h = texture7.GetSize()
	
	notify_p1_xsize = p1_w
	notify_p2_xsize = p2_w
	notify_p1d_xsize = p1d_w
	notify_p2d_xsize = p2d_w
	notify_ysize = p1_h

	spr_p1_notify.BindTexture(4)
	spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p1_notify.SetSizeXY(p1_w,p1_h)
	spr_p1_notify.SetPosUV(0,0)
    spr_p1_notify.SetSizeUV(p1_w,p1_h)
	spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p2_notify.BindTexture(5)
	spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p2_notify.SetSizeXY(p2_w,p1_h)
	spr_p2_notify.SetPosUV(0,0)
    spr_p2_notify.SetSizeUV(p2_w,p1_h)
	spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p1d_notify.BindTexture(6)
	spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
	spr_p1d_notify.SetPosUV(0,0)
    spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
	spr_p1d_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p2d_notify.BindTexture(7)
	spr_p2d_notify.SetPosXY(-1 - notify_p2d_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p2d_notify.SetSizeXY(p2d_w,p1_h)
	spr_p2d_notify.SetPosUV(0,0)
    spr_p2d_notify.SetSizeUV(p2d_w,p1_h)
	spr_p2d_notify.SetBlendColorEquation(blendDefaultEquation)
	
	--[[ Additional graphics for Menu Notifications --]]
	
	texture9.Load("./menuart0.png")
	texture10.Load("./menuart1.png")
	texture11.Load("./menuart2.png")	
	texture12.Load("./menuscanoff.png")
	texture13.Load("./menuscanonn.png")

	-- all menu text replacement files are 720x34 at the moment..
	local menu_w,menu_h = texture9.GetSize()
	
	extra_menu_h = menu_h
	extra_menu_w = menu_w
	
	sprite_artmenu.BindTexture(9) -- default
	sprite_scanmenu.BindTexture(12) -- default

	--HideArtMenu()			WBD not needed
	--HideScanMenu()		WBD not needed

	DeActivateOptionsMenu()
	
end

--[[************************************************************************************

	Attempt to speed up some load times
	
****************************************************************************************  --]]


-- called when initial "Loading..." message is displayed onscreen (after Playstation 2 logo)
--
local BootLoad_start = function()
	local a1 = eeObj.GetGpr(gpr.a1)
	if (a1 == 0x389c90) then
		emuObj.ThrottleFast()
		--print "_NOTE: Start of boot load, Throttle Fast"
	end
end

--[[
--	no longer needed, as this is called from StartSNK when the SNK logo is displayed
--
local BootLoad_done = function()
	emuObj.ThrottleNorm()
	--print "_NOTE: End of boot load, ThrottleNorm"
end
]]--

-- called when the introductory video is killed and the Main Menu is loaded
--
local LoadMainMenu_start = function()
	emuObj.ThrottleFast()
	--print "_NOTE: Start of main menu load, Throttle Fast"
end

-- called when load of Main Menu is done
--
local LoadMainMenu_done = function()
	TurnOnScaleAndInterp()		-- preserve pre-existing hook at this same location
	emuObj.ThrottleNorm()
	--print "_NOTE: End of main menu load, Throttle Normal"
end


-- called when a game is selected from the main menu
--
local LoadGameFromMainMenu_start = function()
	emuObj.ThrottleFast()
	--print "_NOTE: Start game load, Throttle Fast"
end

local LoadGameFromMainMenu_done = function()
	emuObj.ThrottleNorm()
	--print "_NOTE: End of game load, Throttle Normal"
end

-- called after Player Selection when the match is loaded
-- For most games, there will be music playing and the call to ThrottleMax will be ignored.
-- However for KOF09 and Challenge mode, which have some of the longest load times, the music will
-- be killed after Player Selection.
--
local LoadIntoGameplay_start = function()
	local ra = eeObj.GetGpr(gpr.ra)			-- only speed up for a particular calling function
	if (ra == 0x1c11a0) then
		--print "_NOTE: Throttle Max"
		emuObj.ThrottleMax()
	end
end


local music_to_kill = 0xffffffff			-- will contain a handle to bg music that we want to kill during loading

-- This will detect if the Player Selection music is running for KOF98 or Challenge mode
-- We want to allow the music to play during player selection, but be killed before the match is loaded
--
local CheckMusic = function()
	music_to_kill = 0xffffffff
	local s0 = eeObj.GetGpr(gpr.s0)			-- s0 is a pointer to the music filename
	if (s0 ~= 0) then
		local music = eeObj.ReadMemStr(s0)
		--print (string.format("_NOTE: Music starting...  %s", music))
		if (music == "kof98_bgm_23.at3") then	
			music_to_kill = eeObj.GetGpr(gpr.v0)	-- save the bg handle for this music
			--print (string.format("_NOTE: We will kill this handle (%x) later", music_to_kill))
		end
	end
end


-- When the game issues a call to fade out the Player Selection music, it usually takes a very long time. This
-- will kill it quickly so we can use ThrottleMax.
--
local KillMusic = function()
	local a1 = eeObj.GetGpr(gpr.a1)
	local bgmh = eeObj.ReadMem32(0x32e394)
	--print (string.format("_NOTE: should we kill this? bgmh = %x   a1 = %x", bgmh, a1))
	if ((bgmh == a1) and (a1 == music_to_kill)) then	
		--print (string.format("_NOTE: Killing BG Music, handle = %x", bgmh))
		eeObj.SetFpr(13, 0.0)		-- kill this sound immediately
	end
end

eeObj.AddHook(0x18acac, 0x27bdfb40, BootLoad_start)		-- initial load
--eeObj.AddHook(0x1f641c, 0x8e220034, BootLoad_done) 	-- this is done in StartSNK (logo is displayed)

eeObj.AddHook(0x1ced34, 0xffb00000, LoadMainMenu_start)		-- load main menu from start screen
eeObj.AddHook(0x21a1a4, 0xffb00000, LoadMainMenu_done)

eeObj.AddHook(0x20befc, 0xffb00000, LoadGameFromMainMenu_start)		-- load game from main menu
eeObj.AddHook(0x218d2c, 0x3c040033, LoadGameFromMainMenu_done)	


eeObj.AddHook(0x195b68, 0xae42e394, CheckMusic)				-- see if we're starting music we may need to kill later
eeObj.AddHook(0x196134, 0x24060001, KillMusic)				-- force kill player selection music
eeObj.AddHook(0x1ec944, 0x3c030035, LoadIntoGameplay_start)	-- between player selection and gameplay



--[[
--	Fix vertical lines (by forcing gCurrentGamePIXX to be 320). This constant is natively 304, which
--  when divided into 640 gives you not exactly 2. This is apparently causing some rounding errors when 
--  blitting sprites. Forcing the screen width to 320 removes the problem. The side effect is that the
--  screen is horizontally compressed by a very very small amount.

local forceHorzScrnRes = function()
	eeObj.SetGpr(gpr.a3, 0x140)
	print "_NOTE: *******************************> Forcing Horz Scrn Res"
end
eeObj.AddHook(0x1dc3dc, 0x3c050033, forceHorzScrnRes)
]]--

King of Fighters 98 Ultimate Match[edit | edit source]

ALL
CLI

--force-frame-blend=1
--gs-use-deferred-l2h=0


LUA

-- Lua 5.3
-- Title: The King of Fighters '98 Ultimate Match - SLES-55280 (Europe) v1.01
-- Author: Nicola Salmoria
-- Date: April 4, 2017


apiRequest(2.0)

local gpr = require( "ee-gpr-alias" )
local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
local PadConnectType = require("pad-connect-type")

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


local GRAPHIC_SETTING_ADDRESS	= 0x52f1f0
local AUTO_SAVE_ADDRESS			= 0x52f200
local PROGRE_FLG_ADDRESS		= 0x542ab0


local sprite0 = getSpriteObject(0)
local sprite1 = getSpriteObject(1)
local sprite2 = getSpriteObject(2)
local sprite3 = getSpriteObject(3)

-- Notifications should be assigned to two unused sprite slots.  Since we want them to
-- be displayed on top of everything else, they should be the highest sprites in the list.
local spr_p1_notify = getSpriteObject(4)
local spr_p2_notify = getSpriteObject(5)
local spr_p1d_notify = getSpriteObject(6)
local spr_p2d_notify = getSpriteObject(7)

-- note: Texture 0 is fixed as the PS2 scanout.
local texture1 = getTextureObject(1)
local texture2 = getTextureObject(2)
local texture3 = getTextureObject(3)
local texture4 = getTextureObject(4)
local texture5 = getTextureObject(5)
local texture6 = getTextureObject(6)
local texture7 = getTextureObject(7)

-- ------------------------------------------------------------
local STATE_STOPPED		= 0
local STATE_RUNNING		= 1

local notify_ypos = 24
local notify_p1_xsize = 0
local notify_p2_xsize = 0
local notify_p1d_xsize = 0
local notify_p2d_xsize = 0
local notify_ysize = 0

local notify_frames_p1 = 0
local notify_frames_p2 = 0
local notify_animstate_p1 = STATE_STOPPED
local notify_animstate_p2 = STATE_STOPPED

local connected_p1 = 47
local connected_p2 = 47
local blink_on_p1 = true
local blink_on_p2 = true

-- ---------------------------------------------------
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
-- the GS has been initialized.  Textures and Shaders must be loaded here.
--
Global_InitGpuResources = function()
	-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
	emuObj.LoadFsShader(1, "./shader_SL480_p.sb")		-- (1) = 480P ScanLine Sim

	texture1.Load("./ART1.png")
	texture2.Load("./ART2.png")
	texture3.Load("./SNK_LOGO.png")
	texture4.Load("./p1.png")
	texture5.Load("./p2.png")
	texture6.Load("./p1d.png")
	texture7.Load("./p2d.png")

	local p1_w,p1_h = texture4.GetSize()
	local p2_w,p2_h = texture5.GetSize()
	local p1d_w,p1d_h = texture6.GetSize()
	local p2d_w,p2d_h = texture7.GetSize()
	
	notify_p1_xsize = p1_w
	notify_p2_xsize = p2_w
	notify_p1d_xsize = p1d_w
	notify_p2d_xsize = p2d_w
	notify_ysize = p1_h

	spr_p1_notify.BindTexture(4)
	spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p1_notify.SetSizeXY(p1_w,p1_h)
	spr_p1_notify.SetPosUV(0,0)
    spr_p1_notify.SetSizeUV(p1_w,p1_h)
	spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p2_notify.BindTexture(5)
	spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p2_notify.SetSizeXY(p2_w,p1_h)
	spr_p2_notify.SetPosUV(0,0)
    spr_p2_notify.SetSizeUV(p2_w,p1_h)
	spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p1d_notify.BindTexture(6)
	spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
	spr_p1d_notify.SetPosUV(0,0)
    spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
	spr_p1d_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p2d_notify.BindTexture(7)
	spr_p2d_notify.SetPosXY(-1 - notify_p2d_xsize, notify_ypos)   -- default position is fully obscured from view
    spr_p2d_notify.SetSizeXY(p2d_w,p1_h)
	spr_p2d_notify.SetPosUV(0,0)
    spr_p2d_notify.SetSizeUV(p2d_w,p1_h)
	spr_p2d_notify.SetBlendColorEquation(blendDefaultEquation)
end



local update_notifications_p1 = function()

	if notify_animstate_p1 == STATE_STOPPED then 
		spr_p1_notify.Disable()
		spr_p1d_notify.Disable()
		return
	end

	emuObj.ThrottleNorm()

	local keyframe = 15

	notify_frames_p1 = notify_frames_p1 + 1

	if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
	if blink_on_p1 == true then notify_ypos = 24 end
	if blink_on_p1 == false then notify_ypos = -84 end

--	print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p1/keyframe), notify_frames_p1/keyframe, blink_on_p1, notify_ypos))
--	print(string.format("notify_frames_p1 %s", notify_frames_p1))

	if notify_frames_p1 >= 225 then
		notify_animstate_p1 = STATE_STOPPED
		notify_frames_p1 = 0
		connected_p1 = 47
	end

	if connected_p1 == true then
		spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
		spr_p1_notify.Enable()
	end

	if connected_p1 == false then
		spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
		spr_p1d_notify.Enable()
	end
end

local update_notifications_p2 = function()

	if notify_animstate_p2 == STATE_STOPPED then 
		spr_p2_notify.Disable()
		spr_p2d_notify.Disable()
		return
	end

	emuObj.ThrottleNorm()

	local keyframe = 15

	notify_frames_p2 = notify_frames_p2 + 1

	if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
	if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
	if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end

--	print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p2/keyframe), notify_frames_p2/keyframe, blink_on_p2, notify_ypos))

	if notify_frames_p2 >= 225 then
		notify_animstate_p2 = STATE_STOPPED
		notify_frames_p2 = 0
		connected_p2 = 47
	end

--	print(string.format("connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))

	if connected_p2 == true then
		spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
		spr_p2_notify.Enable()
	end

	if connected_p2 == false then
		spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
		spr_p2d_notify.Enable()
	end

end

-- slot can range from 0 to 3, for users 1 thru 4.
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
local onHIDPadEvent = function(slot, connected, pad_type)
	spr_p1_notify.Disable()
	spr_p1d_notify.Disable()
	spr_p2_notify.Disable()
	spr_p2d_notify.Disable()
--	print(string.format("slot %s, connected %s, pad_type %s", slot, connected, pad_type))
	if pad_type == PadConnectType.HID then
		notify_frames_p1 = 0
		notify_frames_p2 = 0
		blink_on_p1 = true
		blink_on_p2 = true
		if slot == 0 then 
			connected_p1 = connected
			notify_animstate_p1 = STATE_RUNNING
		end
		if slot == 1 then 
			connected_p2 = connected 
			notify_animstate_p2 = STATE_RUNNING
		end
	end
end


local scanlineParams = {
	240.0,		-- float scanlineCount
   	0.7,		-- float scanlineHeight;
	1.5,        -- float scanlineBrightScale;
	0.5,        -- float scanlineAlpha;
	0.5         -- float vignetteStrength;
}

