Difference between revisions of "PS2 Emulation"

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m (XXXX-YYYYY_cli.conf commands)
(GS/VIF)
 
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PlayStation 2 emulation on PS4 is handled slightly differently comparing to PS3. Each PS2 game PS4 package file (.pkg) include emulator itself, so there is no included emulator in PS4 firmware. Although PS4 firmware have some PS2 emulator specific features, like functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu.
 
PlayStation 2 emulation on PS4 is handled slightly differently comparing to PS3. Each PS2 game PS4 package file (.pkg) include emulator itself, so there is no included emulator in PS4 firmware. Although PS4 firmware have some PS2 emulator specific features, like functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu.
Fact that emulator is now included in game pkg, is slightly complicating providing compatibility list. As emulators include some per title patches, and different default settings. Currently most used emulators came from Rogue Galaxy, and Jak games. Next difference is that BIOS in external file is included in .pkg, anyway it is exactly the same BIOS used in ps2_netemu. Another important difference is the lack of encryption mechanism for PS2 game disc image file: this time it is just a plain ISO file, but emulator still support LIMG sector. Memory card is also decrypted, but emulator check crc of some of it regions to ensure that fresh card is not modified. PS2 Emulator supports LUA scripting by "Lua Bridge", is powerful interface that provide many possibilities to improve compatibility.
+
Fact that emulator is now included in game pkg, is slightly complicating providing compatibility list. As emulators include some per title patches, and different default settings. Currently most used emulators came from Rogue Galaxy, and Jak games. Next difference is that BIOS in external file is included in .pkg, anyway it is exactly the same BIOS used in ps2_netemu. Another important difference is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file, but emulator still support LIMG sector that allow use non-2048 sector size discs. Memory card is also decrypted, but emulator check crc of some of it regions to ensure that fresh card is not modified. PS2 Emulator supports LUA scripting by "Lua Bridge", is powerful interface that provide many possibilities to improve compatibility.
This is first time when sony need care about floats in their emulator. This is resolved by clamping, and/or converting floats to double precision. Emulator use openCL for GS, and probably other components.
+
This is first time when sony need really care about floats in their emulator. Comparing to PS3 CPU, x86-64 is doing worse job in mimic PS2 FPU, and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. Emulator use openCL for GS, and probably other components.
  
 
=Memory Mapping=
 
=Memory Mapping=
Line 365: Line 365:
 
|-
 
|-
 
| --ps2-title-id ||  || sets title-id for patches  || --ps2-title-id=SLES-50366
 
| --ps2-title-id ||  || sets title-id for patches  || --ps2-title-id=SLES-50366
 +
|-
 +
| --cdvd-sector-read-cycles || || Kinetica use 40000, Psychonauts 4000, Red Dead Revolver 5000, Rise of Kasai 31000 || --cdvd-sector-read-cycles=40000
 
|-
 
|-
 
| --boot-disc-id || 1-5  ||  sets boot disc for multi-disc pkg || --boot-disc-id=0
 
| --boot-disc-id || 1-5  ||  sets boot disc for multi-disc pkg || --boot-disc-id=0
Line 371: Line 373:
 
|-
 
|-
 
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
 
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
 +
|-
 +
| --mtap1 || always, ByHost || Multitap Switch || --mtap1=always
 +
|-
 +
| --mtap2 || always, ByHost || Multitap Switch || --mtap2=always
 
|}
 
|}
  
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Please note that commands listed here work also in config-emu-ps4.txt. Anyway official way to use them is by CLI file. CLI file way is also needed for multi-disc packages.
 
Please note that commands listed here work also in config-emu-ps4.txt. Anyway official way to use them is by CLI file. CLI file way is also needed for multi-disc packages.
 
+
====EE/IOP====
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
 
! Command !! Values !! Notes !! Usage  
 
! Command !! Values !! Notes !! Usage  
 
|-
 
|-
| --mtap1 || always, ByHost || Multitap Switch || --mtap1=always
+
| --ee-mem-check-eob || || EE Memory check end of block ||  
|-
 
| --mtap2 || always, ByHost || Multitap Switch || --mtap2=always
 
 
|-
 
|-
 
| --ee-cache-breaks-block || || ||  
 
| --ee-cache-breaks-block || || ||  
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|-
 
|-
 
| --ee-live32 || || ||  
 
| --ee-live32 || || ||  
 +
|-
 +
| --ee-inline-limit-full || insn_count/integer || ||
 +
|-
 +
| --ee-inline-limit-partial || || ||
 +
|-
 +
| --ee-jit-pagefault-threshold || fault_count/integer || ||
 +
|-
 +
|| --ee-jit-opt-debug || || ||
 
|-
 
|-
 
| --ee-pc-coherency || || ||  
 
| --ee-pc-coherency || || ||  
 
|-
 
|-
 
| --ee-inst-marking || || ||  
 
| --ee-inst-marking || || ||  
 +
|-
 +
| --ee-insn-marking || || ||
 
|-
 
|-
 
| --ee-kernel-hle ||  || High-level emulation kernel  ||  
 
| --ee-kernel-hle ||  || High-level emulation kernel  ||  
 +
|-
 +
| --ee-injection-kernel || 0,1 || ||
 +
|-
 +
| --ee-injection-title || 0,1 || ||
 
|-
 
|-
 
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
 
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
Line 416: Line 434:
 
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
 
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
 
|-
 
|-
| --ee-hook || AdvanceClock, FastForwardClock, more? || Non-conditional EE hook (This is not speedhack!), advancing/ff'ing clock can be useful for CFC2/CTC2 || --ee-hook=0x0025b3b0,FastForwardClock
+
| --ee-insn-flush-pc || || ||
 +
|-
 +
| --ee-insn-callmark || || ||
 +
|-
 +
| --ee-peephole || || ||
 +
|-
 +
| --ee-ignore-break || || ignore break instruction (we should never land here) ||
 
|-
 
|-
| --ee-jit-disasm || 0,1=mips,2=x86 || Emotion Engine Just in Time disassembler mode (?) ||  
+
| --ee-hook || AdvanceClock, FastForwardClock, MfifoDrain || Non-conditional EE hook (This is not speedhack!), advancing/ff'ing clock can be useful for getting better sync CFC2/CTC2 || --ee-hook=0x0025b3b0,FastForwardClock
 +
|-
 +
| --ee-jit-disasm || 0,1=mips,2=x86 || Emotion Engine Just in Time disassembler mode (seems to be debug log option) ||  
 
|-
 
|-
 
| --ee-jit-pagefault-threshold || || || --ee-jit-pagefault-threshold=30
 
| --ee-jit-pagefault-threshold || || || --ee-jit-pagefault-threshold=30
 
|-
 
|-
| --ee-context-switch-cycles || || ||  
+
| --ee-context-switch-cycles || || || --ee-context-switch-cycles=1440
 
|-
 
|-
 
| --ee-evt-check-full || || ||  
 
| --ee-evt-check-full || || ||  
 +
|-
 +
| --ee-break-as-nop || 0,1 || use nop when hit brak instruction (this seems to be rarely useful as break usually mean eof) || --ee-break-as-nop=1
 
|-
 
|-
 
| --ee-cycle-scalar || multiplier/float ||  || --ee-cycle-scalar=1.0
 
| --ee-cycle-scalar || multiplier/float ||  || --ee-cycle-scalar=1.0
 +
|-|-
 +
| --ee-sif0-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --ee-sif0-cycle-scalar=2.0
 
|-
 
|-
| --ee-mem-check-eob || || ||
+
| --ee-sif1-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --ee-sif1-cycle-scalar=0.1
|-
 
| --ee-sif0-cycle-scalar || multiplier/float || || --ee-sif0-cycle-scalar=2.0
 
|-
 
| --ee-sif1-cycle-scalar || multiplier/float || || --ee-sif1-cycle-scalar=0.1
 
 
|-
 
|-
| --iop-sif0-cycle-scalar || multiplier/float || || --iop-sif0-cycle-scalar=1.5
+
| --iop-sif0-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --iop-sif0-cycle-scalar=1.5
 
|-
 
|-
| --iop-sif1-cycle-scalar || multiplier/float || || --iop-sif1-cycle-scalar=1.8
+
| --iop-sif1-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --iop-sif1-cycle-scalar=1.8
 
|-
 
|-
| --iop-block-validation || IsC, ShortHash || ||  
+
| --iop-block-validation || IsC, ShortHash || || --iop-block-validation=IsC
 
|-
 
|-
 
| --iop-validate-kernel || || ||  
 
| --iop-validate-kernel || || ||  
 
|-
 
|-
| --iop-shorthash-len || || ||  
+
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
 
|-
 
|-
 
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
 
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
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| --iop-evt-check-full || || ||  
 
| --iop-evt-check-full || || ||  
 
|-
 
|-
| --iop-cycle-scalar || || ||  
+
| --iop-cycle-scalar || || || --iop-cycle-scalar=0.80
 
|-
 
|-
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
+
| --iop-tight-slice-count || || || --iop-tight-slice-count=12
 
|-
 
|-
| --vu-to-double || || Converts floats to double instead of clamping? ||
+
| --iop-hook || AdvanceClock, FastForwardClock || iop native hook || --iop-hook=0x0086ac,FastForwardClock
 
|-
 
|-
| --vu-branch-hazard || || ||
+
|}
|-  
+
 
| --vu-evil-branches || || Delay slot branch related ||
+
====FPU====
 +
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
 +
! Command !! Values !! Notes !! Usage
 +
|-
 +
| --fpu-to-double || || Converts floats to double ||
 
|-  
 
|-  
| --vu-d-bit  || 0/1 || ignore D-bit? || --vu-d-bit=0
+
| --fpu-no-clamping || 0, 1 || No clamping for fpu || --fpu-no-clamping=0 (this option when enabled (set to 1), for some unknown reason seems to behave similar to pcsx2 FPU FULL clamping mode)
 +
|-
 +
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
 
|-  
 
|-  
| --vu-t-bit  || 0/1 || ignore T-bit? || --vu-t-bit=0
+
| --fpu-clamp-operands || 0, 1 || fpu clamp on operand stage (combined with --fpu-clamp-results = ee/fpu clamping: extra in pcsx2) || --fpu-clamp-operands=1
 
|-  
 
|-  
| --vu-inst-mflag  || || Instant mac flag? ||
+
| --fpu-clamp-results || 0, 1 || fpu clamp for results of operations (ee/fpu clamping: normal in pcsx2) || --fpu-clamp-results=1
 
|-  
 
|-  
| --vu-inst-cflag || || Instant clipping flag? ||
+
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals || --fpu-custom-min-max=0
 
|-  
 
|-  
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals || --vu-custom-min-max=0
+
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add) || --fpu-custom-fused-madd=0
 
|-  
 
|-  
| --vu-custom-fused-madd  || || Custom FMA (fused multiply-add) ||
+
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-range=0x1acce0,0x2acce0
 
|-  
 
|-  
| --vu-opt-jr-caching || || Optimize Jump Register caching? vi15? ||
+
| --fpu-accurate-muldiv || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv=0x123456
 
|-  
 
|-  
| --vu-opt-sf-check  || || Status flag related? ||
+
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
 
|-  
 
|-  
| --vu-hack-triace  || 0,1 || Special hack for Tri Ace games, probably special guard bit handling to get precise ADD(i) result || --vu-hack-triace=1
+
| --fpu-accurate-mul-fast || 1 || || --fpu-accurate-mul-fast=1
 
|-  
 
|-  
| --vu-xgkick-delay  || vu_cycles/integer || Delay xgkick instruction execute, pcsx2 use 6 cycles, emu in ps3 use 2-8 cycles depend on game || --vu-xgkick-delay=8
+
| --fpu-accurate-addsub || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub=0x234567
 +
|-
 +
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
 +
|-
 +
| --fpu-rsqrt-fast-estimate || 0,1 || less accurate rsqrt (possible speed improvement, but can degrade accuracy) || --fpu-rsqrt-fast-estimate=1
 +
|-
 +
| --fpu-no-clamp-range || 0x0 to 0x1ffffff || EE memory range where clamping not gonna be used when use clamping global function || --fpu-no-clamp-range=0x123456, 0x212345
 +
|-
 +
|}
 +
 
 +
====VU/COP2====
 +
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
 +
! Command !! Values !! Notes !! Usage
 +
|-
 +
| --vu-to-double || || Converts floats to double ||
 
|-
 
|-
| --vu-range-merge || vu_inst_cnt || ||  
+
| --vu-branch-hazard || || ||
 
|-  
 
|-  
| --vu0-opt-flags  || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize VU recompilation || --vu0-opt-flags=1
+
| --vu-evil-branches || || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
 
|-  
 
|-  
| --vu0-opt-vf00 || || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. ||  
+
| --vu-d-bit || 0/1 || ignore D-bit (note: D bit shouldn't ever be used in retail games. PCSX2 ignore it at default.) || --vu-d-bit=0
 
|-  
 
|-  
| --vu0-opt-subroutine || || ||
+
| --vu-t-bit || 0/1 || ignore T-bit (note: T bit is replacement of D bit for retail games, correct behavior of VU is to take it in count) || --vu-t-bit=0
 
|-  
 
|-  
| --vu0-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
+
| --vu-inst-mflag  || || Instant mac flag, or instances of mac flag? ||
 
|-  
 
|-  
| --vu0-no-clamping || 0, 1 || No clamping for vu0 (default 1) || --vu0-no-clamping=0
+
| --vu-inst-cflag || || Instant clipping flag, or instances of clipping flag? ||
 
|-  
 
|-  
| --vu0-clamp-operands || 0, 1 || vu0 clamp on operand stage || --vu0-clamp-operands=1
+
| --vu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals, pcsx2 use 0 at default || --vu-custom-min-max=0
 
|-  
 
|-  
| --vu0-clamp-results || 0, 1 || vu0 clamp for results of operations || --vu0-clamp-results=1
+
| --vu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add) || --vu-custom-fused-madd=1
 
|-  
 
|-  
| --vu0-inst-q || || instant Q, not stall on WAITQ  ||  
+
| --vu-opt-jr-caching || || Optimize Jump Register caching. (vi15). Is not clear how optimization is done. ||
 
|-  
 
|-  
| --vu0-inst-p || || instant P, not stall on WAITP ||
+
| --vu-opt-sf-check  || || Optimize Status or Sticky Flag check(?) ||
 +
|-
 +
| --vu-hack-triace  || 0,1 || Special hack for Tri Ace games, correct VU addi calculation. Without it result is one bit off, which is enough to break game decryption algo. || --vu-hack-triace=1
 +
|-
 +
| --vu-xgkick-delay  || vu_cycles/integer || Delay xgkick instruction execute, pcsx2 use 6 cycles, emu in ps3 use 2-8 cycles depend on game || --vu-xgkick-delay=8
 +
|-
 +
| --vu-range-merge || vu_inst_cnt || ||
 +
|-
 +
| --vu0-opt-flags  || [0,1,2] - 1=safe, 2=unsafe || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
 +
|-
 +
| --vu0-opt-vf00  || [0,1,2] - 1=safe, 2=unsafe || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here.  ||
 +
|-
 +
| --vu0-opt-subroutine  || || ||
 +
|-
 +
| --vu0-const-prop || || Constant propagation [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] ||
 +
|-
 +
| --vu0-no-clamping || 0, 1 || No clamping for vu0 (default 1) || --vu0-no-clamping=0
 +
|-
 +
| --vu0-clamp-operands  || 0, 1 || vu0 clamp on operand stage || --vu0-clamp-operands=1
 +
|-
 +
| --vu0-clamp-results  || 0, 1 || vu0 clamp for results of operations || --vu0-clamp-results=1
 +
|-
 +
| --vu0-inst-q  ||  || instant Q, not stall on WAITQ, or instances of Q(?)  ||
 +
|-
 +
| --vu0-inst-p || || instant P, not stall on WAITP, or instances of P(?)||
 
|-  
 
|-  
 
| --vu0-use-rcp  || || use sse rcp ||
 
| --vu0-use-rcp  || || use sse rcp ||
Line 508: Line 578:
 
| --vu0-use-rsqrt || || use sse rsqrt ||
 
| --vu0-use-rsqrt || || use sse rsqrt ||
 
|-  
 
|-  
| --vu0-di-bits || || ||
+
| --vu0-di-bits || || ||
 +
|-
 +
| --vu0-clamp-range || start, end offset || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
 
|-  
 
|-  
| --vu0-jr-cache-policy || newprog,sameprog,auto || || --vu0-jr-cache-policy=sameprog
+
| --vu0-jr-cache-policy || newprog,sameprog,auto || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
 
|-
 
|-
| --vu0-jalr-cache-policy || newprog,sameprog,auto || || --vu0-jalr-cache-policy=sameprog
+
| --vu0-jalr-cache-policy || newprog,sameprog,auto || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
 
|-
 
|-
 
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xFFF) || Fix for games that multiply by zero ||
 
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xFFF) || Fix for games that multiply by zero ||
 
|-
 
|-
| --vu1 || || || --vu1=jit-sync
+
| --vu0-accurate-addsub-range || || ||
 +
|-
 +
| --vu0-aot-start-addr || start address || Seems to be PS3 command 0x12 replacement ahead of time compilation with CRC then to start, and CRC when to finish||
 +
|-
 +
| --vu0-aot-outmode || out/overwrite, append || ||
 +
|-
 +
| --vu0-aot-end-addr || end address for ahead of time compilation || ||
 +
|-
 +
| --vu0-aot-start-crc || verify crc for aot start block (registers) || ||
 +
|-
 +
| --vu0-aot-end-crc || verify crc for aot end block (registers) || ||
 +
|-
 +
| --vu1 || jit-sync, jit, jit-async, trans || Selector between IR/JIT and it modes. Jit-sync behaves similar to turning of MTVU in pcsx2. || --vu1=jit-sync
 
|-
 
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FFF) || Fix for games that multiply by zero ||
+
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FFF) || Fix for games that multiply by zero || --vu1-mul0fix-range=0x1230,0x1238
 
|-  
 
|-  
| --vu1-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize VU recompilation || --vu1-opt-flags=0
+
| --vu1-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
 
|-  
 
|-  
 
| --vu1-opt-vf00 || || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. ||
 
| --vu1-opt-vf00 || || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. ||
Line 526: Line 610:
 
| --vu1-opt-subroutine || || ||
 
| --vu1-opt-subroutine || || ||
 
|-  
 
|-  
| --vu1-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
+
| --vu1-const-prop || || Constant propagation [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
 
|-  
 
|-  
 
| --vu1-no-clamping || 0, 1 || No clamping for vu1 (default 1) || --vu1-no-clamping=0
 
| --vu1-no-clamping || 0, 1 || No clamping for vu1 (default 1) || --vu1-no-clamping=0
Line 534: Line 618:
 
| --vu1-clamp-results || 0, 1 || vu1 clamp for results of operations || --vu1-clamp-results=1
 
| --vu1-clamp-results || 0, 1 || vu1 clamp for results of operations || --vu1-clamp-results=1
 
|-  
 
|-  
| --vu1-inst-q || || instant Q, not stall on WAITQ ||
+
| --vu1-inst-q || || instant Q, not stall on WAITQ, or instances of Q(?) ||
 
|-  
 
|-  
| --vu1-inst-p || || instant P, not stall on WAITP ||
+
| --vu1-inst-p || || instant P, not stall on WAITP, or instances of P(?) ||
 
|-  
 
|-  
| --vu1-jr-cache-policy || newprog,sameprog,auto || || --vu1-jr-cache-policy=sameprog
+
| --vu1-jr-cache-policy || newprog,sameprog,auto || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog
 
|-
 
|-
| --vu1-jalr-cache-policy || newprog,sameprog,auto || || --vu1-jalr-cache-policy=sameprog
+
| --vu1-jalr-cache-policy || newprog,sameprog,auto || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog
 
|-  
 
|-  
 
| --vu1-use-rcp || || use sse rcp ||
 
| --vu1-use-rcp || || use sse rcp ||
Line 549: Line 633:
 
|-  
 
|-  
 
| --vu1-injection || 0, 1 or enable/disable depend on emu revision || || --vu1-injection=1
 
| --vu1-injection || 0, 1 or enable/disable depend on emu revision || || --vu1-injection=1
 +
|-
 +
| --vu1-native-patch || 0,1 || use native patches from recompiler || --vu1-native-patch=1
 
|-  
 
|-  
 
| --vtune-vu  || || ||
 
| --vtune-vu  || || ||
 
|-  
 
|-  
| --vu-jit-disasm  || || ||
+
| --vu-jit-disasm  || 0, 1, 2 || seems to be debug print only option. || 0,1=mips,2=x86
 
|-  
 
|-  
| --vu1-mpg-cycles  || cycles_per_Microprogram || || --vu1-mpg-cycles=1000
+
| --vu1-mpg-cycles  || cycles_per_Microprogram || set initial cycles for vu1 microprograms || --vu1-mpg-cycles=1000
|-
 
| --fpu-to-double || || Converts floats to double instead of clamping? ||
 
 
|-
 
|-
| --fpu-rsqrt-fast-estimate || 0,1 || || --fpu-rsqrt-fast-estimate=1
+
| --cop2-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
 
|-  
 
|-  
| --fpu-no-clamping || 0, 1 || No clamping for fpu (ee/fpu clamping: none in pcsx2)|| --fpu-no-clamping=0
+
| --cop2-opt-vf00 || || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. ||
|-
 
