PS2 Emulation

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Description[edit]

Simplified block diagram of a PS2
source

Note:

  • not available in early Tool/DECR and Debug/DEX firmwares.
  • Emulation is based on a SCPH-50000/SCPH-20401 Playstation 2 Model.

PS2 Emulators types and versions[edit]

 ps2_emu.self       (1.02++)
 ps2_gxemu.self     (1.50++)
 ps2_softemu.self   (1.90++)  1.90-1.94 (11065), 2.00-2.10 (11830), 3.15 (12840), 3.41-3.65 (13474), 3.66-3.70 (15435), 3.72-4.21 (15529)
                              (Changes: -2.50] [2.52-2.60] [2.70] [2.80] [3.00-3.65] [3.66-3.70] [3.74])
 ps2_netemu.self    (3.70++)

PS2 emulators workload comparison

PS2 (GS+EE)
Core Job Source Notes
SPU0 IOP SPU ASM
- DMA Hardware CXD2953AGB Only in CECHAxx and CECHBxx PS3 models with COK-001 motherboard
SPU2 Isolation C++ Raw SPU Used for MagicGate Encryption and others (?)
- IPU Hardware CXD2953AGB Only in CECHAxx and CECHBxx PS3 models with COK-001 motherboard
- GFIF
SPU5 PS2-SPU2 C++ about 50% load average
- VU1 Hardware CXD2953AGB Only in CECHAxx and CECHBxx PS3 models with COK-001 motherboard
SPU7 - - Unavailable: Factory disabled SPU
PPU:0 PS2-Devices C++ and PPU ASM
PPU:1 - - unused?
PS2-EE Emotion Engine Hardware CXD2953AGB Only in CECHAxx and CECHBxx PS3 models with COK-001 motherboard
PS2-GS Graphic Synthesizer
PS2_GX
Core Job Source Notes
SPU0 IOP SPU ASM
SPU1 DMA SPU ASM
SPU2 Isolation C++ Raw SPU Used for MagicGate Encryption and others (?)
SPU3 IPU SPU ASM
SPU4 GFIF SPU ASM
SPU5 PS2-SPU2 C++ about 50% load average
SPU6 VU1 SPU ASM
SPU7 - - Unavailable: Factory disabled SPU
PPU:0 PS2-Devices C++ and PPU ASM
PPU:1 Emotion Engine C++ and PPU ASM
PS2-GS Graphic Synthesizer Hardware CXD2972GB Only in CECHCxx PS3 models with COK-002 motherboard
PS2 Software
problematic, see Mathieulh quoted below
 The main issue here is that it's mostly not doable to emulate the GS efficiently with the rest
 of the hardware because the RSX is just not meant for this task and cannot emulate the GS on 
 its own while all the available SPUs and the PPU are already mostly fully used to emulate the 
 rest of the playstation 2 hardware, this explains why sony never could finish the ps2_softemu 
 and that it reached a stalling step.

 I honestly have no idea on how it would be possible to get over the ps3 hardware limitations to
 perform a full ps2 emulation without any of the ps2 hardware present on the console, one thing 
 for sure is that the emulator would have to be entirely rewritten and optimized like no other 
 ps3 software has been.
Core Job Source Notes
SPU0 IOP SPU ASM
SPU1 EEDMA SPU ASM
SPU2 Isolation C++ Raw SPU Used for MagicGate Encryption and others (?)
SPU3 IPU SPU ASM
SPU4 GSEGFIF SPU ASM
SPU5 PS2-SPU2 C++
SPU6 VU1 SPU ASM
SPU7 - - Unavailable: Factory disabled SPU
PPU:0 PS2-Devices C++ and PPU ASM
PPU:1 Emotion Engine C++ and PPU ASM
PS2 Netemu
Core Job Source Notes
SPU0 IOP
SPU1 SPU2
SPU2 VU1
SPU3 EEDMA
SPU4 FE
SPU5 BE
SPU6 IPU
SPU7 BE

ps2_emu.self[edit]

ps2_gxemu.self[edit]

ps2_softemu.self[edit]

Self System Table Offset[edit]

FW version TOC Notes
2.50 SoftEmu 0x5C7ED8
3.41 SoftEmu 0x5C8C00

ps2_netemu.self[edit]

PS2 Classics Emulator Compatibility List

Tested renaming ps2_netemu.self to ps2_emu.self on CECHB01/rogero 4.21 with dev_blind mounting via multiMAN but boots to black screen, no disc activity, but controller shuts off and is synced. No PS button menu or anything.

boot_ps2.pkg boots, no disc activities, then throws up an error depending if the file is resigned for 4.21 or not. (tried both a resigned and the existing version)

  • General observations regarding PS2 Classics emulator:
    • Virtual memory cards are per title based, but apparantly run through the current memory card system. The module used to manage memory cards is: vmc_savedata_plugin.sprx - Using a regular memory card that has been renamed result in a "The save data is corrupt (8XXXXXXX) error"
    • Loads an epilepsy warning before PS2 logo (PS button menu appears during epilepsy warning if controller is synced)
    • Does not support online functionality of PS2 titles (network configuration utility inside Full Spectrum Warrior claims no network adaptor has been found, same with Syphon Filter: The Omega Strain).

- Only file that is needed in the folder for PS2 Classics is "iso.bin.enc". Removing the manuals/DXT files will cause the game to boot IMMEDIATELY to the PS2 logo upon switching to 720p/starting PS2 LPAR.

folder/file layout[edit]

(in this example GTA San Andreas Classic)

[NPUD20946]
       [USRDIR]
             [CONTENT]
                    001.dxt
                    002.dxt
                    003.dxt
                    004.dxt
                    005.dxt
                    006.dxt
                    007.dxt
                    008.dxt
                    009.dxt
                    010.dxt
                    011.dxt
                    012.dxt
                    013.dxt
                    014.dxt
                    015.dxt
                    016.dxt
                    017.dxt
                    Others.dxt
                    Manual.idx
             [SAVEDATA]
                    SCEVMC0.VME
                    SCEVMC1.VME
             CONFIG
             ISO.BIN.EDAT
             ISO.BIN.ENC
       PS3LOGO.DAT
       PARAM.SFO
       ICON0.PNG
       PIC0.PNG
       PIC1.PNG
       PIC2.PNG

Virtual PS2 (emulated machine) usage and features[edit]

Video Modes[edit]

Note: Real PS2 : http://users.neoscientists.org/~blue/ps2videomodes.txt

Video Modes
----.-----------.---------------.-----------.-----------.
 No | Name      | Resolution	| fV(Hz)    | fH(kHz)   |
----+-----------+---------------+-----------+-----------|
  0 | NTSC-NI   |  640x240(224) | 59.940    | 15.734    |
  1 | NTSC-I    |  640x480(448) | 59.820    | 15.734    |
  2 | PAL-NI    |  640x288(256) | 50.000    | 15.625    |
  3 | PAL-I     |  640x576(512) | 49.760    | 15.625    |
  4 | VESA-1A   |  640x480      | 59.940    | 31.469    |
  5 | VESA-1C   |  640x480      | 75.000    | 37.500    |
  6 | VESA-2B   |  800x600      | 60.317    | 37.879    |
  7 | VESA-2D   |  800x600      | 75.000    | 46.875    |
  8 | VESA-3B   | 1024x768      | 60.004    | 48.363    |
  9 | VESA-3D   | 1024x768      | 75.029    | 60.023    |
 10 | VESA-4A   | 1280x1024     | 60.020    | 63.981    |
 11 | VESA-4B   | 1280x1024     | 75.025    | 79.976    |
 12 | DTV-480P  |  720x480      | 59.940    | 31.469    |
 13 | DTV-1080I | 1920x1080     | 60.000    | 33.750    |
 14 | DTV-720P  | 1280x720      | ??        | ??        |
----^-----------^---------------^-----------^-----------'

Memory Mapping[edit]

(PCSX2)

Mapping host memory for virtual systems...
	EE Main Memory                   @ 0x20000000 -> 0x22884000 [40mb]
	IOP Main Memory (2mb)            @ 0x24000000 -> 0x24211000 [2mb]
	VU0/1 on-chip memory             @ 0x28000000 -> 0x2800A000 [40kb]
Reserving memory for recompilers...
	SuperVU0 Recompiler Cache        @ 0x0E800000 -> 0x0F000000 [8mb]
	SuperVU1 Recompiler Cache        @ 0x0F000000 -> 0x0F800000 [8mb]
	Micro VU0 Recompiler Cache       @ 0x3C000000 -> 0x40000000 [64mb]
	Micro VU1 Recompiler Cache       @ 0x40000000 -> 0x44000000 [64mb]
(thread:MTVU) Calling pthread_create...
	R5900-32 Recompiler Cache        @ 0x30000000 -> 0x34000000 [64mb]
	R3000A Recompiler Cache          @ 0x34000000 -> 0x36000000 [32mb]
	VIF0 Unpack Recompiler Cache     @ 0x36000000 -> 0x36800000 [8mb]
	VIF1 Unpack Recompiler Cache     @ 0x38000000 -> 0x38800000 [8mb]

(ps2netemu)

Mapping ELF @ 0x200000000

PS2 Memory and Hardware Mapped Registers Layout[edit]

----------------------------------------------- 
PCSX2
Mapping host memory for virtual systems...
	EE Main Memory                   @ 0x20000000 -> 0x22884000 [40mb]
	IOP Main Memory (2mb)            @ 0x24000000 -> 0x24211000 [2mb]
	VU0/1 on-chip memory             @ 0x28000000 -> 0x2800A000 [40kb]
Reserving memory for recompilers...
	SuperVU0 Recompiler Cache        @ 0x0E800000 -> 0x0F000000 [8mb]
	SuperVU1 Recompiler Cache        @ 0x0F000000 -> 0x0F800000 [8mb]
	Micro VU0 Recompiler Cache       @ 0x3C000000 -> 0x40000000 [64mb]
	Micro VU1 Recompiler Cache       @ 0x40000000 -> 0x44000000 [64mb]
(thread:MTVU) Calling pthread_create...
	R5900-32 Recompiler Cache        @ 0x30000000 -> 0x34000000 [64mb]
	R3000A Recompiler Cache          @ 0x34000000 -> 0x36000000 [32mb]
	VIF0 Unpack Recompiler Cache     @ 0x36000000 -> 0x36800000 [8mb]
	VIF1 Unpack Recompiler Cache     @ 0x38000000 -> 0x38800000 [8mb]

R5900 RAM copy                   @ 0x11C20000 -> 0x13C20000 [32mb]
R5900 RAM LUT                    @ 0x13C20000 -> 0x16060000 [36mb]

RAM Sizes - Overview
--------------------
EE  - 32 MB
GS  -  4 MB
IOP -  2 MB
SPU -  2 MB  

Logical Address Range	Physical Address Range	Description			Size
---------------------	----------------------	-----------			-----
0x80000000-0x800FFFFF	0x00000000-0x000FFFFF	EE Kernel			  1 MB
0x00100000-0x01FFFFFF	0x00100000-0x01FFFFFF	EE RAM (Cached)			 31 MB
0x20100000-0x21FFFFFF	0x00100000-0x01FFFFFF	EE RAM (Uncached)		 31 MB
0x30100000-0x31FFFFFF	0x00100000-0x01FFFFFF	EE RAM (Uncached&accelerated)	 31 MB
0x10000000-0x11FFFFFF	0x10000000-0x11FFFFFF	EE Registers (uncached)		 32 MB
0x12000000-0x13FFFFFF	0x12000000-0x13FFFFFF	GS Registers (uncached)		 32 MB
0x1FC00000-0x1FFFFFFF	0x1FC00000-0x1FFFFFFF?	Boot ROM0 (uncached)		  4 MB
0x9FC00000-0x9FFFFFFF	0x1FC00000-0x1FFFFFFF?	Boot ROM09 (cached)		  4 MB
0xBFC00000-0xBFFFFFFF	0x1FC00000-0x1FFFFFFF?	Boot ROM0b (uncached)		  4 MB
0xBE000000-0xBE040000	0x1E000000-0x1E03FFFF?	Boot ROM1			256 KB
0xBE400000-0xBE440000	0x1E400000-0x1E43FFFF?	Boot ROM2			256 KB
0xBC000000-0xBC1FFFFF	0x1C000000-0x1C1FFFFF?	IOP RAM				  2 MB
0x70000000-0x70003FFF	----------------------	Scratch Pad			 16 KB   

Kernel empty and unused areas (NB: On non-modded consoles)
----------------------------------------------------------
Area			Logical Address Range	Physical Address Range	Size
----			---------------------	----------------------	----
#1			0x80030000-0x80074FFF	0x00030000-0x00074FFF	282624 Bytes
#2			0x80078250-0x8007FFFF	0x00078250-0x0007FFFF	32176 Bytes

RAM Mirror Modes	Logical Address Range	Physical Address Range	Size
----------------	---------------------	----------------------	----
Cached			0x00100000-0x01FFFFFF	0x00100000-0x01FFFFFF	31 MB
Uncached		0x20100000-0x21FFFFFF	0x00100000-0x01FFFFFF	31 MB
Uncached&accelerated	0x30100000-0x31FFFFFF	0x00100000-0x01FFFFFF	31 MB

Operating Modes		Logical Address Range	Physical Address Range	Size
---------------		---------------------	----------------------	----
USEG			0x00000000-0x01FFFFFF	0x00000000-0x01FFFFFF	32 MB
KSEG0			0x80000000-0x81FFFFFF	0x00000000-0x01FFFFFF	32 MB
KSEG1			0xA0000000-0xA1FFFFFF	0x00000000-0x01FFFFFF	32 MB

Hardware Mapped Registers 
------------------------- 

COUNTERS' REGISTERS
-------------------
10000000	T0_COUNT	Timer Count
10000010	T0_MODE		Timer Mode
10000020	T0_COMP		Timer Compare value
10000030	T0_HOLD		Timer Pause 
 
10000800	T1_COUNT	Timer Count
10000810	T1_MODE		Timer Mode
10000820	T1_COMP		Timer Compare value
10000830	T1_HOLD		Timer Pause 

10001000	T2_COUNT	Timer Count
10001010	T2_MODE		Timer Mode
10001020	T2_COMP		Timer Compare value

10001810	T3_COUNT	Timer Count
10001820	T3_MODE		Timer Mode
10001830	T3_COMP		Timer Compare value

IPU REGISTERS (MPEG2 DECODER)
-----------------------------
10002000	IPU_CMD
10002010	IPU_CTRL
10002020	IPU_BP
10002030	IPU_TOP

GIF REGISTERS
-------------
10003000	GIF_CTRL
10003010	GIF_MODE
10003020	GIF_STAT
10003040	GIF_TAG0
10003050	GIF_TAG1
10003060	GIF_TAG2
10003070	GIF_TAG3
10003080	GIF_CNT
10003090	GIF_P3CNT
100030a0	GIF_P3TAG 