-- ---------------------------------------------------
-- Full Screen (480p) NoFX
-- ---------------------------------------------------

local original = function()
	sprite0.BindTexture(0)
	sprite0.BindFragmentShader(0)
	sprite0.SetPosXY((1920-1440)/2,0)
	sprite0.SetSizeXY(1440,1080)
	sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
	sprite0.Enable()

	sprite1.Disable()
end

-- ---------------------------------------------------
-- Full Screen + ScanLines (480p)
-- ---------------------------------------------------

local scanlines = function()
	sprite0.BindTexture(0)
	sprite0.SetPosXY((1920-1440)/2,0)
	sprite0.SetSizeXY(1440,1080)
	sprite0.BindFragmentShader(1)
	sprite0.SetShaderParams(scanlineParams)
	sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
	sprite0.Enable()

	sprite1.Disable()
end

-- ---------------------------------------------------
-- SNK Overlay NoFX
-- ---------------------------------------------------
local bezel = function()
	sprite0.BindTexture(0)
	sprite0.BindFragmentShader(0)
	sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
	sprite0.SetSizeXY(1280,896)
	sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
	sprite0.Enable()

	sprite1.BindTexture(1)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end

-- ---------------------------------------------------
-- SNK Overlay + ScanLines (480p)
-- ---------------------------------------------------

local bezel_scanlines = function()
	sprite0.BindTexture(0)
	sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
	sprite0.SetSizeXY(1280,896)
	sprite0.BindFragmentShader(1)
	sprite0.SetShaderParams(scanlineParams)
	sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
	sprite0.Enable()

	sprite1.BindTexture(1)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end

-- ---------------------------------------------------
-- Arcade Overlay NoFX
-- ---------------------------------------------------
local bezel2 = function()
	sprite0.BindTexture(0)
	sprite0.BindFragmentShader(0)
	sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
	sprite0.SetSizeXY(1280,896)
	sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
	sprite0.Enable()

	sprite1.BindTexture(2)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end

-- ---------------------------------------------------
-- Arcade Overlay + ScanLines (480p)
-- ---------------------------------------------------

local bezel2_scanlines = function()
	sprite0.BindTexture(0)
	sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
	sprite0.SetSizeXY(1280,896)
	sprite0.BindFragmentShader(1)
	sprite0.SetShaderParams(scanlineParams)
	sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
	sprite0.Enable()

	sprite1.BindTexture(2)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end


local VIDEOMODE_ORIGINAL		= 0*2 + 0
local VIDEOMODE_SCANLINES		= 0*2 + 1
local VIDEOMODE_ART1			= 1*2 + 0
local VIDEOMODE_ART1_SCANLINES	= 1*2 + 1
local VIDEOMODE_ART2			= 2*2 + 0
local VIDEOMODE_ART2_SCANLINES	= 2*2 + 1
local VIDEOMODE_LOGO			= 127

local lastVideoMode = nil

local function switchVideoMode(mode)
	if lastVideoMode ~= mode then
		lastVideoMode = mode

		emuObj.ThrottleNorm()
	
		if mode == VIDEOMODE_ORIGINAL then
			original()
		elseif mode == VIDEOMODE_SCANLINES then
			scanlines()
		elseif mode == VIDEOMODE_ART1 then
			bezel()
		elseif mode == VIDEOMODE_ART1_SCANLINES then
			bezel_scanlines()
		elseif mode == VIDEOMODE_ART2 then
			bezel2()
		elseif mode == VIDEOMODE_ART2_SCANLINES then
			bezel2_scanlines()
		end
	end
end


local logoON = function(fade)
	lastVideoMode = VIDEOMODE_LOGO

	sprite0.BindTexture(3)
	sprite0.SetPosXY(0,0)
	sprite0.SetSizeXY(1920,1080)
	sprite0.SetPosUV(0,0)
	sprite0.SetSizeUV(1920,1080)
	sprite0.SetBlendColor(fade,fade,fade,fade)
	sprite0.SetBlendColorEquation(blendConstFadeEquation)
	sprite0.Enable()

	sprite1.Disable()
end




-- convert unsigned int to signed
local function asSigned(n)
	local MAXINT = 0x80000000
	return (n >= MAXINT and n - 2*MAXINT) or n
end


local LH1 =	-- update splash screen
	function()
		local splashNum = eeObj.GetGpr(gpr.s1)
		if splashNum == 3 then
			local counter = eeObj.GetGpr(gpr.s0)
			local fade = 128
			if counter < 32 then
				fade = counter * 4
			elseif counter >= 192 then
				fade = 0
			elseif counter > 160 then
				fade = (192 - counter) * 4
			end
			logoON(fade / 128.0)
		elseif splashNum == 4 then
			switchVideoMode(VIDEOMODE_ORIGINAL)
		end
	end


local FH1 =	-- initialize options
	function()
		eeObj.WriteMem8(AUTO_SAVE_ADDRESS, 1)	-- ON
	end


local elementPatches = {
	[0x960] = -1000,	-- move "+" out of view
	[0x96e] = -1000,	-- move "-" out of view
	[0x97c] = -1000,	-- move "+" out of view (scroll-in)
	[0x98a] = -1000,	-- move "-" out of view (scroll-in)
	[0x998] = -1000,	-- move "+" out of view (scroll-out)
	[0x9a6] = -1000,	-- move "-" out of view (scroll-out)
	[0x9b4] = -1000,	-- move "0" out of view
	[0x9c2] = -1000,	-- move "1" out of view
	[0x9d0] = -1000,	-- move "2" out of view
	[0x9de] = -1000,	-- move "0" out of view (scroll-in)
	[0x9ec] = -1000,	-- move "1" out of view (scroll-in)
	[0x9fa] = -1000,	-- move "2" out of view (scroll-in)
	[0xa08] = -1000,	-- move "0" out of view (scroll-out)
	[0xa16] = -1000,	-- move "1" out of view (scroll-out)
	[0xa24] = -1000,	-- move "2" out of view (scroll-out)
	[0xa38] = 0x25,		-- replace "0" with "OFF"
	[0xa32] = 0xfe,		-- adjust "OFF" x position
	[0xa46] = 0x0f,		-- replace "1" with "TYPE A"
	[0xa40] = 0xfe,		-- adjust "TYPE A" x position
	[0xa54] = 0x10,		-- replace "2" with "TYPE B"
	[0xa4e] = 0xfe,		-- adjust "TYPE B" x position
	[0xac4] = 0x1f,		-- replace "0" with "OFF" (scroll-in)
	[0xabe] = 0xffae,	-- adjust "OFF" x position (scroll-in)
	[0xad2] = 0x09,		-- replace "1" with "TYPE A" (scroll-in)
	[0xacc] = 0xffae,	-- adjust "TYPE A" x position (scroll-in)
	[0xae0] = 0x0a,		-- replace "2" with "TYPE B" (scroll-in)
	[0xada] = 0xffae,	-- adjust "TYPE B" x position (scroll-in)
	[0xb50] = 0x58,		-- replace "0" with "OFF" (scroll-out)
	[0xb4a] = 0xfe,		-- adjust "OFF" x position (scroll-out)
	[0xb5e] = 0x42,		-- replace "1" with "TYPE A" (scroll-out)
	[0xb58] = 0xfe,		-- adjust "TYPE A" x position (scroll-out)
	[0xb6c] = 0x43,		-- replace "2" with "TYPE B" (scroll-out)
	[0xb66] = 0xfe,		-- adjust "TYPE B" x position (scroll-out)

	[0xcee] = -1000,	-- move "+" out of view
	[0xcfc] = -1000,	-- move "-" out of view
	[0xd0a] = -1000,	-- move "+" out of view (scroll-in)
	[0xd18] = -1000,	-- move "-" out of view (scroll-in)
	[0xd26] = -1000,	-- move "+" out of view (scroll-out)
	[0xd34] = -1000,	-- move "-" out of view (scroll-out)
	[0xd48] = 0x23,		-- replace "0"  with "ON OFF"
	[0xd42] = 0xfd,		-- adjust "ON OFF" x position
	[0xd50] = -1000,	-- move "1" out of view
	[0xd5e] = -1000,	-- move "2" out of view
	[0xd72] = 0x1d,		-- replace "0"  with "ON OFF" (scroll-in)
	[0xd6c] = 0xffad,	-- adjust "ON OFF" x position (scroll-in)
	[0xd7a] = -1000,	-- move "1" out of view (scroll-in)
	[0xd88] = -1000,	-- move "2" out of view (scroll-in)
	[0xd9c] = 0x56,		-- replace "0"  with "ON OFF" (scroll-out)
	[0xd96] = 0xfd,		-- adjust "ON OFF" x position (scroll-out)
	[0xda4] = -1000,	-- move "1" out of view (scroll-out)
	[0xdb2] = -1000,	-- move "2" out of view (scroll-out)
	[0xdc6] = 0x25,		-- replace "0" with "OFF"
	[0xdc0] = 0x114,	-- adjust "OFF" x position
	[0xdd4] = 0x24,		-- replace "1" with "ON"
	[0xdce] = 0xe3,		-- adjust "ON" x position
	[0xe52] = 0x1f,		-- replace "0" with "OFF" (scroll-in)
	[0xe4c] = 0xffc4,	-- adjust "OFF" x position (scroll-in)
	[0xe60] = 0x1e,		-- replace "1" with "ON" (scroll-in)
	[0xe5a] = 0xff93,	-- adjust "ON" x position (scroll-in)
	[0xede] = 0x58,		-- replace "0" with "OFF" (scroll-out)
	[0xed8] = 0x114,	-- adjust "OFF" x position (scroll-out)
	[0xeec] = 0x57,		-- replace "1" with "ON" (scroll-out)
	[0xee6] = 0xe3,		-- adjust "ON" x position (scroll-out)
}

local atlasPatches = {
	-- "POSITION X" -> "ARTWORK"
	[0x18e] = 0xffda,	-- adjust X offset
	[0x192] = 0,		-- no other quads after this

	-- highlighted "POSITION X" -> "ARTWORK"
	[0x10e] = 0xffda,	-- adjust X offset
	[0x112] = 0,		-- no other quads after this

	-- "POSITION Y" -> "SCANLINES"
	[0x6a6] = 0x80,		-- adjust texture U
	[0x6a8] = 0x70,		-- adjust texture V
	[0x6aa] = 0x78,		-- adjust texture width
	[0x6ae] = 0xffc2,	-- adjust X offset
	[0x6b2] = 0,		-- no other quads after this

	-- highlighted "POSITION Y" -> "SCANLINES"
	[0x688] = 0x60,		-- adjust texture V
	[0x68a] = 0x78,		-- adjust texture width
	[0x68e] = 0xffc2,	-- adjust X offset
	[0x692] = 0,		-- no other quads after this
}

local texturePatches = {
	-- "POSITION" -> "ARTWORK"
	[0x5099] = "02222222222200222222222222002222222222202222200022222002222222222200222222222222002222200022222",
	[0x5199] = "22444444444220244444444442202444444444202444200024442022444444444220244444444442202444200024442",
	[0x5299] = "24442222244420244422222444202222444222202444200024442024442222244420244422222444202444200024442",
	[0x5399] = "24442000244420244420002444200002444200002444200024442024442000244420244420002444202444200024442",
	[0x5499] = "24442000244420244420002444200002444200002444222224442024442000244420244420002444202444200024442",
	[0x5599] = "24442000244420244420002444200002444200002444244424442024442000244420244420002444202444200024442",
	[0x5699] = "24442222244420244422222444200002444200002444244424442024442000244420244422222444202444222224442",
	[0x5799] = "24444444444420244444444422200002444200002444244424442024442000244420244444444422202444444444422",
	[0x5899] = "24442222244420244422222444200002444200002244444444422024442000244420244422222444202444222224442",
	[0x5999] = "24442000244420244420002444200002444200000244422244420024442000244420244420002444202444200024442",
	[0x5a99] = "24442000244420244420002444200002444200000244420244420024442000244420244420002444202444200024442",
	[0x5b99] = "24442000244420244420002444200002444200000244420244420024442000244420244420002444202444200024442",
	[0x5c99] = "24442000244420244420002444200002444200000244420244420024442222244420244420002444202444200024442",
	[0x5d99] = "24442000244420244420002444200002444200000244420244420022444444444220244420002444202444200024442",
	[0x5e99] = "22222000222220222220002222200002222200000222220222220002222222222200222220002222202222200022222",

	-- highlighted "POSITION" -> "ARTWORK"
	[0x1001] = "09999999999900999999999999009999999999909999900099999009999999999900999999999999009999900099999",
	[0x1101] = "99333333333990933333333339909333333333909333900093339099333333333990933333333339909333900093339",
	[0x1201] = "93339999933390933399999333909999333999909333900093339093339999933390933399999333909333900093339",
	[0x1301] = "93339000933390933390009333900009333900009333900093339093339000933390933390009333909333900093339",
	[0x1401] = "93339000933390933390009333900009333900009333999993339093339000933390933390009333909333900093339",
	[0x1501] = "93339000933390933390009333900009333900009333933393339093339000933390933390009333909333900093339",
	[0x1601] = "93339999933390933399999333900009333900009333933393339093339000933390933399999333909333999993339",
	[0x1701] = "93333333333390933333333339900009333900009333933393339093339000933390933333333339909333333333399",
	[0x1801] = "93339999933390933399999333900009333900009933333333399093339000933390933399999333909333999993339",
	[0x1901] = "93339000933390933390009333900009333900000933399933390093339000933390933390009333909333900093339",
	[0x1a01] = "93339000933390933390009333900009333900000933390933390093339000933390933390009333909333900093339",
	[0x1b01] = "93339000933390933390009333900009333900000933390933390093339000933390933390009333909333900093339",
	[0x1c01] = "93339000933390933390009333900009333900000933390933390093339999933390933390009333909333900093339",
	[0x1d01] = "93339000933390933390009333900009333900000933390933390099333333333990933390009333909333900093339",
	[0x1e01] = "99999000999990999990009999900009999900000999990999990009999999999900999990009999909999900099999",

	-- "DEMO CUT" (unused) -> "SCANLINES"
	[0x7083] = "022222222222000222222222220002222222222200222222002222202222200000000022222022222200222220022222222222200222222222220",
	[0x7183] = "224444444442202244444444422022444444444220244442202444202444200000000024442024444220244420224444444444202244444444422",
	[0x7283] = "244422222444202444222224442024442222244420244449202444202444200000000024442024444920244420244422222222202444222224442",
	[0x7383] = "244420002444202444200024442024442000244420244444222444202444200000000024442024444422244420244420000000002444200024442",
	[0x7483] = "244420002222202444200022222024442000244420244444922444202444200000000024442024444492244420244420000000002444200022222",
	[0x7583] = "244420000000002444200000000024442000244420244444422444202444200000000024442024444442244420244420000000002444200000000",
	[0x7683] = "244422222222002444200000000024442222244420244494492444202444200000000024442024449449244420244422222220002444222222220",
	[0x7783] = "224444444442202444200000000024444444444420244424442444202444200000000024442024442444244420244444444420002244444444422",
	[0x7883] = "022222222444202444200000000024442222244420244429449444202444200000000024442024442944944420244422222220000222222224442",
	[0x7983] = "000000002444202444200000000024442000244420244422444444202444200022222024442024442244444420244420000000000000000024442",
	[0x7a83] = "222220002444202444200022222024442000244420244422944444202444200024442024442024442294444420244420000000002222200024442",
	[0x7b83] = "244420002444202444200024442024442000244420244422244444202444200024442024442024442224444420244420000000002444200024442",
	[0x7c83] = "244422222444202444222224442024442000244420244420294444202444222224442024442024442029444420244422222222202444222224442",
	[0x7d83] = "224444444442202244444444422024442000244420244420224444202444444444442024442024442022444420224444444444202244444444422",
	[0x7e83] = "022222222222000222222222220022222000222220222220022222202222222222222022222022222002222220022222222222200222222222220",