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
 
|-
 
| --fpu-clamp-operands || 0, 1 || fpu clamp on operand stage (combined with --fpu-clamp-results = ee/fpu clamping: extra in pcsx2) || --fpu-clamp-operands=1
 
|-
 
| --fpu-clamp-results || 0, 1 || fpu clamp for results of operations (ee/fpu clamping: normal in pcsx2) || --fpu-clamp-results=1
 
|-
 
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals || --fpu-custom-min-max=0
 
 
|-  
 
|-  
| --fpu-custom-fused-madd || || Custom FMA (fused multiply-add) ||
+
| --cop2-const-prop || || Constant propagation [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] ||
|-
 
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-range=0x1acce0,0x2acce0
 
|-
 
| --fpu-accurate-muldiv  || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv=0x123456
 
|-
 
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
 
|-
 
| --fpu-accurate-mul-fast || 1 || || --fpu-accurate-mul-fast=1
 
|-
 
| --fpu-accurate-addsub || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub=0x234567
 
|-
 
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
 
|-
 
| --cop2-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Flags to optimize COP2 recompilation || --cop2-opt-flags=1
 
|-
 
| --cop2-opt-vf00 || || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. ||
 
|-
 
| --cop2-const-prop || || Constant propagation [https://en.wikipedia.org/wiki/Constant_folding#Constant_propagation More info] ||
 
 
|-  
 
|-  
 
| --cop2-no-clamping || || No clamping for COP2 (default 1) || --cop2-no-clamping=0
 
| --cop2-no-clamping || || No clamping for COP2 (default 1) || --cop2-no-clamping=0
Line 598: Line 656:
 
| --cop2-clamp-results || 0,1 || clamp for results of operations || --cop2-clamp-results=1
 
| --cop2-clamp-results || 0,1 || clamp for results of operations || --cop2-clamp-results=1
 
|-  
 
|-  
| --cop2-regalloc || || ||
+
| --cop2-regalloc || || PCSX2 seems to have this enabled by default. ||
 
|-  
 
|-  
| --cop2-inst-q || || instant Q, not stall on VWAITQ ||
+
| --cop2-inst-q || || instant Q, not stall on VWAITQ, , or instances of Q(?) ||
 
|-  
 
|-  
 
| --cop2-inst-p || || ? ||
 
| --cop2-inst-p || || ? ||
Line 608: Line 666:
 
| --cop2-use-rsqrt || 0,1 || use sse rsqrt || --cop2-use-rsqrt=0
 
| --cop2-use-rsqrt || 0,1 || use sse rsqrt || --cop2-use-rsqrt=0
 
|-  
 
|-  
| --cop2-di-bits || ||  ||
+
| --cop2-di-bits || 0,1 ||  || --cop2-di-bits=1
 
|-  
 
|-  
 
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-range=0x123456,0x134567
 
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-range=0x123456,0x134567
Line 619: Line 677:
 
|-  
 
|-  
 
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub-range=0x123456,0x134567
 
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub-range=0x123456,0x134567
 +
|}
 +
 +
====GS/VIF====
 +
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
 +
! Command !! Values !! Notes !! Usage
 
|-
 
|-
 
| --vif-ignore-invalid-cmd || 0,1 || Ignore invalid vif commands || --vif-ignore-invalid-cmd=1
 
| --vif-ignore-invalid-cmd || 0,1 || Ignore invalid vif commands || --vif-ignore-invalid-cmd=1
 
|-
 
|-
| --vif1-instant-xfer || || ||  
+
| --vif1-ignore-cmd-ints || 0,1 || || --vif1-ignore-cmd-ints=1
 +
|-
 +
| --vif1-instant-xfer || 0,1,2 || "Instant VIF transfer" Default 1. Correct behavior is 0, but we don't know how accurate VIF timing is in that emu. || --vif1-instant-xfer=0
 
|-
 
|-
 
| --vif-thread-chunk-size || int/kilowords || ||
 
| --vif-thread-chunk-size || int/kilowords || ||
 
|-
 
|-
|--force-frame-blend || 0, 1 || || --force-frame-blend=1
+
| --force-frame-blend || 0, 1 || || --force-frame-blend=1
 
|-
 
|-
 
| --framelimit-mode || --framelimit-mode || normal,fast,fastest,slow,slower,slowest || --framelimit-mode=slowest
 
| --framelimit-mode || --framelimit-mode || normal,fast,fastest,slow,slower,slowest || --framelimit-mode=slowest
Line 646: Line 711:
 
| --gs-progressive || || Force progressive scan?  ||
 
| --gs-progressive || || Force progressive scan?  ||
 
|-  
 
|-  
| --gs-force-bilinear || || || --gs-force-bilinear=1
+
| --gs-force-bilinear || 0,1 || force bilinear filtering || --gs-force-bilinear=1
 
|-
 
|-
 
| --gs-frontend-opt-mode || (0-2?) || || --gs-frontend-opt-mode=1
 
| --gs-frontend-opt-mode || (0-2?) || || --gs-frontend-opt-mode=1
Line 660: Line 725:
 
| --gs-optimize-30fps || || || --gs-optimize-30fps=1
 
| --gs-optimize-30fps || || || --gs-optimize-30fps=1
 
|-  
 
|-  
| --gs-motion-factor || motion factor || ||
+
| --gs-motion-factor || motion factor || [value 25 is used on NTSC-U game in official PKG, so unknown what it is] || --gs-motion-factor=25
 
|-
 
|-
 
| --gs-override-small-tri-area ||  || ||  
 
| --gs-override-small-tri-area ||  || ||  
Line 668: Line 733:
 
| --gs-check-trans-rejection || || ||
 
| --gs-check-trans-rejection || || ||
 
|-  
 
|-  
| --gs-skip-dirty-flush-on-mipmap || || Require mipmap GS CL kernel ||
+
| --gs-skip-dirty-flush-on-mipmap || 0,1 || Require mipmap GS CL kernel || --gs-skip-dirty-flush-on-mipmap=1
 
|-  
 
|-  
| --gs-packed15-fmv-opt || || ||
+
| --gs-packed15-fmv-opt || 0,1 || || --gs-packed15-fmv-opt=1
 
|-  
 
|-  
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? ||
+
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsetx=27
 
|-  
 
|-  
| --gs-scanout-offsety || relative offset/ignored || ||
+
| --gs-scanout-offsety || relative offset/ignored || ||  
 
|-
 
|-
 
| --gs-dirty-page-policy || 0,1? || || --gs-dirty-page-policy=1
 
| --gs-dirty-page-policy || 0,1? || || --gs-dirty-page-policy=1
Line 694: Line 759:
 
| --gs-ignore-rect-correction || || || --gs-ignore-rect-correction=1
 
| --gs-ignore-rect-correction || || || --gs-ignore-rect-correction=1
 
|-
 
|-
| --cdvd-sector-read-cycles || || || --cdvd-sector-read-cycles=4000
+
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
 
|-
 
|-
 
|}
 
|}
Line 712: Line 777:
 
| apiRequest || apiRequest(<api version>) || example: apiRequest(0.1)  
 
| apiRequest || apiRequest(<api version>) || example: apiRequest(0.1)  
 
Different emu versions support different highest api.  
 
Different emu versions support different highest api.  
Calling api is mandatory. some commands require higher version. Highest known version is 2.2 api from JAK games emulator.
+
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
 
|-
 
|-
 
! !! getEmuObject class !!  
 
! !! getEmuObject class !!  
Line 734: Line 799:
 
|SaveConfig || ||
 
|SaveConfig || ||
 
|-
 
|-
|GetPad || ||
+
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
 +
<div align="left"><pre>local CheckInputs = function()
 +
 
 +
local pad_bits = emuObj.GetPad()
 +
local UP = pad_bits &  0x0010
 +
local DOWN = pad_bits &  0x0040
 +
local LEFT = pad_bits &  0x0080
 +
local RIGHT = pad_bits &  0x0020
 +
local Triangle = pad_bits &  0x1000
 +
local Cross = pad_bits &  0x4000
 +
local Square = pad_bits &  0x8000
 +
local Circle = pad_bits &  0x2000
 +
local L1 = pad_bits &  0x0400
 +
local L2 = pad_bits &  0x0100
 +
local L3 = pad_bits &  0x0002
 +
local R1 = pad_bits &  0x0800
 +
local R2 = pad_bits &  0x0200
 +
local R3 = pad_bits &  0x0004
 +
local Select = pad_bits &  0x0001
 +
local Start = pad_bits &  0x0008
 +
 
 +
if (L2 ~= 0) then
 +
<here function that should be done when L2 is pushed>
 +
end
 +
 +
end
 +
 
 +
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
 
|-
 
|-
|AddVsyncHook || emuObj.AddVsyncHook(<data or name of local that store it>) || emuObj.AddVsyncHook(update_notifications_p1)
+
|AddVsyncHook || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)  
For update_notifications_p1 details check SLUS-21550 features file.
+
my_function can be anything, from simple patches, to extensive hook.
 +
Example usage can be found in SLUS-21550 features file.
 
|-
 
|-
|RemoveVsyncHook || ||
+
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
 
|-
 
|-
|AddEntryPointHook || ||
+
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
 
|-
 
|-
 
|RemoveEntryPointHook || ||
 
|RemoveEntryPointHook || ||
Line 762: Line 855:
 
|-
 
|-
 
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
 
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
  Allow to bypass verify check?
+
  Allow to use custom memory card.
 
|-
 
|-
 
|OpenDiscTray || ||
 
|OpenDiscTray || ||
Line 772: Line 865:
 
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
 
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
 
|-
 
|-
|GetDiscId || ||
+
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
 
|-
 
|-
|GetDiscTitleId || ||
+
| GetDiscTitleId || ||
 
|-
 
|-
|AddSectorReadHook || ||
+
| AddSectorReadHook || emuObj.AddSectorReadHook(<sector, unk, task>) || Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
 
|-
 
|-
 
|AddMCWriteHook || ||
 
|AddMCWriteHook || ||
Line 782: Line 875:
 
|ShowDiscSwitchInfo || ||
 
|ShowDiscSwitchInfo || ||
 
|-
 
|-
|GetPs4SystemLang || ||
+
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
 
|-
 
|-
|SetPs2Lang || ||
+
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18.
 +
<div align="left"><pre>0 - japanese
 +
1 - english
 +
2 - french
 +
3 - spanish
 +
4 - german
 +
5 - italian
 +
6 - dutch
 +
7 - portuguese
 +
8 - russian
 +
9 - korean
 +
10 - traditonal-chinese
 +
11 - simplified-chinese
 +
12 - finnish
 +
13 - swedish
 +
14 - danish
 +
15 - norwegian
 +
16 - polish
 +
17 - portuguese-brazil
 +
18 - english-uk</pre></div>
 
|-
 
|-
|ThrottleNorm || ||
+
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
 
|-
 
|-
|ThrottleFast || ||
+
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
 
|-
 
|-
|ThrottleMax || ||
+
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter at all, usually used during static loadings in official packages.
 
|-
 
|-
 
|AddAssertionHook || ||
 
|AddAssertionHook || ||
Line 796: Line 908:
 
| SetGsTitleFix || ||  [[PS2_Emulation#SetGsTitleFix|More info]]
 
| SetGsTitleFix || ||  [[PS2_Emulation#SetGsTitleFix|More info]]
 
|-
 
|-
|SetDeinterlace || ||
+
|SetDeinterlace || emuObj.SetDeinterlace(0 , 1?) || emuObj.SetDeinterlace(0)
 
|-
 
|-
|SetDisplayAspectWide || ||
+
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
 
|-
 
|-
|SetDisplayAspectNormal || ||
+
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
 
|-
 
|-
 
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.  
 
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.  
Line 815: Line 927:
 
|SetDisplaySafeArea || ||
 
|SetDisplaySafeArea || ||
 
|-
 
|-
|PadSetLightBar || ||
+
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
 
|-
 
|-
 
|emuAddPadHook || ||
 
|emuAddPadHook || ||
Line 821: Line 933:
 
|PadPressureStickRemap || ||
 
|PadPressureStickRemap || ||
 
|-
 
|-
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || emuObj.SetVolumes(0.3162, 1.0, 1.0) values, in floats 1.0 = 100%
+
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
 
|-
 
|-
|GetVolumes || ||
+
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
 
|-
 
|-
 
|SetAudioRoute || ||
 
|SetAudioRoute || ||
 
|-
 
|-
 
|GetAudioRoute || ||
 
|GetAudioRoute || ||
 +
|-
 +
| CountFrameOnPS2 || ||
 
|-
 
|-
 
|AddSnapshotLoadedHook || ||
 
|AddSnapshotLoadedHook || ||
Line 833: Line 947:
 
|RemoveSnapshotLoadedHook || ||
 
|RemoveSnapshotLoadedHook || ||
 
|-
 
|-
|IsNeoMode || || Check that PS4 run in NEO (PRO) mode.  
+
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
 
|-
 
|-
|IsToolingVerbose || ||
+
| IsToolingVerbose || ||
 
|-
 
|-
| emuMediaPatch || emuMediaPatch(disc sector, 12 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file
+
| emuMediaPatch || emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.
 
|-
 
|-
 
! !! getIOPObject class !!  
 
! !! getIOPObject class !!  
Line 889: Line 1,003:
 
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
 
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
 
|-
 
|-
|GetCPR0 || ||
+
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
 
|-
 
|-
|SetCPR0 || ||
+
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
 
|-
 
|-
 
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in iop memory, correct memory range is 0x0 to 0x1FFFFF
 
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in iop memory, correct memory range is 0x0 to 0x1FFFFF
Line 913: Line 1,027:
 
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
 
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
 
|-
 
|-
|ReadMemFloat128 || ||
+
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
 
|-
 
|-
 
|WriteMem128 || ||
 
|WriteMem128 || ||
Line 936: Line 1,050:
 
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
 
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
 
|-
 
|-
|ReadMemStr || ||
+
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
 
|-
 
|-
 
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =  
 
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =  
Line 966: Line 1,080:
 
Require defined getEEObject() as eeObj
 
Require defined getEEObject() as eeObj
 
|-
 
|-
| GetFprHex || || Get floating point register value as hex string
+
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
 
|-
 
|-
| SetFprHex || || Set floating point register value as hex string
+
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
 
|-
 
|-
 
| GetFpr / GetFPR || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
 
| GetFpr / GetFPR || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
Line 984: Line 1,098:
 
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
 
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
 
|-
 
|-
|SchedulerDelayEvent || || values? gif.dma,  vif0.dma,  vif1.dma,  sif0.dma,  sif1.dma,  ipu0.dma,  ipu1.dma
+
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) Possible events are gif.dma,  vif0.dma,  vif1.dma,  sif0.dma,  sif1.dma,  ipu0.dma,  ipu1.dma . This command allow to delay certain DMA transfer by cycles.
 
|-
 
|-
 
|DmaAddHook || ||
 
|DmaAddHook || ||
Line 992: Line 1,106:
 
|WaitVu1 || ||
 
|WaitVu1 || ||
 
|-
 
|-
|Vu1MpgCycles || ||
+
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || eeObj.Vu1MpgCycles(100) Values is cycles that VU1 microprogram should run before force end
 
|-
 
|-
 
|GetPcRingBuffer || ||
 
|GetPcRingBuffer || ||
 
|-
 
|-
|WriteMemStr || ||
+
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
 
|-
 
|-
 
|FastForwardClock || ||
 
|FastForwardClock || ||
Line 1,002: Line 1,116:
 
|AdvanceClock || ||
 
|AdvanceClock || ||
 
|-
 
|-
|WriteMemStrZ || ||
+
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
 
|-
 
|-
 
|Precompile || ||
 
|Precompile || ||
Line 1,115: Line 1,229:
 
| eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
 
| eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
 
|-
 
|-
| vuInsnReplace || <pre>vuInsnReplace(0, vu memory offset (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2x 4 bytes in vu memory, correct memory range is unknown (depend on unit 4kb or 16kb) First 0 select vu? Command will fail if size is above 254.  
+
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
 +
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
 +
Replace 64 bits of VU0 at offset 0xB38</pre>
 
|-
 
|-
 
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
 
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
 
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
 
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
But memcpy, and memset should be in all emus.
+
But functions from this list should be available in every emu:
 +
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
 +
fabs cosf fabsf
 +
sinf acosf asinf
 +
sqrtf fptoui fptodp
 +
litodp dptoli dptofp
 +
memcpy memset strlen</pre>
 
|-
 
|-
 
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
 
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
Line 1,175: Line 1,297:
 
|-
 
|-
 
|}
 
|}
 +
<b>Note:</b> eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.
  
 
===Registers for hook===
 
===Registers for hook===
Line 1,441: Line 1,564:
 
-- Fix black screen SLUS-20064
 
-- Fix black screen SLUS-20064
  
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- nop, mftgpr  $ra, $zero
+
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
 
</pre>
 
</pre>
  
Line 1,448: Line 1,571:
 
* -- Fix black screen SLUS-20064 is comment
 
* -- Fix black screen SLUS-20064 is comment
 
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing here 0x4100FFFF to 0x00000000 at 0x1CF3CC memory offset. Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
 
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing here 0x4100FFFF to 0x00000000 at 0x1CF3CC memory offset. Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
* -- nop, mftgpr  $ra, $zero is just another comment, in this case explaining what is changed
+
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
  
 
==PS3 Config support==
 
==PS3 Config support==
  
Emulator support configs in format known from ps2_netemu/ps2classic from PS3.
+
Emulator support configs in format known from ps2_netemu/ps2classic from PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.<br/>
 
To enable ps3 style config add this to config-emu-ps4.txt:
 
To enable ps3 style config add this to config-emu-ps4.txt:
  
Line 1,477: Line 1,600:
 
==Description==
 
==Description==
  
The PS2 bios is the file PS20220WD20050620.crack included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that SCE used in ps2_netemu.self in PS3.
+
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them thru mc/cdvd. Important non X module that is missing is libsd, and homebrew that need it, will most likely fail to boot, or error.
 +
<br>Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that  [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]]
  
 
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
 
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
 
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.  
 
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.  
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
+
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios have included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". Most noticeable difference for both bios files seems to be special RDRAM module.
 +
<br>
 +
<br>'''PS20220WD20050620.crack file MD5: 83AD2B530C9C102A561BA1CDC6D996D5'''
  
==Files==
+
==Files inside ROM image==
  
 
{| class="wikitable" style="font-size:small;"
 
{| class="wikitable" style="font-size:small;"
Line 1,490: Line 1,616:
 
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
 
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
 
|-
 
|-
| ROMDIR || 0x2780 || || BIN
+
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
 
|-
 
|-
 
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
 
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
Line 1,648: Line 1,774:
 
| OSDSYS || 0x139A00 ||  The browser || BIN
 
| OSDSYS || 0x139A00 ||  The browser || BIN
 
|-
 
|-
| PIOPRP || 0x177880 ||   || BIN
+
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root).  || BIN
 
|-
 
|-
 
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
 
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
Line 1,656: Line 1,782:
 
== Game_ID/DiscID in PS20220WD20050620.crack ==
 
== Game_ID/DiscID in PS20220WD20050620.crack ==
  
There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS. Then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied.
+
There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.  
  
Original PS2 bios include similar list file called XPARAM.ELF, but Title IDs there are not the same, although some of them exist on both lists.
+
Original PS2 bios from models with emulated IOP, include similar list file called XPARAM.ELF. Title IDs there are not the same, although some of them exist on both lists.
  