VIF0 REGISTERS
-------------- 
10003800 	VIF0_STAT		VIF0 Status
10003810	VIF0_FBRST
10003820	VIF0_ERR
10003830	VIF0_MARK
10003840	VIF0_CYCLE
10003850	VIF0_MODE 
10003860	VIF0_NUM
10003870	VIF0_MASK
10003880	VIF0_CODE
10003890	VIF0_ITOPS
100038d0	VIF0_ITOP
10003900	VIF0_R0
10003910	VIF0_R1
10003920	VIF0_R2
10003930	VIF0_R3
10003940	VIF0_C0
10003950	VIF0_C1
10003960	VIF0_C2
10003970	VIF0_C3 

VIF1 REGISTERS
--------------
10003c00	VIF1_STAT
10003c10	VIF1_FBRST
10003c20	VIF1_ERR
10003c30	VIF1_MARK
10003c40	VIF1_CYCLE
10003c50	VIF1_MODE
10003c60	VIF1_NUM
10003c70	VIF1_MASK
10003c80	VIF1_CODE
10003c90	VIF1_ITOPS
10003ca0	VIF1_BASE
10003cb0	VIF1_OFST
10003cc0	VIF1_TOPS
10003cd0	VIF1_ITOP
10003ce0	VIF1_TOP
10003d00	VIF1_R0
10003d10	VIF1_R1
10003d20	VIF1_R2
10003d30	VIF1_R3
10003d40	VIF1_C0
10003d50	VIF1_C1
10003d60	VIF1_C2
10003d70	VIF1_C3

FIFO
----
10004000	VIF0_FIFO(write)
10005000	VIF1_FIFO(read/write) 

10006000	GIF_FIFO0
10006010	GIF_FIFO1
10006020	GIF_FIFO2 

10007000	IPU_out_FIFO(read)
10007010	IPU_in_FIFO(write)

DMA CH0 REGISTERS (Linked to VIF0)
----------------------------------
10008000	D0_CHCR		DMA-0 Channel Control
10008010	D0_MADR		Memory Address
10008020	D0_SIZE		Transfer Size (they call it D0_QWC)
10008030	D0_TAG		DMA Tag (they call it D0_TADR)
10008040	D0_??LO		they call it D0_ASR0
10008050	D0_??HI		they call it D0_ASR1 

DMA CH1 REGISTERS (Linked to VIF1)
----------------------------------
10009000	D1_CHCR		DMA-1 Channel Control
10009010	D1_MADR		Memory Address
10009020	D1_SIZE		Transfer Size (they call it D1_QWC)
10009030	D1_TAG		DMA Tag (they call it D1_TADR)
10009040	D1_??LO		they call it D1_ASR0
10009050	D1_??HI		they call it D1_ASR1 

DMA CH2 REGISTERS (Linked to GIF)
---------------------------------
1000A000	D2_CHCR		DMA-2 Channel Control
1000A010	D2_MADR		Memory Address
1000A020	D2_SIZE		Transfer Size (they call it D2_QWC)
1000A030	D2_TAG		DMA Tag (they call it D2_TADR)
1000A040	D2_??LO		they call it D2_ASR0
1000A050	D2_??HI		they call it D2_ASR1
1000A080	D2_SADR

DMA CH3 REGISTERS (Linked to IPU (FROM???))
--------------------------------------------
1000B000	D3_CHCR		DMA-3 Channel Control
1000B010	D3_MADR		Memory Address
1000B020	D3_QWC		Transfer Size

DMA CH4 REGISTERS (Linked to IPU (TO???))
-----------------------------------------
1000B400	D4_CHCR		DMA-4 Channel Control
1000B410	D4_MADR		Memory Address
1000B420	D4_QWC		Transfer Size
1000B430	D4_TADR		DMA Tag

DMA CH5 REGISTERS (Linked to SIF0)
----------------------------------
1000C000	D5_CHCR		DMA-4 Channel Control
1000C010	D5_MADR		Memory Address
1000C020	D5_QWC		Transfer Size 

DMA CH6 REGISTERS (Linked to SIF1)
----------------------------------
1000C400	D6_CHCR 	DMA-6 Channel Control
1000C410	D6_MADR 	Memory Address
1000C420	D6_QWC		Transfer Size
1000C430	D6_TADR 	DMA Tag 

DMA CH7 REGISTERS (Linked to SIF2)
----------------------------------
1000C800	D7_CHCR 	DMA-7 Channel Control
1000C810	D7_MADR 	Memory Address
1000C820	D7_QWC		Transfer Size

DMA CH8 REGISTERS (Linked to SPR  (form SCRATCH PAD to RAM???)
--------------------------------------------------------------
1000D000	D8_CHCR 	DMA-8 Channel Control
1000D010	D8_MADR 	Memory Address
1000D020	D8_QWC		Transfer Size
1000D080	D8_MCR  	???

DMA CH9 REGISTERS (Linked to SPR  (form RAM to SCRATCH PAD???)
--------------------------------------------------------------
1000D400	D9_CHCR 	DMA-9 Channel Control
1000D410	D9_MADR 	Memory Address
1000D420	D9_QWC		Transfer Size
1000D430	D9_TADR 	DMA Tag
1000D480	D9_MCR? 	??? 

DMA CONTROL REGISTERS
---------------------
1000E000	D_CTRL                  DMA Control
1000E010	D_STAT			DMA Status
1000E020	D_PCR			
1000E030	D_SQWC
1000E040	D_RBSR
1000E050	D_RBOR
1000E060	D_STADR

1000F000	INTC_STAT
1000F010	INTC_MASK

1000F100
1000F120
1000F130	STD-OUT STATUS???
1000F140
1000F150
1000F180	STD-OUT DATA???

1000F230	SBUS_SMFLG

1000F410
1000F430
1000F440
1000F480
1000F490
1000F500 

1000f520	D_ENABLEW
1000f590	D_ENABLER


VU MAPPED MEMORY REGISTERS
--------------------------
11000000	VU0 PROGRAM MEMORY	Program Memory (4K ROM)
11001000	VU0 MEMORY		Memory (4K ROM)
11008000	VU1 PROGAM MEMORY	VU1 Program Memory (16K ROM)
1100C000	VU1 MEMORY		VU1 Memory (16K ROM)

GS
--
12000000	GS_PMODE
12000010	GS_SMODE1
12000020	GS_SMODE2
12000030	GS_SRFSH
12000040	GS_SYNCH1
12000050	GS_SYNCH2
12000060	GS_SYNCV
12000070	GS_DISPFB1
12000080	GS_DISPLAY1
12000090	GS_DISPFB2
120000a0	GS_DISPLAY2
120000b0	GS_EXTBUF
120000c0	GS_EXTDATA
120000d0	GS_EXTWRITE
120000e0	GS_BGCOLOR
12001000	GS_CSR
12001010	GS_IMR
12001040	GS_BUSDIR
12001080	GS_SIGLBLID

Scratch Pad RAM Address Range
-----------------------------
0x70000000-0x70003FFF

ROM BIOS Mirror Address Range	Logical Address Range	Physical Address Range
-----------------------------	---------------------	----------------------
Uncached			0x1FC00000-0x1FFFFFFF	0x1FC00000-0x1FFFFFFF
Cached				0x9FC00000-0x9FFFFFFF	0x1FC00000-0x1FFFFFFF
Uncached			0xBFC00000-0xBFFFFFFF	0x1FC00000-0x1FFFFFFF 

Some Acronyms
--------
EE    - Emotion Engine (main CPU)
GS    - Graphics Synthesizer
IOP   - Input/Output Processor
SPU   - Sound Processor Unit
USEG  - User Mode Segment
KSEG0 - Kernel Mode, Segment 0
KSEG1 - Kernel Mode, Segment 1 

Sources
-------
TX System RISC TX79 Core Architecture (Symmetric 2-way superscalar 64-bit CPU) Rev. 2.0
(http://lukasz.dk/files/tx79architecture.pdf)
PS2 MEMORY & HARDWARE MAPPED REGISTERS LAYOUT, by Minmei    (http://ps2dev.org/ps2/Technical_Documentation/Other/PS2_Memory_and_Hardware_Mapped_Registers_Layout.download) 
Kernel empty and unused areas, by GTLCPIMP (https://artemis.bountysource.com/task/show/2270)
dump2mass, by misfire (https://artemis.bountysource.com/solution/show/1074)
... and others ones spreaded out on the World Wide Web which I can't remember

Controller[edit]

ID Controller #Number Note
1 (1-A) 1
2 (2-A) 2
3 (1-B) 3
4 (2-B) 4
5 (1-C) 5 Gamepad LED #1 + #4
6 (2-C) 6 Gamepad LED #2 + #4
7 (1-D) 7 Gamepad LED #3 + #4

Peripheral support[edit]

ps2_emu.self[edit]

  1. Hub
  2. Mouse
  3. Keyboard
  4. EyeToy
  5. Head Mount Display
  6. Mic
  7. Ascii Mic
  8. Socom USB Headset
  9. Usb Headset
  10. Sea Mic Controller
  11. Force Feedback device
  12. GT Force
  13. Momo Force
  14. Driving Force Pro
  15. G25
  16. Momo Racing
  17. Flight Force
  18. Force 3D Pro
  19. Modem
  20. Guncon2
  21. Densya de GO! controller type 2
  22. Densya de GO! Sincansen senyou controller
  23. Capture Eye
  24. Flight Stick
  25. Flight Stick 2
  26. Pop Egg
  27. Trance Vibrator
  28. PSP
  29. Compact Flight Controller
  30. Flash Memory
  31. Buzz!
  32. Pachi-Slot Controller Kurouto
  33. Usb Adapter
  34. Guncon3
  35. Multi Train Controller

ps2_netemu.self[edit]

  1. BD Remote Control
  2. PLAYSTATION(R)3 Controller (Vendor ID 0x54C, Product ID 0x268),
  3. Motion Controller - Move (Vendor ID 0x54C, Product ID 0x3D5),
  4. Navigation Controller (Vendor ID 0x54C, Product ID 0x42F)
  5. "guncon3"

(Unk: Vendor ID 0xF0D (Hori), Product ID 0x4A / Vendor ID 0x54C (Sony), Product ID 0x5AF )

BIOS[edit]

ps2_netemu.self[edit]

Looks like ps2_netemu use integrated PS2 bios included in ps2netemu.elf, not additional file like in ps1emu case. In 4.81 firmware BIOS is located from 0x820A00 to 0x9F09FF (0x820900 to 0x9F08FF in fw4.50). 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.

Notable thing is that ps2_netemu run fine with ps2_gxemu bios (gxemu bios have much better support for peripherals). Is very promising for adding USB support for Buzz controllers, Eyetoy, and other peripherals.

File Offset in fw4.81 ps2_netemu Offset in exported bin Description File type (exportable)
RESET 0x820A00 0x00 Bootstrap code for the EE and IOP. BIN
ROMDIR 0x823180 0x2780 BIN
EXTINFO 0x8236C0 0x2CC0 Contains the "EXTINFO" for all files in the ROM image. BIN
SBIN 0x823D30 0x3330 Seems to be the pad controller library for the PS1 monitor. BIN
LOGO 0x82ACD0 0xA2D0 PS1 logo? BIN
IOPBTCONF 0x83F420 0x1EA20 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 0x83F510 0x1EB10 Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). BIN
SYSMEM 0x83F5E0 0x1EBE0 System Memory Manager. ELF
LOADCORE 0x840800 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 0x842D80 0x22380 Exception manager. ELF
INTRMANP 0x843960 0x22F60 Interrupt Manager. According to wisi, it is for PS mode. ELF
INTRMANI 0x845370 0x24970 Interrupt Manager. According to wisi, it is for IOP mode. ELF
SSBUSC 0x8471B0 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 0x847920 0x26F20 Timer Manager (PS mode) ELF
TIMEMANI 0x848500 0x27B00 Timer Manager (IOP mode) ELF
DMACMAN 0x849130 0x28730 DMA Controller Manager. ELF
SYSCLIB 0x84C830 0x2BE30 System C Library. ELF
HEAPLIB 0x84EF90 0x2E590 Memory HEAP LIBrary (i.e. thvpool, thfpool) ELF
THREADLIB 0x84FC90 0x2F290 Multi_Thread_Manager ELF
VBLANK 0x858A20 0x38020 V-Blank management ELF
IOMAN 0x8597B0 0x38DB0 IO Manager ELF
MODLOAD 0x85B720 0x3AD20 IOP module loader. ELF
ROMDRV 0x85DA70 0x3D070 ROM driver. Provides access to the boot ROM (rom0). ELF
ADDDRV 0x85E960 0x3DF60 Adds support for the DVD ROM (rom1:), via ROMDRV. ELF
STDIO 0x85DDC0 0x3D3C0 Standard I/O library. ELF
SIFMAN 0x85F9B0 0x3EFB0 SIF manager. ELF
SIFINIT 0x860F50 0x40550 Initializes the SIF. ELF
EESYNC 0x861370 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 0x861810 0x40E10 The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. BIN
PS1ID 0x861850 0x40E50 Only found in newer boot ROMs BIN
LIBFI 0x861860 0x40E60 Not present in the boot ROM of the SCPH-10000 and SCPH-15000. BIN
PS1VERJ 0x861950 0x40F50 BIN
PS1VERA 0x861960 0x40F60 BIN
PS1VERE 0x861970 0x40F70 BIN
PS1VERC 0x861980 0x40F80 BIN
PS1VERH 0x861990 0x40F90 BIN
OSDSYS 0x8619A0 0x40FA0 The browser BIN
- 0x8619B0 0x40FB0 BIN
RDRAM 0x861A00 0x41000 Provides a RDRAM test for the EE at power-on. This is run from RESET. BIN
EELOADCNF 0x864750 0x43D50 Contains the IOP boot configuration file for EELOAD. BIN
SIFCMD 0x864900 0x43F00 SIF command module. Contains the SIF command and SIF RPC functions. ELF
REBOOT 0x866B40 0x46140 The reboot service. Receives IOP reset packets from the EE, from across the SIF. ELF
LOADFILE 0x867310 0x46910 The RPC server for MODLOAD ELF
EECONF 0x869A70 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
- 0x86A9F0 0x49FF0 BIN
IOPBOOT 0x86AA00 0x4A000 IOP bootup program BIN
- 0x86BB60 0x4B160 BIN
TBIN 0x86C200 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 0x87A170 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. ELF
XLOADFILE 0x87B140 0x5A740 Updated module ELF
SIO2MAN 0x87E1F0 0x5D7F0 SIO2 manager. Provides access to the SIO2 interface. ELF
- 0x87FE20 0x5F420 BIN
MCSERV 0x881D40 0x61340 RPC server for MCMAN. ELF
- 0x883A40 0x63040 BIN
KROMG 0x884A00 0x64000 BIN
- 0x8866C0 0x65CC0 BIN
KROM 0x886A00 0x66000 Kanji ROM? Not sure where this is used. BIN
- 0x8A0870 0x7FE70 BIN
ROMVER 0x8A0900 0x7FF00 ROM version. BIN
- 0x8A0910 0x7FF10 BIN
VERSTR 0x8A0930 0x7FF30 Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. BIN
- 0x8A0990 0x7FF90 BIN
ROMGSCRT 0x8A0A00 0x80000 BIN
NCDVDMAN 0x8A3730 0x82D30 It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. ELF
SECRMAN 0x8B0170 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 0x8B4630 0x93C30 Memory Card Manager. ELF
PADMAN 0x8C3AC0 0xA30C0 Pad manager. ELF
CDVDMAN 0x8CD210 0xAC810 The CD/DVD manager. ELF
CDVDFSV 0x8D55C0 0xB4BC0 The RPC server for CDVDMAN. ELF
FILEIO 0x8DD980 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 0x8DFA80 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 0x8E16C0 0xC0CC0 SilverBull calls this an UpDate DownLoader. Basically, 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 0x8E35C0 0xC2BC0 Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed ELF
EELOAD 0x8E4620 0xC3C20 The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. BIN
XCDVDMAN 0x8F37A0 0xD2DA0 cdvd_driver - Updated module ELF
XCDVDFSV 0x902530 0xE1B30 cdvd_ee_driver - Updated module ELF
OSDSND 0x910960 0xEFF60 OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. ELF
PS2LOGO 0x93B5B0 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 0x957F00 0x137500 ELF
OSDSYS 0x95A400 0x139A00 The browser BIN
PIOPRP 0x998280 0x177880 BIN
KERNEL 0x9DC1E0 0x1BB7E0 The EE kernel BIN

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

Virtual PS2 HDD[edit]

There are 2 different "PS2 game" contents that can be installed in PS3 HDD (CATEGORY's 2P and 2G ). 2P are games released from PSN as "PS2 Classic" in .PKG format, and 2G are a few real "PS2 DVD discs" that can be installed in the PS3 HDD, this installation is managed by the PS2_system_data.pkg.