	-- highlighted "DEMO CUT" (unused) -> "SCANLINES"
	[0x6002] = "0099999999999000999999999990009999999999900999999009999909999900000000099999099999900999990099999999999900999999999990",
	[0x6102] = "0993333333339909933333333399099333333333990933339909333909333900000000093339093333990933390993333333333909933333333399",
	[0x6202] = "0933399999333909333999993339093339999933390933332909333909333900000000093339093333290933390933399999999909333999993339",
	[0x6302] = "0933390009333909333900093339093339000933390933333999333909333900000000093339093333399933390933390000000009333900093339",
	[0x6402] = "0933390009999909333900099999093339000933390933333299333909333900000000093339093333329933390933390000000009333900099999",
	[0x6502] = "0933390000000009333900000000093339000933390933333399333909333900000000093339093333339933390933390000000009333900000000",
	[0x6602] = "0933399999999009333900000000093339999933390933323329333909333900000000093339093332332933390933399999990009333999999990",
	[0x6702] = "0993333333339909333900000000093333333333390933393339333909333900000000093339093339333933390933333333390009933333333399",
	[0x6802] = "0099999999333909333900000000093339999933390933392332333909333900000000093339093339233233390933399999990000999999993339",
	[0x6902] = "0000000009333909333900000000093339000933390933399333333909333900099999093339093339933333390933390000000000000000093339",
	[0x6a02] = "0999990009333909333900099999093339000933390933399233333909333900093339093339093339923333390933390000000009999900093339",
	[0x6b02] = "0933390009333909333900093339093339000933390933399933333909333900093339093339093339993333390933390000000009333900093339",
	[0x6c02] = "0933399999333909333999993339093339000933390933390923333909333999993339093339093339092333390933399999999909333999993339",
	[0x6d02] = "0993333333339909933333333399093339000933390933390993333909333333333339093339093339099333390993333333333909933333333399",
	[0x6e02] = "0099999999999000999999999990099999000999990999990099999909999999999999099999099999009999990099999999999900999999999990",
}

local FH2A =	-- initialize display options screen layout
	function()
		local layout = eeObj.GetGpr(gpr.a1)
		local elements = layout + eeObj.ReadMem32(layout + 12)

		for offset, value in pairs(elementPatches) do
			eeObj.WriteMem16(elements + offset, value)
		end

		local atlas = layout + eeObj.ReadMem32(layout + 4)
		for offset, value in pairs(atlasPatches) do
			eeObj.WriteMem16(atlas + offset, value)
		end

		local bitmap = layout + eeObj.ReadMem32(layout) + 0x440
		for offset, str in pairs(texturePatches) do
			local l = string.len(str)
			for i = 1, l do
				local c = string.sub(str, i, i)
				eeObj.WriteMem8(bitmap + offset + i - 1, string.byte(c) - 0x30)
			end
		end
	end


local FH2B =	-- adjust Position X (now Artwork) setting
	function()
		local posX = asSigned(eeObj.GetGpr(gpr.a0))
		eeObj.SetGpr(gpr.a0, posX % 3)	-- limit to valid range
	end


local FH2C =	-- adjust Position Y (now Scanlines) setting
	function()
		local posX = asSigned(eeObj.GetGpr(gpr.a0))
		eeObj.SetGpr(gpr.a0, posX % 2)	-- limit to valid range
	end


local finishedSplashScreens = false

local settingPosX = 0
local FH3A =	-- apply display position x/y settings (now Artwork/Scanlines)
	function()
		settingPosX = eeObj.GetGpr(gpr.a1)
		eeObj.SetGpr(gpr.a1, 0)	-- force pos X to 0
	end
		
local FH3B =
	function()
		local settingPosY = eeObj.GetGpr(gpr.v1)
		eeObj.SetGpr(gpr.v1, 0)	-- force pos Y to 0

		-- limit to valid range
		settingPosX = settingPosX % 3
		settingPosY = settingPosY % 2

		if finishedSplashScreens == true then
			switchVideoMode(settingPosX * 2 + settingPosY)
		end
	end

local FH3C =
	function()
		eeObj.SetGpr(gpr.a2, 0)	-- force pos Y to 0
	end

local FH3D =	-- finish splash screens
	function()
		finishedSplashScreens = true
	end


local FH4A =	-- init display
	function()
		-- force progressive mode
		eeObj.SetGpr(gpr.a1, 0)
		eeObj.SetGpr(gpr.a2, 80)
		eeObj.SetGpr(gpr.a3, 1)
		
		eeObj.WriteMem8(PROGRE_FLG_ADDRESS, 1)	-- ON
	end


local FH4B =	-- check X + Triangle on boot
	function()
		eeObj.SetGpr(gpr.v0, 0)	-- always ignore
	end



-- register hooks

local hooks = {
	-- SNK logo
	eeObj.AddHook(0x464f18, 0x0000202d, LH1),	-- <logo_task>:

	-- turn on auto save
	eeObj.AddHook(0x329b34, 0x0000282d, FH1),	-- <init_option>:

	-- patch Position x/y options to show Artwork/Scanlines options
	eeObj.AddHook(0x4453a4, 0x0200282d, FH2A),	-- <UM_GRAPHIC_SETTING>:
	eeObj.AddHook(0x445558, 0x24a40001, FH2B),	-- <UM_GRAPHIC_SETTING_2000>:
	eeObj.AddHook(0x4457c0, 0x24a4ffff, FH2B),	-- <UM_GRAPHIC_SETTING_2000>:
	eeObj.AddHook(0x445594, 0x24a40001, FH2C),	-- <UM_GRAPHIC_SETTING_2000>:
	eeObj.AddHook(0x4457fc, 0x24a4ffff, FH2C),	-- <UM_GRAPHIC_SETTING_2000>:

	-- apply artwork / scanlines settings
	eeObj.AddHook(0x329bcc, 0x8065f1f3, FH3A),	-- <DisplayPositionSet>:
	eeObj.AddHook(0x329bec, 0x8063f1f4, FH3B),	-- <DisplayPositionSet>:
	eeObj.AddHook(0x329c18, 0x8046f1f4, FH3C),	-- <DisplayPositionSet>:
	eeObj.AddHook(0x464fa8, 0x7bb00000, FH3D),	-- <logo_task>:

	-- force Progressive mode
	eeObj.AddHook(0x100290, 0x27bdffb0, FH4A),	-- <sceGsResetGraph>:
	eeObj.AddHook(0x1b5e98, 0x90422a98, FH4B),	-- <DEMO_INIT_200>:
}

-- force 60Hz mode
eeInsnReplace(0x47a9c0, 0x0c11e9e4, 0x24020002)	-- li	$v0,2
eeInsnReplace(0x47a9b8, 0x0c11e934, 0x00000000)	-- nop
eeInsnReplace(0x47a9e8, 0x0c11e950, 0x00000000)	-- nop
eeInsnReplace(0x3290e0, 0x5440000c, 0x00000000)	-- nop


-- Fight stick

HIDPad_Enable()

local addedHooks = false
local pad = function()
	if addedHooks == false then
		addedHooks = true
		switchVideoMode(VIDEOMODE_ORIGINAL)
		emuObj.AddVsyncHook(update_notifications_p1)
		emuObj.AddVsyncHook(update_notifications_p2)

-- test message on boot
--		onHIDPadEvent(0, true, PadConnectType.HID)

		-- disable interpolation
		gsObj.SetUprenderMode("none")
		gsObj.SetUpscaleMode("point")

		-- bug report:
		-- The sound volume is too loud and could you please decrease to -24LKF (�2) as PS4 recommended?
		-- The current sound volume: -10.21LKFS
		--
		-- So set main volume to 10^(-14/20) ~= 0.2 i.e. about 14dB attenuation.
		emuObj.SetVolumes(0.2, 1.0, 1.0)
	end
end

emuObj.AddPadHook(onHIDPadEvent)
emuObj.AddEntryPointHook(pad)


--=======================================  WBD addition 11/29/2017

-- Fix bug 10414 - large stretched polygons block view of player characters

local FixPointTable = function()
--		local pPtTbl = eeObj.ReadMem32(p5Tbl+0x114)		-- ptr to source points DEBUG ONLY
		
		local s6 = eeObj.GetGpr(gpr.s6)					-- obj in question 
		local p5Tbl = eeObj.ReadMem32(s6+0x10)			-- ptr to object's data
		local numPts = eeObj.ReadMem32(p5Tbl+0x110)		-- num points in list
		local pTbl = 0x1bd6ce0							-- bg_point_buff (we need to scan this)
		for i = 1, numPts do
			local stat = eeObj.ReadMem32(pTbl + 0xc)	-- check 4th word, should be 0
			if (stat ~= 0) then							-- if not, we need to fix

--[[			DEBUG ONLY, print source point
				local w1 = eeObj.ReadMemFloat(pPtTbl)
				local w2 = eeObj.ReadMemFloat(pPtTbl+4)
				local w3 = eeObj.ReadMemFloat(pPtTbl+8)
				local w4 = eeObj.ReadMemFloat(pPtTbl+12)
				print (string.format("_NOTE: Point %d, %x (%f, %f, %f, %f) needs fixing", i, pPtTbl, w1,w2,w3,w4))
--]]				
				if (i > 1) then							-- if this is any but the first entry
					stat = eeObj.ReadMem64(pTbl-0x10)	-- fix by replacing the x, y with
					eeObj.WriteMem64(pTbl, stat)		-- the previous entry's x and y.
--					stat = eeObj.ReadMem64(pTbl-8)
					stat = 0x0000000080000000			-- replace the z with 0x80000000
					eeObj.WriteMem64(pTbl+8, stat)		-- replace the 4th word with 0
--					print "_NOTE: Fixed with previous entry"
				else
					stat = eeObj.ReadMem32(pTbl + 0x1c)	-- if this is the first entry
					if (stat == 0) then					-- make sure the second entry is kosher
						stat = eeObj.ReadMem64(pTbl+0x10)
						eeObj.WriteMem64(pTbl, stat)	-- if it is, use the x, y from that entry.
--						stat = eeObj.ReadMem64(pTbl+0x18)
						stat = 0x0000000080000000		-- replace the z with 0x80000000
						eeObj.WriteMem64(pTbl+8, stat)	-- replace the 4th word with 0			
--						print "_NOTE: Fixed with next entry"
					else
						eeObj.WriteMem64(pTbl, 0)						-- if the 2nd entry is not kosher
						eeObj.WriteMem64(pTbl+8, 0x0000000080000000)	-- write 0, 0, 0x80000000, 0
--						print "_NOTE: Fixed with (0, 0, 0x80000000, 0)"
					end
				end
			else										-- check if Z value is between 0 and 0x8000
				stat = eeObj.ReadMem32(pTbl + 8)		-- if so, overwrite Z with 0x80000000
				if (stat <= 0x8000) then
					eeObj.WriteMem32(pTbl+8, 0x80000000)
--					print (string.format("_NOTE: Fixed positive Z = %x", stat))
				end
			end
			pTbl = pTbl + 0x10 
--			pPtTbl = pPtTbl + 0x10				-- DEBUG ONLY
		end	
end

eeObj.AddHook(0x439dc8, 0x008e150180, FixPointTable)

eeInsnReplace(0x3298ac, 0xa064f1f2, 0xa060f1f2)   -- Change default Focus setting from Soft to Normal

King of Fighters 2000[edit | edit source]

ALL
CLI

--gs-uprender=none
--gs-upscale=point
--host-audio-latency=0.01
--hid-pad=1
#graphical fixes and support for further fightsticks.

SLUS_208.34
LUA

-- The King of Fighters 2000

apiRequest(1.1)


local emuObj 	= getEmuObject()
--will fix sprite rendering artifact
ndx = 28
val = 0x86
-- spriteCorrectionTab[ndx] = val
emuObj.SetGsTitleFix( "globalSet",  "reserved", { fixSpriteDivTab = val | ( ndx<<16) })
#graphical fixes.

SLUS_208.34
SLUS-20834_features.lua

This is a substantial file. Over 700 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.

https://drive.google.com/file/d/1FsPnuxgEa0ymnGdU6w2tdy-eamRN6l3e/view

#More stick support, shaders, bezels, widescreen fix.

Manhunt[edit | edit source]

SLUS_208.27
CLI

--ee-hook=0x4329e0,FastForwardClock,0x1600fff1
--gs-uv-shift-pointsampling=1
--ee-hook=0x1d1d60,AdvanceClock,0x27bdffb0,225
--ee-hook=0x1d71e0,AdvanceClock,0x0c09a4d0,100
#Fix crane issue, and probably fixing lightsourcing.

SLUS_208.27
Lua

-- Manhunt [US]

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

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

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

-- Bug #9413
-- 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} )

-- Bug#9277
-- Shorten the timeout period for some particular execution command(s).
-- When entering the crane, some instruction is executed with a wait period of 0x7333.
-- Shortening the wait period to 0x4000 it.  Note that 0x5000 is enough to fix entering the
-- crane once, but a more aggressive value was needed for subsequent entry into the crane.

local FixBug9277 = function()
	local s0 = eeObj.GetGpr(gpr.s0)
	--local v0 = eeObj.GetGpr(gpr.v0)
	--print( string.format("-------- v0=0x%08x s0=0x%08x", v0, s0) )
	if s0 == 0x7333 then 
		eeObj.SetGpr(gpr.s0, 0x5800)
	end
end

-- No longer seems necessary, when FastForwardClock is applied here instead (see _cli.conf)
eeObj.AddHookJT(0x1d71f8, 0x10000036, FixBug9277)
#Further bug fixes as well as fixing bloom/overglare from lightsources.

Max Payne[edit | edit source]

SLES_503.26
CLI

--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--vu1-no-clamping=1
--vu0-no-clamping=1
--fpu-no-clamping=1
--force-pal-60hz=1
--vu1-mpg-cycles=1000
--safe-area-min=1.0
--fpu-accurate-mul-fast=1
--fpu-accurate-muldiv-range=0x2acce0,0x2acce0

#Graphics clean-up

SLES_503.26
Features Lua

-- Max Payne [US]

-- Lua 5.3
-- Title: Max Payne - SLES-50326 (Europe FIGS) v1.00


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])

apiRequest(0.2)	-- request version 0.2 API for throttling control.

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



local TH1A =	-- start of main()
	function()
		emuObj.ThrottleMax()
	end

local TH1B =	-- init loading screen
	function()
		local mode = eeObj.GetGpr(gpr.a0)

		if mode ~= 4 then	-- not sure what mode 4 is, but doesn't precede a real loading
			emuObj.ThrottleMax()
		end
	end

local TH1C =	-- advance progress bar
	function()
		local pct = eeObj.GetFpr(2)

		if pct >= 1.0 then
			emuObj.ThrottleNorm()
		end
	end



-- register hooks

local registeredHooks = {}

maxpayne_features_unregisterHooks = function()	-- global function (called by trophy_data)
	for _, hook in pairs(registeredHooks) do
		eeObj.RemoveHook(hook)
	end
	
	registeredHooks = {}
end

maxpayne_features_registerHooks = function()	-- global function (called by trophy_data)
	registeredHooks = {
		eeObj.AddHook(0x133dc8, 0x24030001, TH1A),	-- <main>:
		eeObj.AddHook(0x15ed7c, 0x24030003, TH1B),	-- <MaxPayne_GameMode::initLoadingScreen(void)>:
		eeObj.AddHook(0x133078, 0xc4a20000, TH1C),	-- <UpdateProgressBarKH(void)>:
	}
end

Metal Slug Anthology[edit | edit source]

ALL
CLI

--host-audio-latency=0.010
--gs-upscale=point
--gs-uprender=none
#fix for graphical glitches.

SLUS_215.50
LUA

-- Metal Slug Anthology PS2 - SLUS-21550 (USA)

apiRequest(1.2)	-- request version 0.1 API. Calling apiRequest() is mandatory.

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

-- Fix for black screen booting an elf. This is a game bug.
-- The v1.0 of the game suffered from an intermittent bug on the real PS2
-- where sometimes it would hang on a black screen trying to launch a new elf.
-- This is apparently due to a bad IOP state, which caused sceCdInit to hang.
-- Later versions of the game (1.1, 1.2) attempted to fix this in different ways.
-- On Olympus, v1.0 (USA) hangs always, while v1.2 (EUR/JPN) works always.
-- The fix implemented here replaces a call to FlushCache() to loadImageAndReboot(),
-- which is a function that reboots the IOP and resolves the hang.

eeInsnReplace(0x189c24, 0x0c08f7f8, 0x0c061dd2) -- FlushCache() -> loadImageAndReboot()
eeInsnReplace(0x117804, 0x0c0c1e08, 0x0c045e20) -- FlushCache() -> loadImageAndReboot()

Okage[edit | edit source]

TXT
SCUS-97129

--vu1-mpg-cycles=50
--vu1-mpg-cycles=850,$037,$7b3
--vu1-mpg-cycles=150,$2b4,$7c4

LUA
SCUS-97129

require("ee-gpr-alias")
require("ps2")
apiRequest(0.6)	-- request version 0.1 API. Calling apiRequest() is mandatory.

local eeObj = getEEObject()

-- bug#8740
-- SPSetDirect(addr, char-pos, char-pos, x-coord, y-coord, width, height)
-- reduce width just 1 pix.
local Replace_1a1fb0 = InsnOverlay( {
	0x0806720a, --        j       0x19c828
	0x2529ffff, --        addiu   t1,t1,-1
})
eeInsnReplace(0x1a1fb0,	0x0c06720a, 0x0c000000 | (Replace_1a1fb0>>2)) -- 	jal	19c828 <SPSetDirect>

Parappa the Rapper 2[edit | edit source]

ALL
CLI

--host-audio-latency=0.01

#fix for audio off sync.