{| class="wikitable sortable" ||
+
{| class="wikitable sortable" ||  
! ID in XPARAM2 !! Title !! Settings/Flags !! Remarks
 
 
|-  
 
|-  
| SLUS_214.52 || Valkyrie Profile 2: Silmeria || 08000000 88130000  ||
+
! Command !! Name
 
|-
 
|-
| SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan || 02000000 0B000000 ||
+
| 0x00 || TITLE_MASK
 +
|-
 +
| 0x01 || SIO2_MASK
 +
|-
 +
| 0x02 || DEV9_MASK
 +
|-
 +
| 0x03 || USB_MASK
 +
|-
 +
| 0x04 || SIF_DMA_SYNC
 +
|-
 +
| 0x05 || SIF_DMA_LOAD
 +
|-
 +
| 0x06 || DMAC_CH10_INT_DELAY
 +
|-
 +
| 0x07 || MECHA_RECOGTIME
 +
|-
 +
| 0x08 || CPU_DELAY
 +
|-
 +
| 0x09 || DEV5_INT_SPEED
 +
|-
 +
| 0x0A || CDVD_READ_DELAY
 +
|-
 +
| 0x0B || SPU2_BEHAVIOR
 +
|-
 +
|}
 +
 
 +
{| class="wikitable sortable" ||  
 
|-  
 
|-  
| SLUS_213.39 || Puzzle Challenge || 01000000 00080000 ||
+
! ID !! Title !! Command !! Value !! Remarks
 
|-  
 
|-  
| SLUS_213.31 || Sonic Riders || 01000000 00080000 ||  
+
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_210.89 || Karaoke Revolution Vol.3 || 08000000 88130000 ||  
+
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_210.70 || Final Fantasy XI: Chains of Promathia || 02000000 0B000000 ||  
+
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_210.59 || Tekken 5 || 0B000000 00000040 ||  
+
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_209.18 || Super Monkey Ball: Deluxe || 01000000 00080000 ||  
+
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2] || 08000000 88130000 ||  
+
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_208.51 || Ace Combat 5: The Unsung War || 0A000000 00005000 ||  
+
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_208.38 || All-Star Baseball 2005 || 01000000 02080000 ||  
+
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_206.86 || Splashdown: Rides Gone Wild || 0A000000 00040800 ||  
+
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_206.39 || Def Jam Vendetta || 01000000 00080000 ||  
+
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_206.35 || Muppets Party Cruise || 01000000 01080000 ||  
+
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_205.90 || Spyhunter 2 || 01000000 00080000 ||  
+
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_205.72 || Tiger Woods PGA Tour 2003 || 0A000000 E8030800 ||  
+
|PBPX_952.28 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1] || 08000000 88130000 ||  
+
|PBPX_952.35 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_204.33 || SWAT: Global Strike Team || 01000000 00080000 ||  
+
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_204.13 || Shadowman 2 || 0A000000 00060800 ||  
+
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_203.64 || Tiger Woods PGA Tour 2002 || 0A000000 E8030800 ||  
+
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_203.05 || Simpsons: Road Rage || 01000000 00080000 ||  
+
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_202.74 || City Crisis || 0A000000 B80B0800 ||  
+
|PBPX_955.18 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_200.77 || Donald Duck: Go'in Quackers || 01000000 00080000 ||  
+
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_200.11 || Orphen: Ocion of Sorcery || 09000000 10000008 ||  
+
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLUS_200.11 || Orphen: Ocion of Sorcery || 08000000 88130000 ||  
+
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum) || 00000000 0000000A ||  
+
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLPS_257.27 || Routes PE || 08000000 E8030000 ||  
+
|PTPX_970.38 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLPS_257.22 || Routes PE (Limited Edition) || 08000000 E8030000 ||  
+
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-  
+
|-
| SLPS_257.21 || HimeHibi - Princess Days || 0B000000 00000008 ||  
+
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-  
+
|-
| SLPS_257.09 || The Familiar of Zero || 0A000000 E8030800 ||  
+
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-  
+
|-
| SLPS_257.08 || The Familiar of Zero (Limited Edition) || 0A000000 E8030800 ||  
+
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-  
+
|-
| SLPS_256.98 || Fatal Fury Battle Archives Volume 2 || 00000000 0000000A ||  
+
|SCPM_621.15 ||                                                                      || 0x00 || 0x1000000 || TITLE_MASK
|-  
+
|-
| SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune || 01000000 00180000 ||  
+
|SCPM_621.16 ||                                                                     || 0x00 ||  0x1000000 || TITLE_MASK
|-
+
|-
| SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel || 00000000 0000000A ||
+
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLPS_255.86 || Tales of the Abyss || 0A000000 E8030800 ||  
+
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLPS_255.85 || Monster Farm 5: Circus Caravan || 07000000 05000000 ||  
+
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLPS_255.10 || Tekken 5 || 0B000000 00000040 ||  
+
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLPS_254.18 || Ace Combat 5: The Unsung War || 0A000000 00005000 ||  
+
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLPS_254.06 || Hitman: Contracts || 08000000 AC0D0000 ||  
+
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou || 0A000000 E8030800 ||  
+
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||     0x1800 || SIO2_MASK
|-  
+
|-
| SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate! || 01000000 00180000 ||  
+
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||     0x1800 || SIO2_MASK
|-  
+
|-
| SLPS_253.15 || One Piece: Grand Battle 3 || 01000000 00180000 ||  
+
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||     0x1800 || SIO2_MASK
|-  
+
|-
| SLPS_252.90 || Time Crisis 3 || 01000000 00080000 ||  
+
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||     0x1800 || SIO2_MASK
|-  
+
|-
| SLPS_252.78 || Memories Off: Mix || 0A000000 00030800 ||  
+
|SCPS_150.38 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-  
+
|-
| SLPS_252.75 || Def Jam: Vendetta || 01000000 02080000 ||  
+
|SCPS_150.39 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-  
+
|-
| SLPS_252.37 || Only You || 0B000000 00000040 ||  
+
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|-  
+
|-
| SLPS_251.50 || Only You || 0B000000 00000040 ||  
+
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLPS_251.42 || Tiger Woods PGA Tour 2002 || 0A000000 E8030800 ||  
+
|SCPS_200.39 ||                                                                      || 0x00 || 0x4000000 || TITLE_MASK
|-  
+
|-
| SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori || 0A000000 DC050800 ||  
+
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||     0x2000 || SIF_DMA_SYNC
|-  
+
|-
| SLPS_250.81 || Saishuu Densha || 0A000000 E8030800 ||  
+
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||       0xB || DEV9_MASK
|-  
+
|-
| SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 || 08000000 50140000 ||  
+
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||     0x800 || SIO2_MASK
|-  
+
|-
| SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 || 08000000 50140000 ||  
+
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||     0xC1C || CPU_DELAY
|-  
+
|-
| SLPS_250.08 || Sorcerous Stabber Orphen || 08000000 1C0C0000 ||  
+
|SLES_503.64 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-  
+
|-
| SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby || 0B000000 00000040 ||  
+
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-  
+
|-
| SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V || 08000000 581B0000 ||  
+
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-  
+
|-
| SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2 || 0A000000 00030800 ||  
+
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-  
+
|-
| SLPS_202.00 || Final Fantasy XI || 02000000 0B000000 ||  
+
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-  
+
|-
| SLPS_201.99 || F1 2002 || 0B000000 05000200 ||  
+
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-  
+
|-
| SLPS_201.97 || Surfing Air Show with RatBoy || 09000000 0A00472B ||  
+
|SLES_507.29 ||                                                                      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-  
+
|-
| SLPS_201.73 || Hard Hitter 2 || 0A000000 00030800 ||  
+
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-  
+
|-
| SLPS_201.72 || Koushien: Konpeki no Sora || 09000000 0A00472B ||  
+
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|-  
+
|-
| SLPS_201.11 || Magical Sports Pro Baseball 2001 || 09000000 0A00472B ||  
+
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|-  
+
|-
| SLPS_201.01 || City Crisis || 0A000000 B80B0800 ||  
+
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|-  
+
|-
| SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari || 0B000000 00000020 ||  
+
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-  
+
|-
| SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition) || 0B000000 00000020 ||  
+
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||     0x800 || SIO2_MASK
|-  
+
|-
| SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament || 08000000 94110000 ||  
+
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||     0x802 || SIO2_MASK
|-  
+
|-
| SLPS_200.37 || Go Go Golf || 09000000 0A00472B ||  
+
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||     0x801 || SIO2_MASK
|-  
+
|-
| SLPS_200.20 || FIFA 2000 World Championship || 04000000 01200000 ||  
+
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||       0x10 || SIF_DMA_SYNC
|-  
+
|-
| SLPS_200.08 || Morita Shogi || 08000000 88130000 ||  
+
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||     0x1800 || SIO2_MASK
|-  
+
|-
| SLPM_680.10 || || 08000000 88130000 ||  
+
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||     0x3000 || SIO2_MASK
|-  
+
|-
| SLPM_680.07 || Karaoke Revolution (Trial) || 08000000 88130000 ||  
+
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||   0x80540 || CDVD_READ_DELAY
|-  
+
|-
| SLPM_665.74 || Detective Evangelion || 00000000 00000002 ||  
+
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-  
+
|-
| SLPM_665.58 || Tomb Raider: Legend || 08000000 E8030000 ||  
+
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou || 02000000 0B000000 ||  
+
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||     0xC1C || CPU_DELAY
|-  
+
|-
| SLPM_664.36 || Aria the Natural || 01000000 00180000 ||  
+
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|-  
+
|-
| SLPM_664.36 || Aria the Natural || 00000000 0000000A ||  
+
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-  
+
|-
| SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan || 02000000 0B000000 ||  
+
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
|-  
+
|-
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)  || 0A000000 E8030800 ||  
+
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-  
+
|-
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) || 09000000 0A00472B ||  
+
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) || 02000000 0B000000 ||  
+
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_661.75 || Akumajo Dracula: Yami no Juin || 0B000000 1C000200 ||  
+
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_661.75 || Akumajo Dracula: Yami no Juin || 08000000 60000000 ||  
+
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_661.56 || Marheaven: Arm Fight Dream || 01000000 00180000 ||  
+
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_660.57 || Taito Memories Vol.1 || 08000000 E40C0000 ||  
+
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_660.48 || The Sword of Etheria || 08000000 1C0C0000 ||  
+
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_660.48 || The Sword of Etheria || 00000000 00000002 ||  
+
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-  
+
|-
| SLPM_660.33 || The Sword of Etheria || 08000000 1C0C0000 ||  
+
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_660.33 || The Sword of Etheria || 00000000 00000002 ||  
+
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_659.84 || Grand Theft Auto: San Andreas || 0A000000 E8030800 ||  
+
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005) || 02000000 0B000000 ||  
+
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_659.34 || Maple Colors || 0A000000 00030800 ||  
+
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_658.94 || Winning Post 6: 2005 Version || 01000000 00240000 ||  
+
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou || 02000000 0B000000 ||  
+
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||     0x1F40 || CPU_DELAY
|-  
+
|-
| SLPM_657.19 || Burnout 3: Takedown || 01000000 001C0000 ||  
+
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition) || 02000000 0B000000 ||  
+
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||     0x2000 || SIF_DMA_SYNC
|-  
+
|-
| SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc) || 02000000 0B000000 ||  
+
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu || 0A000000 80030800 ||  
+
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku || 08000000 A00F0000 ||  
+
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_654.88 || Grand Theft Auto: Vice City || 0A000000 00030000 ||  
+
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||    0x1450 || CPU_DELAY
|-  
+
|-
| SLPM_654.88 || Grand Theft Auto: Vice City || 09000000 00020036 ||  
+
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                 || 0x08 ||     0x1450 || CPU_DELAY
|-  
+
|-
| SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2) || 0B000000 14000200 ||  
+
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||    0x1800 || SIO2_MASK
|-  
+
|-
| SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1) || 0B000000 14000200 ||  
+
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||       0xB || DEV9_MASK
|-  
+
|-
| SLPM_652.09 || Star Ocean: Till the End of Time || 0B000000 14000200 ||  
+
|SLPM_652.09 || Star Ocean: Till the End of Time                                     || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-  
+
|-
| SLPM_651.97 || Nobunaga's Ambition Online || 02000000 0B000000 ||  
+
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
+
|-
| SLPM_650.90 || Spy Hunter || 01000000 00180000 ||  
+
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)           || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-  
+
|-
| SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2) || 08000000 50140000 ||  
+
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||     0x300 || CDVD_READ_DELAY
|-  
+
|-
| SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1) || 08000000 50140000 ||  
+
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|-  
+
|-
| SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen || 08000000 88130000 ||  
+
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||     0xFA0 || CPU_DELAY
|-  
+
|-
| SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition) || 08000000 88130000 ||  
+
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||   0x80380 || CDVD_READ_DELAY
|-  
+
|-
| SLPM_624.92 || Karaoke Revolution: Kids Song Selection || 08000000 88130000 ||  
+
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||       0xB || DEV9_MASK
|-  
+
|-
| SLPM_624.91 || Mega Man: The Power Battle || 04000000 00200000 ||  
+
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||       0xB || DEV9_MASK
|-  
+
|-
| SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9 || 08000000 88130000 ||  
+
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||     0x1C00 || SIO2_MASK
|-  
+
|-
| SLPM_624.64 || Pop'n Taisen Pazurudame Online || 08000000 401F0000 ||  
+
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-  
+
|-
| SLPM_624.57 || Karaoke Revolution: Snow & Party || 08000000 88130000 ||  
+
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||     0x2400 || SIO2_MASK
|-  
+
|-
| SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8 || 08000000 88130000 ||  
+
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-  
+
|-
| SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7 || 08000000 88130000 ||  
+
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||       0xB || DEV9_MASK
|-  
+
|-
| SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6 || 08000000 88130000 ||  
+
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-  
+
|-
| SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5 || 08000000 88130000 ||  
+
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-  
+
|-
| SLPM_624.50 || Karaoke Revolution: Anime Song Selection || 08000000 88130000 ||  
+
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-  
+
|-
| SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata || 0B000000 00000040 ||  
+
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-  
+
|-
| SLPM_624.14 || Karaoke Revolution: Dreams & Memories || 08000000 88130000 ||  
+
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
|-  
+
|-
| SLPM_623.83 || Karaoke Revolution: Night Selection 2003 || 08000000 88130000 ||  
+
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||     0xCE4 || CPU_DELAY
|-
+
|-
| SLPM_623.82 || Karaoke Revolution: Love & Ballad || 08000000 88130000 ||
+
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
|-  
+
|-
| SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4 || 08000000 88130000 ||  
+
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||       0x60 || CPU_DELAY
|-  
+
|-
| SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3 || 08000000 88130000 ||  
+
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||   0x2001C || SPU2_BEHAVIOR
|-  
+
|-
| SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2   || 08000000 88130000 ||  
+
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-  
+
|-
| SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1 || 08000000 88130000 ||  
+
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)       || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-  
+
|-
| SLPM_622.39 || Supercar Street Challenge || 0A000000 00030800 ||  
+
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|-
+
|-
| SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix || 08000000 5E1A0000 ||  
+
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-  
+
|-
| SLPM_621.35 || Final Fantasy: XI (Beta Version) || 00000000 000000A0 ||  
+
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
|-  
+
|-
| SLPM_621.25 || Gauntlet: Dark Legacy || 09000000 0500472B ||  
+
|SLPM_664.36 || Aria the Natural                                                    || 0x00 || 0xA000000 || TITLE_MASK
|-  
+
|-
| SLPM_621.25 || Gauntlet: Dark Legacy || 08000000 1C0C0000 ||  
+
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-  
+
|-
| SLPM_621.24 || Ready 2 Rumble Boxing: Round 2 || 08000000 88130000 ||  
+
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||     0x3E8 || CPU_DELAY
|-  
+
|-
| SLPM_621.05 || Taikou Risshiden IV || 09000000 0A00472B ||  
+
|SLPM_665.74 || Detective Evangelion                                                || 0x00 || 0x2000000 || TITLE_MASK
|-  
+
|-
| SLPM_620.62 || Gitaroo Man One || 0A000000 40050800 ||  
+
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLPM_620.42 || Kurogane no Houkou: Warship Commander || 01000000 00300000 ||  
+
|SLPM_680.10 ||                                                                      || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLES_537.96 || FIFA Street 2 || 01000000 00180000 ||  
+
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| SLES_537.55 || Castlevania: Curse of Darkness || 04000000 10000000 ||  
+
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
|-  
+
|-
| SLES_536.68 || Micro Machines v4 || 01000000 01080000 ||  
+
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-  
+
|-
| SLES_530.37 || Super Monkey Ball Deluxe || 01000000 02080000 ||  
+
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
|-  
+
|-
| SLES_520.97 || SWAT: Global Strike Force || 01000000 00080000 ||  
+
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-  
+
|-
| SLES_519.97 || SWAT: Global Strike Team || 01000000 00080000 ||  
+
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-  
+
|-
| SLES_518.44 || Time Crisis 3 || 01000000 00080000 ||  
+
|SLPS_201.01 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-  
+
|-
| SLES_518.41 || SpyHunter 2 || 01000000 00080000 ||  
+
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-  
+
|-
| SLES_514.79 || Def Jam Vendetta || 01000000 02080000 ||  
+
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-  
+
|-
| SLES_512.82 || Tiger Woods PGA Tour 2003 || 0A000000 E8030800 ||  
+
|SLPS_201.73 || Hard Hitter 2                                                       || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
+
|-
| SLES_507.29 || || 0A000000 E8030800 ||  
+
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-  
+
|-
| SLES_507.28 || Tiger Woods PGA Tour 2002 || 0A000000 E8030800 ||  
+
|SLPS_201.99 || F1 2002                                                              || 0x0B ||   0x20005 || SPU2_BEHAVIOR
|-  
+
|-
| SLES_506.28 || Simpsons: Road Rage || 01000000 00080000 ||  
+
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||       0xB || DEV9_MASK
|-  
+
|-
| SLES_506.08 || Shadow Man 2: The Second Coming || 0A000000 00060800 ||  
+
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-  
+
|-
| SLES_505.40 || Simpsons: Road Rage || 01000000 00080000 ||  
+
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||     0x1B58 || CPU_DELAY
|-  
+
|-
| SLES_504.46 || Shadow Man 2: The Second Coming || 0A000000 00060800 ||  
+
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-  
+
|-
| SLES_503.64 || City Crisis || 0A000000 B80B0800 ||  
+
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||     0xC1C || CPU_DELAY
|-  
+
|-
| SLES_500.62 || Orphen: Scion of Sorcery || 08000000 1C0C0000 ||  
+
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-  
+
|-
| SLES_500.48 || Donald Duck: Quack Attack || 01000000 00080000 ||  
+
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|-  
+
|-
| SCUS_972.69 || Final Fantasy XI [Disc 2] || 02000000 0B000000 ||  
+
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-  
+
|-
| SCUS_971.67 || PaRappa the Rapper 2 || 04000000 00200000 ||  
+
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||   0x805DC || CDVD_READ_DELAY
|-  
+
|-
| SCPS_200.39 ||   || 00000000 00000004 ||  
+
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-  
+
|-
| SCPS_175.01 || Linux (for PlayStation2) Release 1.0 || 00000000 000000A0 ||  
+
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-  
+
|-
| SCPS_170.01 || Gran Turismo 4 || 0B000000 00000010 ||  
+
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-  
+
|-
| SCPS_150.39 || Lifeline || 0A000000 00030800 ||  
+
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|-  
+
|-
| SCPS_150.38 || Lifeline || 0A000000 00030800 ||  
+
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-  
+
|-
| SCPS_110.22 || Yoake no Mariko 2nd Act || 01000000 00180000 ||  
+
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|-  
+
|-
| SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition) || 01000000 00180000 ||  
+
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
|-  
+
|-
| SCPS_110.18 || Yoake no Mariko || 01000000 00180000 ||  
+
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||     0x1800 || SIO2_MASK
|-  
+
|-
| SCPS_110.10 || Yoake no Mariko (Performance Pack Edition) || 01000000 00180000 ||  
+
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-  
+
|-
| SCPS_110.01 || I.Q. Remix || 00000000 000000A0 ||  
+
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||     0xDAC || CPU_DELAY
|-  
+
|-
| SCPN_601.60 || PlayStation BB Navigator (Version 0.32) || 00000000 000000A0 ||  
+
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-  
+
|-
| SCPN_601.50 || PlayStation BB Navigator (Version 0.31) || 00000000 000000A0 ||  
+
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-  
+
|-
| SCPN_601.40 || PlayStation BB Navigator (Version 0.30) || 00000000 000000A0 ||  
+
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||         5 || MECHA_RECOGTIME
|-  
+
|-
| SCPN_601.30 || PlayStation BB Navigator (Version 0.20) || 00000000 000000A0 ||  
+
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-  
+
|-
| SCPN_601.01 || PlayStation BB Navigator (Version 0.10) || 00000000 000000A0 ||  
+
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 ||  0xA000000 || TITLE_MASK
|-  
+
|-
| SCPM_621.16 || || 00000000 00000001 ||  
+
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||     0x1800 || SIO2_MASK
|-  
+
|-
| SCPM_621.15 || || 00000000 00000001 ||  
+
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 || 0xA000000 || TITLE_MASK
|-  
+
|-
| SCKA_200.49 || Tekken 5 || 0B000000 00000040 ||  
+
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-  
+
|-
| SCES_532.02 || Tekken 5 || 0B000000 00000040 ||  
+
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-  
+
|-
| SCAJ_201.26 || Tekken 5 || 0B000000 00000040 ||  
+
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B ||  0x8000000 || SPU2_BEHAVIOR
|-  
+
|-
| SCAJ_201.25 || Tekken 5 || 0B000000 00000040 ||  
+
|SLPS_257.22 || Routes PE (Limited Edition)                                         || 0x08 ||     0x3E8 || CPU_DELAY
|-  
+
|-
| PTPX_970.38 || || 00000000 000000A0 ||  
+
|SLPS_257.27 || Routes PE                                                            || 0x08 ||     0x3E8 || CPU_DELAY
|-  
+
|-
| PSXC_002.03 || PSX Update Disc 1.31 || 00000000 000000A0 ||  
+
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 || 0xA000000 || TITLE_MASK
|-  
+
|-
| PSXC_002.02 || PSX Update Disc 1.20 || 00000000 000000A0 ||  
+
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||     0x1388 || CPU_DELAY
|-
+
|-
| PSXC_002.01 || PSX Update Disc 1.10 || 00000000 000000A0 ||
+
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 || 0x8000010 || DEV5_INT_SPEED
|-  
+
|-
| PDPX_991.09 || DVD Player (Version 3.04) || 00000000 000000A0 ||  
+
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||     0x800 || SIO2_MASK
|-  
+
|-
| PBPX_955.18 || || 00000000 000000A0 ||  
+
|SLUS_202.74 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-  
+
|-
| PBPX_955.09 || Linux for PS2 Release 1.0 || 00000000 000000A0 ||  
+
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-  
+
|-
| PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1) || 00000000 000000A0 ||  
+
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-  
+
|-
| PBPX_955.01 || Linux for PS2 Beta Release 1 || 00000000 000000A0 ||  
+
|SLUS_204.13 || Shadowman 2                                                         || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-  
+
|-
| PBPX_952.39 || Online Start Up Disc v3.0 || 00000000 000000A0 ||  
+
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-  
+
|-
| PBPX_952.35 || || 00000000 000000A0 ||  
+
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||     0x1388 || CPU_DELAY
|-  
+
|-
| PBPX_952.28 || || 00000000 000000A0 ||  
+
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-  
+
|-
| PBPX_952.24 || DVD Player (Version 2.16) || 00000000 000000A0 ||  
+
|SLUS_205.90 || Spyhunter 2                                                         || 0x01 ||     0x800 || SIO2_MASK
|-  
+
|-
| PBPX_952.22 || DVD Player (Version 2.14) || 00000000 000000A0 ||  
+
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||     0x801 || SIO2_MASK
|-  
+
|-
| PBPX_952.21 || DVD Player (Version 2.12) || 00000000 000000A0 ||  
+
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||     0x800 || SIO2_MASK
|-  
+
|-
|PBPX_952.11 || DVD Utility Disc Version 1.00 || 00000000 000000A0 ||  
+
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||   0x80400 || CDVD_READ_DELAY
|-  
+
|-
|PBPX_952.10 || DVD Utility Disc Version 2.10 || 00000000 000000A0 ||  
+
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
|-  
+
|-
|PBPX_952.09 || DVD Player (Version 2.10) || 00000000 000000A0 ||  
+
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-  
+
|-
|PBPX_952.08 || DVD Player (Version 2.10) || 00000000 000000A0 ||  
+
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||    0x1388 || CPU_DELAY
|-  
+
|-
|PBPX_952.07 || DVD Player (Version 2.10) || 00000000 000000A0 ||  
+
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||      0x800 || SIO2_MASK
|-  
+
|-
|PBPX_952.06 || DVD Player (Version 2.01) || 00000000 000000A0 ||  
+
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-  
+
|-
|PBPX_952.03 || DVD Utility Disc Version 1.01 || 00000000 000000A0 ||  
+
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||        0xB || DEV9_MASK
|-  
+
|-
|PBPX_952.02 || DVD Utility Disc Version 1.01 || 00000000 000000A0 ||  
+
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||    0x1388 || CPU_DELAY
 +
|-
 +
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||      0x800 || SIO2_MASK
 +
|-
 +
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
 +
|-
 +
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
 +
|-
 +
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||     0x1388 || CPU_DELAY
 