This games can be installed in real PS2 (in the internall HDD of a PS2 fat)... later this same installation was used in the PSX... and when implemented in PS3 there was needed to use a virtual PS2 HDD image file keeping the same format than the original HDD used in PS2.

Game files (extracted from the real PS2 disc) are installed in a IMAGE.DAT file, this file is a 1:1 "raw copy" of a PS2 HDD.

This IMAGE.DAT is placed in the "install folder" (inside USRDIR folder) and his size can vary up to 10+GB

There are 2 different installations: the most common is used to store "game expansions" (e.g: used by additional content in SOCOM games)... the other type of installation is a "full install" and it seems the only game that uses it is "Final Fantasy XI" (main game installation when the game boots for first time + game expansions added later when needed in the same IMAGE.DAT)

PS2_system_data.pkg itself uses an IMAGE.DAT file (6.43 MB)

The structure of this "virtual PS2 HDD" uses an "APA header" and a "APA MBR" + several "APA partitions", some of them containing "PFS filesystems".

Error message trying to boot a CATEGORY "2G" game with hand-made SFO's and invalid IMAGE.DAT file:
The game partition for this game cannot be created because the installed game is corrupted.
To perform this operation, delete the game, and then reinstall the game using the disc.
  • Notes
    • List of PS2 disc games compatibles with PS3 HDD installation hardcoded in dev_flash/vsh/module/game_ext_plugin.sprx
    • Virtuall PS2 HDD support module dev_flash/vsh/module/libps2hdd.sprx ?

PS2 System Data (PSN HDD Tool package)[edit]

http://www.divshare.com/download/17366296-5ec

http://www.psxstore.com/en/1538/utilities/ps3/apps-psn/ps2-system-data.html

Content ID: IP9100-NPIA00001_00-PS2HDDSYSDAT0001
QA Digest: 2A876715D42678BB7A6E00C030C0121B
HASH: E1B0DBE46FC44190DC7A140681D8B9D4

http://manuals.playstation.net/document/en/ps3/current/game/hddinstall.html

Titles supporting HDD installation

  • Nobunaga's Ambition Online and Expansion Packs
  • Final Fantasy XI (disc1=SCUS97266 disc2=SCUS97269)and Expansion Discs
  • SOCOM II: U.S. NAVY SEALs and Related discs included with OPM Issue 87, OPM Issue 88, OPM Issue 89, OPM Issue 90
  • SOCOM 3: U.S. NAVY SEALs
  • SOCOM: U.S. NAVY SEALs Combined Assault
  • Front Mission Online
  • Official PlayStation Magazine Issue 87, 88, 89, 90 Discs

( non-official ps2hdd gameslist )

TitleID/DiscID in game_ext_plugin.sprx[edit]

Mainly Final Fantasy 11, Nobunaga Ambition Online, Socom IDs and the required HDD Gigabyte amount for install onto the internal hdd.

Speculation: flags are AND' with 0,1,2 (selected from sys_sm_get_hw_config according to ps2emu hardware flags? 0 = no hw?, 1 = gxemu?, 2=full hw? )

flags DiscID Alternative? DiscID GigaByte Title 0 = VMC
1 = IMAGE.DAT
Internal Name? GigaByte
0xFFFF "SLPS20200" "SLPS25200" 0x15 "FINAL FANTASY XI" 1 "PP.SLPM-25200.MAGIC.APPLICATION" 0x15
0xFFFF "SLPM65705" "SLPS25200" 0x15 "FINAL FANTASY XI" 1 "PP.SLPM-25200.MAGIC.APPLICATION" 0x15
0xFFFF "SLPM65706" "SLPS25200" 0x15 "FINAL FANTASY XI" 1 "PP.SLPM-25200.MAGIC.APPLICATION" 0x15
0xFFFF "SLPM65953" "SLPS25200" 0x15 "FINAL FANTASY XI" 1 "PP.SLPM-25200.MAGIC.APPLICATION" 0x15
0xFFFF "SLPM66393" "SLPS25200" 0x15 "FINAL FANTASY XI" 1 "PP.SLPM-25200.MAGIC.APPLICATION" 0x15
0xFFFF "SLPM66394" "SLPS25200" 0x15 "FINAL FANTASY XI" 1 "PP.SLPM-25200.MAGIC.APPLICATION" 0x15
0xFFFF "SLPM66893" "SLPS25200" 0x15 "FINAL FANTASY XI" 1 "PP.SLPM-25200.MAGIC.APPLICATION" 0x15
0xFFFF "SLPM66894" "SLPS25200" 0x15 "FINAL FANTASY XI" 1 "PP.SLPM-25200.MAGIC.APPLICATION" 0x15
0xFFFF "SLPM55229" "SLPS25200" 0x15 "FINAL FANTASY XI" 1 "PP.SLPM-25200.MAGIC.APPLICATION" 0x15
0x0001 "SLPM65197" "SLPM65197" 0x07 "信長の野望 Online" 1 "PP.SLPM-65197.MAGIC.APPLICATION" 0x07
0x0001 "SLPM65783" "SLPM65197" 0x07 "信長の野望 Online" 1 "PP.SLPM-65197.MAGIC.APPLICATION" 0x07
0x0001 "SLPM66539" "SLPM65197" 0x07 "信長の野望 Online" 1 "PP.SLPM-65197.MAGIC.APPLICATION" 0x07
0x0001 "SLPM66954" "SLPM65197" 0x07 "信長の野望 Online" 1 "PP.SLPM-65197.MAGIC.APPLICATION" 0x07
0xFFFF "SCUS97269" "SCUS97269" 0x15 "FINAL FANTASY XI" 1 "PP.SCUS-97266.MAGIC.APPLICATION" 0x15
0xFFFF "SLUS21070" "SCUS97269" 0x15 "FINAL FANTASY XI" 1 "PP.SCUS-97266.MAGIC.APPLICATION" 0x15
0xFFFF "SLUS21404" "SCUS97269" 0x15 "FINAL FANTASY XI" 1 "PP.SCUS-97266.MAGIC.APPLICATION" 0x15
0xFFFF "SLUS21694" "SCUS97269" 0x15 "FINAL FANTASY XI" 1 "PP.SCUS-97266.MAGIC.APPLICATION" 0x15
0xFFFF "SLUS21704" "SCUS97269" 0x15 "FINAL FANTASY XI" 1 "PP.SCUS-97266.MAGIC.APPLICATION" 0x15
0xFFFF "SCUS97275" "SCUS97275" 0x02 "SOCOM" 0 "PP.SCUS-97275..SOCOM_II" 0x02
0xFFFF "SCUS97474" "SCUS97275" 0x02 "SOCOM" 0 "PP.SCUS-97275..SOCOM_II" 0x02
0xFFFF "SCUS97340" "SCUS97275" 0x02 "SOCOM" 0 "PP.SCUS-97275..SOCOM_II" 0x02
0xFFFF "SCUS97341" "SCUS97275" 0x02 "SOCOM" 0 "PP.SCUS-97275..SOCOM_II" 0x02
0xFFFF "SCUS97342" "SCUS97275" 0x02 "SOCOM" 0 "PP.SCUS-97275..SOCOM_II" 0x02
0xFFFF "SCUS97442" "SCUS97275" 0x02 "SOCOM" 0 "PP.SCUS-97275..SOCOM_II" 0x02
0xFFFF "SCUS97545" "SCUS97275" 0x02 "SOCOM" 0 "PP.SCUS-97275..SOCOM_II" 0x02

In PS2 Emulator same Title IDs are present with following information:

SLPS25200 FINAL FANTASY XI          : 0x100000000 (4 GB?)
SCUS97269 FINAL FANTASY XI          : 0x300000000 (12GB?)
SLPM65981 Front Mission Online      : 0x100000000 (4 GB?)
SLPM65197 Nobunagas Ambition Online : 0x200000000 (8 GB?)

Emulators management from GameOS[edit]

Mountpoints[edit]

 dev_ps2disc
 dev_ps2disc1 

ps2_netemu syscalls[edit]

0x0 - 0 = exec smth, 
      1 = 0x132 panic, 
      2 = 0x133 panic, 
      3 = 0x134 panic,
      4 = 0x135 panic, 
      else = 0x136 panic)
0xC - exec smth
0x5 - exec smth
0x6 - exec smth
0x10 - panic
Basically are hvsc syscalls (xoris     r11, r11, 0x8000)
 
0x80000000 - HV_Syscall_Reference#lv1_allocate_memory
0x80000001 - HV_Syscall_Reference#lv1_write_htab_entry
0x80000002 - HV_Syscall_Reference#lv1_construct_virtual_address_space
0x80000007 - HV_Syscall_Reference#lv1_select_virtual_address_space
0x80000009 - HV_Syscall_Reference#lv1_pause
0x8000000F - HV_Syscall_Reference#lv1_put_iopte
0x80000012 - HV_Syscall_Reference#lv1_construct_event_receive_port
0x8000001A - HV_Syscall_Reference#lv1_detect_pending_interrupts
0x8000001B - HV_Syscall_Reference#lv1_end_of_interrupt
0x8000001C - HV_Syscall_Reference#lv1_connect_irq_plug
0x80000039 - HV_Syscall_Reference#lv1_construct_logical_spe
0x8000003D - HV_Syscall_Reference#lv1_set_spe_interrupt_mask
0x80000042 - HV_Syscall_Reference#lv1_clear_spe_interrupt_status
0x80000043 - HV_Syscall_Reference#lv1_get_spe_interrupt_status
0x80000045 - HV_Syscall_Reference#lv1_get_logical_ppe_id
0x80000049 - HV_Syscall_Reference#lv1_set_interrupt_mask
0x8000004A - HV_Syscall_Reference#lv1_get_logical_partition_id
0x8000004E - HV_Syscall_Reference#lv1_get_spe_irq_outlet
0x8000005B - HV_Syscall_Reference#lv1_get_repository_node_value
0x8000005F - HV_Syscall_Reference#lv1_read_htab_entries
0x80000061 - HV_Syscall_Reference#lv1_set_vmx_graphics_mode
0x80000062 - HV_Syscall_Reference#lv1_set_thread_switch_control_register
0x80000074 - HV_Syscall_Reference#lv1_allocate_io_segment
0x80000076 - HV_Syscall_Reference#lv1_allocate_ioid
0x80000078 - HV_Syscall_Reference#lv1_construct_io_irq_outlet
0x8000007C - HV_Syscall_Reference#lv1_undocumented_function_124
0x8000007D - HV_Syscall_Reference#lv1_undocumented_function_125
0x8000007E - HV_Syscall_Reference#lv1_undocumented_function_126
0x80000088 - HV_Syscall_Reference#lv1_undocumented_function_136
0x8000008C - HV_Syscall_Reference#lv1_construct_lpm
0x8000008D - HV_Syscall_Reference#lv1_destruct_lpm
0x8000008E - HV_Syscall_Reference#lv1_start_lpm
0x8000008F - HV_Syscall_Reference#lv1_stop_lpm
0x80000090 - HV_Syscall_Reference#lv1_copy_lpm_trace_buffer
0x80000091 - HV_Syscall_Reference#lv1_add_lpm_event_bookmark
0x80000092 - HV_Syscall_Reference#lv1_delete_lpm_event_bookmark
0x80000093 - HV_Syscall_Reference#lv1_set_lpm_interrupt_mask
0x80000094 - HV_Syscall_Reference#lv1_get_lpm_interrupt_status
0x80000095 - HV_Syscall_Reference#lv1_set_lpm_general_control
0x80000096 - HV_Syscall_Reference#lv1_set_lpm_interval
0x80000097 - HV_Syscall_Reference#lv1_set_lpm_trigger_control
0x80000098 - HV_Syscall_Reference#lv1_set_lpm_counter_control
0x80000099 - HV_Syscall_Reference#lv1_set_lpm_group_control
0x8000009A - HV_Syscall_Reference#lv1_set_lpm_debug_bus_control
0x8000009B - HV_Syscall_Reference#lv1_set_lpm_counter
0x8000009C - HV_Syscall_Reference#lv1_set_lpm_signal
0x8000009D - HV_Syscall_Reference#lv1_set_lpm_spr_trigger
0x800000A3 - HV_Syscall_Reference#lv1_write_virtual_uart
0x800000A4 - HV_Syscall_Reference#lv1_set_virtual_uart_param
0x800000A5 - HV_Syscall_Reference#lv1_get_virtual_uart_param
0x800000A6 - HV_Syscall_Reference#lv1_configure_virtual_uart_irq
0x800000AA - HV_Syscall_Reference#lv1_open_device
0x800000AB - HV_Syscall_Reference#lv1_close_device
0x800000AC - HV_Syscall_Reference#lv1_map_device_mmio_region
0x800000AE - HV_Syscall_Reference#lv1_allocate_device_dma_region
0x800000AF - HV_Syscall_Reference#lv1_free_device_dma_region
0x800000B0 - HV_Syscall_Reference#lv1_map_device_dma_region
0x800000B1 - HV_Syscall_Reference#lv1_unmap_device_dma_region
0x800000B2 - HV_Syscall_Reference#lv1_read_pci_config
0x800000B3 - HV_Syscall_Reference#lv1_write_pci_config
0x800000C5 - HV_Syscall_Reference#lv1_connect_interrupt_event_receive_port
0x800000CF - HV_Syscall_Reference#lv1_enable_logical_spe
0x800000D2 - HV_Syscall_Reference#lv1_gpu_open
0x800000D4 - HV_Syscall_Reference#lv1_gpu_device_map
0x800000D6 - HV_Syscall_Reference#lv1_gpu_memory_allocate
0x800000D9 - HV_Syscall_Reference#lv1_gpu_context_allocate
0x800000DD - HV_Syscall_Reference#lv1_gpu_context_iomap
0x800000E1 - HV_Syscall_Reference#lv1_gpu_context_attribute
0x800000E3 - HV_Syscall_Reference#lv1_gpu_context_intr
0x800000E4 - HV_Syscall_Reference#lv1_gpu_attribute
0x800000F5 - HV_Syscall_Reference#lv1_storage_read
0x800000F6 - HV_Syscall_Reference#lv1_storage_write
0x800000F9 - HV_Syscall_Reference#lv1_storage_get_async_status

LPAR / AUTH ID's[edit]

Name Auth ID Self
(/dev_flash/ps2emu)
Notes
PS2_LPAR 0x1020000003000001 ps2_emu.self
*SCE_CELLOS_SYSTEM_MGR_PS2 0x107000001D000001
PS2_GX_LPAR 0x1020000003000001 ps2_gxemu.self
*SCE_CELLOS_SYSTEM_MGR_PS2_GX 0x107000001D000001
PS2_SW_LPAR 0x1020000003000001 ps2_softemu.self
*SCE_CELLOS_SYSTEM_MGR_PS2_SW 0x107000001D000001
PS2_NE_LPAR 0x1020000003000001 ps2_netemu.self
*SCE_CELLOS_SYSTEM_MGR_PS2_NE 0x107000001D000001

boot_ps2[edit]

http://foxbrew.org/ps3/otheros-utils/boot_ps2.git
http://www.multi...upload.com/QKK7ETPHXZ boot_ps2-src.rar (1.43 KB)
http://www.multi...upload.com/YCZ63Y6TQ5 boot_ps2.pkg (69.17 KB)

any chance of having this package resigned for 4.21 cfw? might be useful to see if it'll boot ps2_netemu.self LPAR.