SCUS_971.67
LUA


-- Parappa the Rapper 2  [SCUS-97167]


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

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

local eeObj = getEEObject()

-- ================================================================================================
-- Title issues racy combination of VIF1 and GIF transfers.  It expects GIF to finish ahead of VU
-- XGKICK (via VIF1), which is atypical among PS2 titles (XGKICK has HW priority over GIF, and so
-- GIF can only finish ahead of XGKICK in certain extreme cases).
--
-- Fixed by delaying the specific VIF1 transfer (identified by MADR) for a long time to ensure GIF
-- gains arbitration and finishes ahead of XGKICKs.
--
local fix01_dma_vif1 = 
	function()
		local ee		= eeObj
		local tgtaddr	= ee.GetGpr(gpr.s0)

		-- print( string.format("success pt.1 : %x %x", vif1_hw.CHCR, tgtaddr ) )

		if tgtaddr == vif1_hw.CHCR then

			-- expected:
			--  # DIR==1 and MOD==1  (chain)
			--  # TADR==0x01C76AA0

			local chcr = ee.GetGPR(gpr.v0)

			if (chcr & 0x05) == 0x05 then
				local tadr = ee.ReadMem32(vif1_hw.TADR);
				if tadr == 0x01C76AA0 then
					-- 0x6000 works fine, 0x6500 adds a little extra cushion.
					ee.SchedulerDelayEvent("vif1.dma", 0x6500)
					-- print( "Parappa fix applied!" )
				end
			end
		end
	end
-- ================================================================================================

eeObj.AddHook(0x0015A008, 0xAE020000, fix01_dma_vif1)

-- ================================================================================================
-- Our emulator has accuracy problems on so many places. In this title, we have problems on VU.
-- To be accurate on VU is quite painful (we won't be able to get reasonable performance with it)
-- So as workaround, we just disable bilinear textures on Render-To-Texture drawing.
-- Bug#8122
eeInsnReplace(0x118084, 0xde260008, 0x24060000) -- 	ld	a2,8(s1)
eeInsnReplace(0x118798,	0xde260008, 0x24060000) -- 	ld	a2,8(s1)
eeInsnReplace(0x118868,	0xde660008, 0x24060000) -- 	ld	a2,8(s3)
eeInsnReplace(0x119d18,	0xdc460008, 0x24060000) -- 	ld	a2,8(v0)
eeInsnReplace(0x119d18,	0xdc460008, 0x24060000) -- 	ld	a2,8(v0)

Primal[edit | edit source]

CLI

--vu1-mul0fix-range=0x22f,0x22f
--vu1-mul0fix-range=0x298,0x29c
--vu1-native-patch=1
--ee-hook=0x2f76c0,FastForwardClock,0x1200ffbf
--vu1-mpg-cycles=700
--gs-kernel-cl-up="up2x2Simple"
--cop2-no-clamp-range=0x37bd78,0x37c514     ;; CMatrix functions           
--cop2-no-clamp-range=0x38c0e0,0x38c174     ;; CModel::CalcSkinningMatrices
--cop2-no-clamp-range=0x391cf0,0x392084     ;; CSkelton::Update            

LUA

-- Primal  [EU]

apiRequest(1.1)

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

-- Bug 9094 - Title exhibits poor performance due to VU0 spin loops.
-- The spin loops are meant to be an optimizaion on PS2 and the best way of handling them is
-- to remove them from the original code.  This can be done since the VF09 register is unsed by
-- the first portion of the VU0 mpg.
--
-- Insn replacements Summarized:
--   1. NOP the spin loop from VU0.
--   2. NOP the setup code for VI05, which is the reg tested by the VU0 spin loop
--   3. Reorder the vcallms and qmtc2.


-- [$167:520507ff] IBNE vi05, vi00, [$167]
-- [$167:000002ff] NOP
local orig = (0x000002ff << 32) | 0x520507ff

vuInsnReplace(0, 0x167, orig, 0x8000033c | (0x000002ff << 32))		-- NOP / NOP2
vuInsnReplace(0, 0x172, orig, 0x8000033c | (0x000002ff << 32))		-- NOP / NOP2

local region_base = 0x399c5c

eeInsnReplace(region_base + 0x000,	0x24040001, 0x00000000)   	--	li	a0,1			-> NOP
eeInsnReplace(region_base + 0x010,	0x48c42800, 0x00000000)   	--	ctc2.ni	a0,$5       -> NOP
eeInsnReplace(region_base + 0x090,	0x24040001, 0x00000000)   	--	li	a0,1            -> NOP
eeInsnReplace(region_base + 0x0a0,	0x48c42800, 0x00000000)   	--	ctc2.ni	a0,$5       -> NOP

eeInsnReplace(region_base + 0x05c,	0x48c02800, 0x00000000)		-- ctc2.ni	zero,$5		-> NOP
eeInsnReplace(region_base + 0x114,	0x48c02800, 0x00000000)		-- ctc2.ni	zero,$5		-> NOP

eeInsnReplace(region_base + 0x054,  0x4a00d839, 0x48a44800) 	-- vcallmsr	vi27		-> qmtc2	a0,vf9
eeInsnReplace(region_base + 0x058,  0x48a44800, 0x4a00d839) 	-- qmtc2	a0,vf9		-> vcallmsr	vi27
eeInsnReplace(region_base + 0x10c,	0x4a00d839, 0x48a44800)		-- vcallmsr	vi27		-> qmtc2	a0,vf9
eeInsnReplace(region_base + 0x110,	0x48a44800, 0x4a00d839)		-- qmtc2	a0,vf9		-> vcallmsr	vi27

-- remove heat haze distortion ( for performance reason Bug#8827 )
--  reg = 0x42  packedFlags = 3( iip, tme, fst)   packedPrim  = 5(SCE_GS_PRIM_TRIFAN)
emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5})
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 })
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x348000 , zmsk=1 })


-- NOP out cacheline prefetch instructions.
-- Prefetch might have been a good idea on PS2, but it is entirely unhelpful on the PS4 target.
if 1 then 
	eeInsnReplace(0x381e60, 0x78400040, 0x00000000)		-- 	lq	zero,64(v0)
	eeInsnReplace(0x3822c0, 0x78400040, 0x00000000)		-- 	lq	zero,64(v0)
	eeInsnReplace(0x38ec7c, 0x78800040, 0x00000000)		-- 	lq	zero,64(a0)
	eeInsnReplace(0x38ed78, 0x78600040, 0x00000000)		-- 	lq	zero,64(v1)
	eeInsnReplace(0x38eec0, 0x78a00040, 0x00000000)		-- 	lq	zero,64(a1)
	eeInsnReplace(0x38fe28, 0x7a600040, 0x00000000)		-- 	lq	zero,64(s3)
	eeInsnReplace(0x38fea4, 0x78800040, 0x00000000)		-- 	lq	zero,64(a0)
	eeInsnReplace(0x390da8, 0x78400040, 0x00000000)		-- 	lq	zero,64(v0)
	eeInsnReplace(0x391020, 0x78400040, 0x00000000)		-- 	lq	zero,64(v0)
	eeInsnReplace(0x391174, 0x78a00040, 0x00000000)		-- 	lq	zero,64(a1)
	eeInsnReplace(0x3912b0, 0x78a00040, 0x00000000)		-- 	lq	zero,64(a1)
	eeInsnReplace(0x398790, 0x7a000040, 0x00000000)		-- 	lq	zero,64(s0)
	eeInsnReplace(0x399e60, 0x78400050, 0x00000000)		-- 	lq	zero,80(v0)
	eeInsnReplace(0x399ee8, 0x78400050, 0x00000000)		-- 	lq	zero,80(v0)
end

-- NOP out an idle loop meant to flush some cache lines...
if 1 then
	eeInsnReplace(0x331038, 0x18a00009, 0x00000000)		--  blez	a1,331060 <CDMAStreamIterator::AllocateBlock(unsigned int)+0x110>
	eeInsnReplace(0x33103c, 0x00d41821, 0x00000000)		--  addu	v1,a2,s4
	eeInsnReplace(0x331040, 0xbc5a0000, 0x00000000)		--  cache	0x1a,0(v0)
	eeInsnReplace(0x331044, 0x24a5ffff, 0x00000000)		--  addiu	a1,a1,-1
	eeInsnReplace(0x331054, 0x1ca0fffa, 0x00000000)		--  bgtz	a1,331040 <CDMAStreamIterator::AllocateBlock(unsigned int)+0xf0>
	eeInsnReplace(0x331058, 0x24420040, 0x00000000)		--  addiu	v0,v0,64
end
  
-- perf. fix bug 9094
emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} )
emuObj.SetGsTitleFix( "ignoreUpRender",  230, {} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x00000000 } )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } )

Red Dead Revolver[edit | edit source]


SLUS-20500
CLI

--gs-kernel-cl-up="up2x2skipInterp"
--fpu-rsqrt-fast-estimate=0
--mtap1=Always
--vif1-ignore-cmd-ints=1
--iop-cycle-scalar=0.80
--iop-hook=0x0086ac,FastForwardClock
--ee-sif0-cycle-scalar=2.0
--ee-sif1-cycle-scalar=2.0
--iop-sif1-cycle-scalar=5.0
--iop-sif0-cycle-scalar=5.0
--iop-tight-slice-count=12
--cdvd-sector-read-cycles=5000
--ee-hook=0x352dd0,AdvanceClock,0x0c0ef9a2,4500
--ee-hook=0x3b5068,FastForwardClock,0x00481024
--ee-hook=0x46fb68,FastForwardClock,0x8ca30000
--ee-hook=0x46fb38,FastForwardClock,0x8c620000
--ee-hook=0x46fb68,MfifoDrain,0x8ca30000
--ee-hook=0x46fb38,MfifoDrain,0x8c620000
--mfifo-manual-drain=0.30
--mfifo-chunk-drain-cycles=210000


SLUS-20500
LUA

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

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

-- Bug 9309
local emuObj = getEmuObject()	
-- psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

-- bug#9490 - Disable post-processing effect - <imgImageryDeriver<fxDistort>::Draw(void)>
eeInsnReplace(0x4c4b78, 0x27bdfff0,	0x03e00008)		-- JR $ra
eeInsnReplace(0x4c4b7c, 0xffbf0000,	0x00000000)		-- NOP

-- gfxState class writes bytes and then reads them back as words later on.
-- This replaces most of the word readbacks with lbu equivalents to avoid STLF.
-- 003c0950 <gfxState::Update_TEST(void)>:
eeInsnReplace(0x3c0970, 0x8ce6efd8, 0x90e6efd8) 	-- lw	a2,-4136(a3)
eeInsnReplace(0x3c09a0, 0x8ce3f37c, 0x90e3f37c) 	-- lw	v1,-3204(a3)

-- 0032aa70 <fxFloatPropGrid::Get(Vector2 const &) const>:
--   The original  compiler couldn't assume that Vector2 was an aligned object, so it generated
--    ldr/sdr instructions to access it.  The lack of assumption seems to have also caused it to
--    spill FPU registers to memory needlessly.

if true then
	eeInsnReplace(0x32aa74, 0x68a20007, 0x00000000)
	eeInsnReplace(0x32aa78, 0x6ca20000, 0x00000000)
	eeInsnReplace(0x32aa7c, 0xb3a20017, 0xc4a00000)		-- lwc1		$f0,0(a1)
	eeInsnReplace(0x32aa80, 0xb7a20010, 0xc4a10004)		-- lwc1		$f1,4(a1)

	eeInsnReplace(0x32aa8c,	0xc7a00010,	0x00000000)		-- nop
	eeInsnReplace(0x32aa9c,	0xc7a10014,	0x00000000)		-- nop

	eeInsnReplace(0x32aaa8,	0xe7a00010, 0x00000000)		-- nop
	eeInsnReplace(0x32aaac,	0x46020082, 0x46020002) 	-- mul.s	$f0,$f0,$f2   
	eeInsnReplace(0x32aab0,	0x3c014480, 0x3c014480) 	-- lui		at,0x4480
	eeInsnReplace(0x32aab4,	0x34211000, 0x34211000) 	-- ori		at,at,0x1000
	eeInsnReplace(0x32aab8,	0x44812000, 0x44812000) 	-- mtc1	at,$f4
	eeInsnReplace(0x32aabc,	0xe7a10014, 0x00000000) 	-- nop
	eeInsnReplace(0x32aac0,	0x460308c2, 0x46030842) 	-- mul.s	$f1,$f1,$f3
	eeInsnReplace(0x32aac4,	0xe7a20010, 0xe7a00000) 	-- swc1	$f0,0(sp)
	eeInsnReplace(0x32aac8,	0x90a4001c, 0x90a4001c) 	-- lbu	$a0,28($a1)
	eeInsnReplace(0x32aacc,	0xe7a30014, 0xe7a10004) 	-- swc1	$f1,4(sp)

	eeInsnReplace(0x32aad0,	0x6baa0017, 0x00000000) 	-- nop
	eeInsnReplace(0x32aad4,	0x6faa0010, 0x00000000) 	-- nop
	eeInsnReplace(0x32aad8,	0xb3aa0007, 0x00000000) 	-- nop
	eeInsnReplace(0x32aadc,	0xb7aa0000, 0x00000000) 	-- nop
	eeInsnReplace(0x32aae0,	0xc7a00000, 0x00000000) 	-- nop
	eeInsnReplace(0x32aae4,	0xc7a10004, 0x00000000) 	-- nop
end


Features.lua
SLUS-20500
Even though it's features.lua, it's still a very good example for learning

-- Lua 5.3
-- Title: Red Dead Revolver - SLUS-20500 (USA) v1.03
-- Author:  Nicola Salmoria
-- Date: March 23, 2016


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])

apiRequest(0.7)	-- need widescreen support

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


local GFXPIPELINE_16BY9_ADDRESS 	= 0x79eeec
local GLOBALS_UNIVERSALDATA_ADDRESS	= 0x742120


local TH1A =	-- start loading screen
	function()
		emuObj.ThrottleMax()
	end

local TH1B =	-- switch to threaded loading (over cutscene etc.)
	function()
		emuObj.ThrottleNorm()
	end


local TH2A =	-- start flashing loading message
	function()
		emuObj.ThrottleMax()
	end

local TH2B =	-- pause loading message
	function()
		emuObj.ThrottleNorm()
	end

local TH2C =	-- unpause loading message
	function()
		emuObj.ThrottleMax()
	end

local TH2D =	-- end loading message
	function()
		emuObj.ThrottleNorm()
	end



local showdownLoading = false

local TH3A =	-- draw "Loading" on Showdown info screen
	function()
		if showdownLoading == false then
			emuObj.ThrottleMax()
			showdownLoading = true
		end
	end

local TH3B =	-- draw "Press START" on Showdown info screen
	function()
		if showdownLoading == true then
			emuObj.ThrottleNorm()
			showdownLoading = false
		end
	end


local WH1 =	-- update 16:9 flag
	function()
		local isWidescreen = eeObj.GetGpr(gpr.a0)
		
		if isWidescreen == 0 then
			emuObj.SetDisplayAspectNormal()
		else
			emuObj.SetDisplayAspectWide()
		end
	end

local WH2 =	-- init universal data
	function()
		local v1 = eeObj.GetGpr(gpr.v1)
		eeObj.SetGpr(gpr.v1, v1 | 1)	-- enable widescreen
	end

local WH3 =	-- end of boot up sequence
	function()
		local universalData = eeObj.ReadMem32(GLOBALS_UNIVERSALDATA_ADDRESS)
		local isWidescreen = eeObj.ReadMem32(universalData + 92) & 1

		eeObj.WriteMem8(GFXPIPELINE_16BY9_ADDRESS, isWidescreen)

		if isWidescreen == 0 then
			emuObj.SetDisplayAspectNormal()
		else
			emuObj.SetDisplayAspectWide()
		end
	end