|-  
 
|-  
|PBPX_952.01 || DVD Utility Disc Version 1.00 || 00000000 000000A0 ||
 
 
|}
 
|}
  

Latest revision as of 23:37, 9 February 2021

Description[edit]

PlayStation 2 emulation on PS4 is handled slightly differently comparing to PS3. Each PS2 game PS4 package file (.pkg) include emulator itself, so there is no included emulator in PS4 firmware. Although PS4 firmware have some PS2 emulator specific features, like functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu. Fact that emulator is now included in game pkg, is slightly complicating providing compatibility list. As emulators include some per title patches, and different default settings. Currently most used emulators came from Rogue Galaxy, and Jak games. Next difference is that BIOS in external file is included in .pkg, anyway it is exactly the same BIOS used in ps2_netemu. Another important difference is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file, but emulator still support LIMG sector that allow use non-2048 sector size discs. Memory card is also decrypted, but emulator check crc of some of it regions to ensure that fresh card is not modified. PS2 Emulator supports LUA scripting by "Lua Bridge", is powerful interface that provide many possibilities to improve compatibility. This is first time when sony need really care about floats in their emulator. Comparing to PS3 CPU, x86-64 is doing worse job in mimic PS2 FPU, and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. Emulator use openCL for GS, and probably other components.

Memory Mapping[edit]

Name From To
EE Flat Memory (4gb) 0x0000008000000000 0x0000008100000000
IOP Flat Memory (4gb) 0x0000009000000000 0x0000009100000000
R59 Binary Cache 0x0000000914B10000 0x0000000916B10000
R30 Binary Cache 0x0000000916B14000 0x0000000917314000
jitVU0 0x0000000917318000 0x0000000917B18000
jitVU1 0x0000000917B1C000 0x0000000918B1C000
Host's EE Memory Map
EE RAM - Kernel 0x0000008000000000 0x0000008000080000
EE RAM - Debug 0x0000008000078000 0x0000008000080000
EE RAM - User 0x0000008000080000 0x0000008002000000
EE Hw Devices 0x0000008010000000 0x0000008010010000
EE ROM 0x000000801FC00000 0x000000801FFE0000
EE RAM - Uncached 0x0000008020080000 0x0000008022000000
EE RAM - UncachedAccel 0x0000008030100000 0x0000008032000000
EE Scratchpad 0x0000008070000000 0x0000008070004000
EE Debug 0x00000080FFFF8000 0x0000008100000000
Host's IOP Memory Map
IOP RAM 0x0000009000000000 0x0000009000200000
IOP RAM (mirror 1) 0x0000009000200000 0x0000009000400000
IOP RAM (mirror 2) 0x0000009000400000 0x0000009000600000
IOP RAM (mirror 3) 0x0000009000600000 0x0000009000800000
IOP Scratchpad 0x000000901F800000 0x000000901F801000
IOP HW 0x000000901F801000 0x000000901F810000
IOP ROM 0x000000901FC00000 0x000000901FFE0000

Open CL and Floats[edit]

PS4 native Floating point supports and OpenCL info, for both CPU, and GPU. Understanding of floating points conversion is very important in emulating PS2.
Below info comes from this gist: https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md
There you can find more info about PS4 OpenCL.

CPU[edit]

Info Value
Device Name CXD90026AG - DG1002FGF84HT
Device Vendor AuthenticAMD
Device Vendor ID 0x1022
Device OpenCL C Version OpenCL C 1.2 pocl
Device Type CPU
Max compute units 8
Max work item dimensions 3
Max work item sizes 4096x4096x4096
Max work group size 4096
Preferred work group size multiple 8
Half-precision Floating-point support (n/a)
Single-precision Floating-point support (core)
Denormals Yes
Infinity and NANs Yes
Round to nearest Yes
Round to zero Yes
Round to infinity Yes
IEEE754-2008 fused multiply-add No
Support is emulated in software No
Correctly-rounded divide and sqrt operations Yes
Double-precision Floating-point support (cl_khr_fp64)
Denormals Yes
Infinity and NANs Yes
Round to nearest Yes
Round to zero Yes
Round to infinity Yes
IEEE754-2008 fused multiply-add Yes
Support is emulated in software No
Execution capabilities
Run OpenCL kernels Yes
Run native kernels Yes
SPIR versions 1.2
Device Extensions
 cl_khr_byte_addressable_store
 cl_khr_global_int32_base_atomics
 cl_khr_global_int32_extended_atomics
 cl_khr_local_int32_base_atomics
 cl_khr_local_int32_extended_atomics
 cl_khr_3d_image_writes 
 cl_khr_spir
 cl_khr_fp64 
 cl_khr_int64_base_atomics
 cl_khr_int64_extended_atomics 

GPU[edit]

Info Values
Device Name AMD LIVERPOOL
Device Vendor AMD
Device Vendor ID 0x1002
Device Version OpenCL 1.1
Device OpenCL C Version OpenCL C 1.1
Device Type GPU
Max compute units 18
Max work item dimensions 3
Max work item sizes 256x256x256
Max work group size 256
Compiler Available Yes
Preferred work group size multiple 64
Half-precision Floating-point support (cl_khr_fp16)
Denormals No
Infinity and NANs Yes
Round to nearest Yes
Round to zero No
Round to infinity No
IEEE754-2008 fused multiply-add No
Support is emulated in software No
Single-precision Floating-point support (core)
Denormals No
Infinity and NANs Yes
Round to nearest Yes
Round to zero No
Round to infinity No
IEEE754-2008 fused multiply-add No
Support is emulated in software No
Correctly-rounded divide and sqrt operations No
Double-precision Floating-point support (cl_khr_fp64)
Denormals Yes
Infinity and NANs Yes
Round to nearest Yes
Round to zero Yes
Round to infinity Yes
IEEE754-2008 fused multiply-add Yes
Support is emulated in software No
Execution capabilities
Run OpenCL kernels Yes
Run native kernels No
Device Extensions
cl_khr_byte_addressable_store
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics 
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16

Emulator Configuration[edit]

Files[edit]

Emulator configuration is probably handled by 4 files:

  • config-emu-ps4.txt - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.
  • XXXX-YYYYY_cli.conf - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
  • XXXX-YYYYY_config.lua - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
  • disc-swap-cli.conf - Stores info of multi disc games.

Commands[edit]

config-emu-ps4.txt commands[edit]

Command Values Notes Usage
--gs-uprender none, 2x2 Internal resolution uprender --gs-uprender=2x2
--gs-upscale none, gpu, edgesmooth, motionvec upscaler? --gs-upscale=EdgeSmooth
--config-local-lua --config-local-lua=""
--load-tooling-lua --load-tooling-lua=0
--record-audio
--record-audio-img
--record-audio-image
--record-audio-ext
--max-console-spam
--path-snaps dir/folder --path-snaps="/tmp/snapshots"
--path-recordings dir/folder --path-recordings="/tmp/recordings"
--path-audio-images dir/folder
--path-memcards dir/folder
--path-vmc dir/folder --path-vmc="/tmp/vmc"
--path-emulog dir/folder --path-emulog="/tmp/recordings"
--path-manual dir/folder
--path-patches dir/folder Path to patches folder --path-patches="/app0/patches"
--path-trophydata dir/folder --path-trophydata="/app0/trophy_data"
--path-featuredata dir/folder Path to folder with XXXX-YYYYY_features.lua file --path-featuredata="/app0/feature_data"
--path-postproc dir/folder Post-processing (shaders?)
--path-toolingscript dir/folder --path-toolingscript="/app0/patches"
--snapshot-name
--snapshot-datafile
--snapshot-restore
--snapshot-save frameId(?)
--snapshot-mcd-files
--snapshot-repeat repeat_count
--snapshot-modulo
--ds4-deadzone-adjust
--ds4-diagonal-adjust
--host-pad-loses-focus --host-pad-loses-focus=1
--host-gamepads
--host-keyboard slot [0-7] --host-keyboard=4
--host-audio 1,0,on,off,mono --host-audio=1
--host-audio-latency msec/float Audio latency must be between 0.010 and 4.0 --host-audio-latency=1.5
--host-window-scale scale/float --host-window-scale=0.5
--host-window-pos x,y
--host-display-mode normal,full,4:3,16:9 Set display mode --host-display-mode=full
--host-osd 0,off,minimal,verbose --host-osd=0
--host-vsync
--host-trophy-support
--rtc-epoch unix_time (seconds since epoch) --rtc-epoch=1523776362
--framelimiter
--framelimit-fps FPS/float framelimiter --framelimit-fps=0.8
--framelimit-scalar scalar/float scalar must be between 0.1 and 5.0 --framelimit-scalar=3.2
--framelimit-mode normal,fast,fastest,slow,slower,slowest --framelimit-mode=fast
--audio-stretching
--ps2-lang system sets language --ps2-lang=system
--pad-record
--max-disc-num 1-5 numbers of discs in package (maximum=5) --max-disc-num=1
--ps2-title-id sets title-id for patches --ps2-title-id=SLES-50366
--cdvd-sector-read-cycles Kinetica use 40000, Psychonauts 4000, Red Dead Revolver 5000, Rise of Kasai 31000 --cdvd-sector-read-cycles=40000
--boot-disc-id 1-5 sets boot disc for multi-disc pkg --boot-disc-id=0
--mute-audio all,none,main,bgm --mute-audio=all
--mute-streaming-audio all,none,main,bgm --mute-streaming-audio=all
--mtap1 always, ByHost Multitap Switch --mtap1=always
--mtap2 always, ByHost Multitap Switch --mtap2=always

XXXX-YYYYY_cli.conf commands[edit]

Please note that commands listed here work also in config-emu-ps4.txt. Anyway official way to use them is by CLI file. CLI file way is also needed for multi-disc packages.

EE/IOP[edit]

Command Values Notes Usage
--ee-mem-check-eob EE Memory check end of block
--ee-cache-breaks-block
--ee-validate-kernel
--ee-block-validation PageProt, PageProtection, Hash, Full Way of validating that block been modified, and require recompilation. [Some info about PageProt way] --ee-block-validation=None
--ee-shorthash-len inst_count/integer Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash
--ee-const-folding None,Gpr,Fpu,All EE constant folding More info --ee-const-folding=none
--ee-load-rewrites
--ee-store-rewrites
--ee-live32
--ee-inline-limit-full insn_count/integer
--ee-inline-limit-partial
--ee-jit-pagefault-threshold fault_count/integer
--ee-jit-opt-debug
--ee-pc-coherency
--ee-inst-marking
--ee-insn-marking
--ee-kernel-hle High-level emulation kernel
--ee-injection-kernel 0,1
--ee-injection-title 0,1
--ee-regalloc-scalar 0,none,ReadOnly,WriteOnly,RW register allocation setting
--ee-regalloc-simd register allocation setting
--ee-regalloc-preserve-scalar LoadOnly, StoreOnly, SO, LoadStore, LS EE JIT Scalar/Int Regalloc Mode --ee-regalloc-preserve-scalar=LoadStore
--ee-regalloc-preserve-simd ReadOnly, RO, WO, WriteOnly ,RW EE JIT SIMD/XMM Regalloc Mode --ee-regalloc-preserve-simd=RW
--ee-static-block-links options Type,Type,... [Branch,Branches,JAL,COP2,All] --ee-static-block-links=JAL,COP2
--ee-insn-flush-pc
--ee-insn-callmark
--ee-peephole
--ee-ignore-break ignore break instruction (we should never land here)
--ee-hook AdvanceClock, FastForwardClock, MfifoDrain Non-conditional EE hook (This is not speedhack!), advancing/ff'ing clock can be useful for getting better sync CFC2/CTC2 --ee-hook=0x0025b3b0,FastForwardClock
--ee-jit-disasm 0,1=mips,2=x86 Emotion Engine Just in Time disassembler mode (seems to be debug log option)
--ee-jit-pagefault-threshold --ee-jit-pagefault-threshold=30
--ee-context-switch-cycles --ee-context-switch-cycles=1440
--ee-evt-check-full
--ee-break-as-nop 0,1 use nop when hit brak instruction (this seems to be rarely useful as break usually mean eof) --ee-break-as-nop=1
--ee-cycle-scalar multiplier/float --ee-cycle-scalar=1.0
--ee-sif0-cycle-scalar multiplier/float Subsystem interface cycle scalar --ee-sif0-cycle-scalar=2.0
--ee-sif1-cycle-scalar multiplier/float Subsystem interface cycle scalar --ee-sif1-cycle-scalar=0.1
--iop-sif0-cycle-scalar multiplier/float Subsystem interface cycle scalar --iop-sif0-cycle-scalar=1.5
--iop-sif1-cycle-scalar multiplier/float Subsystem interface cycle scalar --iop-sif1-cycle-scalar=1.8
--iop-block-validation IsC, ShortHash --iop-block-validation=IsC
--iop-validate-kernel
--iop-shorthash-len inst_count/integer Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash
--iop-const-folding None,Gpr,All IOP constant folding More info --iop-const-folding=All
--iop-pc-coherency
--iop-inst-marking
--iop-jit-disasm
--iop-evt-check-full
--iop-cycle-scalar --iop-cycle-scalar=0.80
--iop-tight-slice-count --iop-tight-slice-count=12
--iop-hook AdvanceClock, FastForwardClock iop native hook --iop-hook=0x0086ac,FastForwardClock

FPU[edit]

Command Values Notes Usage
--fpu-to-double Converts floats to double
--fpu-no-clamping 0, 1 No clamping for fpu --fpu-no-clamping=0 (this option when enabled (set to 1), for some unknown reason seems to behave similar to pcsx2 FPU FULL clamping mode)
--fpu-no-clamp-range start,end offset (0x0 - 0x1FFFFFF) No clamping for fpu in selected memory range --fpu-no-clamp-range=0x1acce0,0x2acce0
--fpu-clamp-operands 0, 1 fpu clamp on operand stage (combined with --fpu-clamp-results = ee/fpu clamping: extra in pcsx2) --fpu-clamp-operands=1
--fpu-clamp-results 0, 1 fpu clamp for results of operations (ee/fpu clamping: normal in pcsx2) --fpu-clamp-results=1
--fpu-custom-min-max 0, 1 Custom Max/Mini logic for denormals --fpu-custom-min-max=0
--fpu-custom-fused-madd 0, 1 Custom FMA (fused multiply-add) --fpu-custom-fused-madd=0
--fpu-accurate-range start,end offset (0x0 - 0x1FFFFFF) --fpu-accurate-range=0x1acce0,0x2acce0
--fpu-accurate-muldiv offset (0x0 - 0x1FFFFFF) --fpu-accurate-muldiv=0x123456
--fpu-accurate-muldiv-range start,end offset (0x0 - 0x1FFFFFF) --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
--fpu-accurate-mul-fast 1 --fpu-accurate-mul-fast=1
--fpu-accurate-addsub offset (0x0 - 0x1FFFFFF) --fpu-accurate-addsub=0x234567
--fpu-accurate-addsub-range start,end offset (0x0 - 0x1FFFFFF) --fpu-accurate-addsub-range=0x1acce0,0x2acce0
--fpu-rsqrt-fast-estimate 0,1 less accurate rsqrt (possible speed improvement, but can degrade accuracy) --fpu-rsqrt-fast-estimate=1
--fpu-no-clamp-range 0x0 to 0x1ffffff EE memory range where clamping not gonna be used when use clamping global function --fpu-no-clamp-range=0x123456, 0x212345

VU/COP2[edit]