(can boot ps2lpar, but also petitboot if otheros installed! 50:50 chance)

boot_ps2 4.xx eboots.zip (153 KB)
installing 3.55 pkg and replacing the eboot and editing the sfo should work.

Getting compatibility hardware info[edit]

See: PS2_Compatibility#Software

ps2bootparam.dat[edit]

A file created at path: dev_hdd0/tmp/game/ps2bootparam.dat

Cobra core[edit]

taken from storage_ext.c

 patch_ps2emu_entry(ps2emu_type); 
  • sets proper ps2_(gx/soft)emu.self path for reboot
  • patches ss_storage service 0x5004 disc checks on ss_server3.self inside lv1
 (Change from Parameter li r3, 2 and li r3, 1E (Drive Authentification) to li r3, 0x29 (Reset Drive))
  • and the usual either replace read/ioctl for iso etc.

Game CONFIG[edit]

Some of the PS2 emulator types (such ps2_gxemu.self, ps2netemu.self) are able to load config commands that are applyed "by game ID". The concept of "game patches" is not technically correct because some of the commands does patching functions but others does other things (not patching), and other commands works as switches or sets a value that are enviromental settings for the emulator (not for the game) but because are applyed "by game" should be considered enviromental settings for that specific game, so for simplification purposes you can think in all this data as "game configs"

This "game config" data seems to work in the same way for all the PS2 emulator types but can be located in different places, some are hardcoded inside the emulators itself (inside the .self), and at the time the "PS2 classics" emulator (ps2_netemu.self) was developed this config can be loaded from an external file

In short, the "game configs" can modify the game image (by patching it) and can be used to configure the virtual PS2 (the emulated machine). And can be loaded from hardcoded data (inside the .self) or from an external file (this feature is supported only by ps2_netemu.self)

The config data consists in a list of concatenated values of 8 bytes lenght (uint32_t), and can be processed like this:

union{
 uint32_t command
 ...data...
}

Config Commands[edit]

ps2_netemu.self fw4.50 sub_12D7D8, fw4.81 sub_12E050
params are uint32_t unless noted.

At the time of writing this most of the commands are completly or partially unknown, if you want to read some speculation and brainstorming about them please join the Discussion page

CMD ID Example Notes
0x00 Copy following title id for enforcing if available + end config
0x01 2x uint32_t Params ( offset, hack id 0-0x3B) - add_hook?
(Grand Theft Auto 3 (EU) uses 0x349790, 0x10 (somewhat floats related))
(Max Payne uses 0x52E9F4, 3 and 0x52EB78, 2 (set lwsync 0) )
Maximum Amount of Usage: ? (the command is used 3 times consecutivelly by SLUS-20565 and SLUS-21494 game configs hardcoded inside ps2_gxemu.self)
function id note
0x00
0x01
0x02
Max Payne
sets some sync off?
0x03
Max Payne
sets some sync on?
0x04
0x05
0x06
0x07
0x08
0x09
0x0A
0x0B
0x0C
0x0D
0x0E
0x0F
GTA 3 (US)
using 0x348B40, 0x18E1F0, 0x348EC8 ( + 200000000 base )
0x10
GTA 3 (EU)
using 0x349790, 0x18E1F0, 0x349B18 ( + 200000000 base )
0x11
GTA 3 (JP/AS) ?
using 0x3495C0, 0x18E1F0, 0x349948 ( + 200000000 base )
0x12
condition ...
store 0 in [ 0x204FC500 + 200000000 base]
0x13
0x14
0x15
0x16
store 0x01114BA8 in [ 0x208EAB4C + 200000000 base]
store 0x010C9E40 in [ 0x208EAB6C + 200000000 base]
0x17
condition r18 == 0x8000
setting:
 stores 0x40490FDA somewhere 

Note: 0x40490FDA (3.14159250) is the highest float approximation to π in hexadecimal without going over the value. Probably can improve FPU accuracy for some games.

0x18
condition [ 0x20183F04 + 200000000 base ] == 0x0C060F2C 
setting:
 stores 0 in address 0x20183F04, 0x20183F34, 0x20183F3C ( + 0x200000000 base )
 0x183F0C, sub_46334 (4.70)
 0x183F3C, sub_45DA4 (4.70)
 0x183D74, sub_47B50 (4.70)
0x19
0x1A
store 0 in [ 0x209FD560 + 200000000 base]
store 0 in [ 0x209F9550 + 200000000 base]
store 0 in [ 0x20A01570 + 200000000 base]
store 0 in [ 0x209F9540 + 200000000 base]
store 0 in [ 0x209F5540 + 200000000 base]
store 0 in [ 0x209F1530 + 200000000 base]
0x1B
store 0 in [ 0x20552168 + 200000000 base]
0x1C
store 1 in [ 0x20552168 + 200000000 base]
0x1D
store 0 in [ 0x20556C08 + 200000000 base]
0x1E
store 1 in [ 0x20556C08 + 200000000 base]
0x1F
store 0 in [ 0x205243D8 + 200000000 base]
0x20
store 1 in [ 0x205243D8 + 200000000 base]
0x21
store 0 in [ 0x20524F88 + 200000000 base]
0x22
store 1 in [ 0x20524F88 + 200000000 base]
0x23
store 0 in [ 0x2047E7F8 + 200000000 base]
0x24
store 1 in [ 0x2047E7F8 + 200000000 base]
0x25
store 0 in [ 0x204802B8 + 200000000 base]
0x26
store 1 in [ 0x204802B8 + 200000000 base]
0x27
store 0 in [ 0x20586348 + 200000000 base]
0x28
store 1 in [ 0x20586348 + 200000000 base]
0x29
store 0 in [ 0x205868A8 + 200000000 base]
0x2A
store 1 in [ 0x205868A8 + 200000000 base]
0x2B
0x2C
0x2D
0x2E
0x2F
condition [ 0x37B0C4 + 200000000 base ] == 0 -> 00 10 0B 98 
0x30
condition [ 0x37B704 + 200000000 base ] == 0 -> 00 10 0B 98 
0x31
condition [ 0x37630C + 200000000 base ] == 0 -> 00 10 0B A8 
0x32
condition [ 0x37BB0C + 200000000 base ] == 0 -> 00 10 0B A8 
0x33
0x34 not filled
0x35
0x36
0x37
0x38
0x39
0x3A
0x3B
GTA 3 (JP/AS) ?
using 0x351210, 0x18F590, 0x351568 ( + 200000000 base )
0x02 1 Param, Config file revision ?
0x03 0 Param, sets something 0
(Fire Pro Wrestling Returns)
0x04 1 Param uint32_t index (i*0x80, special 0x12345: 0x91a280?)
0x05 read next command
0x06 0 Param, sets something 0x14F80 (85888'd)
0x07 1 Param uint32_t (default 1)
0x08 8 Param uint32_t
Maximum Amount of Usage: 3 times
0x09 uint32_t count, <list> (offset, original opcode, original opcode, replace opcode, replace opcode)
(Dark Cloud uses 1)
(Dead Or Alive 2 Hardcore uses 1)
Maximum List Count: 32
0x0A uint32_t count, <List> (offset, original opcode, replace opcode)
(Deadly Strike uses 1 )
(Dragon Force uses 2)
Maximum List Count: 32
0x0B 1 Param uint32_t count, <List> {sector id, offset, sizeof present opcodes, replace opcodes, original opcodes}
offset on disc = sector id * sector size + offset (-0xC)
(Dead Or Alive 2 Hardcore uses 7)
(Gradius V uses 1)
(Grand Theft Auto III uses 1)
(Katamari Damacy uses 1)
(Manhunt uses 1)
(Odin Sphere uses 2)
(Primal uses 1)
(Psychonauts uses 1)
(Syphon Filter The Omega Strain uses 1)
Maximum List Count: 47
0x0C 1 Param (uint16_t, uint16_t) - 0/1/2,<0x63>
0x0D 1 Param, true/false?
Default Init = 1?
0 == skip some code, 
1 == some code + checks
0x0E 1 Param offset
floating point accurency?
subtract accurency?
(Rygar only has 0x147DA8 sub.s   $f12, $f20, $f12)
Maximum Amount of Usage: 31 times
0x0F List <uint32_t Param, uint32_t Param>
(Dark Cloud uses 0x239334, 0x1FFFFFF)
(Grand Theft Auto SA uses 0x1E46DC, 0x1E4AE8)
Maximum List Count: 31 
0x10 List <uint32_t Param, uint32_t Param>
Maximum List Count: 31 
0x11 1x uint32_t Param
Maximum Amount of Usage: 31 times
0x12 <List> (uint32_t count,
(Primal uses 0xD)
(Rayman Arena uses 0x11)
(Syphon Filter: The Omega Strain uses 0x5)
00 00 00 0?
00 00 00 00
type? count?
...  
Maximum List Count: 63 
0x13 1x uint64_t Param
0x14 0 Param, sets something 1
0x15 4 1 Param ( <1, >1 ), different settings/mode?
(Bloodrayne 2 uses 4)
(GRIMgRiMoiRe uses 4)
(Mana Khemia 2 uses 4)
(Odin Sphere uses 4)
(SMT Persona 3 FES uses 4)
0x16 = 0x05 (next id)
0x17 1 1 Param, true/false?
(Bully uses 1)
0x18 = 0x16 = 0x05 (next id)
0x19 0 Param, sets something 1 - SB_SIO2 related?
(Grand Theft Auto III)
(Red Faction 2)
(Siren)
0x1A 0 Param, sets something 1
0x1B 0 Param, sets something 1
(Mana Khemia 2)
0x1C read uint32_t (use uint8_t) Param (default 3)
0x1D read uint32_t (use uint8_t) Param
0x1E read uint32_t (use uint8_t) Param
0x1F uint32_t Param (default 0x3E8?)
0x20 uint64_t Param (default 0x3C)
0x21 1 1 Param:
0 = sets an option from 1 to 0 and another one to 0,
1 = sets an option from 1 to 0 and another one to 1,
2 = sets an option from 1 to 1 and another one to 0
(Fatal Frame II uses 0)
(Grand Theft Auto Vice City uses 1)
(Grand Theft Auto III (EU) uses 1)
(SMT Persona 3 FES uses 0)
0x22 0 Param, sets something 1
0x23 0 Param - memcpy 0x100 Bytes and sets 0x14E00
0x24 uint64_t Param
0x25 = 0x18 = 0x16 = 0x05 (next id)
0x26 List <uint32_t Param,uint32_t Param>
(Bloodrayne 2 uses 0x340000, 0x350000)
(Gradius V uses 0x3046E0, 0x0x305E44)
Maximum List Count: 31 
Maximum Amount of Usage: ? (the command is used 4 times consecutivelly by SLES-54309 and SLUS-21497 game configs hardcoded inside ps2_gxemu.self)
0x27 List <uint32_t Param,uint32_t Param>
Maximum List Count: 31 
0x28 1x uint32_t Param (<=3)
0x29 2x uint32_t Param,
0x2A 0 Param, sets something 1
0x2B 0 Param, sets something 1 - something with Controller (analog?)
0x2C 1 Param, uint32_t
Summoner uses 0x1
0x2D = 0x25 = 0x18 = 0x16 = 0x05 (next id)
0x2E 1 Param, uint32_t
0x2F 1 Param, uint32_t
0x30 (nothing)
0x31 (nothing)
0x32 (nothing)
0x33 (nothing)
0x34 (nothing)
0x35 0 Param, enable Force Flip Field - in emu setting is described as fix for "[Hang] For soft-lock"
0x36 (nothing)
0x37 (nothing)
0x38 (nothing)
0x39 (nothing)
0x3A (nothing)
0x3B (nothing)
0x3C (nothing)
0x3D 1 Param, uint32_t Config file revision
Firmware ps2_netemu revision max.supported commands
3.70 15686 0x41
3.73 15936 0x41
3.74 15936 0x41
4.00 16195 0x41
4.01 16195 0x41
4.10 16361 0x41
4.11 16361 0x41
4.20 16604 0x43
4.21 16604 0x43
4.23 16604 0x43
4.25 16740 0x43
4.26 16740 0x43
4.30 16808 0x45
4.31 16808 0x45
4.40 16916 0x46
4.41 16916 0x46
4.45 17041 0x48
4.46 17041 0x48
4.50 17179 0x4A
4.55 17277 0x4D
4.60 / 4.70 / 4.75 / 4.76 17314 0x4D
4.78 / 4.80 /4.81 17495 0x50
0x3E 0 Params, sets something 1
Default Init = 0
0 == do set some stuff, 
1 == skip
0x3F 1 Param, uint32_t
0x40 0 Param, sets something 1
(Grand Theft Auto SA)
(Silent Hill Origins - inofficial fix)
0x41 0 Param, sets something 1 (Disables some lwsync - speedhack?)
(Dragon Force)
(God Hand)
(Gradius V)
(Katamari Damacy) 
0x42 1 Param, revision ?
0x43 1 Param - Equal to 0x40, but with Parameter:
0 = Default
1 = (like 0x40)
param = 
-1 = failure?
0x44 0 Param - disables smoothing and smoothing option
0x45 0 Param, sets something 1
(Phantasy Star Complete Collection)
0x46 0 Param, Enable L2H Improvement - Performance related setting for titles using L2H
(SMT Digital Devil Saga 1)
(SMT Nocturne)
(Fatal Frame II)
0x47 0 Param, Enable XOR CSR - Should fix fullscreen line corruption
0x48 VSYNC Delay, 2x uint32_t Param, first param possible value are 1 = No IPU, 2 = IPU, 3 = Anytime. Second param is delay (in ms?), and can be also negative value. Emu have standard presets for second value. Agressive = 0x3D090 (250000), Normal = 0x186A0 (100000), Conservative = 0x4E20 (20000), but other values can be used.
(SMT Digital Devil Saga 1 uses 1, 0x3D090)
(Fatal Frame II uses 0x2, 0xFFFFE69C)
0x49 0 Param, sets something 0xB,0,0
0x4A 0 Param, sets something 0x15100
0x4B 2x uint32_t Params: offset,int (-1? selects different titleid?) - /game/ /../ USRDIR/SAVEDATA related
0x4C 2x uint32_t Params: offset,int (2 = current path?, 3 = new ISO.BIN.ENC path?, other= ?)
0x4D 1 uint32_t Param (can be -1), sets something (same as 0x49 but) 0xC, Param, 0
0x4E (nothing)
0x4F (nothing)
0x50 0 Param, switch to default gamepad config ?