-- unthrottle loading screens
local thr1a = eeObj.AddHook(0x21e02c, 0x0080982d, TH1A)	-- <staNewLoadShow::Enter(void)>:
local thr1b = eeObj.AddHook(0x220100, 0x27bdfff0, TH1B)	-- <staNewLoadShow::DoThreadedLoadShow(void)>:
local thr2a = eeObj.AddHook(0x233970, 0x27bdfff0, TH2A)	-- <ThreadedLoadingMessage::Start(void)>:
local thr2b = eeObj.AddHook(0x233a30, 0x27bdfff0, TH2B)	-- <ThreadedLoadingMessage::Pause(void)>:
local thr2c = eeObj.AddHook(0x233a80, 0x3c02004f, TH2C)	-- <ThreadedLoadingMessage::Unpause(void)>:
local thr2d = eeObj.AddHook(0x2339d8, 0x27bdfff0, TH2D)	-- <ThreadedLoadingMessage::Stop(void)>:
local thr3a = eeObj.AddHook(0x226110, 0x8e850008, TH3A)	-- <staNewLoadShow::DrawMultiplayerInfo(void)>:
local thr3b = eeObj.AddHook(0x226058, 0x8e650008, TH3B)	-- <staNewLoadShow::DrawMultiplayerInfo(void)>:

-- widescreen support
local wide1 = eeObj.AddHook(0x3b9050, 0x46010003, WH1)	-- <gfxPipeline::Set16By9(bool)>:
local wide2 = eeObj.AddHook(0x180f90, 0x00641824, WH2)	-- <swcSaveUniversalData::swcSaveUniversalData(void)>:
local wide3 = eeObj.AddHook(0x102b70, 0x24040003, WH3)	-- <gmGame::DoBootUpSequence(void)>:

Psychonauts[edit | edit source]

SLUS_211.20
CLI

--vu1-jr-cache-policy=sameprog
--vu1-jalr-cache-policy=sameprog
--ee-hook=0x101fc0,FastForwardClock,0x3c0f0036
--ee-hook=0x110390,FastForwardClock,0x8d8f0000
--ee-hook=0x101c10,FastForwardClock,0x51cf0052
--gs-vert-precision=8
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-render-tile-threshold=300000
--vu-custom-min-max=0
--vu1-di-bits=0
--vu0-di-bits=0
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-injection=1
--vu1-mpg-cycles=666
--vu1-mpg-cycles=1166,$000
--vu1-mpg-cycles=950,0xffffffff
--vu0-mpg-cycles=300,0xfc
--ee-hook=0x127630,AdvanceClock,0x27bdffd0,2100
--cdvd-sector-read-cycles=4000
--iop-cycle-scalar=1.6
#Seems like substantial performance fixes

SLUS_211.20
LUA

-- psychonauts_slus21120
local gpr    = require("ee-gpr-alias")
local emuObj = getEmuObject()	

apiRequest(1.0)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- 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 } )

-- Bug#9176
--
-- This bug seems GPUGS interpolation problem.
-- The game draws clouds as undiscovered area on the map, but
-- Z value is unstable --- sometimes 0x320, sometimes 0x321.
-- On drawing 'Highlight' object (which is missing one), it uses z=0x320 with
-- ZTST=GEQUAL. Therefore if the cloud renders with z=0x321, this highlighted object
-- doesn't appear. But it's OK on the real PS2 because of no-drawing right edge,
-- z=0x321 won't be available on the packet (interpolation differences between
-- the real PS2 and our gs)
-- it gives some values (50.0f) to get +1 on Z value for the highlighted object.
-- this value will be used later to create the packet in _sprite_ps2_push_data(ESprite*).
--
-- This old one causes a problem on some other scenes.
-- local eeObj = getEEObject()
-- eeObj.AddHook(0x1b276c,	0xe4400024, function() 
-- 				 local v0 = eeObj.GetGpr(gpr.v0)
-- 				 local z  = eeObj.ReadMemFloat(v0+32)
-- 				 eeObj.WriteMemFloat(v0+32, z+50.0)
-- end)
-- New one by Ernesto :
-- The idea is to apply the offset only on the marker.
local eeObj = getEEObject()
local adjustMapZHook = function() -- EMapRenderWindow::drawHighlightSprites
    eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0)
end
eeObj.AddHook(0x25d654, 0x8de40068, adjustMapZHook) -- \/
eeObj.AddHook(0x25d714, 0xe7b500cc, adjustMapZHook) -- /\
eeObj.AddHook(0x25d7d0, 0xe7b500cc, adjustMapZHook) -- <
eeObj.AddHook(0x25d894, 0x46000386, adjustMapZHook) -- >


-- bug#9423 - menus render 20+ times over again, causing very low fps.
-- The whole game in general has no concept of pacing and will re-draw frames multiple times
-- between vsync refreshes.  Hook placed on GameApp::EndFrame() measures time between frames and
-- if it's too short, the EE clock is advanced significantly to compensate.

local last_time = 0
local last_diff = 0
local advanceClockForAny = function()
	local thistime = eeObj.GetClock()
	local diff = thistime - last_time
	local adv  = 0

	if diff <= 0 then
		-- sanity check, mostly for snapshot restore.
		last_diff = diff
		last_time = thistime
		return
	end
	
	-- EE @ 30fps == roughly 10 million cycles
	-- bug#9555 - We need to make a reasonable tally of VIF cycles across game display swaps.
	--   Use a combination heuristic of EE and VIF1 cycles to gues at whether the title should
	--   lock to 45fps, 30fps, or something worse.
	
	local fastminEE		= 1600000		-- less than this it's safe to run > 30 fps
	local fastminVIF_30	= 2200000		-- VU1 total that merits 30hz throttle
	local fastminVIF_45	= 1700000		-- VU1 total that merit 45hz throttle.
	local baremin_wo_vif= 6100000		-- EE values below this get promoted to this value  (~50hz)
	local forced30hz	= 9330000
	local forced45hz	= 7820000
	
	local vif1_cycles = eeObj.GetVif1Cycles()
	if (vif1_cycles > forced30hz) then
		vif1_cycles = forced30hz
	end

	local diff_vif = diff + vif1_cycles
	adv = adv + vif1_cycles

	-- Lock anything that seems like "Real Work" to either 30 or 45 FPS:
	
	if diff_vif < fastminEE then
		adv = adv + (fastminEE*2 - diff_vif)
	elseif vif1_cycles > fastminVIF_30 and (diff+(fastminVIF_30)//2) < forced30hz then
		adv = adv + (forced30hz  		- diff - (fastminVIF_30)//2)
	elseif vif1_cycles > fastminVIF_45 and (diff+(fastminVIF_45)//2) < forced45hz then
		adv = adv + (forced45hz  		- diff - (fastminVIF_45)//2)
	elseif diff < baremin_wo_vif then
		adv = adv + (baremin_wo_vif  	- diff)
	end

	-- print (string.format("DELTA: %d  ADV: %d  VIF1: %d", diff, adv, vif1_cycles))

	if adv ~= 0 then
		eeObj.AdvanceClock(adv)
	end

	-- Ensure next frame's delta time takes into consideration this frame's advancement.
	-- Otherwise each fraem delta time would get progressively worse.

	thistime = thistime + adv
	last_time = thistime
	last_diff = diff
end

local advanceClockForGame = function() advanceClockForAny(5300000, 2700000) end
eeObj.AddHookJT(0x207cf8, 0x27bdfff0, advanceClockForGame) 	  -- <GameApp::EndFrame()>:
#Performance and optimisations

Red Faction[edit | edit source]

SLUS_200.73
CLI

--gs-use-deferred-l2h=1
--l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
--vu1=jit-sync
--ee-cycle-scalar=1.02
--ee-hook=0x00213370,FastForwardClock,0x8F8293A8
--ee-hook=0x24ce30,AdvanceClock,0x8c620000,20000
--ee-hook=0x272b44,FastForwardClock,0x3c0201ee
--ee-hook=0x272bc4,FastForwardClock,0x3c0201ee
--ee-hook=0x21b354,AdvanceClock,0x3c031000,0x1240
#performance fixes.

SLUS_200.73
LUA

-- Red Faction [US]

apiRequest(1.6)
local gpr = require("ee-gpr-alias")

-- title uses memcpy() to write to VU1 memory, so some instances will be hotfixed to
-- use slowpath_memcpy() at runtime.

eeNativeFunction(0x259820, 0x0080402d, 'memcpy')
eeNativeFunction(0x2599d8, 0x2cc20008, 'memset')

eeNativeFunction(0x253870, 0x27bdffd0, 'ieee754_acosf')
eeNativeFunction(0x254620, 0x44026000, 'ieee754_sqrtf')
eeNativeFunction(0x255a50, 0x44026000, 'cosf')
eeNativeFunction(0x255df0, 0x44026000, 'sinf')
eeNativeFunction(0x256318, 0x27bdffa0, 'acosf')

eeInsnReplace(0x24d7e0, 0x24030064, 0x03e00008)                 -- <FlushCache>
eeInsnReplace(0x24d7e4, 0x0000000c, 0x00000000)
eeNativeHook (0x24d7e0, 0x03e00008,'AdvanceClock',0xa00)
eeInsnReplace(0x24d810, 0x2403ff98, 0x03e00008)                 -- <iFlushCache>
eeInsnReplace(0x24d814, 0x0000000c, 0x00000000)
eeNativeHook (0x24d810, 0x03e00008,'AdvanceClock',0xa00)

eeInsnReplace(0x24de20, 0x27bdffe0, 0x03e00008)                 -- <SyncDCache>
eeInsnReplace(0x24de24, 0x0080302d, 0x00000000)
eeNativeHook (0x24de20, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24de98, 0x3c02ffff, 0x03e00008)                 -- <iSyncDCache>
eeInsnReplace(0x24de9c, 0x3442ffc0, 0x00000000)
eeNativeHook (0x24de98, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24df58, 0x27bdffe0, 0x03e00008)                 -- <InvalidDCache>
eeInsnReplace(0x24df5c, 0x0080302d, 0x00000000)
eeNativeHook (0x24df58, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24dfd0, 0x3c02ffff, 0x03e00008)                 -- <iInvalidDCache>
eeInsnReplace(0x24dfd4, 0x3442ffc0, 0x00000000)
eeNativeHook (0x24dfd0, 0x03e00008,'AdvanceClock',0x600)

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

-- bug#10159 workaround
-- slowdown the jeep speed....

local jeepObj = 0
eeObj.AddHook(0x1376f0,	0xc6600174, function()
				 jeepObj = eeObj.GetGpr(gpr.s1)
end)
eeObj.AddHook(0x137a48,	0xc7ac00bc, function()
				 local s1 = eeObj.GetGpr(gpr.s1)
				 if s1 == jeepObj then
					eeObj.SetFpr(12, eeObj.GetFpr(12)*0.90)
				 end
end)

-- bug#10249 workaround
-- forcibly calculate the jeep's suspension.
eeObj.AddHook(0x19ee08,	0x8ec2120c, function()
				 if jeepObj - 624 == eeObj.GetGpr(gpr.s6) then
					eeObj.SetGpr(gpr.v0, 1)
				 end
end)

-- debug code for jeep movment target.
-- local px = 0.0
-- local pz = 0.0
-- eeObj.AddHook(0x1375bc,	0x26650174, function()
-- 				 local s1 = eeObj.GetGpr(gpr.s1)
-- 				 if s1 == jeepObj then
-- 					local s3 = eeObj.GetGpr(gpr.s3)
-- 					px = eeObj.ReadMemFloat(s3 + 372)
-- 					pz = eeObj.ReadMemFloat(s3 + 380)
-- 				 end
-- end)
-- eeObj.AddHook(0x1375c8, 0xa2620170, function()
-- 				 local s1 = eeObj.GetGpr(gpr.s1)
-- 				 if s1 == 0x19a7a00 then
-- 					local s3 = eeObj.GetGpr(gpr.s3)
-- 					local x = eeObj.ReadMemFloat(s3 + 372)
-- 					local z = eeObj.ReadMemFloat(s3 + 380)
-- 					if px ~= x or pz ~= z then
-- 					   print(string.format("[%f %f] => [%f %f] v0=%d",
-- 										   px, pz, x, z, eeObj.GetGpr(gpr.v0)))
-- 					end
--  				 end
-- end)
#physics calculations and performance fix.

SLUS_200.73
SLUS-20073_features.lua

-- Lua 5.3
-- Title:   Red Faction PS2 - SLUS-20073 (USA)
-- Author:  Ernesto Corvi, Adam McInnis

-- Changelog:

apiRequest(1.1)	-- request version 1.1 API. Calling apiRequest() is mandatory.

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

local L1 =  -- main
	function()
		emuObj.ThrottleMax()
	end
	
local L2 =  -- main
	function()
		emuObj.ThrottleNorm()
	end
	
local load1 = eeObj.AddHook(0x165590, 0x27bdffb0, L1) -- game_load_level
local load2 = eeObj.AddHook(0x16578C, 0x7bb10010, L2) -- game_load_level

-- Widescreen support --
eeInsnReplace(0x2071c4, 0x00000000, 0x3c013f40) -- gr_setup_3d
eeInsnReplace(0x2071d0, 0x00000000, 0x4481f000) -- gr_setup_3d
eeInsnReplace(0x2072e0, 0x00000000, 0x461ea502) -- gr_setup_3d
eeInsnReplace(0x2072e8, 0x00000000, 0x461ead43) -- gr_setup_3d
eeInsnReplace(0x23a34c, 0x44826000, 0x461e0303) -- shadow_ngps_render_and_copy
eeInsnReplace(0x23a444, 0x3c024334, 0x3c024309) -- shadow_ngps_render_and_copy
emuObj.SetDisplayAspectWide()
#Official widescreen support.

Red faction II[edit | edit source]

CUSA06356
CLI

--gs-use-deferred-l2h=0
--l2h-2d-params=0x0000000800000001,0x000000003a083000,612,2
--mtap1=disabled
--mtap2=disabled

Resident Evil Code: Veronica X[edit | edit source]

ALL
CLI

--ee-jit-pagefault-threshold=30
#crash fix.

ALL
LUA

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

-- Bug# 9976
local emuObj = getEmuObject()	
emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} )
#graphical fix.

Rogue Galaxy[edit | edit source]

ALL
CLI

--gs-kernel-cl-up="up2x2skipinterp"
--gs-optimize-30fps=1
#visual fixes and performance optimisation.

SCUS_974_90
LUA

require("ee-gpr-alias")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Bug#8404 WORKAROUND
-- See https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8404
eeInsnReplace(0x124898, 0x3442ffff, 0x3442fffe) -- 	ori	v0,v0,0xffff
#unsure what this fixes.