Command Values Notes Usage
--vu-to-double Converts floats to double
--vu-branch-hazard
--vu-evil-branches Take in count branch in delay slot, or not. More Info
--vu-d-bit 0/1 ignore D-bit (note: D bit shouldn't ever be used in retail games. PCSX2 ignore it at default.) --vu-d-bit=0
--vu-t-bit 0/1 ignore T-bit (note: T bit is replacement of D bit for retail games, correct behavior of VU is to take it in count) --vu-t-bit=0
--vu-inst-mflag Instant mac flag, or instances of mac flag?
--vu-inst-cflag Instant clipping flag, or instances of clipping flag?
--vu-custom-min-max 0, 1 Custom Max/Mini logic for denormals, pcsx2 use 0 at default --vu-custom-min-max=0
--vu-custom-fused-madd 0, 1 Custom FMA (fused multiply-add) --vu-custom-fused-madd=1
--vu-opt-jr-caching Optimize Jump Register caching. (vi15). Is not clear how optimization is done.
--vu-opt-sf-check Optimize Status or Sticky Flag check(?)
--vu-hack-triace 0,1 Special hack for Tri Ace games, correct VU addi calculation. Without it result is one bit off, which is enough to break game decryption algo. --vu-hack-triace=1
--vu-xgkick-delay vu_cycles/integer Delay xgkick instruction execute, pcsx2 use 6 cycles, emu in ps3 use 2-8 cycles depend on game --vu-xgkick-delay=8
--vu-range-merge vu_inst_cnt
--vu0-opt-flags [0,1,2] - 1=safe, 2=unsafe Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) More Info --vu0-opt-flags=1
--vu0-opt-vf00 [0,1,2] - 1=safe, 2=unsafe optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here.
--vu0-opt-subroutine
--vu0-const-prop Constant propagation More info
--vu0-no-clamping 0, 1 No clamping for vu0 (default 1) --vu0-no-clamping=0
--vu0-clamp-operands 0, 1 vu0 clamp on operand stage --vu0-clamp-operands=1
--vu0-clamp-results 0, 1 vu0 clamp for results of operations --vu0-clamp-results=1
--vu0-inst-q instant Q, not stall on WAITQ, or instances of Q(?)
--vu0-inst-p instant P, not stall on WAITP, or instances of P(?)
--vu0-use-rcp use sse rcp
--vu0-use-rsqrt use sse rsqrt
--vu0-di-bits
--vu0-clamp-range start, end offset per range clamping for VU0 --vu0-clamp-range=0x100,0x120
--vu0-jr-cache-policy newprog,sameprog,auto PCSX2 use newprog as default setting Info --vu0-jr-cache-policy=sameprog
--vu0-jalr-cache-policy newprog,sameprog,auto PCSX2 use newprog as default setting Info --vu0-jalr-cache-policy=sameprog
--vu0-mul0fix-range vu0 memory offset start,end (0x0 - 0xFFF) Fix for games that multiply by zero
--vu0-accurate-addsub-range
--vu0-aot-start-addr start address Seems to be PS3 command 0x12 replacement ahead of time compilation with CRC then to start, and CRC when to finish
--vu0-aot-outmode out/overwrite, append
--vu0-aot-end-addr end address for ahead of time compilation
--vu0-aot-start-crc verify crc for aot start block (registers)
--vu0-aot-end-crc verify crc for aot end block (registers)
--vu1 jit-sync, jit, jit-async, trans Selector between IR/JIT and it modes. Jit-sync behaves similar to turning of MTVU in pcsx2. --vu1=jit-sync
--vu1-mul0fix-range vu1 memory offset start,end (0x0 - 0x3FFF) Fix for games that multiply by zero --vu1-mul0fix-range=0x1230,0x1238
--vu1-opt-flags [0,1,2] - 1=safe, 2=unsafe Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) More Info --vu1-opt-flags=0
--vu1-opt-vf00 optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here.
--vu1-opt-subroutine
--vu1-const-prop Constant propagation More info --vu1-const-prop=1
--vu1-no-clamping 0, 1 No clamping for vu1 (default 1) --vu1-no-clamping=0
--vu1-clamp-operands 0, 1 vu1 clamp on operand stage --vu1-clamp-operands=1
--vu1-clamp-results 0, 1 vu1 clamp for results of operations --vu1-clamp-results=1
--vu1-inst-q instant Q, not stall on WAITQ, or instances of Q(?)
--vu1-inst-p instant P, not stall on WAITP, or instances of P(?)
--vu1-jr-cache-policy newprog,sameprog,auto PCSX2 use newprog as default setting Info --vu1-jr-cache-policy=sameprog
--vu1-jalr-cache-policy newprog,sameprog,auto PCSX2 use newprog as default setting Info --vu1-jalr-cache-policy=sameprog
--vu1-use-rcp use sse rcp
--vu1-use-rsqrt use sse rsqrt
--vu1-di-bits
--vu1-injection 0, 1 or enable/disable depend on emu revision --vu1-injection=1
--vu1-native-patch 0,1 use native patches from recompiler --vu1-native-patch=1
--vtune-vu
--vu-jit-disasm 0, 1, 2 seems to be debug print only option. 0,1=mips,2=x86
--vu1-mpg-cycles cycles_per_Microprogram set initial cycles for vu1 microprograms --vu1-mpg-cycles=1000
--cop2-opt-flags [0,1,2] - 1=safe, 2=unsafe Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) More Info --cop2-opt-flags=1
--cop2-opt-vf00 optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here.
--cop2-const-prop Constant propagation More info
--cop2-no-clamping No clamping for COP2 (default 1) --cop2-no-clamping=0
--cop2-no-clamp-range start,end offset (0x0 - 0x1FFFFFF) No clamping for COP2 in selected range --cop2-no-clamp-range=0x123456,0x134567
--cop2-clamp-operands 0,1 clamp on operand stage --cop2-clamp-operands=1
--cop2-clamp-results 0,1 clamp for results of operations --cop2-clamp-results=1
--cop2-regalloc PCSX2 seems to have this enabled by default.
--cop2-inst-q instant Q, not stall on VWAITQ, , or instances of Q(?)
--cop2-inst-p ?
--cop2-use-rcp use sse rcp
--cop2-use-rsqrt 0,1 use sse rsqrt --cop2-use-rsqrt=0
--cop2-di-bits 0,1 --cop2-di-bits=1
--cop2-accurate-range start,end offset (0x0 - 0x1FFFFFF) --cop2-accurate-range=0x123456,0x134567
--cop2-accurate-mul offset (0x0 - 0x1FFFFFF) --cop2-accurate-mul=0x123456
--cop2-accurate-mul-range start,end offset (0x0 - 0x1FFFFFF) --cop2-accurate-mul-range=0x123456,0x134567
--cop2-accurate-addsub start,end offset (0x0 - 0x1FFFFFF) --cop2-accurate-addsub=0x123456
--cop2-accurate-addsub-range start,end offset (0x0 - 0x1FFFFFF) --cop2-accurate-addsub-range=0x123456,0x134567

GS/VIF[edit]

Command Values Notes Usage
--vif-ignore-invalid-cmd 0,1 Ignore invalid vif commands --vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints 0,1 --vif1-ignore-cmd-ints=1
--vif1-instant-xfer 0,1,2 "Instant VIF transfer" Default 1. Correct behavior is 0, but we don't know how accurate VIF timing is in that emu. --vif1-instant-xfer=0
--vif-thread-chunk-size int/kilowords
--force-frame-blend 0, 1 --force-frame-blend=1
--framelimit-mode --framelimit-mode normal,fast,fastest,slow,slower,slowest --framelimit-mode=slowest
--gs-scanout-delay hsync_count/integer
--gs-fieldswap-delay Wait longer than usual to change field
--gs-use-deferred-l2h Some delay option for L2H -gs-use-deferred-l2h=1
--l2h-2d-params TRXREG,BITBLTBUF,height --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
--gs-uprender none,2x2 Rendering upscaler (use higher internal resolution) --gs-uprender=2x2
--gs-upscale none, gpu, edgesmooth, motionvec, point, after recompilation upscaler? --gs-upscale=EdgeSmooth
--gs-aspect-ratio aspect/float (default=0.81) --gs-aspect-ratio=0.65
--gs-progressive Force progressive scan?
--gs-force-bilinear 0,1 force bilinear filtering --gs-force-bilinear=1
--gs-frontend-opt-mode (0-2?) --gs-frontend-opt-mode=1
--gs-use-mipmap 0,1 Required for CL kernels using mipmaping --gs-use-mipmap=1
--gs-use-clut-merge 0.1 Required for CL kernels using merging CLUT --gs-use-clut-merge=1
--gs-kernel-cl h2lpool, clutmerge, mipmap, DarkCloud2, fantavision Kernel Variant --gs-kernel-cl="clutmerge"
--gs-kernel-cl-up h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp Kernel Variant Upscaler --gs-kernel-cl-up="clutmerge2x2"
--gs-optimize-30fps --gs-optimize-30fps=1
--gs-motion-factor motion factor [value 25 is used on NTSC-U game in official PKG, so unknown what it is] --gs-motion-factor=25
--gs-override-small-tri-area
--gs-check-trans-rejection68 0,1? --gs-check-trans-rejection68=1
--gs-check-trans-rejection
--gs-skip-dirty-flush-on-mipmap 0,1 Require mipmap GS CL kernel --gs-skip-dirty-flush-on-mipmap=1
--gs-packed15-fmv-opt 0,1 --gs-packed15-fmv-opt=1
--gs-scanout-offsetx relative offset/ignored Directly overwrite GS register? --gs-scanout-offsetx=27
--gs-scanout-offsety relative offset/ignored
--gs-dirty-page-policy 0,1? --gs-dirty-page-policy=1
--force-pal-60hz 0,1 Force 60hz PAL mode --force-pal-60hz=1
--gs-flush-ad-xyz always, safe, off, 0 --gs-flush-ad-xyz=safe
--gs-render-tile-threshold --gs-render-tile-threshold=300000
--gs-uv-shift-pointsampling --gs-uv-shift-pointsampling=1
--safe-area-min area/float (range 0.9 to 1.0) --safe-area-min=0.9
--threaded-gs 0,1 (more?) --threaded-gs=0
--gs-opt-frbuff-switch --gs-opt-frbuff-switch=1
--gs-ignore-rect-correction --gs-ignore-rect-correction=1
--idec-cycles-per-qwc int/multiplier --idec-cycles-per-qwc=768

XXXX-YYYYY_config.lua[edit]

It is most powerful config. Allow direct patching EE/IOP/VU memory, hooks registers, hook dma. Everything can be done here.

If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).

Known functions: Require cleanup.

Command Usage Notes
apiRequest apiRequest(<api version>) example: apiRequest(0.1)

Different emu versions support different highest api. Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.

getEmuObject class
getEmuObject local emuObj = getEmuObject() Required for all functions using emuObj, that include:
LoadConfig SaveConfig GetPad AddVsyncHook
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook 
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal 
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar 
emuAddPadHook PadPressureStickRemap SetVolumes GetVolumes 
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch 
LoadConfig
SaveConfig
GetPad emuObj.GetPad(<gamepad button by bits>) example usage for reading input:
local CheckInputs = function()

local pad_bits = emuObj.GetPad()
local UP		= pad_bits &  0x0010
local DOWN		= pad_bits &  0x0040
local LEFT		= pad_bits &  0x0080
local RIGHT		= pad_bits &  0x0020
local Triangle		= pad_bits &  0x1000
local Cross		= pad_bits &  0x4000
local Square		= pad_bits &  0x8000
local Circle		= pad_bits &  0x2000
local L1		= pad_bits &  0x0400
local L2		= pad_bits &  0x0100
local L3		= pad_bits &  0x0002
local R1		= pad_bits &  0x0800
local R2		= pad_bits &  0x0200
local R3		= pad_bits &  0x0004
local Select		= pad_bits &  0x0001
local Start		= pad_bits &  0x0008	

if (L2 ~= 0) then
	<here function that should be done when L2 is pushed>
end
	
end

emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync>
AddVsyncHook emuObj.AddVsyncHook(<task to be done every vsync>) emuObj.AddVsyncHook(my_function)

my_function can be anything, from simple patches, to extensive hook. Example usage can be found in SLUS-21550 features file.

RemoveVsyncHook emuObj.RemoveVsyncHook(<previously added task to be removed>) emuObj.RemoveVsyncHook(my_function)
AddEntryPointHook emuObj.AddEntryPointHook(<task>) Task to be done at ps2 game main elf entry point (right where game is loaded).
RemoveEntryPointHook
AddLoginHook
RemoveLoginHook
AddLogoutHook
RemoveLogoutHook
CheckEntitlement
AddImageHook
AddGifTagHook
SwapMemCard
SetFormattedCard emuObj.SetFormattedCard(<"file name">) emuObj.SetFormattedCard("custom_formatted.card")
Allow to use custom memory card. 
OpenDiscTray
CloseDiscTray
SwitchDisc emuObj.SwitchDisc(<disc ID>) ID can be provided as is, or for example read from memory or register when needed.
EnableImposeMenu emuObj.EnableImposeMenu(<true/false>) EnableImposeMenu(false)
GetDiscId emuObj.GetDiscId() Return DiscId in XXXX_YYY.ZZ format
GetDiscTitleId
AddSectorReadHook emuObj.AddSectorReadHook(<sector, unk, task>) Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
AddMCWriteHook
ShowDiscSwitchInfo
GetPs4SystemLang emuObj.GetPs4SystemLang() Return PS4 system language (in unknown format).
SetPs2Lang emuObj.SetPs2Lang(<Lang ID>) Set emulated PS2 language, correct Lang IDs are 0-18.
0 - japanese
1 - english
2 - french
3 - spanish
4 - german
5 - italian
6 - dutch
7 - portuguese
8 - russian
9 - korean
10 - traditonal-chinese
11 - simplified-chinese
12 - finnish
13 - swedish
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk
ThrottleNorm emuObj.ThrottleNorm() Enable default framelimiter (50/60 fps depend on region).
ThrottleFast emuObj.ThrottleFast() Faster than default, but exact value is unknown.
ThrottleMax emuObj.ThrottleMax() Disable framelimiter at all, usually used during static loadings in official packages.
AddAssertionHook
SetGsTitleFix More info
SetDeinterlace emuObj.SetDeinterlace(0 , 1?) emuObj.SetDeinterlace(0)
SetDisplayAspectWide emuObj.SetDisplayAspectWide() Force display area to 16:9 (If game not support widescreen, it will be stretched).
SetDisplayAspectNormal emuObj.SetDisplayAspectNormal() Force display area to 4:3.
ForceRefreshRate emuObj.ForceRefreshRate(<hz>) emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
LoadFsShader emuObj.LoadFsShader(<slot?>, "<path>")
Shaders must be loaded right after GS has been initialized. 
Example:
Global_InitGpuResources = function()
	emuObj.LoadFsShader(1, "./shader.sb")
end

That only load Fragment Shader to program memory, to use it we need BindFragmentShader, 
and if depend on shader SetShaderParams.
SetDisplaySafeArea
PadSetLightBar emuObj.PadSetLightBar(<port, red, green, blue>) Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
emuAddPadHook
PadPressureStickRemap
SetVolumes emuObj.SetVolumes('global', 'main', 'bgm') Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
GetVolumes emuObj.GetVolumes() Return current volume levels for ('global', 'main', 'bgm') in floating point values.
SetAudioRoute
GetAudioRoute
CountFrameOnPS2
AddSnapshotLoadedHook
RemoveSnapshotLoadedHook
IsNeoMode emuObj.IsNeoMode() Check that PS4 run in NEO (PRO) mode. Return 1/0
IsToolingVerbose
emuMediaPatch emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.
getIOPObject class
getIOPObject local iopObj = getIOPObject() Required for all functions using iopObj, that include:
ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
 WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
 ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
 GetCPR0 SetCPR0 iopInsnReplace
ReplaceMem64
ReplaceMem32
ReplaceMem16
ReplaceMem8
ReadMemFloat iopObj.ReadMemFloat(<address>) iopObj.ReadMemFloat(0x28c3c)
WriteMemFloat iopbj.WriteMemFloat(<address>, <value>) iopObj.WriteMemFloat(0x65364, 1.3333333)
ReadMem64
iopObj.ReadMem64(<iop memory offset>)
WriteMem64
iopObj.WriteMem64(<iop memory offset>, <data>)
ReadMem32
iopObj.ReadMem32(<iop memory offset>)
Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)

iopObj.ReadMem32(gp - 348)

WriteMem32
iopObj.WriteMem32(<iop memory offset>, <data>)
Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
ReadMem16
iopObj.ReadMem16(<iop memory offset>)
Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
WriteMem16
iopObj.WriteMem16(<iop memory offset>, <data>)
Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
ReadMem8
iopObj.ReadMem8(<iop memory offset>)
Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
WriteMem8
iopObj.WriteMem8(<iop memory offset>, <data>)
Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
ReadMemStr
AddHook
RemoveHook
GetGpr iopObj.GetGPR(<gpr register>) iopObj.GetGPR(a1)
SetGpr iopObj.SetGPR(<gpr register> ,<value>) example: iopObj.SetGPR(gpr.v0 ,3)
GetPc iopObj.GetPc(), can be used also with additional var. like iopObj.GetPc()+8
SetPc iopObj.SetPC(<PC>) iopObj.SetPC(0x6B80)
GetCPR0 iopObj.GetCPR0(<COP0 register>)
SetCPR0 iopObj.SetCPR0(<COP0 register>)
iopInsnReplace iopInsnReplace(IOP memory offset, Original opcode (BE), Replace opcode (BE)) Replace 4 bytes opcode in iop memory, correct memory range is 0x0 to 0x1FFFFF
getEEObject class
getEEObject local eeObj = getEEObject() Required for all functions using eeObj
ReplaceMem64
ReplaceMem32
ReplaceMem16
ReplaceMem8
ReadMemFloat eeObj.ReadMemFloat(<address>) eeObj.ReadMemFloat(0x258c3c)
WriteMemFloat eeObj.WriteMemFloat(<address>, <value>) eeObj.WriteMemFloat(0x365364, 1.3333333)
ReadMem128
eeObj.ReadMem128(<ee memory offset>)
Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
ReadMemFloat128
eeObj.ReadMemFloat128(<ee memory offset>)
return 16 bytes from offset in float form
WriteMem128
WriteMemFloat128
ReadMem64
eeObj.ReadMem64(<ee memory offset>)
Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
WriteMem64
eeObj.WriteMem64(<ee memory offset>, <data>)
ReadMem32
eeObj.ReadMem32(<ee memory offset>)
Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)

eeObj.ReadMem32(gp - 31348)

WriteMem32
eeObj.WriteMem32(<ee memory offset>, <data>)
Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
ReadMem16
eeObj.ReadMem16(<ee memory offset>)
Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
WriteMem16
eeObj.WriteMem16(<ee memory offset>, <data>)
Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
ReadMem8
eeObj.ReadMem8(<ee memory offset>)
Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
WriteMem8
eeObj.WriteMem8(<ee memory offset>, <data>)
Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
ReadMemStr eeObj.ReadMemStr(address/register) Read string from address until null terminator
AddHook eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) example:
local W1 = 
	function()
		emuObj.SetDisplayAspectNormal()
	end

local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)
RemoveHook
AddPreHook
RemovePreHook
RemovePostHook
GetGpr64 eeObj.GetGPR64(<gpr register>) example: eeObj.GetGPR64(t3)
SetGpr64
GetGprFloat Get gpr value as float value
SetGprFloat Set gpr value as float value
GetGpr / GetGPR eeObj.GetGPR(<gpr register>) eeObj.GetGPR(t3)
SetGpr / SetGPR eeObj.SetGPR(<gpr register> ,<value>) example: eeObj.SetGPR(gpr.a3 ,1)

Require defined getEEObject() as eeObj

GetFprHex eeObj.GetFprHex(<FPU register (0-31)>) Get/return floating point register value as hex string
SetFprHex eeObj.SetFprHex(<FPU register (0-31), value (u32)>) Set floating point register value as hex string
GetFpr / GetFPR eeObj.GetFpr(<register number>) example eeObj.GetFpr(14)
SetFpr / SetFPR eeObj.SetFpr(<fpr register number>, <value>) Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0

But we can also combine commands to add/sub from registers eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value

GetPc eeObj.GetPc(), can be used also with additional var. like eeObj.GetPc()+4
SetPc eeObj.SetPC(<PC>) eeObj.SetPC(0x266B80)
GetCPR0 eeObj.GetCPR0(<COP0 register>)
SetCPR0 eeObj.SetCPR0(<COP0 register>)
SchedulerDelayEvent eeObj.SchedulerDelayEvent("event", cycles) Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) Possible events are gif.dma, vif0.dma, vif1.dma, sif0.dma, sif1.dma, ipu0.dma, ipu1.dma . This command allow to delay certain DMA transfer by cycles.
DmaAddHook
DmaRemoveHook
WaitVu1
Vu1MpgCycles eeObj.Vu1MpgCycles(<cycles>) eeObj.Vu1MpgCycles(100) Values is cycles that VU1 microprogram should run before force end
GetPcRingBuffer
WriteMemStr eeObj.WriteMemStr(address, string)
FastForwardClock
AdvanceClock
WriteMemStrZ eeObj.WriteMemStrZ(string pointer, string) . Pointer can be read from GPR
Precompile
CalcInsnHash
AddJitResetHook
RemoveJitResetHook
getOverlayObject local eeOverlay = eeObj.getOverlayObject()
GetVif1Cycles eeObj.GetVif1Cycles() local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
getGLSObject class
getGLSObject
Enable
EnableServerRecording
Pause
getGsObject class
getGsObject local gsObj = getGsObject()
SetL2HMode
SetUprenderMode
SetUpscaleMode
GetFramesInQueue
SetFrameSkipping
SetDeinterlaceShift gsObj.SetDeinterlaceShift(0)
getAudioObject class
getAudioObject
muteStreamingAll
muteStreamingMain
muteStreamingBGM
getRemotePlayObject class
getRemotePlayObject
Enable
getVideoRecordingObject class
getVideoRecordingObject
Enable
getSharePlayObject class
getSharePlayObject
Enable
getSpriteObject group
getSpriteObject
Enable
Disable
BindFragmentShader
SetShaderParams
 Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:

local sprite0 = getSpriteObject(0)
local scanlineParams = {
	240.0,		-- float scanlineCount
   	0.7,		-- float scanlineHeight;
	1.5,        -- float scanlineBrightScale;
	0.5,        -- float scanlineAlpha;
	0.5         -- float vignetteStrength;
}

sprite0.SetShaderParams(scanlineParams)
BindTexture
SetPosXY
SetSizeXY
SetPosUV
SetSizeUV
PrintContext
SetBlendColor sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0
local sprite0 = getSpriteObject(0)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
Not require Obj call group, or unknown
eeInsnReplace eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
vuInsnReplace
vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) 
Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254.
example:
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38
eeNativeFunction eeNativeFunction(<ee offset>, <original opcode>, <function>) eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')

Different emulators can have different functions included, vide SO3. Require api 1.4 or higher. But functions from this list should be available in every emu:

ieee754_acosf ieee754_asinf ieee754_sqrtf
fabs cosf fabsf
sinf acosf asinf
sqrtf fptoui fptodp
litodp dptoli dptofp
memcpy memset strlen
eeNativeHook eeNativeHook(<ee ofset>, <original opcode>, <action>) eeNativeHook require apiRequest(1.4) or higher.
GsCustomShader
getTrophyObject local trophyObj = getTrophyObject() Required for all functions using trophyObj
getDmaObject local dmaObj = getDmaObject() Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
Unlock
getScreenShotObject
IsUnlocked
InsnOverlay InsnOverlay({<opcode, opcode, opcode...>}) example:
InsnOverlay({
	0x27bdfff0, -- addiu $sp, -0x10
	0xffbf0000, -- sd $ra, 0(sp)
	0xffb00008, -- sd $s0, 8(sp)
	0x3c05000f, -- lui $a1, 0x000f
	0x34a57000, -- ori $a1, 0x7000
	0x0c0db8b6, -- jal Script::State::DoString
	0x0080802d, -- move $s0, $a0
	0x24050001, -- li $a1, 1
	0x0c0dba4c, -- jal Script::State::IsNull(int)
	0x0200202d, -- move $a0, $s0
	0xdfb00008, -- ld $s0, 8(sp)
	0xdfbf0000, -- ld $ra, 0(sp)
	0x03e00008, -- jr ra
	0x27bd0010  -- addiu $sp, 0x10
})
eeDebugBreak
CsBindShader
CsSetParamInt32
CsSetParamFloat
CsResetContext
CsPrintContext
PsBindShader
PsSetParamInt32
PsSetParamFloat
PsResetContext
PsPrintContext

Note: eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.