Config file examples (for netemu)[edit]

Official[edit]

Title ID Title Config Data Revision Notes
NPUD20461 Bloodrayne
00000000  3D 00 00 00 46 3E 00 00  16 00 00 00 0B 00 00 00  =...F>..........
00000010  04 00 00 00 07 01 00 00  C0 02 00 00 10 00 00 00  ........+.......
00000020  00 09 3C 52 52 3C 09 00  03 1F 90 14 14 90 1F 03  ..<RR<....É..É..
00000030  00 09 3C 52 52 3C 09 00  03 20 C0 04 04 C0 20 03  ..<RR<... +..+ .
00000040  56 A0 09 00 10 00 00 00  04 00 00 00 00 00 90 01  Vá............É.
00000050  FA 0F BD 01 21 39 07 00  B8 06 00 00 28 00 00 00  ·.¢.!9..©...(...
00000060  35 4A 02 02 00 0A 54 38  35 4A 62 7E 34 A5 00 A0  5J....T85Jb~4Ñ.á
00000070  3C 09 00 1B 35 29 FA 00  00 09 4C 38 35 29 02 02  <...5)·...L85)..
00000080  00 09 4C 38 35 29 62 7E  35 4A 02 03 00 0A 54 38  ..L85)b~5J....T8
00000090  35 4A 22 7E 34 A5 00 A0  3C 09 00 1B 35 29 FA 00  5J"~4Ñ.á<...5)·.
000000A0  00 09 4C 38 35 29 02 03  00 09 4C 38 35 29 22 7E  ..L85)....L85)"~
000000B0  27 39 07 00 80 03 00 00  24 00 00 00 35 6B 02 02  '9..Ç...$...5k..
000000C0  00 0B 5C 38 35 6B 62 7E  3C 0C 00 1B 35 8C FA 00  ..\85kb~<...5î·.
000000D0  00 0C 64 38 35 8C 02 02  00 0C 64 38 35 8C 62 7E  ..d85î....d85îb~
000000E0  35 6B 02 03 00 0B 5C 38  35 6B 22 7E 3C 0C 00 1B  5k....\85k"~<...
000000F0  35 8C FA 00 00 0C 64 38  35 8C 02 03 00 0C 64 38  5î·...d85î....d8
00000100  35 8C 22 7E                                       5î"~
15942 (4.00+)
0x3D => 0x3E46 (15942)
0x16 => 0xB => 4
 0x107, (sector)
 0x2C0, (offset -> 0x1072B4 in iso)
   0x10, 
                0x523C0900, (beql s1, gp, ?)
                0x00093C52, (mflo a3)
                0x14901F03, (bne a0, s0, ?)
                0x031F9014, (dsllv s2, ra, t8)
                0x523C0900, (beql s1, gp, ?)
                0x00093C52, (mflo a3)
                0x04C02003, (bltz a2, ?)
                0x0320C004  (sllv t8, zero, t9)
 0x9A056, (sector)
 0x10, (offset -> 0x4D02B004 in iso)
   0x04, 
                0x01900000 (sll zero, s0, 0x00?), 
                0x01BD0FFA (dsrl at,sp,0x1F?)
 0x73921, (sector)
 0x6B8, (offset -> 0x39C90EAC in iso)
   0x28, 
                   21 39 07 00 addi t9,t1,0x0700
                   B8 06 00 00 swr a2,(zero)
                   28 00 00 00 slti zero,0x0000
                   35 4A 02 02 ori t2,0x202
                   00 0A 54 38 dsll t2,0x10
                   35 4A 62 7E ori t2,0x627E
                   34 A5 00 A0 ori a1,0xA0
                   3C 09 00 1B lui t1,0x001B
                   35 29 FA 00 ori t1,0xFA00
                   00 09 4C 38 dsll t1,0x10
                   35 29 02 02 ori t1,0x202
                   00 09 4C 38 dsll t1,0x10
                   35 29 62 7E ori t1,0x627E
                   35 4A 02 03 ori t2,0x203
                   00 0A 54 38 dsll t2,0x10
                   35 4A 22 7E ori t2,0x227E
                   34 A5 00 A0 ori a1,0xA0
                   3C 09 00 1B lui t1,0x001B
                   35 29 FA 00 ori t1,0xFA00
                   00 09 4C 38 dsll t1,0x10
                   35 29 02 03 ori t1,0x203
                   00 09 4C 38 dsll t1,0x10
                   35 29 22 7E ori t1,0x227E
 0x73927, (sector)
 0x380, (offset -> 0x39C93B74 in iso)
   0x24, 
                   35 6B 02 02 ori t3,0x202
                   00 0B 5C 38 dsll t3,0x10
                   35 6B 62 7E ori t3,0x627E
                   3C 0C 00 1B lui t4,0x001B
                   35 8C FA 00 ori t4,0xFA00
                   00 0C 64 38 dsll t4,0x10
                   35 8C 02 02 ori t4,0x202
                   00 0C 64 38 dsll t4,0x10
                   35 8C 62 7E ori t4,0x627E
                   35 6B 02 03 ori t3,0x203
                   00 0B 5C 38 dsll t3,0x10
                   35 6B 22 7E ori t3,0x227E
                   3C 0C 00 1B lui t4,0x001B
                   35 8C FA 00 ori t4,0xFA00
                   00 0C 64 38 dsll t4,0x10
                   35 8C 02 03 ori t4,0x203
                   00 0C 64 38 dsll t4,0x10
                   35 8C 22 7E ori t4,0x227E
NPUD20862 Bloodrayne 2
00000000  3D 00 00 00 3D 3F 00 00  15 00 00 00 04 00 00 00 =...=?..........
00000010  26 00 00 00 00 00 34 00  00 00 35 00 00 00 00 00 &.....4...5.....
00000020  53 4C 55 53 2D 32 30 38  36 32                   SLUS-20862
16189 (4.00+)
0x3D => 0x3F3D (16189)
0x15 => 4
0x26 => 0x340000, 0x350000
NPUD21269 Bully
00000000  3D 00 00 00 89 3D 00 00  17 00 00 00 01 00 00 00 =....=..........
00000010  00 00 00 00 53 4C 55 53  2D 32 31 32 36 39       ....SLUS-21269
15753 (3.73+)
0x3D => 0x3D89 (15753)
0x17 => 1
NPJD00004 Contra Shattered Soldier
00000000  3D 00 00 00 BF 3F 00 00  0A 00 00 00 12 00 00 00  =...+?..........
00000010  A0 FF 0F 00 00 00 00 00  10 00 01 3C A4 FF 0F 00  á .........<ñ ..
00000020  00 00 00 00 90 FF 24 8C  A8 FF 0F 00 00 00 00 00  ....É $î¿ ......
00000030  81 00 85 2C AC FF 0F 00  00 00 00 00 06 00 A0 10  ü.à,¼ ........á.
00000040  B0 FF 0F 00 00 00 00 00  01 00 84 24 B4 FF 0F 00  ¦ ........ä$¦ ..
00000050  00 00 00 00 90 FF 24 AC  B8 FF 0F 00 00 00 00 00  ....É $¼© ......
00000060  81 00 85 2C BC FF 0F 00  00 00 00 00 02 00 A0 14  ü.à,+ ........á.
00000070  C0 FF 0F 00 00 00 00 00  00 00 00 00 C4 FF 0F 00  + ..........- ..
00000080  00 00 00 00 00 07 02 34  C8 FF 0F 00 00 00 00 00  .......4+ ......
00000090  08 00 E0 03 CC FF 0F 00  00 00 00 00 00 00 00 00  ..Ó.¦ ..........
000000A0  D0 FF 0F 00 00 00 00 00  10 00 01 3C D4 FF 0F 00  ð .........<È ..
000000B0  00 00 00 00 08 00 E0 03  D8 FF 0F 00 00 00 00 00  ......Ó.Ï ......
000000C0  90 FF 20 AC DC FF 0F 00  00 00 00 00 00 00 00 00  É  ¼_ ..........
000000D0  C0 72 42 00 08 00 E0 03  E8 FF 03 08 B4 7C 42 00  +rB...Ó.Þ ..¦|B.
000000E0  08 00 E0 03 F4 FF 03 08  00 00 00 00 53 4C 50 4D  ..Ó.¶ ......SLPM
000000F0  2D 36 32 32 34 37                                 -62247
16319 (4.10+)
0x3D => 0x3FBF (16319)
0x0A => 0x12, 
  0xFFFA0,0, 0x3C010010	 lui	at,0x0010 
  0xFFFA4,0, 0x8C24FF90	 lw	a0,-0x70(at) 
  0xFFFA8,0, 0x2C850081	 sltiu	a1,a0,0x0081 
  0xFFFAC,0, 0x10A00006	 beqz	a1,pos_000FFFC8 
  0xFFFB0,0, 0x24840001	 addiu	a0,0x1 
  0xFFFB4,0, 0xAC24FF90	 sw	a0,-0x70(at) 
  0xFFFB8,0, 0x2C850081	 sltiu	a1,a0,0x0081 
  0xFFFBC,0, 0x14A00002	 bnez	a1,pos_000FFFC8 
  0xFFFC0,0, 0x00000000	 nop	 
  0xFFFC4,0, 0x34020700	 li	v0,0x700 
  0xFFFC8,0, 0x03E00008	 jr	t9 
  0xFFFCC,0, 0x00000000	 nop	 
  0xFFFD0,0, 0x3C010010	 lui	at,0x0010 
  0xFFFD4,0, 0x03E00008	 jr	ra 
  0xFFFD8,0, 0xAC20FF90	 sw	zero,-0x70(at) 
  0xFFFDC,0, 0x00000000	 nop	 
  0x4272C0, 0x03E00008 (jr ra), 0x0803FFE8    j pos_000FFFA0
  0x427CB4, 0x03E00008 (jr ra), 0x0803FFF4    j pos_000FFFD0
NPJC00002 Dark Cloud
00000000  3D 00 00 00 07 3F 00 00  0F 00 00 00 34 93 23 00 =....?......4.#.
00000010  FF FF FF 01 09 00 00 00  01 00 00 00 B0 8E 13 00 ................
00000020  20 00 BF 7F B0 FF BD 27  00 00 00 00 08 00 E0 03  ......'........
00000030  00 00 00 00 53 43 50 53  2D 31 35 30 30 34       ....SCPS-15004
16135 (4.00+)
0x3D => 0x3F07 (16135)
0x0F => 0x239334, 0x01FFFFFF
0x09 => 1,
 0x138EB0 , 
   0x7FBF0020 (sq	ra,0x20(sp)),
   0x27BDFFB0 (addiu	sp,-0x50),
   0x00000000 (nop),
   0x03E00008 (jr ra)
0x239334 = end of code segment?
0x138EB0 = DrawShadow__10CCharacterFv Function Offset
config   20 00 BF 7F 0x7FBF0020 sq	ra, 0x20(sp)
         B0 FF BD 27 0x27BDFFB0 addiu	sp, -0x50
         00 00 00 00 0x00000000 nop
         08 00 E0 03 0x03E00008 jr	ra
NPUD20071 Dead Or Alive 2 Hardcore
00000000 3D 00 00 00 F0 42 00 00 0A 00 00 00 01 00 00 00 =....B..........
00000010 EC 06 2B 00 01 00 06 24 00 00 06 24 0B 00 00 00 ..+....$...$....
00000020 07 00 00 00 71 6A 18 00 F4 07 00 00 04 00 00 00 ....qj..........
00000030 0C 00 32 B7 0C 00 32 B3 71 6A 18 00 F4 05 00 00 ..2...2.qj......
00000040 08 00 00 00 03 E0 00 08 00 00 00 00 27 BD FF F0 ............'...
00000050 AF BE 00 08 7B 6A 18 00 08 07 00 00 08 00 00 00 ....{j..........
00000060 03 E0 00 08 00 00 00 00 27 BD FF F0 AF BE 00 08 ........'.......
00000070 85 6A 18 00 18 01 00 00 08 00 00 00 03 E0 00 08 .j..............
00000080 00 00 00 00 27 BD FF F0 AF BE 00 08 85 6A 18 00 ....'........j..
00000090 70 01 00 00 08 00 00 00 03 E0 00 08 00 00 00 00 p...............
000000A0 27 BD FF F0 AF BE 00 08 85 6A 18 00 C8 01 00 00 '........j......
000000B0 08 00 00 00 03 E0 00 08 00 00 00 00 27 BD FF F0 ............'...
000000C0 AF BE 00 08 86 6A 18 00 FC 07 00 00 08 00 00 00 .....j..........
000000D0 03 E0 00 08 00 00 00 00 27 BD FF F0 AF BE 00 08 ........'.......
000000E0 00 00 00 00 53 4C 55 53 2D 32 30 30 37 31       ....SLUS-20071  
17136 (4.50+) fixes blackscreen
0x3D => 0x42F0 (17136)
0x0A => 0x01,
  0x2B06EC, 0x24060001 (li a2,0x1), 
            0x24060000 (li a2,0x0)
0x0B => 0x07,
 0x186A71, 0x7F4, 0x04, 
                    0xB732000C (jal -0x2A9B90), 
                    0xB332000C (jal -0x2A9BA0)
 0x186A71, 0x5F4, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x186A7B, 0x708, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x186A85, 0x118, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x186A85, 0x170, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x186A85, 0x1C8, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x186A86, 0x7FC, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp))
NPJD00011 Dead Or Alive 2 Hardcore
00000000  3D 00 00 00 89 3D 00 00  09 00 00 00 01 00 00 00  =...ë=..........
00000010  6C 66 2B 00 80 00 08 24  01 00 06 24 80 00 08 24  lf+.Ç..$...$Ç..$
00000020  00 00 06 24 0B 00 00 00  07 00 00 00 05 FF 17 00  ...$......... ..
00000030  F0 07 00 00 0C 00 00 00  27 C4 00 10 0C 00 32 B7  ­.......'-....2À
00000040  00 00 00 00 24 04 00 2B  0C 00 32 B3 27 C5 00 10  ....$..+..2¦'+..
00000050  05 FF 17 00 F4 05 00 00  08 00 00 00 03 E0 00 08  . ..¶........Ó..
00000060  00 00 00 00 27 BD FF F0  AF BE 00 08 0F FF 17 00  ....'¢ ­»¥... ..
00000070  08 07 00 00 08 00 00 00  03 E0 00 08 00 00 00 00  .........Ó......
00000080  27 BD FF F0 AF BE 00 08  19 FF 17 00 18 01 00 00  '¢ ­»¥... ......
00000090  08 00 00 00 03 E0 00 08  00 00 00 00 27 BD FF F0  .....Ó......'¢ ­
000000A0  AF BE 00 08 19 FF 17 00  70 01 00 00 08 00 00 00  »¥... ..p.......
000000B0  03 E0 00 08 00 00 00 00  27 BD FF F0 AF BE 00 08  .Ó......'¢ ­»¥..
000000C0  19 FF 17 00 C8 01 00 00  08 00 00 00 03 E0 00 08  . ..+........Ó..
000000D0  00 00 00 00 27 BD FF F0  AF BE 00 08 1A FF 17 00  ....'¢ ­»¥... ..
000000E0  FC 07 00 00 08 00 00 00  03 E0 00 08 00 00 00 00  ³........Ó......
000000F0  27 BD FF F0 AF BE 00 08  00 00 00 00 53 4C 50 53  '¢ ­»¥......SLPS
00000100  2D 32 35 30 32 36                                 -25026
15753 (3.73+) fixes blackscreen
0x3D => 0x3D89 (15753)
0x09 => 1,
 0x2B666C, 
   0x24080080 (li t0,0x80), 
   0x24060001 (li a2,0x1), 
   0x24080080 (li t0,0x80), 
   0x24060000 (li a2,0x0)
0x0B => 7, 
 0x17FF05, 0x7F0, 0x0C ,
                    0x1000C427 addiu a0,fp,0x10,
                    0xB732000C jal -0x2A9B90,
                    0x00000000 nop, 
                    0x2B000424 li a0,0x2B,
                    0xB332000C jal -0x2A9BA0,
                    0x1000C527 addiu a1,fp,0x10,
 0x17FF05, 0x5F4, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x17FF0F, 0x708, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x17FF19, 0x118, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x17FF19, 0x170, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x17FF19, 0x1C8, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x17FF1A, 0x7FC, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
002B666C 01 00 06 24 0x24060001 li	a2,0x1
         80 00 08 24 0x24080080 li	t0,0x80        
         2D 48 E0 00 0x00E0482D dmove	t1,a3
         10 00 0A 24 0x240A0010 li	t2,0x10
config   80 00 08 24 0x24080080 li	t0,0x80
         01 00 06 24 0x24060001 li	a2,0x1
         80 00 08 24 0x24080080 li	t0,0x80