Rise of the Kasai[edit | edit source]

CLI
SCUS-97416

--gs-kernel-cl-up="up2x2skipinterp"
--cdvd-sector-read-cycles=31000
--iop-cycle-scalar=0.7


LUA
SCUS-97416

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

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


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

-- bug #9037. 
-- Force point sampling when max mip map > 0 and min filter is set to nearest( 0).   
-- This is done generically when mipmaping is On , however  we prefer to disable mip maps for this title.
emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} )

-- bug#9241
-- SwapMemCard to Mark of Kri
-- bug#136347 (SCEI bugzilla)
-- we re-use US image for Rise of Kasai EU package and want to let use be able to have Mark of Kri completion bonus.
-- unfortunately we don't have any ways to distinguish which PS4 package we are working on.
-- instead of US => EU reading out modification, let the game retry EU saved data when it fails.
--
-- NOTE: you can write down the filepath directly(onto strptr) at boot time if we can distinguish the differences of the packages.
local first_attempt = true
local buffer = -1
local strptr = -1
local write_str = function (ptr, str)
   for i=1,string.len(str) do
	  eeObj.WriteMem8(ptr + i - 1, string.byte(str, i, i))
   end
end
eeObj.AddHook(0x1aa904,	0x0040382d, function()
				 strptr = eeObj.GetGpr(gpr.a2)
				 local fname = eeObj.ReadMemStr(strptr)
				 -- print(string.format("%s", fname))
				 if fname == "BASCUS-97140/BASCUS-97140" then
					if first_attempt then
					   buffer = eeObj.GetGpr(gpr.a3)
					   --print("Trying to read out SCUS-97140 Mark of Kri US saved data");
					   --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3)))
					   emuObj.SwapMemCard(0, 0, "SCUS-97140")	-- 2nd argument, user-id isn't used in the current implementation.
					else
					   -- this is the case of re-trying : reading out EU mark of kri
					   --print("Trying to read out SCES-51164 Mark of Kri EU saved data");
					   write_str(strptr, "BESCES-51164/BESCES-51164")
					   eeObj.SetGpr(gpr.a3, buffer);
					   --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3)))
					   emuObj.SwapMemCard(0, 0, "SCES-51164")
					end
				 end
end)
eeInsnReplace(0x1aa910,	0x10400020, 0x00000000)
eeObj.AddHook(0x1aa910, 0x00000000, function()
				 local v0 = eeObj.GetGpr(gpr.v0)
				 if v0 == 0 then	-- failed
					--print("File Load Failed")
					if first_attempt then
					   first_attempt = false
					   eeObj.SetPc(0x1aa8fc)
					else
					   first_attempt = true
					   eeObj.SetPc(0x1aa994)
					end
				 end
end)
-- SwapMemCard to Rise of Kasai
eeObj.AddHook(0x1aa9e8,	0xdfbf0000, function()
				 emuObj.SwapMemCard(0, 0, "SCUS-97416")
				 write_str(strptr, "BASCUS-97140/BASCUS-97140")	-- write back the original string to the place.
				 strptr = -1
				 buffer = -1
end)

Samurai Shodown Anthology[edit | edit source]

SLUS_216.29
CLI

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


LUA

-- Lua 5.3
-- Title: Samurai Shodown Anthology - SLUS-21629 (USA) v1.01
-- Author: Nicola Salmoria
-- Date: October 12, 2016


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

apiRequest(1.6)

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

local kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc = require("sprite")
local PadConnectType = require("pad-connect-type")


local BRIGHT_ADDRESS = 0x7803fc
local BRIGHT_DESCRIPTION_ADDRESS = 0x4d8380
local SETTINGS_ADDRESS = 0x756900

-- a free memory location for our perusal
local DISPLAYMODE_STRING_ADDRESS = 0xf7000

local sprite0 = getSpriteObject(0)
local sprite1 = getSpriteObject(1)

-- Notifications should be assigned to two unused sprite slots.  Since we want them to
-- be displayed on top of everything else, they should be the highest sprites in the list.
local spr_p1_notify = getSpriteObject(2)
local spr_p2_notify = getSpriteObject(3)
local spr_p1d_notify = getSpriteObject(4)
local spr_p2d_notify = getSpriteObject(5)

-- note: Texture 0 is fixed as the PS2 scanout.
local texture1 = getTextureObject(1)
local texture2 = getTextureObject(2)
local texture3 = getTextureObject(3)
local texture4 = getTextureObject(4)
local texture5 = getTextureObject(5)
local texture6 = getTextureObject(6)
local texture7 = getTextureObject(7)

-- ------------------------------------------------------------
local STATE_STOPPED		= 0
local STATE_RUNNING		= 1

local notify_ypos = 24
local notify_p1_xsize = 0
local notify_p2_xsize = 0
local notify_p1d_xsize = 0
local notify_p2d_xsize = 0
local notify_ysize = 0

local notify_frames_p1 = 0
local notify_frames_p2 = 0
local notify_animstate_p1 = STATE_STOPPED
local notify_animstate_p2 = STATE_STOPPED

local connected_p1 = 47
local connected_p2 = 47
local blink_on_p1 = true
local blink_on_p2 = true

-- ---------------------------------------------------
-- the global function 'Global_InitGpuResources()' is invoked by the emulator after
-- the GS has been initialized.  Textures and Shaders must be loaded here.
--
Global_InitGpuResources = function()
	-- # Fragment Shader 0 is fixed as the default no-thrills as-is renderer.
	emuObj.LoadFsShader(1, "./shader_SL480_p.sb")		-- (1) = 480P ScanLine Sim

	texture1.Load("./ART1.png")
	texture2.Load("./ART2.png")
	texture3.Load("./SNK_LOGO.png")
	texture4.Load("./p1.png")
	texture5.Load("./p2.png")
	texture6.Load("./p1d.png")
	texture7.Load("./p2d.png")

	local p1_w,p1_h = texture4.GetSize()
	local p2_w,p2_h = texture5.GetSize()
	local p1d_w,p1d_h = texture6.GetSize()
	local p2d_w,p2d_h = texture7.GetSize()
	
	notify_p1_xsize = p1_w
	notify_p2_xsize = p2_w
	notify_p1d_xsize = p1d_w
	notify_p2d_xsize = p2d_w
	notify_ysize = p1_h

	spr_p1_notify.BindTexture(4)
	spr_p1_notify.SetPosXY(-1 - notify_p1_xsize, notify_ypos)   -- default position is fully obscured from view
	spr_p1_notify.SetSizeXY(p1_w,p1_h)
	spr_p1_notify.SetPosUV(0,0)
	spr_p1_notify.SetSizeUV(p1_w,p1_h)
	spr_p1_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p2_notify.BindTexture(5)
	spr_p2_notify.SetPosXY(-1 - notify_p2_xsize, notify_ypos)   -- default position is fully obscured from view
	spr_p2_notify.SetSizeXY(p2_w,p1_h)
	spr_p2_notify.SetPosUV(0,0)
	spr_p2_notify.SetSizeUV(p2_w,p1_h)
	spr_p2_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p1d_notify.BindTexture(6)
	spr_p1d_notify.SetPosXY(-1 - notify_p1d_xsize, notify_ypos)   -- default position is fully obscured from view
	spr_p1d_notify.SetSizeXY(p1d_w,p1_h)
	spr_p1d_notify.SetPosUV(0,0)
	spr_p1d_notify.SetSizeUV(p1d_w,p1_h)
	spr_p1d_notify.SetBlendColorEquation(blendDefaultEquation)

	spr_p2d_notify.BindTexture(7)
	spr_p2d_notify.SetPosXY(-1 - notify_p2d_xsize, notify_ypos)   -- default position is fully obscured from view
	spr_p2d_notify.SetSizeXY(p2d_w,p1_h)
	spr_p2d_notify.SetPosUV(0,0)
	spr_p2d_notify.SetSizeUV(p2d_w,p1_h)
	spr_p2d_notify.SetBlendColorEquation(blendDefaultEquation)
end


local update_notifications_p1 = function()

	if notify_animstate_p1 == STATE_STOPPED then 
		spr_p1_notify.Disable()
		spr_p1d_notify.Disable()
		return
	end

	emuObj.ThrottleNorm()

	local keyframe = 15

	notify_frames_p1 = notify_frames_p1 + 1

	if math.ceil(notify_frames_p1/keyframe) == notify_frames_p1/keyframe then blink_on_p1 = not blink_on_p1 end
	if blink_on_p1 == true then notify_ypos = 24 end
	if blink_on_p1 == false then notify_ypos = -84 end

--	print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p1/keyframe), notify_frames_p1/keyframe, blink_on_p1, notify_ypos))
--	print(string.format("notify_frames_p1 %s", notify_frames_p1))

	if notify_frames_p1 >= 225 then
		notify_animstate_p1 = STATE_STOPPED
		notify_frames_p1 = 0
		connected_p1 = 47
	end

	if connected_p1 == true then
		spr_p1_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p1_notify.SetPosXY(math.floor((1920-notify_p1_xsize)/2), notify_ypos)
		spr_p1_notify.Enable()
	end

	if connected_p1 == false then
		spr_p1d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p1d_notify.SetPosXY(math.floor((1920-notify_p1d_xsize)/2), notify_ypos)
		spr_p1d_notify.Enable()
	end
end

local update_notifications_p2 = function()

	if notify_animstate_p2 == STATE_STOPPED then 
		spr_p2_notify.Disable()
		spr_p2d_notify.Disable()
		return
	end

	emuObj.ThrottleNorm()

	local keyframe = 15

	notify_frames_p2 = notify_frames_p2 + 1

	if math.ceil(notify_frames_p2/keyframe) == notify_frames_p2/keyframe then blink_on_p2 = not blink_on_p2 end
	if blink_on_p2 == true then notify_ypos = 24 + notify_ysize + 8 end
	if blink_on_p2 == false then notify_ypos = -84 - notify_ysize - 8 end

--	print(string.format("rounded %s, floating %s, blink %s ypos %s", math.ceil(notify_frames_p2/keyframe), notify_frames_p2/keyframe, blink_on_p2, notify_ypos))

	if notify_frames_p2 >= 225 then
		notify_animstate_p2 = STATE_STOPPED
		notify_frames_p2 = 0
		connected_p2 = 47
	end

--	print(string.format("connected_p1 %s, connected_p2 %s", connected_p1, connected_p2))

	if connected_p2 == true then
		spr_p2_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p2_notify.SetPosXY(math.floor((1920-notify_p2_xsize)/2), notify_ypos)
		spr_p2_notify.Enable()
	end

	if connected_p2 == false then
		spr_p2d_notify.SetBlendColor(1.0,1.0,1.0,1.0)
		spr_p2d_notify.SetPosXY(math.floor((1920-notify_p2d_xsize)/2), notify_ypos)
		spr_p2d_notify.Enable()
	end

end

-- slot can range from 0 to 3, for users 1 thru 4.
-- pad_type can be either:  DS4, REMOTE_DS4, REMOTE_VITA, or HID
local onHIDPadEvent = function(slot, connected, pad_type)
	spr_p1_notify.Disable()
	spr_p1d_notify.Disable()
	spr_p2_notify.Disable()
	spr_p2d_notify.Disable()
--	print(string.format("slot %s, connected %s, pad_type %s", slot, connected, pad_type))
	if pad_type == PadConnectType.HID then
		notify_frames_p1 = 0
		notify_frames_p2 = 0
		blink_on_p1 = true
		blink_on_p2 = true
		if slot == 0 then 
			connected_p1 = connected
			notify_animstate_p1 = STATE_RUNNING
		end
		if slot == 1 then 
			connected_p2 = connected 
			notify_animstate_p2 = STATE_RUNNING
		end
	end
end

local scanlineParams = {
	240.0,      -- float scanlineCount
	0.7,        -- float scanlineHeight;
	1.5,        -- float scanlineBrightScale;
	0.5,        -- float scanlineAlpha;
	0.5         -- float vignetteStrength;
}

-- ---------------------------------------------------
-- Full Screen (480p) NoFX
-- ---------------------------------------------------

local original = function()
	sprite0.BindTexture(0)
	sprite0.BindFragmentShader(0)
	sprite0.SetPosXY((1920-1440)/2,0)
	sprite0.SetSizeXY(1440,1080)
	sprite0.Enable()

	sprite1.Disable()
end

-- ---------------------------------------------------
-- Full Screen + ScanLines (480p)
-- ---------------------------------------------------

local scanlines = function()
	sprite0.BindTexture(0)
	sprite0.SetPosXY((1920-1440)/2,0)
	sprite0.SetSizeXY(1440,1080)
	sprite0.BindFragmentShader(1)
	sprite0.SetShaderParams(scanlineParams)
	sprite0.Enable()

	sprite1.Disable()
end

-- ---------------------------------------------------
-- SNK Overlay NoFX
-- ---------------------------------------------------
local bezel = function()
	sprite0.BindTexture(0)
	sprite0.BindFragmentShader(0)
	sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
	sprite0.SetSizeXY(1280,896)
	sprite0.Enable()

	sprite1.BindTexture(1)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end

-- ---------------------------------------------------
-- SNK Overlay + ScanLines (480p)
-- ---------------------------------------------------

local bezel_scanlines = function()
	sprite0.BindTexture(0)
	sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
	sprite0.SetSizeXY(1280,896)
	sprite0.BindFragmentShader(1)
	sprite0.SetShaderParams(scanlineParams)
	sprite0.Enable()

	sprite1.BindTexture(1)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end

-- ---------------------------------------------------
-- Arcade Overlay NoFX
-- ---------------------------------------------------
local bezel2 = function()
	sprite0.BindTexture(0)
	sprite0.BindFragmentShader(0)
	sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
	sprite0.SetSizeXY(1280,896)
	sprite0.Enable()

	sprite1.BindTexture(2)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end

-- ---------------------------------------------------
-- Arcade Overlay + ScanLines (480p)
-- ---------------------------------------------------

local bezel2_scanlines = function()
	sprite0.BindTexture(0)
	sprite0.SetPosXY((1920-1280)/2, (1080-896)/2)
	sprite0.SetSizeXY(1280,896)
	sprite0.BindFragmentShader(1)
	sprite0.SetShaderParams(scanlineParams)
	sprite0.Enable()

	sprite1.BindTexture(2)
	sprite1.SetPosXY(0,0)
	sprite1.SetSizeXY(1920,1080)
	sprite1.SetPosUV(0,0)
	sprite1.SetSizeUV(1920,1080)
	sprite1.Enable()
end


local logoON = function()
	emuObj.ThrottleMax()

	sprite0.BindTexture(3)
	sprite0.SetPosXY(0,0)
	sprite0.SetSizeXY(1920,1080)
	sprite0.SetPosUV(0,0)
	sprite0.SetSizeUV(1920,1080)
	sprite0.Enable()

	sprite1.Disable()
end


local VIDEOMODE_ORIGINAL		= 256
local VIDEOMODE_SCANLINES		= 251
local VIDEOMODE_ART1			= 252
local VIDEOMODE_ART1_SCANLINES	= 253
local VIDEOMODE_ART2			= 254
local VIDEOMODE_ART2_SCANLINES	= 255

local videoModes = {
	[VIDEOMODE_ORIGINAL			] = "ORIGINAL",
	[VIDEOMODE_SCANLINES		] = "SCANLINES",
	[VIDEOMODE_ART1				] = "ART1",
	[VIDEOMODE_ART1_SCANLINES	] = "ART1 + SCANLINES",
	[VIDEOMODE_ART2				] = "ART2",
	[VIDEOMODE_ART2_SCANLINES	] = "ART2 + SCANLINES",
}

local lastVideoMode = nil

local function switchVideoMode(mode)
	if lastVideoMode ~= mode then
		lastVideoMode = mode

		emuObj.ThrottleNorm()
	
		if mode == VIDEOMODE_ORIGINAL then
			original()
		elseif mode == VIDEOMODE_SCANLINES then
			scanlines()
		elseif mode == VIDEOMODE_ART1 then
			bezel()
		elseif mode == VIDEOMODE_ART1_SCANLINES then
			bezel_scanlines()
		elseif mode == VIDEOMODE_ART2 then
			bezel2()
		elseif mode == VIDEOMODE_ART2_SCANLINES then
			bezel2_scanlines()
		end
	end
end



local FH1 =	-- printf
	function()
		eeObj.SetGpr(gpr.ra, 0x11afd0)	-- <LoadExecPS2>:
		eeObj.SetGpr(gpr.a0, 0x348710)	-- "cdrom0:\S6\NO1_E.ELF;1"
		eeObj.SetGpr(gpr.a1, 0)
		eeObj.SetGpr(gpr.a2, 0)