Registers for hook[edit]

Registers defined in alias files.

GetGpr/SetGpr

gpr.zero gpr.at 
gpr.v0  gpr.v1 
gpr.a0  gpr.a1  gpr.a2  gpr.a3 
gpr.t0  gpr.t1  gpr.t2  gpr.t3 
gpr.t4  gpr.t5  gpr.t6  gpr.t7 
gpr.s0  gpr.s1  gpr.s2  gpr.s3 
gpr.s4  gpr.s5  gpr.s6  gpr.s7 
gpr.t8  gpr.t9
gpr.k0  gpr.k1 
gpr.gp  gpr.sp  gpr.fp  gpr.ra 
gpr.lo  gpr.hi  gpr.sa

example: eeObj.GetGpr(gpr.a1) 

GetCPR0/SetCPR0

cpr.index	  cpr.pagemask
cpr.random	  cpr.wired	
cpr.entrylo0      cpr.badvaddr
cpr.entrylo1      cpr.count	
cpr.context	  cpr.entryhi	


cpr.compare	  cpr.config    cpr.taglo	
cpr.status	  cpr.badpaddr  cpr.taghi	
cpr.cause	  cpr.hwbk	cpr.errorepc
cpr.epc		  cpr.pccr	
cpr.prid

example: eeObj.GetCPR0(cpr.status) 

SetGsTitleFix[edit]

One of very important commands in ps2 emu lua, allow to change GS behavior. Part of EmuObject() class, used frequently in official configs.
Example usage from official config files: https://pastebin.com/yf802Up3


Commands

Command Notes
globalSet used with workLoadThreshold or waveThreshold or loadThreshold
reserved
forceBiLinear
ignoreSubBuffCov ignore ? buffer coverage
trianglesAsParticles
ignoreAreaUpdate
SetSelfRender
ignoreSprite
clipScissors
forcePoint
forcePointSampling
setRejectionArea
ignoreUpRender Ignore uprender for texture type described in params
includeAreaUpdate
forceSimpleFetch
fetchFromCurrBuff
ignoreUpShiftTri
skipPacked
changeAlpha
ignoreUpRenderTimeout

Arguments/variables

Argument Notes
alpha_mask
alphaIsNot alpha - is not X
texMode 1 - Point? , 2 - bilinear
twIsLess texture width - is less than X
thIsLess texture height - is less than X
twIsNot texture width - is not X
thIsNot texture width - is not X
psmIsNot texture pixel storage format - is not X
PSMCT32  = 0   PSMT4HL = 36
PSMCT24  = 1   PSMT4HH = 44
PSMCT16  = 2   PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H   = 27  
zmsk Z (depth) draw mask
update Z buffer       = 0
don't update Z buffer = 1

When 1 depth test result will be ignored
tw texture width
th texture height
ztst Z (depht) test method
ZNOUSE   = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3

0 -                       All pixels fail
1 -                       All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer
mipIsGt mip level is grater than X (?)
mmin MMIN flag
NEAREST                = 0
LINEAR                 = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR   = 5
prim GS primitive type
Point         = 0
Line          = 1
LineStrip     = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan   = 5
Sprite        = 6
primIsNot GS primitive type - is not
Point         = 0
Line          = 1
LineStrip     = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan   = 5
Sprite        = 6
fillArea
frameW
renderSelf
hasClut
alphaTest
primTest
workLoadThreshold
alpha
 example: alpha=0x80000044
alpha=0
texType (1-3, more? )
tbp texture base pointer
cbp CLUT buffer base pointer
psm texture pixel storage format
PSMCT32  = 0   PSMT4HL = 36
PSMCT24  = 1   PSMT4HH = 44
PSMCT16  = 2   PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H   = 27  
mxl maximum mip level (0-6)
fbmask ?
totalArea
packedRegs
packedRegsLo
packedRegsHi
packedRegsNum
packedFlags
packedPrim
areaNumFrames
waveThreshold
loadThreshold
fixSpriteDivTab


Example configs[edit]

Official example[edit]

require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.4)

-- Star Wars: Racer Revenge (SLES-50366) [US]

local eeObj		= getEEObject()

eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d)	-- retry FREAD() for fix #9025,
eeInsnReplace(0x13BCD0, 0x3c023f80, 0x3C023F40) -- Zoom
eeInsnReplace(0x1153B4, 0x3c023f80, 0x3C023FAB) -- Y-FOV


-- Track#
-- The Grand Reefs 			: 6 
-- Ruins of Carnuss Gorgull : 9 
eeObj.AddHook(0x187330,	0x3c010001, function()
				 local track = eeObj.GetGpr(gpr.a1)
				 print(string.format("Track : %d", track))
				 if track == 6 or track == 9 then
					eeObj.Vu1MpgCycles(1000)	-- makes it be 30fps.
				 else
					eeObj.Vu1MpgCycles(100)		-- default value.
				 end
end)

Custom config.lua example[edit]

Here is the first custom lua config created by the community:

apiRequest(0.1)

-- Fix black screen SLUS-20064

eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000)	-- bc0f 0x1CF3CC to nop

This is very basic command to replace part of EE memory with other instruction.

  • apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 0.4 is highest known for now.
  • -- Fix black screen SLUS-20064 is comment
  • eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing here 0x4100FFFF to 0x00000000 at 0x1CF3CC memory offset. Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
  • -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed

PS3 Config support[edit]

Emulator support configs in format known from ps2_netemu/ps2classic from PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.
To enable ps3 style config add this to config-emu-ps4.txt:

  • --lopnor-config=1
  • --ps2-title-id=TITLE-ID

Config file need to be in folder .../patches/{TITLE-ID}/ and file need to have name {TITLE-ID}_lopnor.cfgbin. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).
Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
Tester confirmed that configs work like that. We don't even need to edit them, they work as is.


Config repository: https://github.com/Zarh/ManaGunZ/tree/master/pkgfiles/USRDIR/sys/CONFIG Just download as raw file, and rename correctly.

Note that not all configs will be supported. Tested are ICE AGE 2, and DOA2, work fine, Rayman config not work due to unsupported command. Please keep in mind that not all commands seems to be recognized, good candidates are configs with [Net] Command ID : 0xZZ where 0xZZ is 0x01 (not sure about that one), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27 You can check that here, but sadly only for GX/SOFT configs (most of overall anyway): https://github.com/Zarh/Get_CONFIG/blob/master/log.txt

PS2 Bios[edit]

Description[edit]

The PS2 bios is the file PS20220WD20050620.crack included in every PS2 game .pkg. It Is exactly the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them thru mc/cdvd. Important non X module that is missing is libsd, and homebrew that need it, will most likely fail to boot, or error.
Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that list (click here)

Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games. Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles. There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios have included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". Most noticeable difference for both bios files seems to be special RDRAM module.

PS20220WD20050620.crack file MD5: 83AD2B530C9C102A561BA1CDC6D996D5

Files inside ROM image[edit]

File Offset in exported bin Description File type (exportable)
RESET 0x00 Bootstrap code for the EE and IOP. BIN
ROMDIR 0x2780 The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. BIN
EXTINFO 0x2CC0 Contains the "EXTINFO" for all files in the ROM image. BIN
SBIN 0x3330 Seems to be the pad controller library for the PS1 monitor. BIN
LOGO 0xA2D0 PS1 logo? BIN
IOPBTCONF 00x1EA20 Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF. BIN
IOPBTCON2 0x1EB10 Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). BIN
SYSMEM 0x1EBE0 System Memory Manager. ELF
LOADCORE 0x1FE00 The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. ELF
EXCEPMAN 0x22380 Exception manager. ELF
INTRMANP 0x22F60 Interrupt Manager. According to wisi, it is for PS mode. ELF
INTRMANI 0x24970 Interrupt Manager. According to wisi, it is for IOP mode. ELF
SSBUSC 0x267B0 SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. ELF
TIMEMANP 0x26F20 Timer Manager (PS mode) ELF
TIMEMANI 0x27B00 Timer Manager (IOP mode) ELF
DMACMAN 0x28730 DMA Controller Manager. ELF
SYSCLIB 0x2BE30 System C Library. ELF
HEAPLIB 0x2E590 Memory HEAP LIBrary (i.e. thvpool, thfpool) ELF
THREADLIB 0x2F290 Multi_Thread_Manager ELF
VBLANK 0x38020 V-Blank management ELF
IOMAN 0x38DB0 IO Manager ELF
MODLOAD 0x3AD20 IOP module loader. ELF
ROMDRV 0x3D070 ROM driver. Provides access to the boot ROM (rom0). ELF
ADDDRV 0x3DF60 Adds support for the DVD ROM (rom1:), via ROMDRV. ELF
STDIO 0x3D3C0 Standard I/O library. ELF
SIFMAN 0x3EFB0 SIF manager. ELF
SIFINIT 0x40550 Initializes the SIF. ELF
EESYNC 0x40970 For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. ELF
EENULL 0x40E10 The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. BIN
PS1ID 0x40E50 Only found in newer boot ROMs BIN
LIBFI 0x40E60 Not present in the boot ROM of the SCPH-10000 and SCPH-15000. BIN
PS1VERJ 0x40F50 BIN
PS1VERA 0x40F60 BIN
PS1VERE 0x40F70 BIN
PS1VERC 0x40F80 BIN
PS1VERH 0x40F90 BIN
OSDSYS 0x40FA0 The browser BIN
- 0x40FB0 BIN
RDRAM 0x41000 Provides a RDRAM test for the EE at power-on. This is run from RESET. BIN
EELOADCNF 0x43D50 Contains the IOP boot configuration file for EELOAD. BIN
SIFCMD 0x43F00 SIF command module. Contains the SIF command and SIF RPC functions. ELF
REBOOT 0x46140 The reboot service. Receives IOP reset packets from the EE, from across the SIF. ELF
LOADFILE 0x46910 The RPC server for MODLOAD ELF
EECONF 0x49070 Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. ELF
- 0x49FF0 BIN
IOPBOOT 0x4A000 IOP bootup program BIN
- 0x4B160 BIN
TBIN 0x4B800 The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. BIN
XSHA1 0x59770 sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related? ELF
XLOADFILE 0x5A740 Updated module ELF
SIO2MAN 0x5D7F0 SIO2 manager. Provides access to the SIO2 interface. ELF
- 0x5F420 BIN
MCSERV 0x61340 RPC server for MCMAN. ELF
- 0x63040 BIN
KROMG 0x64000 BIN
- 0x65CC0 BIN
KROM 0x66000 Kanji ROM? Not sure where this is used. BIN
- 0x7FE70 BIN
ROMVER 0x7FF00 ROM version. BIN
- 0x7FF10 BIN
VERSTR 0x7FF30 Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. BIN
- 0x7FF90 BIN
ROMGSCRT 0x80000 BIN
NCDVDMAN 0x82D30 It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. ELF
SECRMAN 0x8F770 Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. ELF
MCMAN 0x93C30 Memory Card Manager. ELF
PADMAN 0xA30C0 Pad manager. ELF
CDVDMAN 0xAC810 The CD/DVD manager. ELF
CDVDFSV 0xB4BC0 The RPC server for CDVDMAN. ELF
FILEIO 0xBCF80 RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. ELF
CLEARSPU 0xBF080 Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. ELF
UDNL 0xC0CC0 It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. ELF
IGREETING 0xC2BC0 Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed ELF
EELOAD 0xC3C20 The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. BIN
XCDVDMAN 0xD2DA0 cdvd_driver - Updated module ELF
XCDVDFSV 0xE1B30 cdvd_ee_driver - Updated module ELF
OSDSND 0xEFF60 OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. ELF
PS2LOGO 0x11ABB0 Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. ELF
XPARAM2 0x137500 File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) ELF
OSDSYS 0x139A00 The browser BIN
PIOPRP 0x177880 Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root). BIN
KERNEL 0x1BB7E0 The EE kernel BIN

Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5

Game_ID/DiscID in PS20220WD20050620.crack[edit]

There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.

Original PS2 bios from models with emulated IOP, include similar list file called XPARAM.ELF. Title IDs there are not the same, although some of them exist on both lists.