         00 00 06 24 0x24060000 li	a2,0x0
NPED00027 Deadly Strike
00000000  3D 00 00 00 96 40 00 00  0A 00 00 00 01 00 00 00 =....@..........
00000010  14 09 1E 00 17 37 01 3C  14 37 01 3C 00 00 00 00 .....7.<.7.<....
00000020  53 4C 45 53 2D 35 32 39  35 35                   SLES-52955
16534 (4.20+)
0x3D => 0x4096 (16534)
0x0A => 1 
  0x1E0914, 17 37 01 3C 0x3C013717 li	at,0x3717
            14 37 01 3C 0x3C013714 li	at,0x3714 
NPED00087 Disneys PK: Out of the Shadows blackscreen
NPUD21944 Doras Big Birthday Adventure
00000000  3D 00 00 00 ED 3F 00 00  0A 00 00 00 0A 00 00 00 =....?..........
00000010  00 FF 0F 00 00 00 00 00  07 00 40 14 04 FF 0F 00 ..........@.....
00000020  00 00 00 00 10 00 01 3C  08 FF 0F 00 00 00 00 00 .......<........
00000030  F0 FF 28 8C 0C FF 0F 00  00 00 00 00 20 01 09 2D ..(......... ..-
00000040  10 FF 0F 00 00 00 00 00  03 00 20 11 14 FF 0F 00 .......... .....
00000050  00 00 00 00 01 00 08 25  18 FF 0F 00 00 00 00 00 .......%........
00000060  F0 FF 28 AC 1C FF 0F 00  00 00 00 00 06 00 02 24 ..(............$
00000070  20 FF 0F 00 00 00 00 00  08 00 E0 03 90 9B 1E 00  ...............
00000080  08 00 E0 03 C0 FF 03 08  00 00 00 00 53 4C 55 53 ............SLUS
00000090  2D 32 31 39 34 34                                -21944
16365 (4.20+)
0x3D => 0x3FED (16365)
0x0A => 0xA,
  0xFFF00,0,0x14400007	bnez	v0,pos_000FFF20
  0xFFF04,0,0x3C010010	lui	at,0x0010
  0xFFF08,0,0x8C28FFF0	lw	t0,-0x10(at)
  0xFFF0C,0,0x2D090120	sltiu	t1,t0,0x0120
  0xFFF10,0,0x11200003	beqz	t1,pos_000FFF20
  0xFFF14,0,0x25080001	addiu	t0,0x1
  0xFFF18,0,0xAC28FFF0	sw	t0,-0x10(at)
  0xFFF1C,0,0x24020006	li	v0,0x6
  0xFFF20,0,0x03E00008	jr	ra
  0x1E9B90, 0x03E00008 (jr ra), 0x0803FFC0    j pos_000FFF00
NPJD00005 Dragon Force
00000000  3D 00 00 00 D6 40 00 00  0A 00 00 00 02 00 00 00 =....@..........
00000010  B4 41 10 00 1C 00 40 10  F9 FF 40 14 BC 41 10 00 .A....@...@..A..
00000020  1D 00 02 3C 1A 00 40 10  41 00 00 00 00 00 00 00 ...<..@.A.......
00000030  53 4C 50 4D 2D 36 35 37  37 38                   SLPM-65778
16598 (4.20+)
0x3D => 0x40D6 (16598)
0x0A => 2, 
  0x1041B4, 0x1040001C beqz	v0,pos_00104228
            0x1440FFF9 bnez	v0,pos_0010419C
  0x1041BC, 0x3C02001D lui	v0,0x001D
            0x1040001A	beqz	v0,pos_00104228
0x41 => (sets some value 1, sync? - speedhack?)
NPJD00034 Dynasty Warriors 3 blackscreen
NPUD20766 Fatal Frame II
00000000  3D 00 00 00 AF 42 00 00  21 00 00 00 00 00 00 00 =....B..!.......
00000010  48 00 00 00 02 00 00 00  9C E6 FF FF 0A 00 00 00 H...............
00000020  01 00 00 00 1C 70 17 00  41 01 0F 24 61 01 0F 24 .....p..A..$a..$
00000030  46 00 00 00 0B 00 00 00  01 00 00 00 DD 04 00 00 F...............
00000040  E8 02 00 00 04 00 00 00  00 42 73 84 00 00 02 FF .........Bs.....
00000050  00 00 00 00 53 4C 55 53  2D 32 30 37 36 36       ....SLUS-20766  
17071 (4.50+)
0x3D => 0x42AF (17071)
0x21 => 0
0x48 => 0x2, 0xFFFFE69C
0x0A => 1, 
  0x17701C, 0x240F0141 (li	t7,0x141)
            0x240F0161 (li	t7,0x161)
0x46
0x0B => 1
  0x4DD, (sector)
  0x2E8, (offset -> 0x26EADC in iso)
    0x04,
                  0x84734200 lh	s3,0x4200(v1),
                  0xFF020000 sd	v0,(t8)
NPED00052 God Hand
00000000  3D 00 00 00 5F 3F 00 00  41 00 00 00 0A 00 00 00  =..._?..A.......
00000010  14 00 00 00 A0 FF 0F 00  00 00 00 00 01 00 02 3C  ....á .........<
00000020  A4 FF 0F 00 00 00 00 00  21 20 82 00 A8 FF 0F 00  ñ ......! é.¿ ..
00000030  00 00 00 00 4D 00 02 24  AC FF 0F 00 00 00 00 00  ....M..$¼ ......
00000040  0E 00 45 14 B4 FF 0F 00  00 00 00 00 3E 18 06 00  ..E.¦ ......>...
00000050  B8 FF 0F 00 00 00 00 00  FF 3F 63 38 BC FF 0F 00  © ...... ?c8+ ..
00000060  00 00 00 00 60 00 02 24  C0 FF 0F 00 00 00 00 00  ....`..$+ ......
00000070  0A 10 03 00 C4 FF 0F 00  00 00 00 00 00 00 83 8C  ....- ........âî
00000080  C8 FF 0F 00 00 00 00 00  00 00 62 FC CC FF 0F 00  + ........b³¦ ..
00000090  00 00 00 00 15 00 02 24  D0 FF 0F 00 00 00 00 00  .......$ð ......
000000A0  08 00 62 FC D4 FF 0F 00  00 00 00 00 10 00 63 24  ..b³È ........c$
000000B0  D8 FF 0F 00 00 00 00 00  00 00 83 AC DC FF 0F 00  Ï ........â¼_ ..
000000C0  00 00 00 00 10 00 83 8C  E0 FF 0F 00 00 00 00 00  ......âîÓ ......
000000D0  01 00 63 24 E4 FF 0F 00  00 00 00 00 10 00 83 AC  ..c$õ ........â¼
000000E0  E8 FF 0F 00 00 00 00 00  A6 67 0A 08 90 9E 29 00  Þ ......ªg..É×).
000000F0  01 00 02 3C E8 FF 03 08  94 9E 29 00 21 20 82 00  ...<Þ ..ö×).! é.
00000100  00 00 00 00 00 00 00 00  53 4C 45 53 2D 35 34 34  ........SLES-544
00000110  39 30                                             90
16223 (4.10+)
0x3D => 0x3F5F (16223)
0x41 => (sets some value 1, sync? - speedhack?)
0x0A => 0x14
  0xFFFA0,0,0x3C020001	lui	v0,0x0001
  0xFFFA4,0,0x00822021	addu	a0,v0
  0xFFFA8,0,0x2402004D	li	v0,0x4D
  0xFFFAC,0,0x1445000E	bne	v0,a1,pos_000FFFE8
  0xFFFB4,0,0x0006183E	dsrl32	v1,a2,0x00
  0xFFFB8,0,0x38633FFF	xori	v1,0x3FFF
  0xFFFBC,0,0x24020060	li	v0,0x60
  0xFFFC0,0,0x0003100A	movz	v0,zero,v1
  0xFFFC4,0,0x8C830000	lw	v1,(a0)
  0xFFFC8,0,0xFC620000	sd	v0,(v1)
  0xFFFCC,0,0x24020015	li	v0,0x15
  0xFFFD0,0,0xFC620008	sd	v0,0x8(v1)
  0xFFFD4,0,0x24630010	addiu	v1,0x10
  0xFFFD8,0,0xAC830000	sw	v1,(a0)
  0xFFFDC,0,0x8C830010	lw	v1,0x10(a0)
  0xFFFE0,0,0x24630001	addiu	v1,0x1
  0xFFFE4,0,0xAC830010	sw	v1,0x10(a0)
  0xFFFE8,0,0x080A67A6	j	pos_00299E98
  0x299E90,0x3C020001 (lui v0,0x0001),0x0803FFE8 j	pos_000FFFA0
  0x299E94,0x00822021 (addu	a0,v0),0x00000000 nop
NPUD20712 Gradius V
00000000  3D 00 00 00 37 3E 00 00  0B 00 00 00 01 00 00 00 =...7>..........
00000010  D3 05 00 00 10 03 00 00  08 00 00 00 03 E0 00 08 ................
00000020  00 00 00 00 27 BD FF C0  3C 03 00 4C 41 00 00 00 ....'...<..LA...
00000030  26 00 00 00 E0 46 30 00  44 5E 30 00 00 00 00 00 &....F0.D^0.....
00000040  53 4C 55 53 2D 32 30 37  31 32                   SLUS-20712      
15927 (3.71+)
0x3D => 0x3E37 (15927)
0x0B => 1
  0x5D3, (sector)
  0x310, (offset -> 0x2E9B04 in iso)
    0x08, 
                  03 E0 00 08 jr ra
                  00 00 00 00 nop
                  27 BD FF C0 addiu	sp,-0x40
                  3C 03 00 4C lui	v1,0x004C
0x41 => (sets some value 1, sync? - speedhack?)
0x26 => 0x3046E0, 0x0x305E44
NPUD20552 Grand Theft Auto - Vice City
00000000  3D 00 00 00 A5 41 00 00  21 00 00 00 01 00 00 00 =....A..!.......
00000010  0A 00 00 00 0D 00 00 00  A0 FF 0F 00 00 00 00 00 ................
00000020  17 00 01 24 A4 FF 0F 00  00 00 00 00 08 00 24 14 ...$..........$.
00000030  AC FF 0F 00 00 00 00 00  10 00 01 3C B0 FF 0F 00 ...........<....
00000040  00 00 00 00 90 FF 22 8C  B4 FF 0F 00 00 00 00 00 ......".........
00000050  FF FF 42 24 B8 FF 0F 00  00 00 00 00 05 00 40 1C ..B$..........@.
00000060  C0 FF 0F 00 00 00 00 00  04 00 02 24 C4 FF 0F 00 ...........$....
00000070  00 00 00 00 90 FF 22 AC  C8 FF 0F 00 00 00 00 00 ......".........
00000080  C1 3A 0B 08 CC FF 0F 00  00 00 00 00 D0 FF BD 27 .:.............'
00000090  D0 FF 0F 00 00 00 00 00  08 00 E0 03 D4 FF 0F 00 ................
000000A0  00 00 00 00 90 FF 22 AC  00 EB 2C 00 D0 FF BD 27 ......"...,....'
000000B0  E8 FF 03 08 00 00 00 00  53 4C 55 53 2D 32 30 35 ........SLUS-205
000000C0  35 32                                            52
16805 (4.30+)
0x3D => 0x41A5 (16805)
0x21 => 1
0x0A = 0xD
  0xFFFA0,0,0x24010017	li	at,0x17
  0xFFFA4,0,0x14240008	bne	at,a0,pos_000FFFC8
  0xFFFAC,0,0x3C010010	lui	at,0x0010
  0xFFFB0,0,0x8C22FF90	lw	v0,-0x70(at)
  0xFFFB4,0,0x2442FFFF	addiu	v0,-0x1
  0xFFFB8,0,0x1C400005	bgtz	v0,pos_000FFFD0
  0xFFFC0,0,0x24020004	li	v0,0x4
  0xFFFC4,0,0xAC22FF90	sw	v0,-0x70(at)
  0xFFFC8,0,0x080B3AC1	j	pos_002CEB04
  0xFFFCC,0,0x27BDFFD0	addiu	sp,-0x30
  0xFFFD0,0,0x03E00008	jr	ra
  0xFFFD4,0,0xAC22FF90	sw	v0,-0x70(at)
  0x2CEB00,0x27BDFFD0 ( addiu	sp,-0x30 ),0x0803FFE8	j	pos_000FFFA0
0
NPED00063 Grand Theft Auto III
00000000  3D 00 00 00 89 3D 00 00  01 00 00 00 90 97 34 00 =....=........4.
00000010  10 00 00 00 21 00 00 00  01 00 00 00 00 00 00 00 ....!...........
00000020  53 4C 45 53 2D 35 30 33  33 30                   SLES-50330
15753 (3.73+)
0x3D => 0x3D89 (15753)
0x01 => 0x349790, 0x10
0x21 => 1
NPUD20062 Grand Theft Auto III
00000000  3D 00 00 00 48 3F 00 00 19 00 00 00 01 00 00 00 =...H?..........
00000010  40 8B 34 00 0F 00 00 00 21 00 00 00 01 00 00 00 @.4.....!.......
00000020  0B 00 00 00 01 00 00 00 71 6D 0F 00 EC 04 00 00 ........qm......
00000030  B0 00 00 00 03 E0 00 08 00 00 00 00 3C 01 00 10 ............<...
00000040  8C 21 FE F0 14 20 00 25 00 00 00 00 27 BD FF 50 .!... .%....'..P
00000050  08 0B 64 B9 7F BF 00 50 00 00 00 00 34 02 00 03 ..d....P....4...
00000060  34 01 00 43 10 81 00 15 34 03 00 00 34 01 00 20 4..C....4...4.. 
00000070  10 81 00 12 34 03 00 01 34 01 00 1F 10 81 00 0F ....4...4.......
00000080  34 03 00 02 34 01 00 1D 10 81 00 0C 34 03 00 03 4...4.......4...
00000090  34 02 00 02 34 01 00 39 10 81 00 08 34 03 00 04 4...4..9....4...
000000A0  34 02 00 01 34 01 00 1A 10 81 00 04 34 03 00 05 4...4.......4...
000000B0  27 BD FE F0 08 0B 1D 05 7F BF 00 90 3C 01 00 10 '...........<...
000000C0  00 23 18 21 90 79 FE E0 27 39 00 01 03 22 08 2A .#.!.y..'9...".*
000000D0  00 01 C8 0A 13 20 FF F6 A0 79 FE E0 03 E0 00 08 ..... ...y......
000000E0  00 00 00 00 27 BD FE D0 7F BF 00 B0 7F BE 00 A0 ....'...........
000000F0  7F B7 00 90 7F B6 00 80 7F B5 00 70 7F B4 00 60 ...........p...`
00000100  7F B3 00 50 7F B2 00 40 7F B1 00 30 7F B0 00 20 ...P...@...0... 
00000110  E7 B7 00 1C E7 B6 00 18 E7 B5 00 14 E7 B4 00 10 ................
00000120  27 B7 00 F4 46 00 65 06 E7 AC 00 F0 24 07 00 01 '...F.e.....$...
00000130  46 00 75 86 27 B0 00 F8 46 00 7D 46 E6 ED 00 00 F.u.'...F.}F....
00000140  3C 02 C4 7A AE 02 00 00 3C 02 44 7A FF A0 00 00 <..z....<.Dz....
00000150  44 82 60 00 27 A4 00 F0 46 00 6D C6 27 A5 00 C0 D.`.'...F.m.'...
00000160  27 A6 01 2C 70 00 46 28 70 00 4E 28 70 00 56 28 '..,p.F(p.N(p.V(
00000170  70 E0 5E 28 0C 0A A8 34 FF A0 00 08 27 B1 00 C8 p.^(...4....'...
00000180  C6 20 00 00 3C 02 40 00 44 82 08 00 24 07 00 01 . ..<.@.D...$...
00000190  3C 02 44 7A 0A 00 00 00 07 00 00 00 40 7D 24 00 <.Dz........@}$.
000001A0  08 00 E0 03 10 00 01 3C 44 7D 24 00 00 00 00 00 .......<D}$.....
000001B0  08 00 E0 03 48 7D 24 00 00 00 00 00 F0 FE 22 AC ....H}$.......".
000001C0  E0 92 2D 00 50 FF BD 27 1A 2B 0D 08 E4 92 2D 00 ..-.P..'.+....-.
000001D0  50 00 BF 7F 00 00 00 00 10 74 2C 00 F0 FE BD 27 P........t,....'
000001E0  22 2B 0D 08 14 74 2C 00 90 00 BF 7F 00 00 00 00 "+...t,.........
000001F0  00 00 00 00 53 4C 55 53 2D 32 30 30 36 32       ....SLUS-20062  
16200 (4.10+)
0x3D => 0x3F48 (16200)
0x19 => (sets some value 1)
0x01 => 0x348B40, 0xF
0x21 => 1
0x0B => 1
  0xF6D71, (sector)
  0x4EC, (offset -> 0x7B6B8CE0 in iso)
    0xB0, 
                    03 E0 00 08 jr ra
                    00 00 00 00 nop
                    3C 01 00 10 lui	at,0x0010
                    8C 21 FE F0 lw	at,-0x110(at)
                    14 20 00 25 bnez at,+0x98
                    00 00 00 00 nop
                    27 BD FF 50 addiu sp,-0xB0
                    08 0B 64 B9 j +0x22C78
                    7F BF 00 50 sq ra,0x50(sp)
                    00 00 00 00 nop
                    34 02 00 03 li v0,0x3
                    34 01 00 43 li at,0x43
                    10 81 00 15 beq a0,at,+0x5C
                    34 03 00 00 li v1,0x0
                    34 01 00 20 li at,0x20
                    10 81 00 12 beq a0,at,+0x4C
                    34 03 00 01 li v1,0x1
                    34 01 00 1F li at,0x1F
                    10 81 00 0F beq a0,at,+0x3C
                    34 03 00 02 li v1,0x2
                    34 01 00 1D li at,0x1D
                    10 81 00 0C beq a0,at,+0x2C
                    34 03 00 03 li v1,0x3
                    34 02 00 02 li v0,0x2