		-- also turn on the SNK logo (it will be implicitly tuned off after video mode settings are applied)
		logoON()
	end

local FH2A =	-- increment main menu option
	function()
		local v1 = eeObj.GetGpr(gpr.v1)
		if v1 == 7 then
			eeObj.SetGpr(gpr.v1, 8)	-- skip "exit to main menu"
		end
	end

local FH2B =	-- decrement main menu option
	function()
		local v1 = eeObj.GetGpr(gpr.v1)
		if v1 == 7 then
			eeObj.SetGpr(gpr.v1, 6)	-- skip "exit to main menu"
		end
	end

local FH2C =	-- get pointer of "exit to main menu" string
	function()
		local strPtr = eeObj.GetFprHex(0)
		eeObj.WriteMem8(strPtr, 0)	-- erase the string
	end


local FH3 =
	function()
		local msgId = eeObj.GetGpr(gpr.a0)
		if msgId == 5 then
			eeObj.SetGpr(gpr.v1, 9)	-- skip message
		end
	end


local FH4A =	-- increment the BRIGHT value
	function()
		local bright = eeObj.ReadMem32(BRIGHT_ADDRESS)

		local next = bright + 1
		if next > 256 then
			next = 251
		end

		eeObj.SetGpr(gpr.a0, next)
	end

local FH4B =	-- decrement the BRIGHT value
	function()
		local bright = eeObj.ReadMem32(BRIGHT_ADDRESS)

		local next = bright - 1
		if next < 251 then
			next = 256
		end

		eeObj.SetGpr(gpr.a0, next)
	end


local function forceBright(register)
	local bright = eeObj.GetGpr(register)

	-- update the video mode
	switchVideoMode(bright)

	-- force brightness to 100%
	eeObj.SetGpr(register, 256)
end

local FH5A =	-- read BRIGHT setting
	function()
		forceBright(gpr.a2)
	end
local FH5B =	-- read BRIGHT setting
	function()
		forceBright(gpr.a0)
	end
local FH5C =	-- read BRIGHT setting
	function()
		forceBright(gpr.v1)
	end
local FH5D =	-- read BRIGHT setting
	function()
		forceBright(gpr.t4)
	end


local FH6 =	-- get label for game option
	function()
		local v1 = eeObj.GetGpr(gpr.v1)

		if v1 == 8 then
			eeObj.WriteMemStrZ(DISPLAYMODE_STRING_ADDRESS, "DISPLAY")
			eeObj.SetGpr(gpr.v0, DISPLAYMODE_STRING_ADDRESS)

			eeObj.WriteMemStrZ(BRIGHT_DESCRIPTION_ADDRESS, "The display mode can be changed")
		end
	end


local FH7 =	-- get description for BRIGHT option
	function()
		local bright = eeObj.ReadMem32(BRIGHT_ADDRESS)
		local sp = eeObj.GetGpr(gpr.sp)
		eeObj.WriteMemStrZ(sp + 128, videoModes[bright])
	end


local FH8 =	-- initialize settings
	function()
		eeObj.WriteMem32(SETTINGS_ADDRESS + 0xafe8, 1)	-- auto save enabled
	end


-- register hooks

local CHKDATA_MAIN = 0x3c04001d
local CHKDATA_SS6  = 0x3c040056

local elfChkMain = function(opcode, pc, expectedOpcode)
	local chkData = eeObj.ReadMem32(0x100198)

	if chkData == CHKDATA_MAIN then
		assert(opcode == expectedOpcode, string.format("Overlay opcode mismatch @ 0x%06x: expected 0x%08x, found %08x", pc, expectedOpcode, opcode))
		return true
	else
		return false
	end
end

local elfChkSS6 = function(opcode, pc, expectedOpcode)
	local chkData = eeObj.ReadMem32(0x100198)

	if chkData == CHKDATA_SS6 then
		assert(opcode == expectedOpcode, string.format("Overlay opcode mismatch @ 0x%06x: expected 0x%08x, found %08x", pc, expectedOpcode, opcode))
		return true
	else
		return false
	end
end

local hooks = {
	-- load Samurai Shodown VI on startup
	eeObj.AddHook(0x100850, function(op, pc) return elfChkMain(op, pc, 0xdfbf0030) end, FH1),

	-- skip "exit to main menu" menu option
	eeObj.AddHook(0x24bd84, function(op, pc) return elfChkSS6(op, pc, 0x00001810) end, FH2A),
	eeObj.AddHook(0x24bf90, function(op, pc) return elfChkSS6(op, pc, 0x00001810) end, FH2B),
	-- hide "exit to main menu" menu option
	eeObj.AddHook(0x1cae4c, function(op, pc) return elfChkSS6(op, pc, 0xe7a00080) end, FH2C),

	-- skip "There is no SAMURAI SHODOWN -ANTHOLOGY- data on the memory card" message
	eeObj.AddHook(0x2a4d3c, function(op, pc) return elfChkSS6(op, pc, 0x24030007) end, FH3),

	-- increment/decrement BRIGHT setting: replace with clamp to range 251-256
	eeObj.AddHook(0x27ba2c, function(op, pc) return elfChkSS6(op, pc, 0x00642021) end, FH4A),
	eeObj.AddHook(0x27bc34, function(op, pc) return elfChkSS6(op, pc, 0x00642021) end, FH4B),

	-- force screen brightness to max
	eeObj.AddHook(0x2aa740, function(op, pc) return elfChkSS6(op, pc, 0x8c6603fc) end, FH5A),
	eeObj.AddHook(0x2aaab8, function(op, pc) return elfChkSS6(op, pc, 0x8c6403fc) end, FH5B),
	eeObj.AddHook(0x2ad2f0, function(op, pc) return elfChkSS6(op, pc, 0x8c4303fc) end, FH5C),
	eeObj.AddHook(0x2ad950, function(op, pc) return elfChkSS6(op, pc, 0x8c4303fc) end, FH5C),
	eeObj.AddHook(0x2addb4, function(op, pc) return elfChkSS6(op, pc, 0x8c4303fc) end, FH5C),
	eeObj.AddHook(0x2ae2c8, function(op, pc) return elfChkSS6(op, pc, 0x8c6c03fc) end, FH5D),
	eeObj.AddHook(0x2ae4e4, function(op, pc) return elfChkSS6(op, pc, 0x8c6c03fc) end, FH5D),

	-- patch BRIGHT label
	eeObj.AddHook(0x1c8dec, function(op, pc) return elfChkSS6(op, pc, 0x2463ffff) end, FH6),
	eeObj.AddHook(0x1c9dc4, function(op, pc) return elfChkSS6(op, pc, 0x2463ffff) end, FH6),

	-- patch BRIGHT description
	eeObj.AddHook(0x1c958c, function(op, pc) return elfChkSS6(op, pc, 0x24020006) end, FH7),

	-- enable AUTO SAVE on first boot
	eeObj.AddHook(0x2a5ebc, function(op, pc) return elfChkSS6(op, pc, 0x3c040076) end, FH8),
}


-- Fight stick

HIDPad_Enable()

local addedHooks = false
local pad = function()
	if addedHooks == false then
		addedHooks = true
		emuObj.AddVsyncHook(update_notifications_p1)
		emuObj.AddVsyncHook(update_notifications_p2)

		-- bug report:
		-- Sound volume: The sound is extremely louder than previous titles.
		-- <PS4 recommendation>      -24LKFS(±2)
		-- <The current game sound> -11.59LUFS
		--
		-- So set main volume to 0.25 i.e. about 12dB attenuation.
		emuObj.SetVolumes(0.25, 1.0, 1.0)
	end
end
	
emuObj.AddPadHook(onHIDPadEvent)
emuObj.AddEntryPointHook(pad)




-- Credits

-- Trophy design and development by SCEA ISD SpecOps
-- David Thach Senior Director
-- George Weising Executive Producer
-- Tim Lindquist Senior Technical PM
-- Clay Cowgill Engineering
-- Nicola Salmoria Engineering
-- Jenny Murphy Producer
-- David Alonzo Assistant Producer
-- Tyler Chan Associate Producer
-- Karla Quiros Manager Business Finance & Ops
-- Special thanks to A-R&D

Star Ocean 3[edit | edit source]


SLES-82028
CLI

--vu-hack-triace=1
--assert-path1-ad=0
--gs-kernel-cl-up="OptRightTri"
--ee-cycle-scalar=1.0
--ee-sif0-cycle-scalar=0.1
--ee-sif1-cycle-scalar=2.0
--iop-sif0-cycle-scalar=0.1
--iop-sif1-cycle-scalar=2.0
--ee-hook=0x0011DF00,FastForwardClock,0x8C82000C
--vu1-injection=1
--vu1-mpg-cycles=1
--ee-injection-title=1
--ee-hook=0x109bc4,SO3_AudioRequest,0x3c011001
--ee-hook=0x109c04,SO3_AudioRequest,0x3c011001
--ee-hook=0x1097a0,SO3_AudioWriteBack,0x27bdffe0
--host-audio-latency=0.060
--cop2-accurate-mul-range=0x004cce00,0x004ccf00


SLES-82028
LUA

-- star_ocean sles82028
local gpr = require("ee-gpr-alias")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

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

-- 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

local reduceShadowsToOne = function()
    eeObj.SetGPR(gpr.a3 ,1)
end

if 1 then  	-- not emuObj.IsNeoMode() then	-- neo mode check disabled, due to bug #10443
	-- enable this hook only in base mode.
	-- NEO mode hardware has enough horsepower to render extra shadows. (correction: it doesn't, bug 10443)
	eeObj.AddHook(0x0042d1e0, 0x24c60001, reduceShadowsToOne)
end

-- NOP out some meaningless (M) bits.
-- SO3 uses these as a performance optimization to allow writing next data set regs in parallel
-- to mpg calculating results of current set.  In our emu it's sync always, so just interlock is ok.
vuInsnReplace(0, 0x004, (0x21f809bc<<32) | 0x8000033c, (0x01f809bc<<32) | 0x8000033c)	-- MULAbc.xyzw Acc, vf01, vf24.x (M)
vuInsnReplace(0, 0x016, (0x21f859bc<<32) | 0x8000033c, (0x01f859bc<<32) | 0x8000033c)	-- MULAbc.xyzw Acc, vf11, vf24.x (M)
vuInsnReplace(0, 0x034, (0x21f880bd<<32) | 0x8000033c, (0x01f880bd<<32) | 0x8000033c)	-- MADDAbc.xyzw Acc, Acc, vf16, vf24.y (M)
vuInsnReplace(0, 0x05b, (0x21f81e4a<<32) | 0x8000033c, (0x01f81e4a<<32) | 0x8000033c)	-- MADDbc.xyzw vf25, Acc, vf03, vf24.z (M)
vuInsnReplace(0, 0x06c, (0x210001c3<<32) | 0x8000033c, (0x010001c3<<32) | 0x8000033c)	-- ADDbc.x vf07, vf00, vf00.w (M)
vuInsnReplace(0, 0x15d, (0x21e141bc<<32) | 0x8000033c, (0x01e141bc<<32) | 0x8000033c)	-- MULAbc.xyzw Acc, vf08, vf01.x

-- remove DMA Ch1 kick for audio-vu1.
-- using Native EE processing code.
-- See. SLES82028_cli.conf and eJitExec_NativeHooks.cpp.
eeInsnReplace(0x00109bd4, 0xac239000, 0) -- sw      $v1,-0x7000 (0xffff9000)($at)
eeInsnReplace(0x00109c08, 0xac239000, 0) -- sw      $v1,-0x7000 (0xffff9000)($at)

--Title must always run 50 hz (PAL) even when PRogressive Mode has been enabled.
-- (progressive mode is made possible via ISD LUA patch, it was originally removed from the PAL region
--  release of SO3)
emuObj.ForceRefreshRate(50)

Star Wars Bounty Hunter[edit | edit source]

ALL
CLI

--gs-kernel-cl-up="OptRightTri"
--gs-vert-precision=8

Star Wars: Jedi Starfighter[edit | edit source]

SLES_503.71
CLI

--gs-check-trans-rejection68=1
--gs-dirty-page-policy=1

SLES_503.71
Lua

-- Star Wars: Jedi Starfighter [SLES-50371] [EU]

require("ee-gpr-alias")
require("pad-and-key")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

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

-- Bug#9013 - title calls PS2::Exit() at the end of a bonus stage.
eeInsnReplace(0x323398, 0x0c116bb4, 0x00000000) --   jal     Stop__12CTaskManagerFv
 
-- Bug#8905
-- The game sets a little bit big DH values for GS Display Register.
-- mimic overscan cropping (generic crop happens in GsScanoutArea::Populate)
local dump_display = function()
   local a5 = eeObj.GetGpr(gpr.t1)
   local ds1_h = eeObj.ReadMem32(a5+892)
   local ds2_h = eeObj.ReadMem32(a5+908)
   local dh1   = (ds1_h>>(44-32))&0x7ff
   local dh2   = (ds2_h>>(44-32))&0x7ff
   if dh1 >= 574 then
	  dh1 = 558 -- 574-16
	  ds1_h = (ds1_h & 0xfff) | (dh1 << (44-32))
	  eeObj.WriteMem32(a5+892, ds1_h)
   end
   if dh2 >= 575 then
	  dh2 = 559 -- 575-16
	  ds2_h = (ds2_h & 0xfff) | (dh2 << (44-32))
	  eeObj.WriteMem32(a5+908, ds2_h)
   end
end
eeObj.AddHook(0x4fc33c,	0x02084821, dump_display)
eeObj.AddHook(0x4fc068,	0x02084821, dump_display)

-- Bug#8944
-- The game doesn't clear the framebuffer on movie-startup and movie-display.
-- call clear functions at the appropriate points by using Replacement.
local Replace_CVideoDecoder_Draw = InsnOverlay( {
	0x27bdfff0, -- 	addiu	sp,sp,-16
	0xffbf0000, -- 	sd	ra,0(sp)

	-- swap
	0x0c13f044, -- 	jal	0x4fc110
	0x00000000, -- 	nop
	-- clear
	0x0c13f228, -- 	jal	0x4fc8a0
	0x24044000, -- 	li	a0,16384

	0xdfbf0000, -- 	ld	ra,0(sp)
	0x03e00008, -- 	jr	ra
	0x27bd0010, -- 	addiu	sp,sp,16
})
eeInsnReplace(0x427fe0,	0x0c13f044,0x0c000000 | (Replace_CVideoDecoder_Draw>>2))
local Replace_CPS2MpegPlayer_Open = InsnOverlay( {
	0x27bdfff0, -- 	addiu	sp,sp,-16
	0xffbf0000, -- 	sd	ra,0(sp)

	-- clear color
	0x44806000, -- 	mtc1	zero,$f12
	0x46006346, -- 	mov.s	$f13,$f12
	0x0c13f1d8, -- 	jal	0x4fc760
	0x46006386, -- 	mov.s	$f14,$f12
	-- clear
	0x0c13f228, -- 	jal	0x4fc8a0
	0x24044000, --  li	a0,16384
	-- swap
	0x0c13f044, --  jal	4fc110 <glSwapBuffersPSX2>	
	0x00000000, --  nop

	-- restore some registers
	0x0220302d, -- 	move	a2,s1
	0x0200382d, -- 	move	a3,s0

	0xdfbf0000, -- 	ld	ra,0(sp)
	0x03e00008, -- 	jr	ra
	0x27bd0010, -- 	addiu	sp,sp,16
})
eeInsnReplace(0x423c3c,	0x0220302d, 0x0c000000 | (Replace_CPS2MpegPlayer_Open>>2))