Command Name
0x00 TITLE_MASK
0x01 SIO2_MASK
0x02 DEV9_MASK
0x03 USB_MASK
0x04 SIF_DMA_SYNC
0x05 SIF_DMA_LOAD
0x06 DMAC_CH10_INT_DELAY
0x07 MECHA_RECOGTIME
0x08 CPU_DELAY
0x09 DEV5_INT_SPEED
0x0A CDVD_READ_DELAY
0x0B SPU2_BEHAVIOR
ID Title Command Value Remarks
PBPX_952.01 DVD Utility Disc Version 1.00 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.02 DVD Utility Disc Version 1.01 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.03 DVD Utility Disc Version 1.01 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.06 DVD Player (Version 2.01) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.07 DVD Player (Version 2.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.08 DVD Player (Version 2.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.09 DVD Player (Version 2.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.10 DVD Utility Disc Version 2.10 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.11 DVD Utility Disc Version 1.00 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.21 DVD Player (Version 2.12) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.22 DVD Player (Version 2.14) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.24 DVD Player (Version 2.16) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.28 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.35 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.39 Online Start Up Disc v3.0 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.01 Linux for PS2 Beta Release 1 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.07 Playstation 2 Linux Runtime Environment v1.0 (Disc 1) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.09 Linux for PS2 Release 1.0 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.18 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PDPX_991.09 DVD Player (Version 3.04) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PSXC_002.01 PSX Update Disc 1.10 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PSXC_002.02 PSX Update Disc 1.20 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PSXC_002.03 PSX Update Disc 1.31 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PTPX_970.38 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCAJ_201.25 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCAJ_201.26 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCES_532.02 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCKA_200.49 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCPM_621.15 0x00 0x1000000 TITLE_MASK
SCPM_621.16 0x00 0x1000000 TITLE_MASK
SCPN_601.01 PlayStation BB Navigator (Version 0.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.30 PlayStation BB Navigator (Version 0.20) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.40 PlayStation BB Navigator (Version 0.30) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.50 PlayStation BB Navigator (Version 0.31) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.60 PlayStation BB Navigator (Version 0.32) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPS_110.01 I.Q. Remix 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPS_110.10 Yoake no Mariko (Performance Pack Edition) 0x01 0x1800 SIO2_MASK
SCPS_110.18 Yoake no Mariko 0x01 0x1800 SIO2_MASK
SCPS_110.21 Yoake no Mariko 2nd Act (Limited Edition) 0x01 0x1800 SIO2_MASK
SCPS_110.22 Yoake no Mariko 2nd Act 0x01 0x1800 SIO2_MASK
SCPS_150.38 Lifeline 0x0A 0x80300 CDVD_READ_DELAY
SCPS_150.39 Lifeline 0x0A 0x80300 CDVD_READ_DELAY
SCPS_170.01 Gran Turismo 4 0x0B 0x10000000 SPU2_BEHAVIOR
SCPS_175.01 Linux (for PlayStation2) Release 1.0 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPS_200.39 0x00 0x4000000 TITLE_MASK
SCUS_971.67 PaRappa the Rapper 2 0x04 0x2000 SIF_DMA_SYNC
SCUS_972.69 Final Fantasy XI [Disc 2] 0x02 0xB DEV9_MASK
SLES_500.48 Donald Duck: Quack Attack 0x01 0x800 SIO2_MASK
SLES_500.62 Orphen: Scion of Sorcery 0x08 0xC1C CPU_DELAY
SLES_503.64 City Crisis 0x0A 0x80BB8 CDVD_READ_DELAY
SLES_504.46 Shadow Man 2: The Second Coming 0x0A 0x80600 CDVD_READ_DELAY
SLES_505.40 Simpsons: Road Rage 0x01 0x800 SIO2_MASK
SLES_506.08 Shadow Man 2: The Second Coming 0x0A 0x80600 CDVD_READ_DELAY
SLES_506.28 Simpsons: Road Rage 0x01 0x800 SIO2_MASK
SLES_507.28 Tiger Woods PGA Tour 2002 0x0A 0x803E8 CDVD_READ_DELAY
SLES_507.29 0x0A 0x803E8 CDVD_READ_DELAY
SLES_512.82 Tiger Woods PGA Tour 2003 0x0A 0x803E8 CDVD_READ_DELAY
SLES_514.79 Def Jam Vendetta 0x01 0x802 SIO2_MASK
SLES_518.41 SpyHunter 2 0x01 0x800 SIO2_MASK
SLES_518.44 Time Crisis 3 0x01 0x800 SIO2_MASK
SLES_519.97 SWAT: Global Strike Team 0x01 0x800 SIO2_MASK
SLES_520.97 SWAT: Global Strike Force 0x01 0x800 SIO2_MASK
SLES_530.37 Super Monkey Ball Deluxe 0x01 0x802 SIO2_MASK
SLES_536.68 Micro Machines v4 0x01 0x801 SIO2_MASK
SLES_537.55 Castlevania: Curse of Darkness 0x04 0x10 SIF_DMA_SYNC
SLES_537.96 FIFA Street 2 0x01 0x1800 SIO2_MASK
SLPM_620.42 Kurogane no Houkou: Warship Commander 0x01 0x3000 SIO2_MASK
SLPM_620.62 Gitaroo Man One 0x0A 0x80540 CDVD_READ_DELAY
SLPM_621.05 Taikou Risshiden IV 0x09 0x2B47000A DEV5_INT_SPEED
SLPM_621.24 Ready 2 Rumble Boxing: Round 2 0x08 0x1388 CPU_DELAY
SLPM_621.25 Gauntlet: Dark Legacy 0x08 0xC1C CPU_DELAY
SLPM_621.25 Gauntlet: Dark Legacy 0x09 0x2B470005 DEV5_INT_SPEED
SLPM_621.35 Final Fantasy: XI (Beta Version) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SLPM_621.54 DDRMAX Dance Dance Revolution 6thMix 0x08 0x1A5E CPU_DELAY
SLPM_622.39 Supercar Street Challenge 0x0A 0x80300 CDVD_READ_DELAY
SLPM_623.69 Karaoke Revolution: J-Pop Vol.1 0x08 0x1388 CPU_DELAY
SLPM_623.79 Karaoke Revolution: J-Pop Vol.2 0x08 0x1388 CPU_DELAY
SLPM_623.80 Karaoke Revolution: J-Pop Vol.3 0x08 0x1388 CPU_DELAY
SLPM_623.81 Karaoke Revolution: J-Pop Vol.4 0x08 0x1388 CPU_DELAY
SLPM_623.82 Karaoke Revolution: Love & Ballad 0x08 0x1388 CPU_DELAY
SLPM_623.83 Karaoke Revolution: Night Selection 2003 0x08 0x1388 CPU_DELAY
SLPM_624.14 Karaoke Revolution: Dreams & Memories 0x08 0x1388 CPU_DELAY
SLPM_624.37 Suisui Sweet: Amai Ai no Mitsukekata 0x0B 0x40000000 SPU2_BEHAVIOR
SLPM_624.50 Karaoke Revolution: Anime Song Selection 0x08 0x1388 CPU_DELAY
SLPM_624.51 Karaoke Revolution: J-Pop Vol.5 0x08 0x1388 CPU_DELAY
SLPM_624.54 Karaoke Revolution: J-Pop Vol.6 0x08 0x1388 CPU_DELAY
SLPM_624.55 Karaoke Revolution: J-Pop Vol.7 0x08 0x1388 CPU_DELAY
SLPM_624.56 Karaoke Revolution: J-Pop Vol.8 0x08 0x1388 CPU_DELAY
SLPM_624.57 Karaoke Revolution: Snow & Party 0x08 0x1388 CPU_DELAY
SLPM_624.64 Pop'n Taisen Pazurudame Online 0x08 0x1F40 CPU_DELAY
SLPM_624.79 Karaoke Revolution: J-Pop Vol.9 0x08 0x1388 CPU_DELAY
SLPM_624.91 Mega Man: The Power Battle 0x04 0x2000 SIF_DMA_SYNC
SLPM_624.92 Karaoke Revolution: Kids Song Selection 0x08 0x1388 CPU_DELAY
SLPM_625.28 Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition) 0x08 0x1388 CPU_DELAY
SLPM_625.29 Karaoke Revolution: Kazoku Idol Sengen 0x08 0x1388 CPU_DELAY
SLPM_650.86 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1) 0x08 0x1450 CPU_DELAY
SLPM_650.87 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2) 0x08 0x1450 CPU_DELAY
SLPM_650.90 Spy Hunter 0x01 0x1800 SIO2_MASK
SLPM_651.97 Nobunaga's Ambition Online 0x02 0xB DEV9_MASK
SLPM_652.09 Star Ocean: Till the End of Time 0x0B 0x20014 SPU2_BEHAVIOR
SLPM_654.38 Star Ocean: Till the End of Time (Director's Cut) (Disc 1) 0x0B 0x20014 SPU2_BEHAVIOR
SLPM_654.39 Star Ocean: Till the End of Time (Director's Cut) (Disc 2) 0x0B 0x20014 SPU2_BEHAVIOR
SLPM_654.88 Grand Theft Auto: Vice City 0x0A 0x300 CDVD_READ_DELAY
SLPM_654.88 Grand Theft Auto: Vice City 0x09 0x36000200 DEV5_INT_SPEED
SLPM_656.33 I Love Baseball: Pro Yakyu wo Koyonaku 0x08 0xFA0 CPU_DELAY
SLPM_656.98 Love Songs: ADV Futaba Riho 14-sai Natsu 0x0A 0x80380 CDVD_READ_DELAY
SLPM_657.05 Final Fantasy XI: Chains of Promathia (Expansion Disc) 0x02 0xB DEV9_MASK
SLPM_657.06 Final Fantasy XI: Chains of Promathia (All-In-One Edition) 0x02 0xB DEV9_MASK
SLPM_657.19 Burnout 3: Takedown 0x01 0x1C00 SIO2_MASK
SLPM_657.83 Nobunaga no Yabou Online: Tappi no Shou 0x02 0xB DEV9_MASK
SLPM_658.94 Winning Post 6: 2005 Version 0x01 0x2400 SIO2_MASK
SLPM_659.34 Maple Colors 0x0A 0x80300 CDVD_READ_DELAY
SLPM_659.53 Final Fantasy: XI (Entry Disc 2005) 0x02 0xB DEV9_MASK
SLPM_659.84 Grand Theft Auto: San Andreas 0x0A 0x803E8 CDVD_READ_DELAY
SLPM_660.33 The Sword of Etheria 0x08 0xC1C CPU_DELAY
SLPM_660.33 The Sword of Etheria 0x00 0x2000000 TITLE_MASK
SLPM_660.48 The Sword of Etheria 0x08 0xC1C CPU_DELAY
SLPM_660.48 The Sword of Etheria 0x00 0x2000000 TITLE_MASK
SLPM_660.57 Taito Memories Vol.1 0x08 0xCE4 CPU_DELAY
SLPM_661.56 Marheaven: Arm Fight Dream 0x01 0x1800 SIO2_MASK
SLPM_661.75 Akumajo Dracula: Yami no Juin 0x08 0x60 CPU_DELAY
SLPM_661.75 Akumajo Dracula: Yami no Juin 0x0B 0x2001C SPU2_BEHAVIOR
SLPM_663.93 Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) 0x0A 0x803E8 CDVD_READ_DELAY
SLPM_663.93 Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) 0x09 0x2B47000A DEV5_INT_SPEED
SLPM_663.93 Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) 0x02 0xB DEV9_MASK
SLPM_663.94 Final Fantasy XI: Treasures of Aht Urhgan 0x02 0xB DEV9_MASK
SLPM_664.36 Aria the Natural 0x01 0x1800 SIO2_MASK
SLPM_664.36 Aria the Natural 0x00 0xA000000 TITLE_MASK
SLPM_665.39 Nobunaga no Yabou Online: Haten no Shou 0x02 0xB DEV9_MASK
SLPM_665.58 Tomb Raider: Legend 0x08 0x3E8 CPU_DELAY
SLPM_665.74 Detective Evangelion 0x00 0x2000000 TITLE_MASK
SLPM_680.07 Karaoke Revolution (Trial) 0x08 0x1388 CPU_DELAY
SLPM_680.10 0x08 0x1388 CPU_DELAY
SLPS_200.08 Morita Shogi 0x08 0x1388 CPU_DELAY
SLPS_200.20 FIFA 2000 World Championship 0x04 0x2001 SIF_DMA_SYNC
SLPS_200.37 Go Go Golf 0x09 0x2B47000A DEV5_INT_SPEED
SLPS_200.38 Grappler Baki: Baki Saidai no Tournament 0x08 0x1194 CPU_DELAY
SLPS_200.53 Tenshi no Present: Marle Oukoku Monogatari (Limited Edition) 0x0B 0x20000000 SPU2_BEHAVIOR
SLPS_200.66 Tenshi no Present: Marle Oukoku Monogatari 0x0B 0x20000000 SPU2_BEHAVIOR
SLPS_201.01 City Crisis 0x0A 0x80BB8 CDVD_READ_DELAY
SLPS_201.11 Magical Sports Pro Baseball 2001 0x09 0x2B47000A DEV5_INT_SPEED
SLPS_201.72 Koushien: Konpeki no Sora 0x09 0x2B47000A DEV5_INT_SPEED
SLPS_201.73 Hard Hitter 2 0x0A 0x80300 CDVD_READ_DELAY
SLPS_201.97 Surfing Air Show with RatBoy 0x09 0x2B47000A DEV5_INT_SPEED
SLPS_201.99 F1 2002 0x0B 0x20005 SPU2_BEHAVIOR
SLPS_202.00 Final Fantasy XI 0x02 0xB DEV9_MASK
SLPS_204.04 Rakushou! Pachi-Slot Sengen 2 0x0A 0x80300 CDVD_READ_DELAY
SLPS_204.29 Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V 0x08 0x1B58 CPU_DELAY
SLPS_204.55 Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby 0x0B 0x40000000 SPU2_BEHAVIOR
SLPS_250.08 Sorcerous Stabber Orphen 0x08 0xC1C CPU_DELAY
SLPS_250.71 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 0x08 0x1450 CPU_DELAY
SLPS_250.72 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 0x08 0x1450 CPU_DELAY
SLPS_250.81 Saishuu Densha 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_251.36 Kuon no Kizuna Sairin Mikotonori 0x0A 0x805DC CDVD_READ_DELAY
SLPS_251.42 Tiger Woods PGA Tour 2002 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_251.50 Only You 0x0B 0x40000000 SPU2_BEHAVIOR
SLPS_252.37 Only You 0x0B 0x40000000 SPU2_BEHAVIOR
SLPS_252.75 Def Jam: Vendetta 0x01 0x802 SIO2_MASK
SLPS_252.78 Memories Off: Mix 0x0A 0x80300 CDVD_READ_DELAY
SLPS_252.90 Time Crisis 3 0x01 0x800 SIO2_MASK
SLPS_253.15 One Piece: Grand Battle 3 0x01 0x1800 SIO2_MASK
SLPS_253.57 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate! 0x01 0x1800 SIO2_MASK
SLPS_253.79 Tokyo Majin Gakuen: Kaihoujyou Kefurokou 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_254.06 Hitman: Contracts 0x08 0xDAC CPU_DELAY
SLPS_254.18 Ace Combat 5: The Unsung War 0x0A 0x500000 CDVD_READ_DELAY
SLPS_255.10 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SLPS_255.85 Monster Farm 5: Circus Caravan 0x07 5 MECHA_RECOGTIME
SLPS_255.86 Tales of the Abyss 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_256.04 Ar tonelico Qoga: Knell of Ar Ciel 0x00 0xA000000 TITLE_MASK
SLPS_256.67 Daito Giken Premium Pachi-Slot Collection: Yoshimune 0x01 0x1800 SIO2_MASK
SLPS_256.98 Fatal Fury Battle Archives Volume 2 0x00 0xA000000 TITLE_MASK
SLPS_257.08 The Familiar of Zero (Limited Edition) 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_257.09 The Familiar of Zero 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_257.21 HimeHibi - Princess Days 0x0B 0x8000000 SPU2_BEHAVIOR
SLPS_257.22 Routes PE (Limited Edition) 0x08 0x3E8 CPU_DELAY
SLPS_257.27 Routes PE 0x08 0x3E8 CPU_DELAY
SLPS_732.49 Ar tonelico Qoga: Knell of Ar Ciel (Platinum) 0x00 0xA000000 TITLE_MASK
SLUS_200.11 Orphen: Ocion of Sorcery 0x08 0x1388 CPU_DELAY
SLUS_200.11 Orphen: Ocion of Sorcery 0x09 0x8000010 DEV5_INT_SPEED
SLUS_200.77 Donald Duck: Go'in Quackers 0x01 0x800 SIO2_MASK
SLUS_202.74 City Crisis 0x0A 0x80BB8 CDVD_READ_DELAY
SLUS_203.05 Simpsons: Road Rage 0x01 0x800 SIO2_MASK
SLUS_203.64 Tiger Woods PGA Tour 2002 0x0A 0x803E8 CDVD_READ_DELAY
SLUS_204.13 Shadowman 2 0x0A 0x80600 CDVD_READ_DELAY
SLUS_204.33 SWAT: Global Strike Team 0x01 0x800 SIO2_MASK
SLUS_204.88 Star Ocean: Til the end of Time [Disc 1] 0x08 0x1388 CPU_DELAY
SLUS_205.72 Tiger Woods PGA Tour 2003 0x0A 0x803E8 CDVD_READ_DELAY
SLUS_205.90 Spyhunter 2 0x01 0x800 SIO2_MASK
SLUS_206.35 Muppets Party Cruise 0x01 0x801 SIO2_MASK
SLUS_206.39 Def Jam Vendetta 0x01 0x800 SIO2_MASK
SLUS_206.86 Splashdown: Rides Gone Wild 0x0A 0x80400 CDVD_READ_DELAY
SLUS_208.38 All-Star Baseball 2005 0x01 0x802 SIO2_MASK
SLUS_208.51 Ace Combat 5: The Unsung War 0x0A 0x500000 CDVD_READ_DELAY
SLUS_208.91 Star Ocean: Til the end of Time [Disc 2] 0x08 0x1388 CPU_DELAY
SLUS_209.18 Super Monkey Ball: Deluxe 0x01 0x800 SIO2_MASK
SLUS_210.59 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SLUS_210.70 Final Fantasy XI: Chains of Promathia 0x02 0xB DEV9_MASK
SLUS_210.89 Karaoke Revolution Vol.3 0x08 0x1388 CPU_DELAY
SLUS_213.31 Sonic Riders 0x01 0x800 SIO2_MASK
SLUS_213.39 Puzzle Challenge 0x01 0x800 SIO2_MASK
SLUS_214.04 Final Fantasy XI: Treasures of Aht Urhgan 0x02 0xB DEV9_MASK
SLUS_214.52 Valkyrie Profile 2: Silmeria 0x08 0x1388 CPU_DELAY

Folder/File layout[edit]