--
-- Bug#8981 / Bug#9006
--
local std_string_c_str = function(ptr)
   return eeObj.ReadMemStr(eeObj.ReadMem32(eeObj.ReadMem32(ptr) + 12))
end
local player_obj_found_flag = 0
local player_obj = 0
eeObj.AddHook(0x464530,	0x27bdff90, function()
				 if std_string_c_str(eeObj.GetGpr(gpr.a1)) == "_player" then
					--print(string.format("LookupGameObject %s", std_string_c_str(eeObj.GetGpr(gpr.a1))))
					player_obj_found_flag = 1
				 end
end)
eeObj.AddHook(0x464720,	0x7bb10010, function()
				 if player_obj_found_flag == 1 then
					player_obj = eeObj.ReadMem32(eeObj.GetGpr(gpr.v0)+92)
					--print(string.format("    obj    = %x", eeObj.GetGpr(gpr.v0)))
					--print(string.format("    92(v0) = %x", player_obj))
					--print(string.format("    [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+116), eeObj.ReadMemFloat(player_obj+120), eeObj.ReadMemFloat(player_obj+124)))
					--print(string.format("    [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+52), eeObj.ReadMemFloat(player_obj+56), eeObj.ReadMemFloat(player_obj+60)))
					player_obj_found_flag = 0
				 end
end)

eeObj.AddHook(0x147444,	0x0040282d, function()
				 local strptr = eeObj.GetGpr(gpr.v0)
				 local str    = std_string_c_str(strptr)
				 if string.match(str, "ExplosionFire")
					-- or string.match(str, "ExplosionSpark")
				 then
					local explosion_object = eeObj.ReadMem32(eeObj.GetGpr(gpr.s0)+92)
					local eo_x = eeObj.ReadMemFloat(explosion_object+116)
					local eo_y = eeObj.ReadMemFloat(explosion_object+120)
					local eo_z = eeObj.ReadMemFloat(explosion_object+124)
					-- print(string.format("exp obj : %x", explosion_object))
					-- print(string.format("        [%f, %f, %f]", eo_x, eo_y, eo_z))
					-- print(string.format("        [%f, %f, %f]", eeObj.ReadMemFloat(explosion_object+52), eeObj.ReadMemFloat(explosion_object+56), eeObj.ReadMemFloat(explosion_object+60)))

					local pl_x = eeObj.ReadMemFloat(player_obj+116)
					local pl_y = eeObj.ReadMemFloat(player_obj+120)
					local pl_z = eeObj.ReadMemFloat(player_obj+124)
					-- print(string.format("pl  obj : %x", player_obj))
					-- print(string.format("        [%f, %f, %f]", pl_x, pl_y, pl_z));

					local len = (eo_x-pl_x)*(eo_x-pl_x) + (eo_y-pl_y)*(eo_y-pl_y) + (eo_z-pl_z)*(eo_z-pl_z)
					-- print(string.format("lengh^2 = %f", len))

					-- print(string.format("str : %s", std_string_c_str(strptr)))

					if len < 960000.0 then
					   -- print("    REMOVED")
					   eeObj.SetPc(0x1474b0)
					end
				 end
end)

local overlay_addr = InsnOverlay( {
 0x8c700008, --  lw      $s0, 8($v1)
 0x8e040000, --  lw      $a0, 0($s0)
 0x8c840000, --  lw      $a0, 0($a0)
 0x3c05006c, --  lui     $a1,0x6c
 0x34a5ce28, --  ori     $a1,$a1,0xce28
 0x14850002, --  bne     $a0, $a1, <ret>
 0x00000000, --  nop
 0xac600004, --  sw      zero, 4($v1)
 0x03e00008, -- ret: jr      $ra
 0x8c630004, --  lw      $v1, 4($v1) 
} )
local call_insn = (overlay_addr >> 2) | 0x0c000000
eeInsnReplace( 0x267f84, 0x8c700008, call_insn ) -- lw $s0, 8($v1) -> jal overlay_addr
eeInsnReplace( 0x267f88, 0x8c630004, 0x00000000 ) -- lw $v1, 4($v1) -> nop

-- The game has a bug when you replay the last campaign mission in coop mode ("The Jedi Master").
-- Upon completing the mission successfully, the game asks to "Continue" or "Quit".
-- Selecting "Continue" causes the game to hang, as there's nothing to continue to (it's the last mission)
-- The following patch fixes this problem by changing to prompt to "Retry" or "Quit", as it behaves in 1p mode
 
eeObj.AddHook(0x39debc, 0x0220202d, function()
     local strptr = eeObj.GetGpr(gpr.v0)
     local str    = std_string_c_str(strptr)
     if string.match(str, "m16_fleet") then
     eeObj.SetGpr(gpr.s0, 1)
     end
end)
 
-- fix for a node corruption.
-- here's what happens (from Ernesto)
--
-- Well, I was finally able to track down the issue. It's actually difficult to explain and the actual trigger is still unknown to me, as it seems to be timing related somehow.
-- But, I found a way to reliably detect it and work around it. Basically, when the bug happens, CSGNode::AddChild will try to add a child node that's already a children of a different root node.
-- That causes all sorts of havok and it's what ends up causing the node child list to eventually be deallocated and the render to crash.
eeObj.AddHook(0x266A70, 0x27bdffc0, function()
--   local obj = eeObj.GetGpr(gpr.a0)
    local node = eeObj.GetGpr(gpr.a1)
    local parent = eeObj.ReadMem32(node+0x10)
--   local caller = eeObj.GetGpr(gpr.ra)

    if parent ~= 0 then
--      print(string.format("Node %08x already has a parent (%08x, caller: %08x)", node, parent, caller))
       eeObj.SetPC(0x266B80)
    end
end)

Star Wars Racer Revenge[edit | edit source]

SLES_503.66
CLI

--ee-hook=0x0025b3b0,FastForwardClock
--ee-hook=0x0025b188,FastForwardClock
--ee-hook=0x00243274,FastForwardClock
--gs-vert-precision=8
--idec-cycles-per-qwc=768
--host-audio-latency=0.60
--fpu-no-clamping=1
--cop2-no-clamping=1
--vu1-di-bits=0
--gs-override-small-tri-area=1
--assert-path1-ad=0
--ee-ignore-segfault=Read

SLES_503.66
Lua

require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.4)

-- Star Wars: Racer Revenge (SLES-50366) [US]

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

eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d)	-- retry FREAD() for fix #9025,

-- Track#
-- The Grand Reefs 			: 6 
-- Ruins of Carnuss Gorgull : 9
eeObj.AddHook(0x187330,	0x3c010001, function()
				 local track = eeObj.GetGpr(gpr.a1)
				 print(string.format("Track : %d", track))
				 if track == 6 or track == 9 then
					eeObj.Vu1MpgCycles(1000)	-- makes it be 30fps.
				 else
					eeObj.Vu1MpgCycles(100)		-- default value.
				 end
end)

-- 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 } )

SLES_503.66
Lua Features
Seems to also include some game fix

-- Lua 5.3
-- Title:   Star Wars Racer Revenge PS2 - SLES-50366 (EUR)
-- Author:  Ernesto Corvi

-- Changelog:

apiRequest(0.2)	-- request version 0.2 API. Calling apiRequest() is mandatory.

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

local L1 =  -- PodUILoadingPage::PodUILoadingPage
	function()
		emuObj.ThrottleMax()
	end
	
local L2 =  -- PodUILoadingPage::~PodUILoadingPage
	function()
		emuObj.ThrottleNorm()
	end
	
local load1 = eeObj.AddHook(0x1caa30, 0x27bdffe0, L1)	-- PodUILoadingPage::PodUILoadingPage
local load2 = eeObj.AddHook(0x1caa70, 0x27bdffd0, L2)	-- PodUILoadingPage::~PodUILoadingPage



-- BUG 9244 - This title exhibits memory allocation problems as described on the
-- PS2 tech note titled "malloc() Issues". Overlay the FullAllocAndFree() and hook it to main()

local overlay_addr = InsnOverlay( {
	0x27bdfff0, --		addiu $sp, -0x10
	0x7fbf0000, --		sq $ra, 0($sp)
	0x0c0c1710, --  	jal malloc
	0x3c0401e0, --  	lui $a0, 0x01e0
	0x0c0c171a, --  	jal free
	0x70402628, --  	paddub $a0, $v0, 0
	0x7bbf0000, --  	lq	$ra, 0($sp)
	0x03e00008, --  	jr $ra
	0x27bd0010  --  	addiu   $sp, 0x10
} )
local call_insn = (overlay_addr >> 2) | 0x0c000000
eeInsnReplace(0x23a020, 0x0c0be0a2, call_insn) -- jal scePrintf

-- BUG 9244 - move stack down to 0x01f80000 to free up an extra 512KB
eeInsnReplace(0x100038, 0x3c0501f0, 0x3c0501f8)

Twisted Metal Black[edit | edit source]

ALL
CLI

--mtap1=always
--gs-use-deferred-l2h=0
--l2h-2d-params=0x0000000400000004,0x00000000300a0000,240
--vu1-di-bits=0
--vu1-opt-vf00=2
#performance fix.

SCUS_971.01
LUA

require("ee-gpr-alias")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- This game uses an old kernel which has a bug on _TerminateThread.
-- It is necessary to check the target thread is already in readyqueue or not.

iopObj = getIOPObject()
iopInsnReplace(0x0000C5C0, 0x0C004430, 0) -- jal         0x000110C0				// unlink_element (in TerminateThread)
iopInsnReplace(0x0000C6EC, 0x0C004430, 0) -- jal         0x000110C0				// unlink_element (in iTerminateThread)
local fix_TerminateThread = function()
   local TCB = iopObj.GetGpr(gpr.s0)
   local TCB_status = iopObj.ReadMem8(TCB + 0xc)
   local TCB_h_l = TCB
   if TCB_status == 0x2 then
	  -- the target thread is on ready.
	  local TCB_h_l_prev = iopObj.ReadMem32(TCB_h_l + 0)
	  local TCB_h_l_next = iopObj.ReadMem32(TCB_h_l + 4)
	  if TCB_h_l_prev == TCB_h_l_next then		-- last_one_element(&tcb->h.l)
		 -- we need to maintain threadManCB.readymap.
		 -- print("WE NEED TO MAINTAIN threadManCB.readymap!")
		 local s0 = iopObj.ReadMem16(TCB + 0xe)	-- prio
		 local s1 = TCB
		 local a0 = s0 >> 5
		 a0 = a0 << 2
		 local v1 = s0 & 0x1f
		 local v0 = 1 << v1
		 v1 = 0x10000 + a0
		 v1 = iopObj.ReadMem32(v1 + 0x1a08)
		 v0 = ~v0
		 v1 = v1 & v0
		 local at = 0x10000+a0
		 iopObj.WriteMem32(at+0x1a08, v1)

-- 0000B798   00102142 srl         a0,s0,5
-- 0000B79C   00042080 sll         a0,a0,2
-- 0000B7A0   3203001F andi        v1,s0,0x1F
-- 0000B7A4   24020001 li          v0,0x1
-- 0000B7A8   00621004 sllv        v0,v0,v1
-- 0000B7AC   3C030001 lui         v1,0x1
-- 0000B7B0   00641821 addu        v1,v1,a0
-- 0000B7B4   8C631A08 lw          v1,0x1A08(v1)
-- 0000B7B8   00021027 nor         v0,zero,v0
-- 0000B7BC   00621824 and         v1,v1,v0
-- 0000B7C0   3C010001 lui         at,0x1
-- 0000B7C4   00240821 addu        at,at,a0
-- 0000B7C8   AC231A08 sw          v1,0x1A08(at)

	  end
   end
   -- do unlink_element
   local v1 = iopObj.ReadMem32(TCB_h_l+0)	-- element->prev
   local v0 = iopObj.ReadMem32(TCB_h_l+4)	-- element->next
   iopObj.WriteMem32(v1 + 4, v0)			-- element->prev->next = element->next
   iopObj.WriteMem32(v0 + 0, v1)
end
iopObj.AddHook(0x0000C5C4, 0x02002021, fix_TerminateThread) -- move        a0,s0
iopObj.AddHook(0x0000C6F0, 0x02002021, fix_TerminateThread) -- move       a0,s0

-- _waitIpuIdle64 spin perf down problem. Bug#8289
-- NOTE: new libarary also loops just 500dec around. 0x1389 is too much.
eeInsnReplace(0x0020CF80, 0x28421389, 0x28420200) -- slti        v0,v0,0x1389
#Performance and stall fixes.


The Mark of Kri[edit | edit source]


CLI
SCES-51164

--gs-scanout-offsetx=27

The Warriors[edit | edit source]

ALL
CLI

--vu1-injection=1
--vu1-mpg-cycles=2300
--vu1-mpg-cycles=2600,-1
--vu1-clamp-range=0x028,0x060
--ee-hook=0x48c660,FastForwardClock,0x1620ffe3
--force-pal-60hz=1

?
LUA

-- Lua 5.3
-- Title: The Warriors (USA)    SLUS-21215 ( 1.04 NTSC )
--        The Warriors (Europe) SLES-53443 ( 1.01 PAL )
-- Features version: 1.00
-- Author: David Haywood
-- Date: November 15th 2015



require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])

apiRequest(0.7)	-- request version 0.7 API. Calling apiRequest() is mandatory.	-- request version 0.7 API. Calling apiRequest() is mandatory. (0.7 is needed for Widescreen switching)

-- obtain necessary objects.
local eeObj			= getEEObject()
local emuObj		= getEmuObject()
local trophyObj		= getTrophyObject()
local dmaObj		= getDmaObject()

-- load configuration if exist
local SaveData		= emuObj.LoadConfig(0)


local firstCall = 0


--[[

this is the 'setWideScreen' function of the gfx devices
from studying the code it seems that the content of 'a1' that
gets passed in determines if the requested mode is widescreen.

DevRWGraphicsDevice::setWideScreenMode(void)
00194E28   27BDFFD0 addiu       sp,sp,-0x30
00194E2C   7FB00010 sq          s0,0x0010(sp)
00194E30   E7B50028 swc1        f21,0x0028(sp)
00194E34   0080802D dmove       s0,a0
00194E38   FFBF0000 sd          ra,0x0000(sp)
00194E3C   E7B40020 swc1        f20,0x0020(sp)
00194E40   4480A800 mtc1        zero,f21
00194E44   C600044C lwc1        f0,0x044C(s0)
00194E48   46150032 c.eq.s      f0,f21
00194E4C   00000000 nop
00194E50   45010053 bc1t        0x00194FA0
00194E54   AE05045C sw          a1,0x045C(s0)
--]]

local WidesrceenFunction = function()	
	local a1 = eeObj.GetGPR(gpr.a1)
	
	a1 = a1 & 1
	
	-- force to widescreen on boot, ensures new profiles get created in widescreen mode by default etc.
	-- has some unwanted side-effects tho, so don't do it
	if firstCall == 1 then
		a1 = 1
		eeObj.SetGPR(gpr.a1, a1)
		firstCall = 0
	end
	
	
	
	if a1 == 1 then
		print( string.format("********* Request WIDE SCREEN mode **************" ) )
		emuObj.SetDisplayAspectWide()		
	else
		print( string.format("********* Request 4:3 mode **************" ) )
		emuObj.SetDisplayAspectNormal()	
	end
	
end




-- this hook address actually differs between Europe / US.
WidescreenHook = eeObj.AddHook(0x194e18,0x27BDFFD0,WidesrceenFunction)

#official widescreen patch for The Warrior's emulator. The typos are apparently deliberate.

Wild ARMS 3[edit | edit source]

ALL
CLI

--gs-motion-factor=50
--ee-static-block-links=JAL,COP2
#graphical fixes.

SCUS_972.03
LUA

require("ee-gpr-alias")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

local emuObj		= getEmuObject()	
-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )


-- fix bug #9072
-- this is caused by a wrong string, which we patch directly on the disc.
emuMediaPatch(0x438a, 12 + 0x174, { 0x6e5c2535 }, { 0x11202535 })

-- Bug#8907. accuracy-muldiv is too slow to use, so here added some value to get correct value.
local eeObj = getEEObject()
eeObj.AddHook(0x001ef6ec, 0x00000000, function()
				 eeObj.SetFpr(0, eeObj.GetFpr(0) + 0.00001)
end)
#Graphical glitches and stall fix.

War of the Monsters[edit | edit source]

SCUS-97197
CLI

--gs-kernel-cl-up="up2x2Simple"

SCUS-97197
LUA

require("ee-gpr-alias")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- bug#8201
-- this game clear sound handlers if something errant situation happened.
-- just remove clearing memory code from the error check-ups.
eeInsnReplace(  0x1f71e8,	0xac400000, 0 ) -- 	sw	zero,0(v0)
eeInsnReplace(  0x1f7200,	0xae000000, 0 ) -- 	sw	zero,0(s0)