Example: Max Payne Classic

├── config-emu-ps4.txt
├── docs
│   └── revision.h
├── eboot.bin
├── feature_data
│   └── SLES-50326_features.lua
├── formatted.card
├── image
│   └── disc01.iso
├── lua_include
│   ├── ee-cpr0-alias.lua
│   ├── ee-gpr-alias.lua
│   ├── ee-hwaddr.lua
│   ├── language.lua
│   ├── pad-and-key.lua
│   ├── ps2.lua
│   └── utils.lua
├── patches
│   └── SLES-50326_cli.conf
├── PS20220WD20050620.crack
├── ps2-emu-compiler.self
├── sce_companion_httpd
│   └── html
│       ├── BackCover.jpg
│       ├── base
│       │   ├── arrow_up.png
│       │   └── sprites.png
│       ├── css
│       │   ├── default-skin.png
│       │   └── styles.min.css
│       ├── index.html
│       ├── js
│       │   └── app.min.js
│       ├── large
│       │   ├── Box01.jpg
│       │   ├── Box04.jpg
│       │   ├── landscape
│       │   │   ├── Box01.jpg
│       │   │   ├── Box04.jpg
│       │   │   ├── Page01.jpg
│       │   │   ├── Page02.jpg
│       │   │   ├── Page03.jpg
│       │   │   ├── Page04.jpg
│       │   │   ├── Page05.jpg
│       │   │   ├── Page06.jpg
│       │   │   ├── Page07.jpg
│       │   │   ├── Page08.jpg
│       │   │   ├── Page09.jpg
│       │   │   ├── Page10.jpg
│       │   │   ├── Page11.jpg
│       │   │   ├── Page12.jpg
│       │   │   ├── Page13.jpg
│       │   │   ├── Page14.jpg
│       │   │   ├── Page15.jpg
│       │   │   ├── Page16.jpg
│       │   │   ├── Page17.jpg
│       │   │   ├── Page18.jpg
│       │   │   ├── Page19.jpg
│       │   │   ├── Page20.jpg
│       │   │   ├── Page21.jpg
│       │   │   ├── Page22.jpg
│       │   │   ├── Page23.jpg
│       │   │   ├── Page24.jpg
│       │   │   ├── Page25.jpg
│       │   │   ├── Page26.jpg
│       │   │   ├── Page27.jpg
│       │   │   ├── Page28.jpg
│       │   │   ├── Page29.jpg
│       │   │   ├── Page30.jpg
│       │   │   ├── Page31.jpg
│       │   │   ├── Page32.jpg
│       │   │   ├── Page33.jpg
│       │   │   ├── Page34.jpg
│       │   │   ├── Page35.jpg
│       │   │   ├── Page36.jpg
│       │   │   ├── Page37.jpg
│       │   │   ├── Page38.jpg
│       │   │   ├── Page39.jpg
│       │   │   ├── Page40.jpg
│       │   │   ├── Page41.jpg
│       │   │   ├── Page42.jpg
│       │   │   ├── Page43.jpg
│       │   │   ├── Page44.jpg
│       │   │   ├── Page45.jpg
│       │   │   ├── Page46.jpg
│       │   │   ├── Page47.jpg
│       │   │   ├── Page48.jpg
│       │   │   ├── Page49.jpg
│       │   │   ├── Page50.jpg
│       │   │   ├── Page51.jpg
│       │   │   ├── Page52.jpg
│       │   │   ├── Page53.jpg
│       │   │   ├── Page54.jpg
│       │   │   ├── Page55.jpg
│       │   │   ├── Page56.jpg
│       │   │   ├── Page57.jpg
│       │   │   ├── Page58.jpg
│       │   │   └── Page59.jpg
│       │   ├── Page01.jpg
│       │   ├── Page02.jpg
│       │   ├── Page03.jpg
│       │   ├── Page04.jpg
│       │   ├── Page05.jpg
│       │   ├── Page06.jpg
│       │   ├── Page07.jpg
│       │   ├── Page08.jpg
│       │   ├── Page09.jpg
│       │   ├── Page100.jpg
│       │   ├── Page101.jpg
│       │   ├── Page102.jpg
│       │   ├── Page103.jpg
│       │   ├── Page104.jpg
│       │   ├── Page105.jpg
│       │   ├── Page106.jpg
│       │   ├── Page107.jpg
│       │   ├── Page108.jpg
│       │   ├── Page109.jpg
│       │   ├── Page10.jpg
│       │   ├── Page110.jpg
│       │   ├── Page111.jpg
│       │   ├── Page112.jpg
│       │   ├── Page113.jpg
│       │   ├── Page114.jpg
│       │   ├── Page115.jpg
│       │   ├── Page116.jpg
│       │   ├── Page11.jpg
│       │   ├── Page12.jpg
│       │   ├── Page13.jpg
│       │   ├── Page14.jpg
│       │   ├── Page15.jpg
│       │   ├── Page16.jpg
│       │   ├── Page17.jpg
│       │   ├── Page18.jpg
│       │   ├── Page19.jpg
│       │   ├── Page20.jpg
│       │   ├── Page21.jpg
│       │   ├── Page22.jpg
│       │   ├── Page23.jpg
│       │   ├── Page24.jpg
│       │   ├── Page25.jpg
│       │   ├── Page26.jpg
│       │   ├── Page27.jpg
│       │   ├── Page28.jpg
│       │   ├── Page29.jpg
│       │   ├── Page30.jpg
│       │   ├── Page31.jpg
│       │   ├── Page32.jpg
│       │   ├── Page33.jpg
│       │   ├── Page34.jpg
│       │   ├── Page35.jpg
│       │   ├── Page36.jpg
│       │   ├── Page37.jpg
│       │   ├── Page38.jpg
│       │   ├── Page39.jpg
│       │   ├── Page40.jpg
│       │   ├── Page41.jpg
│       │   ├── Page42.jpg
│       │   ├── Page43.jpg
│       │   ├── Page44.jpg
│       │   ├── Page45.jpg
│       │   ├── Page46.jpg
│       │   ├── Page47.jpg
│       │   ├── Page48.jpg
│       │   ├── Page49.jpg
│       │   ├── Page50.jpg
│       │   ├── Page51.jpg
│       │   ├── Page52.jpg
│       │   ├── Page53.jpg
│       │   ├── Page54.jpg
│       │   ├── Page55.jpg
│       │   ├── Page56.jpg
│       │   ├── Page57.jpg
│       │   ├── Page58.jpg
│       │   ├── Page59.jpg
│       │   ├── Page60.jpg
│       │   ├── Page61.jpg
│       │   ├── Page62.jpg
│       │   ├── Page63.jpg
│       │   ├── Page64.jpg
│       │   ├── Page65.jpg
│       │   ├── Page66.jpg
│       │   ├── Page67.jpg
│       │   ├── Page68.jpg
│       │   ├── Page69.jpg
│       │   ├── Page70.jpg
│       │   ├── Page71.jpg
│       │   ├── Page72.jpg
│       │   ├── Page73.jpg
│       │   ├── Page74.jpg
│       │   ├── Page75.jpg
│       │   ├── Page76.jpg
│       │   ├── Page77.jpg
│       │   ├── Page78.jpg
│       │   ├── Page79.jpg
│       │   ├── Page80.jpg
│       │   ├── Page81.jpg
│       │   ├── Page82.jpg
│       │   ├── Page83.jpg
│       │   ├── Page84.jpg
│       │   ├── Page85.jpg
│       │   ├── Page86.jpg
│       │   ├── Page87.jpg
│       │   ├── Page88.jpg
│       │   ├── Page89.jpg
│       │   ├── Page90.jpg
│       │   ├── Page91.jpg
│       │   ├── Page92.jpg
│       │   ├── Page93.jpg
│       │   ├── Page94.jpg
│       │   ├── Page95.jpg
│       │   ├── Page96.jpg
│       │   ├── Page97.jpg
│       │   ├── Page98.jpg
│       │   └── Page99.jpg
│       ├── medium
│       │   ├── Box01.jpg
│       │   ├── Box04.jpg
│       │   ├── landscape
│       │   │   ├── Box01.jpg
│       │   │   ├── Box04.jpg
│       │   │   ├── Page01.jpg
│       │   │   ├── Page02.jpg
│       │   │   ├── Page03.jpg
│       │   │   ├── Page04.jpg
│       │   │   ├── Page05.jpg
│       │   │   ├── Page06.jpg
│       │   │   ├── Page07.jpg
│       │   │   ├── Page08.jpg
│       │   │   ├── Page09.jpg
│       │   │   ├── Page10.jpg
│       │   │   ├── Page11.jpg
│       │   │   ├── Page12.jpg
│       │   │   ├── Page13.jpg
│       │   │   ├── Page14.jpg
│       │   │   ├── Page15.jpg
│       │   │   ├── Page16.jpg
│       │   │   ├── Page17.jpg
│       │   │   ├── Page18.jpg
│       │   │   ├── Page19.jpg
│       │   │   ├── Page20.jpg
│       │   │   ├── Page21.jpg
│       │   │   ├── Page22.jpg
│       │   │   ├── Page23.jpg
│       │   │   ├── Page24.jpg
│       │   │   ├── Page25.jpg
│       │   │   ├── Page26.jpg
│       │   │   ├── Page27.jpg
│       │   │   ├── Page28.jpg
│       │   │   ├── Page29.jpg
│       │   │   ├── Page30.jpg
│       │   │   ├── Page31.jpg
│       │   │   ├── Page32.jpg
│       │   │   ├── Page33.jpg
│       │   │   ├── Page34.jpg
│       │   │   ├── Page35.jpg
│       │   │   ├── Page36.jpg
│       │   │   ├── Page37.jpg
│       │   │   ├── Page38.jpg
│       │   │   ├── Page39.jpg
│       │   │   ├── Page40.jpg
│       │   │   ├── Page41.jpg
│       │   │   ├── Page42.jpg
│       │   │   ├── Page43.jpg
│       │   │   ├── Page44.jpg
│       │   │   ├── Page45.jpg
│       │   │   ├── Page46.jpg
│       │   │   ├── Page47.jpg
│       │   │   ├── Page48.jpg
│       │   │   ├── Page49.jpg
│       │   │   ├── Page50.jpg
│       │   │   ├── Page51.jpg
│       │   │   ├── Page52.jpg
│       │   │   ├── Page53.jpg
│       │   │   ├── Page54.jpg
│       │   │   ├── Page55.jpg
│       │   │   ├── Page56.jpg
│       │   │   ├── Page57.jpg
│       │   │   ├── Page58.jpg
│       │   │   └── Page59.jpg
│       │   ├── Page01.jpg
│       │   ├── Page02.jpg
│       │   ├── Page03.jpg
│       │   ├── Page04.jpg
│       │   ├── Page05.jpg
│       │   ├── Page06.jpg
│       │   ├── Page07.jpg
│       │   ├── Page08.jpg
│       │   ├── Page09.jpg
│       │   ├── Page100.jpg
│       │   ├── Page101.jpg
│       │   ├── Page102.jpg
│       │   ├── Page103.jpg
│       │   ├── Page104.jpg
│       │   ├── Page105.jpg
│       │   ├── Page106.jpg
│       │   ├── Page107.jpg
│       │   ├── Page108.jpg
│       │   ├── Page109.jpg
│       │   ├── Page10.jpg
│       │   ├── Page110.jpg
│       │   ├── Page111.jpg
│       │   ├── Page112.jpg
│       │   ├── Page113.jpg
│       │   ├── Page114.jpg
│       │   ├── Page115.jpg
│       │   ├── Page116.jpg
│       │   ├── Page11.jpg
│       │   ├── Page12.jpg
│       │   ├── Page13.jpg
│       │   ├── Page14.jpg
│       │   ├── Page15.jpg
│       │   ├── Page16.jpg
│       │   ├── Page17.jpg
│       │   ├── Page18.jpg
│       │   ├── Page19.jpg
│       │   ├── Page20.jpg
│       │   ├── Page21.jpg
│       │   ├── Page22.jpg
│       │   ├── Page23.jpg
│       │   ├── Page24.jpg
│       │   ├── Page25.jpg
│       │   ├── Page26.jpg
│       │   ├── Page27.jpg
│       │   ├── Page28.jpg
│       │   ├── Page29.jpg
│       │   ├── Page30.jpg
│       │   ├── Page31.jpg
│       │   ├── Page32.jpg
│       │   ├── Page33.jpg
│       │   ├── Page34.jpg
│       │   ├── Page35.jpg
│       │   ├── Page36.jpg
│       │   ├── Page37.jpg
│       │   ├── Page38.jpg
│       │   ├── Page39.jpg
│       │   ├── Page40.jpg
│       │   ├── Page41.jpg
│       │   ├── Page42.jpg
│       │   ├── Page43.jpg
│       │   ├── Page44.jpg
│       │   ├── Page45.jpg
│       │   ├── Page46.jpg
│       │   ├── Page47.jpg
│       │   ├── Page48.jpg
│       │   ├── Page49.jpg
│       │   ├── Page50.jpg
│       │   ├── Page51.jpg
│       │   ├── Page52.jpg
│       │   ├── Page53.jpg
│       │   ├── Page54.jpg
│       │   ├── Page55.jpg
│       │   ├── Page56.jpg
│       │   ├── Page57.jpg
│       │   ├── Page58.jpg
│       │   ├── Page59.jpg
│       │   ├── Page60.jpg
│       │   ├── Page61.jpg
│       │   ├── Page62.jpg
│       │   ├── Page63.jpg
│       │   ├── Page64.jpg
│       │   ├── Page65.jpg
│       │   ├── Page66.jpg
│       │   ├── Page67.jpg
│       │   ├── Page68.jpg
│       │   ├── Page69.jpg
│       │   ├── Page70.jpg
│       │   ├── Page71.jpg
│       │   ├── Page72.jpg
│       │   ├── Page73.jpg
│       │   ├── Page74.jpg
│       │   ├── Page75.jpg
│       │   ├── Page76.jpg
│       │   ├── Page77.jpg
│       │   ├── Page78.jpg
│       │   ├── Page79.jpg
│       │   ├── Page80.jpg
│       │   ├── Page81.jpg
│       │   ├── Page82.jpg
│       │   ├── Page83.jpg
│       │   ├── Page84.jpg
│       │   ├── Page85.jpg
│       │   ├── Page86.jpg
│       │   ├── Page87.jpg
│       │   ├── Page88.jpg
│       │   ├── Page89.jpg
│       │   ├── Page90.jpg
│       │   ├── Page91.jpg
│       │   ├── Page92.jpg
│       │   ├── Page93.jpg
│       │   ├── Page94.jpg
│       │   ├── Page95.jpg
│       │   ├── Page96.jpg
│       │   ├── Page97.jpg
│       │   ├── Page98.jpg
│       │   └── Page99.jpg
│       ├── small
│       │   ├── Box01.jpg
│       │   ├── Box04.jpg
│       │   ├── landscape
│       │   │   ├── Box01.jpg
│       │   │   ├── Box04.jpg
│       │   │   ├── Page01.jpg
│       │   │   ├── Page02.jpg
│       │   │   ├── Page03.jpg
│       │   │   ├── Page04.jpg
│       │   │   ├── Page05.jpg
│       │   │   ├── Page06.jpg
│       │   │   ├── Page07.jpg
│       │   │   ├── Page08.jpg
│       │   │   ├── Page09.jpg
│       │   │   ├── Page10.jpg
│       │   │   ├── Page11.jpg
│       │   │   ├── Page12.jpg
│       │   │   ├── Page13.jpg
│       │   │   ├── Page14.jpg
│       │   │   ├── Page15.jpg
│       │   │   ├── Page16.jpg
│       │   │   ├── Page17.jpg
│       │   │   ├── Page18.jpg
│       │   │   ├── Page19.jpg
│       │   │   ├── Page20.jpg
│       │   │   ├── Page21.jpg
│       │   │   ├── Page22.jpg
│       │   │   ├── Page23.jpg
│       │   │   ├── Page24.jpg
│       │   │   ├── Page25.jpg
│       │   │   ├── Page26.jpg
│       │   │   ├── Page27.jpg
│       │   │   ├── Page28.jpg
│       │   │   ├── Page29.jpg
│       │   │   ├── Page30.jpg
│       │   │   ├── Page31.jpg
│       │   │   ├── Page32.jpg
│       │   │   ├── Page33.jpg
│       │   │   ├── Page34.jpg
│       │   │   ├── Page35.jpg
│       │   │   ├── Page36.jpg
│       │   │   ├── Page37.jpg
│       │   │   ├── Page38.jpg
│       │   │   ├── Page39.jpg
│       │   │   ├── Page40.jpg
│       │   │   ├── Page41.jpg
│       │   │   ├── Page42.jpg
│       │   │   ├── Page43.jpg
│       │   │   ├── Page44.jpg
│       │   │   ├── Page45.jpg
│       │   │   ├── Page46.jpg
│       │   │   ├── Page47.jpg
│       │   │   ├── Page48.jpg
│       │   │   ├── Page49.jpg
│       │   │   ├── Page50.jpg
│       │   │   ├── Page51.jpg
│       │   │   ├── Page52.jpg
│       │   │   ├── Page53.jpg
│       │   │   ├── Page54.jpg
│       │   │   ├── Page55.jpg
│       │   │   ├── Page56.jpg
│       │   │   ├── Page57.jpg
│       │   │   ├── Page58.jpg
│       │   │   └── Page59.jpg
│       │   ├── Page01.jpg
│       │   ├── Page02.jpg
│       │   ├── Page03.jpg
│       │   ├── Page04.jpg
│       │   ├── Page05.jpg
│       │   ├── Page06.jpg
│       │   ├── Page07.jpg
│       │   ├── Page08.jpg
│       │   ├── Page09.jpg
│       │   ├── Page100.jpg
│       │   ├── Page101.jpg
│       │   ├── Page102.jpg
│       │   ├── Page103.jpg
│       │   ├── Page104.jpg
│       │   ├── Page105.jpg
│       │   ├── Page106.jpg
│       │   ├── Page107.jpg
│       │   ├── Page108.jpg
│       │   ├── Page109.jpg
│       │   ├── Page10.jpg
│       │   ├── Page110.jpg
│       │   ├── Page111.jpg
│       │   ├── Page112.jpg
│       │   ├── Page113.jpg
│       │   ├── Page114.jpg
│       │   ├── Page115.jpg
│       │   ├── Page116.jpg
│       │   ├── Page11.jpg
│       │   ├── Page12.jpg
│       │   ├── Page13.jpg
│       │   ├── Page14.jpg
│       │   ├── Page15.jpg
│       │   ├── Page16.jpg
│       │   ├── Page17.jpg
│       │   ├── Page18.jpg
│       │   ├── Page19.jpg
│       │   ├── Page20.jpg
│       │   ├── Page21.jpg
│       │   ├── Page22.jpg
│       │   ├── Page23.jpg
│       │   ├── Page24.jpg
│       │   ├── Page25.jpg
│       │   ├── Page26.jpg
│       │   ├── Page27.jpg
│       │   ├── Page28.jpg
│       │   ├── Page29.jpg
│       │   ├── Page30.jpg
│       │   ├── Page31.jpg
│       │   ├── Page32.jpg
│       │   ├── Page33.jpg
│       │   ├── Page34.jpg
│       │   ├── Page35.jpg
│       │   ├── Page36.jpg
│       │   ├── Page37.jpg
│       │   ├── Page38.jpg
│       │   ├── Page39.jpg
│       │   ├── Page40.jpg
│       │   ├── Page41.jpg
│       │   ├── Page42.jpg
│       │   ├── Page43.jpg
│       │   ├── Page44.jpg
│       │   ├── Page45.jpg
│       │   ├── Page46.jpg
│       │   ├── Page47.jpg
│       │   ├── Page48.jpg
│       │   ├── Page49.jpg
│       │   ├── Page50.jpg
│       │   ├── Page51.jpg
│       │   ├── Page52.jpg
│       │   ├── Page53.jpg
│       │   ├── Page54.jpg
│       │   ├── Page55.jpg
│       │   ├── Page56.jpg
│       │   ├── Page57.jpg
│       │   ├── Page58.jpg
│       │   ├── Page59.jpg
│       │   ├── Page60.jpg
│       │   ├── Page61.jpg
│       │   ├── Page62.jpg
│       │   ├── Page63.jpg
│       │   ├── Page64.jpg
│       │   ├── Page65.jpg
│       │   ├── Page66.jpg
│       │   ├── Page67.jpg
│       │   ├── Page68.jpg
│       │   ├── Page69.jpg
│       │   ├── Page70.jpg
│       │   ├── Page71.jpg
│       │   ├── Page72.jpg
│       │   ├── Page73.jpg
│       │   ├── Page74.jpg
│       │   ├── Page75.jpg
│       │   ├── Page76.jpg
│       │   ├── Page77.jpg
│       │   ├── Page78.jpg
│       │   ├── Page79.jpg
│       │   ├── Page80.jpg
│       │   ├── Page81.jpg
│       │   ├── Page82.jpg
│       │   ├── Page83.jpg
│       │   ├── Page84.jpg
│       │   ├── Page85.jpg
│       │   ├── Page86.jpg
│       │   ├── Page87.jpg
│       │   ├── Page88.jpg
│       │   ├── Page89.jpg
│       │   ├── Page90.jpg
│       │   ├── Page91.jpg
│       │   ├── Page92.jpg
│       │   ├── Page93.jpg
│       │   ├── Page94.jpg
│       │   ├── Page95.jpg
│       │   ├── Page96.jpg
│       │   ├── Page97.jpg
│       │   ├── Page98.jpg
│       │   └── Page99.jpg
│       └── thumbnails
│           ├── BoxThumb01.jpg
│           ├── BoxThumb04.jpg
│           ├── landscape
│           │   ├── BoxThumb01.jpg
│           │   ├── BoxThumb04.jpg
│           │   ├── Thumb01.jpg
│           │   ├── Thumb02.jpg
│           │   ├── Thumb03.jpg
│           │   ├── Thumb04.jpg
│           │   ├── Thumb05.jpg
│           │   ├── Thumb06.jpg
│           │   ├── Thumb07.jpg
│           │   ├── Thumb08.jpg
│           │   ├── Thumb09.jpg
│           │   ├── Thumb10.jpg
│           │   ├── Thumb11.jpg
│           │   ├── Thumb12.jpg
│           │   ├── Thumb13.jpg
│           │   ├── Thumb14.jpg
│           │   ├── Thumb15.jpg
│           │   ├── Thumb16.jpg
│           │   ├── Thumb17.jpg
│           │   ├── Thumb18.jpg
│           │   ├── Thumb19.jpg
│           │   ├── Thumb20.jpg
│           │   ├── Thumb21.jpg
│           │   ├── Thumb22.jpg
│           │   ├── Thumb23.jpg
│           │   ├── Thumb24.jpg
│           │   ├── Thumb25.jpg
│           │   ├── Thumb26.jpg
│           │   ├── Thumb27.jpg
│           │   ├── Thumb28.jpg
│           │   ├── Thumb29.jpg
│           │   ├── Thumb30.jpg
│           │   ├── Thumb31.jpg
│           │   ├── Thumb32.jpg
│           │   ├── Thumb33.jpg
│           │   ├── Thumb34.jpg
│           │   ├── Thumb35.jpg
│           │   ├── Thumb36.jpg
│           │   ├── Thumb37.jpg
│           │   ├── Thumb38.jpg
│           │   ├── Thumb39.jpg
│           │   ├── Thumb40.jpg
│           │   ├── Thumb41.jpg
│           │   ├── Thumb42.jpg
│           │   ├── Thumb43.jpg
│           │   ├── Thumb44.jpg
│           │   ├── Thumb45.jpg
│           │   ├── Thumb46.jpg
│           │   ├── Thumb47.jpg
│           │   ├── Thumb48.jpg
│           │   ├── Thumb49.jpg
│           │   ├── Thumb50.jpg
│           │   ├── Thumb51.jpg
│           │   ├── Thumb52.jpg
│           │   ├── Thumb53.jpg
│           │   ├── Thumb54.jpg
│           │   ├── Thumb55.jpg
│           │   ├── Thumb56.jpg
│           │   ├── Thumb57.jpg
│           │   ├── Thumb58.jpg
│           │   └── Thumb59.jpg
│           ├── Thumb01.jpg
│           ├── Thumb02.jpg
│           ├── Thumb03.jpg
│           ├── Thumb04.jpg
│           ├── Thumb05.jpg
│           ├── Thumb06.jpg
│           ├── Thumb07.jpg
│           ├── Thumb08.jpg
│           ├── Thumb09.jpg
│           ├── Thumb100.jpg
│           ├── Thumb101.jpg
│           ├── Thumb102.jpg
│           ├── Thumb103.jpg
│           ├── Thumb104.jpg
│           ├── Thumb105.jpg
│           ├── Thumb106.jpg
│           ├── Thumb107.jpg
│           ├── Thumb108.jpg
│           ├── Thumb109.jpg
│           ├── Thumb10.jpg
│           ├── Thumb110.jpg
│           ├── Thumb111.jpg
│           ├── Thumb112.jpg
│           ├── Thumb113.jpg
│           ├── Thumb114.jpg
│           ├── Thumb115.jpg
│           ├── Thumb116.jpg
│           ├── Thumb11.jpg
│           ├── Thumb12.jpg
│           ├── Thumb13.jpg
│           ├── Thumb14.jpg
│           ├── Thumb15.jpg
│           ├── Thumb16.jpg
│           ├── Thumb17.jpg
│           ├── Thumb18.jpg
│           ├── Thumb19.jpg
│           ├── Thumb20.jpg
│           ├── Thumb21.jpg
│           ├── Thumb22.jpg
│           ├── Thumb23.jpg
│           ├── Thumb24.jpg
│           ├── Thumb25.jpg
│           ├── Thumb26.jpg
│           ├── Thumb27.jpg
│           ├── Thumb28.jpg
│           ├── Thumb29.jpg
│           ├── Thumb30.jpg
│           ├── Thumb31.jpg
│           ├── Thumb32.jpg
│           ├── Thumb33.jpg
│           ├── Thumb34.jpg
│           ├── Thumb35.jpg
│           ├── Thumb36.jpg
│           ├── Thumb37.jpg
│           ├── Thumb38.jpg
│           ├── Thumb39.jpg
│           ├── Thumb40.jpg
│           ├── Thumb41.jpg
│           ├── Thumb42.jpg
│           ├── Thumb43.jpg
│           ├── Thumb44.jpg
│           ├── Thumb45.jpg
│           ├── Thumb46.jpg
│           ├── Thumb47.jpg
│           ├── Thumb48.jpg
│           ├── Thumb49.jpg
│           ├── Thumb50.jpg
│           ├── Thumb51.jpg
│           ├── Thumb52.jpg
│           ├── Thumb53.jpg
│           ├── Thumb54.jpg
│           ├── Thumb55.jpg
│           ├── Thumb56.jpg
│           ├── Thumb57.jpg
│           ├── Thumb58.jpg
│           ├── Thumb59.jpg
│           ├── Thumb60.jpg
│           ├── Thumb61.jpg
│           ├── Thumb62.jpg
│           ├── Thumb63.jpg
│           ├── Thumb64.jpg
│           ├── Thumb65.jpg
│           ├── Thumb66.jpg
│           ├── Thumb67.jpg
│           ├── Thumb68.jpg
│           ├── Thumb69.jpg
│           ├── Thumb70.jpg
│           ├── Thumb71.jpg
│           ├── Thumb72.jpg
│           ├── Thumb73.jpg
│           ├── Thumb74.jpg
│           ├── Thumb75.jpg
│           ├── Thumb76.jpg
│           ├── Thumb77.jpg
│           ├── Thumb78.jpg
│           ├── Thumb79.jpg
│           ├── Thumb80.jpg
│           ├── Thumb81.jpg
│           ├── Thumb82.jpg
│           ├── Thumb83.jpg
│           ├── Thumb84.jpg
│           ├── Thumb85.jpg
│           ├── Thumb86.jpg
│           ├── Thumb87.jpg
│           ├── Thumb88.jpg
│           ├── Thumb89.jpg
│           ├── Thumb90.jpg
│           ├── Thumb91.jpg
│           ├── Thumb92.jpg
│           ├── Thumb93.jpg
│           ├── Thumb94.jpg
│           ├── Thumb95.jpg
│           ├── Thumb96.jpg
│           ├── Thumb97.jpg
│           ├── Thumb98.jpg
│           └── Thumb99.jpg
├── sce_module
│   ├── libc.prx
│   └── libSceFios2.prx
├── sce_sys
│   ├── about
│   │   └── right.sprx
│   └── keystone
└── trophy_data
    └── SLES-50326_trophies.lua

Links[edit]