                    34 01 00 39 li at,0x39
                    10 81 00 08 beq a0,at,+0x24
                    34 03 00 04 li v1,0x4
                    34 02 00 01 li v0,0x1
                    34 01 00 1A li at,0x1A
                    10 81 00 04 beq a0,at,+0x14
                    34 03 00 05 li v1,0x5
                    27 BD FE F0 addiu sp,-0x110
                    08 0B 1D 05 j +0x10D54
                    7F BF 00 90 sq ra,0x90(sp)
                    3C 01 00 10 lui at,0x0010
                    00 23 18 21 addu v1,at
                    90 79 FE E0 lbu t9,-0x120(v1)
                    27 39 00 01 addiu t9,0x1
                    03 22 08 2A slt at,t9,v0
                    00 01 C8 0A movz t9,zero,at
                    13 20 FF F6 beqz t9,-0x24
                    A0 79 FE E0 sb t9,-0x120(v1)
                    03 E0 00 08 jr ra
                    00 00 00 00 nop
                    27 BD FE D0 addiu sp,-0x130
                    7F BF 00 B0 sq ra,0xB0(sp)
                    7F BE 00 A0 sq fp,0xA0(sp)
                    7F B7 00 90 sq s7,0x90(sp)
                    7F B6 00 80 sq s6,0x80(sp)
                    7F B5 00 70 sq s5,0x70(sp)
                    7F B4 00 60 sq s4,0x60(sp)
                    7F B3 00 50 sq s3,0x50(sp)
                    7F B2 00 40 sq s2,0x40(sp)
                    7F B1 00 30 sq s1,0x30(sp)
                    7F B0 00 20 sq s0,0x20(sp)
                    E7 B7 00 1C swc1 f23,0x1C(sp)
                    E7 B6 00 18 swc1 f22,0x18(sp)
                    E7 B5 00 14 swc1 f21,0x14(sp)
                    E7 B4 00 10 swc1 f20,0x10(sp)
                    27 B7 00 F4 addiu s7,sp,0xF4
                    46 00 65 06 mov.s f20,f12
                    E7 AC 00 F0 swc1 f12,0xF0(sp)
                    24 07 00 01 li a3,0x1
                    46 00 75 86 mov.s f22,f14
                    27 B0 00 F8 addiu s0,sp,0xF8
                    46 00 7D 46 mov.s f21,f15
                    E6 ED 00 00 swc1 f13,(s7)
                    3C 02 C4 7A lui v0,0xC47A
                    AE 02 00 00 sw v0,(s0)
                    3C 02 44 7A lui v0,0x447A
                    FF A0 00 00 sd zero,(sp)
                    44 82 60 00 mtc1 v0,f12
                    27 A4 00 F0 addiu a0,sp,0xF0
                    46 00 6D C6 mov.s f23,f13
                    27 A5 00 C0 addiu a1,sp,0xC0
                    27 A6 01 2C addiu a2,sp,0x12C
                    70 00 46 28 paddub t0,zero,zero
                    70 00 4E 28 paddub t1,zero,zero
                    70 00 56 28 paddub t2,zero,zero
                    70 E0 5E 28 paddub t3,a3,zero
                    0C 0A A8 34 jal -0xC5C4
                    FF A0 00 08 sd zero,0x8(sp)
                    27 B1 00 C8 addiu s1,sp,0xC8
                    C6 20 00 00 lwc1 f00,(s1)
                    3C 02 40 00 lui v0,0x4000
                    44 82 08 00 mtc1 v0,f01
                    24 07 00 01 li a3,0x1
                    3C 02 44 7A lui v0,0x447A
0x0A => 7
  0x247D40, 0x03E00008 (jr ra), 0x3C010010 lui	at,0x0010
  0x247D44, 0x00000000 (nop), 0x03E00008 jr ra
  0x247D48, 0x00000000 (nop), 0xAC22FEF0 sw v0,-0x110(at)
  0x2D92E0, 0x27BDFF50 (addiu sp,-0xB0), 0x080D2B1A j pos_0034AC68
  0x2D92E4, 0x7FBF0050 (sq ra,0x50(sp)), 0x00000000 nop
  0x2C7410, 0x27BDFEF0 (addiu sp,-0x110), 0x080D2B22 j pos_0034AC88
  0x2C7414, 0x7FBF0090 (sq ra,0x90(sp)), 0x00000000 nop
NPED00070 Grand Theft Auto - San Andreas
00000000  3D 00 00 00 60 40 00 00  0F 00 00 00 B0 45 1E 00 =...`@.......E..
00000010  08 51 1E 00 40 00 00 00  00 00 00 00 53 4C 45 53 .Q..@.......SLES
00000020  2D 35 32 39 32 37                                -52927
16480 (4.20+)
0x3D => 0x4060 (16480)
0x0F => 0x1E45B0, 0x1E5108
0x40 => (sets some value 1)
NPUD20946 Grand Theft Auto - San Andreas
00000000  3D 00 00 00 60 40 00 00  0F 00 00 00 DC 46 1E 00 =...`@.......F..
00000010  E8 4A 1E 00 40 00 00 00  00 00 00 00 53 4C 55 53 .J..@.......SLUS
00000020  2D 32 30 39 34 36                                -20946
16480 (4.20+)
0x3D => 0x4060 (16480)
0x0F => 0x1E46DC, 0x1E4AE8
0x40 => (sets some value 1)
NPJD00062 Grandia II texture bugs
NPUD21604 GRIMgRiMoiRe
00000000  3D 00 00 00 12 3D 00 00  15 00 00 00 04 00 00 00 =....=..........
15634 (3.70+)
0x3D => 0x3D12 (15634)
0x15 => 4
NPJD00020 Katamari Damacy
00000000  3D 00 00 00 46 40 00 00  41 00 00 00 0B 00 00 00 =...F@..A.......
00000010  01 00 00 00 29 04 00 00  40 00 00 00 04 00 00 00 ....)...@.......
00000020  00 24 77 68 00 00 00 00  00 00 00 00 53 4C 50 53 .$wh........SLPS
00000030  2D 32 35 33 36 30                                -25360
16454 (4.20+)
0x3D => 0x4046 (16454)
0x41 => (sets some value 1, sync? - speedhack?)
0x0B => 1
  0x429, (sector)
  0x40, (offset -> 0x214834 in iso)
    0x04,
                 0x68772400 mfsa t6 , 
                 0x00000000 nop
NPUD20847 La Pucelle: Tactics
00000000 3D 00 00 00 DB 3F 00 00 0A 00 00 00 0B 00 00 00 =....?..........
00000010 40 FA 0F 00 00 00 00 00 0C 01 0A 3C 44 FA 0F 00 @..........<D...
00000020 00 00 00 00 04 DE 4A 35 48 FA 0F 00 00 00 00 00 ......J5H.......
00000030 04 00 45 11 4C FA 0F 00 00 00 00 00 00 00 00 00 ..E.L...........
00000040 50 FA 0F 00 00 00 00 00 10 00 0A 8E 54 FA 0F 00 P...........T...
00000050 00 00 00 00 9A E2 04 08 58 FA 0F 00 00 00 00 00 ........X.......
00000060 14 00 0B 8E 5C FA 0F 00 00 00 00 00 9C E2 04 08 ....\...........
00000070 60 FA 0F 00 00 00 00 00 00 00 00 00 60 8A 13 00 `...........`...
00000080 10 00 0A 8E 90 FE 03 08 64 8A 13 00 14 00 0B 8E ........d.......
00000090 00 00 00 00 00 00 00 00 53 4C 55 53 2D 32 30 38 ........SLUS-208
000000A0 34 37                                           47              
16347 (4.10+) fixes blackscreen
0x3D => 0x3FDB (16347)
0x0A => 0xB
  0xFFA40,0,0x3C0A010C lui t2, 0x010C
  0xFFA44,0,0x354ADE04 ori t2, 0xDE04
  0xFFA48,0,0x11450004 beq t2, a1, 0x000FFA5C
  0xFFA4C,0,0          nop
  0xFFA50,0,0x8E0A0010 lw t2, 0x10(s0)
  0xFFA54,0,0x0804E29A j  0x00138A68
  0xFFA58,0,0x8E0B0014 lw t3, 0x14(s0)
  0xFFA5C,0,0x0804E29C j  0x00138A70
  0xFFA60,0,0          nop
  0x138A60,0x8E0A0010 (lw t2, 0x10(s0)),0x0803FE90 j 0x000FFA40
  0x138A64,0x8E0B0014 (lw t3, 0x14(s0)),0 (nop)
NPUD20275 Kessen II
00000000 3D 00 00 00 89 3D 00 00 0B 00 00 00 03 00 00 00 =....=..........
00000010 10 76 00 00 BC 07 00 00 10 00 00 00 48 43 88 00 .v..........HC..
00000020 4B E5 21 AC 30 84 80 00 4B E7 2B 3C 4B E5 21 AC K.!.0...K.+<K.!.
00000030 30 84 80 00 4B E7 2B 3C 48 43 88 00 64 76 00 00 0...K.+<HC..dv..
00000040 10 05 00 00 0C 00 00 00 4B C0 10 9C 4B C0 18 DC ........K...K...
00000050 4A 68 03 BE 4A 68 03 BE 4B C0 10 9C 4B C0 18 DC Jh..Jh..K...K...
00000060 64 76 00 00 C8 06 00 00 0C 00 00 00 4B C0 10 9C dv..........K...
00000070 4B C0 18 DC 4A 68 03 BE 4A 68 03 BE 4B C0 10 9C K...Jh..Jh..K...
00000080 4B C0 18 DC 00 00 00 00 53 4C 55 53 2D 32 30 32 K.......SLUS-202
00000090 37 35                                           75              
15753 (3.73+) fixes spickey polygon syndrome problems for characters in cutscenes/selection/..
0x3D => 0x3D89 (15753)
0x0B => 3
  0x7610, 0x07BC, 0x10, 
                       Patched Bytes:
                       0x00884348 00 88 43 48 cfc2    $v1, $17 (cfc2	v1,MACflag)
                       0xAC21E54B AC 21 E5 4B cop2    0x1E521AC (vsub.xyzw vf06, vf04, vf05)
                       0x00808430 00 80 84 30 andi    $a0, 0x8000
                       0x3C2BE74B 3C 2B E7 4B cop2    0x1E72B3C (vmove.xyzw, vf07, vf05)
                       Original Bytes:
                       0xAC21E54B AC 21 E5 4B cop2    0x1E521AC (vsub.xyzw vf06, vf04, vf05)
                       0x00808430 00 80 84 30 andi    $a0, 0x8000
                       0x3C2BE74B 3C 2B E7 4B cop2    0x1E72B3C (vmove.xyzw, vf07, vf05)
                       0x00884348 00 88 43 48 cfc2    $v1, $17 (cfc2	v1,MACflag)
  0x7664, 0x0510, 0x0C,
                       Patched Bytes:
                       0x9C10C04B 9C 10 C0 4B cop2    0x1C0109C (vmulq.xyz vf02,vf02,Q)
                       0xDC18C04B DC 18 C0 4B cop2    0x1C018DC (vmulq.xyz vf03,vf03,Q)
                       0xBE03684A BE 03 68 4A cop2    0x6803BE (vrsqrt Q, vf00w, vf08x)
                       Original Bytes:
                       0xBE03684A BE 03 68 4A cop2    0x6803BE (vrsqrt Q, vf00w, vf08x)
                       0x9C10C04B 9C 10 C0 4B cop2    0x1C0109C (vmulq.xyz vf02,vf02,Q)
                       0xDC18C04B DC 18 C0 4B cop2    0x1C018DC (vmulq.xyz vf03,vf03,Q)
  0x7664, 0x06C8, 0x0C, 
                       Patched Bytes:
                       0x9C10C04B 9C 10 C0 4B cop2    0x1C0109C (vmulq.xyz vf02,vf02,Q)
                       0xDC18C04B DC 18 C0 4B cop2    0x1C018DC (vmulq.xyz vf03,vf03,Q)
                       0xBE03684A BE 03 68 4A cop2    0x6803BE (vrsqrt Q, vf00w, vf08x)
                       Original Bytes:
                       0xBE03684A BE 03 68 4A cop2    0x6803BE (vrsqrt Q, vf00w, vf08x)
                       0x9C10C04B 9C 10 C0 4B cop2    0x1C0109C (vmulq.xyz vf02,vf02,Q)
                       0xDC18C04B DC 18 C0 4B cop2    0x1C018DC (vmulq.xyz vf03,vf03,Q)
NPJD00040 Mana Khemia 2
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
00000010  04 00 00 00 00 00 00 00  53 4C 50 4D 2D 35 35 31 ........SLPM-551
00000020  31 34                                            14
16792 (4.30+) fixes blackscreen
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4
NPUD20827 Manhunt
00000000  3D 00 00 00 89 3D 00 00 0A 00 00 00 0F 00 00 00 =....=..........
00000010  A0 FF 0F 00 00 00 00 00 2D 68 A0 00 A4 FF 0F 00 ........-h......
00000020  00 00 00 00 14 00 AE 8D A8 FF 0F 00 00 00 00 00 ................
00000030  10 00 AC 8D AC FF 0F 00 00 00 00 00 50 00 AF 8D ............P...
00000040  B0 FF 0F 00 00 00 00 00 08 00 8F 15 B4 FF 0F 00 ................
00000050  00 00 00 00 54 00 AB 8D B8 FF 0F 00 00 00 00 00 ....T...........
00000060  06 00 CB 15 BC FF 0F 00 00 00 00 00 00 80 8F 25 ...............%
00000070  C0 FF 0F 00 00 00 00 00 00 80 CE 25 C4 FF 0F 00 ...........%....
00000080  00 00 00 00 54 00 AE AD C8 FF 0F 00 00 00 00 00 ....T...........
00000090  50 00 AF AD CC FF 0F 00 00 00 00 00 10 00 AF AD P...............
000000A0  D0 FF 0F 00 00 00 00 00 14 00 AE AD D4 FF 0F 00 ................
000000B0  00 00 00 00 04 68 10 08 D8 FF 0F 00 00 00 00 00 .....h..........
000000C0  5F 00 03 3C 0B 00 00 00 01 00 00 00 22 0D 00 00 _..<........"...
000000D0  14 01 00 00 08 00 00 00 08 03 FF E8 27 BD FF F0 ............'...
000000E0  3C 03 00 5F 27 BD FF F0 00 00 00 00 53 4C 55 53 <.._'.......SLUS
000000F0  2D 32 30 38 32 37                               -20827
15753 (3.73+) fixes graphical issues
0x3D => 0x3D89 (15753)
0x0A => 0x0F
  0xFFFA0,0, 0x00A0682D 2D 68 A0 00	dmove	t5,a1
  0xFFFA4,0, 0x8DAE0014 14 00 AE 8D	lw	t6,0x14(t5)
  0xFFFA8,0, 0x8DAC0010 10 00 AC 8D	lw	t4,0x10(t5)
  0xFFFAC,0, 0x8DAF0050 50 00 AF 8D	lw	t7,0x50(t5)
  0xFFFB0,0, 0x158F0008 08 00 8F 15	bne	t4,t7,pos_000FFFD4
  0xFFFB4,0, 0x8DAB0054 54 00 AB 8D	lw	t3,0x54(t5)
  0xFFFB8,0, 0x15CB0006 06 00 CB 15	bne	t6,t3,pos_000FFFD4
  0xFFFBC,0, 0x258F8000 00 80 8F 25	addiu	t7,t4,-0x8000
  0xFFFC0,0, 0x25CE8000 00 80 CE 25	addiu	t6,-0x8000
  0xFFFC4,0, 0xADAE0054 54 00 AE AD	sw	t6,0x54(t5)
  0xFFFC8,0, 0xADAF0050 50 00 AF AD	sw	t7,0x50(t5)
  0xFFFCC,0, 0xADAF0010 10 00 AF AD	sw	t7,0x10(t5)
  0xFFFD0,0, 0xADAE0014 14 00 AE AD	sw	t6,0x14(t5)
  0xFFFD4,0, 0x08106804 04 68 10 08	j	pos_0041A010
  0xFFFD8,0, 0x3C03005F 5F 00 03 3C	lui	v1,0x005F
0x0B => 1
  0xD22, (disc sector)
  0x114, (offset -> 0x691108 in iso)
  0x08,
                  0x0803FFE8 E8 FF 03 08 j	pos_000FFFA0
                  0x27BDFFF0 F0 FF BD 27 addiu	sp,-0x10
                  0x3C03005F 5F 00 03 3C lui	v1,0x005F
                  0x27BDFFF0 F0 FF BD 27 addiu	sp,-0x10
z_un_0041a008:

	lui	v1,0x005F           <- gets overwritten
	addiu	sp,-0x10
	lw	v0,-0x5C14(v1)
	sd	ra,(sp)
	jalr	v0
	nop	
	ld	ra,(sp)
	jr	ra
	addiu	sp,0x10
	nop	
NPED00145 Max Payne
00000000  3D 00 00 00 89 3D 00 00  01 00 00 00 F4 E9 52 00 =....=........R.
00000010  03 00 00 00 01 00 00 00  78 EB 52 00 02 00 00 00 ........x.R.....
00000020  00 00 00 00 53 4C 45 53  2D 35 30 33 32 35       ....SLES-50325
15753 (3.73+) fixes game hang on first cutscene/cutscenes
0x3D => 0x3D89 (15753)
0x01 => 0x52E9F4, 3   (applies to main_p.run ELF on disc: 0x52E9F4 dmove a1,v0 )
0x01 => 0x52EB78, 2   (applies to main_p.run ELF on disc: 0x52EB78 lq s1,0x10(sp) )
NPED00055 MX World Tour: Featuring Jamie Little blackscreen
NPUD21577 Odin Sphere
00000000  3D 00 00 00 10 3D 00 00  0B 00 00 00 02 00 00 00 =....=..........
00000010  52 04 00 00 F8 03 00 00  04 00 00 00 2D 02 49 0C R...........-.I.
00000020  2D 02 49 14 52 04 00 00  70 04 00 00 04 00 00 00 -.I.R...p.......
00000030  2D 03 49 0C 2D 03 49 14  15 00 00 00 04 00 00 00 -.I.-.I.........
15632 (3.70+)
0x3D => 0x3D10 (15632)
0x0B => 2
  0x452, (sector)
  0x3F8, (offset -> 0x2293EC in iso)
    0x04,
                  0x0C49022D sltiu v0,t0,0x490C,
                  0x1449022D sltiu v0,t0,0x4914,
  0x452, (sector)
  0x470, (offset -> 0x229464 in iso)
    0x04,
                  0x0C49032D sltiu v1,t0,0x490C,
                  0x1449032D sltiu v1,t0,0x4914
0x15 => 4
NPJD00028 Phantasy Star Complete Collection
00000000  3D 00 00 00 B8 41 00 00  45 00 00 00 00 00 00 00 =....A..E.......
00000010  53 4C 50 4D 2D 36 32 37  37 35                   SLPM-62775
16824 (4.40+)
0x3D => 0x41B8 (16824)
0x45 => (sets some value 1)
NPUC97142 Primal
00000000  3D 00 00 00 65 3D 00 00  12 00 00 00 0D 00 00 00 =...e=..........
00000010  00 00 00 04 00 00 00 00  02 00 03 00 5F 01 00 00 ............_...
00000020  8D BD 6F 2C 67 03 00 00  02 00 03 00 6B 01 00 00 ..o,g.......k...
00000030  31 35 70 E9 72 03 00 00  03 00 02 00 60 9B 39 10 15p.r.......`.9.
00000040  18 9C 39 10 0B 00 00 00  01 00 00 00 47 07 00 00 ..9.........G...
00000050  6C 04 00 00 04 00 00 00  80 5F 03 3C 80 00 03 3C l........_.<...<
15717 (3.73+) fixes loading screen freezing
0x3D => 0x3D65 (15717)
0x12 => 0x0D, (fixes freezing)
  00 00 00 04 0x04000000 (64 MB?)
  00 00 00 00  
  02 00>03 00< Count, Type 2
  5F 01 00 00 	0x15F
  8D BD 6F 2C 	0x2C6FBD8D
  67 03 00 00  0x367
  02 00>03 00< Count, Type 2
  6B 01 00 00 	0x16B
  31 35 70 E9 	0xE9703531
  72 03 00 00  0x372
  03 00>02 00< Count
  60 9B 39 10 	-> 0x399B60  ctc2    $zero, $5
  18 9C 39 10	-> 0x399C18  ctc2    $zero, $5
0x0B => 1
  0x747, (disc sector)
  0x46C, (offset -> 0x3A3C60 - this patch is for another (hidden) .elf (.vutext) on disc) 
    0x04,
                  0x3C035F80 lui	v1,0x5F80,
                  0x3C030080 lui	v1,0x0080
NPUD21120 Psychonauts
00000000  3D 00 00 00 89 3D 00 00  0B 00 00 00 01 00 00 00 =....=..........
00000010  12 01 00 00 58 00 00 00  04 00 00 00 00 00 00 00 ....X...........
00000020  11 CF FF F9 00 00 00 00  53 4C 55 53 2D 32 31 31 ........SLUS-211
00000030  32 30                                            20
15753 (3.73+)
0x3D => 0x3D89 (15753)
0x0B => 1
  0x112, (sector)
  0x58, (offset -> 0x8904C in iso)
    0x04,
                 0x00000000 nop, 
                 0xF9FFCF11 beq t6,t7,-0x18
NPUD20272 Rayman Arena
00000000 3D 00 00 00 89 3D 00 00 12 00 00 00 11 00 00 00 =....=..........
00000010 00 00 00 04 00 00 00 00 02 00 04 00 00 00 00 00 ................
00000020 AE B3 4E 5D 20 02 00 00 46 02 00 00 03 00 09 00 ..N] ...F.......
00000030 B0 E9 1D 10 94 EB 1D 10 00 EC 1D 10 54 EC 1D 10 ............T...
00000040 A0 EE 1D 10 DC EE 1D 10 78 F0 1D 10 B4 F0 1D 10 ........x.......
00000050 54 F1 1D 10 00 00 00 00 53 4C 55 53 2D 32 30 32 T.......SLUS-202
00000060 37 32                                           72              
15753 (3.73+)
0x3D => 0x3D89 (15753)
0x12 => 0x11
  00 00 00 04 
  00 00 00 00 
  02 00>04 00< Count
  00 00 00 00 
  AE B3 4E 5D 
  20 02 00 00 
  46 02 00 00 
  03 00>09 00< Count
  B0 E9 1D 10 	-> 0x1DE9B0  ctc2    $t0, $6
  94 EB 1D 10 	-> 0x1DEB94  ctc2    $t0, $6
  00 EC 1D 10 	-> 0x1DEC00  ctc2    $t0, $6
  54 EC 1D 10 	-> 0x1DEC54  ctc2    $t0, $6
  A0 EE 1D 10 	-> 0x1DEEA0  ctc2    $t0, $6
  DC EE 1D 10 	-> 0x1DEEDC  ctc2    $t0, $6
  78 F0 1D 10 	-> 0x1DF078  ctc2    $t0, $6
  B4 F0 1D 10 	-> 0x1DF0B4  ctc2    $t0, $6
  54 F1 1D 10 	-> 0x1DF154  ctc2    $t0, $6
NPJD00079 Raw Danger! fps problem
NPUD20442 Red Faction 2
00000000  3D 00 00 00 42 3F 00 00  19 00 00 00 00 00 00 00 =...B?..........
00000010  53 4C 55 53 2D 32 30 34  34 32                   SLUS-20442
16194 (4.00+)
0x3D => 0x3F42 (16194)
0x19 => (sets some value 1)
NPUD20471 Rygar
00000000  3D 00 00 00 89 3D 00 00  0E 00 00 00 A8 7D 14 00 =....=.......}..
00000010  00 00 00 00 53 4C 55 53  2D 32 30 34 37 31       ....SLUS-20471
15753 (3.73+) fixes hard crash at start when leaving the place
0x3D => 0x3D89 (15753)
0x0E => 0x147DA8 (offset)
.text:00147DA8                 sub.s   $f12, $f20, $f12
NPUD20974 Shin Megami Tensei Digital Devil Saga 1
00000000  3D 00 00 00 EC 42 00 00  46 00 00 00 48 00 00 00 =....B..F...H...
00000010  01 00 00 00 90 D0 03 00  00 00 00 00 53 4C 55 53 ............SLUS
00000020  2D 32 30 39 37 34                                -20974
17132 (4.50+) fixes screen shakes/framerate cracks
0x3D => 0x42EC (17132)
0x46 => (sets some value 1)
0x48 => 0x1 , 0x3D090
NPUD20911 Shin Megami Tensei Nocturne
00000000  3D 00 00 00 F6 41 00 00  46 00 00 00 00 00 00 00 =....A..F.......
00000010  53 4C 55 53 2D 32 30 39  31 31                   SLUS-20911
16886 (4.40+) fixes screen shakes/flickers
0x3D => 0x41F6 (16886)
0x46 => (sets some value 1)
NPUD21621 Shin Megami Tensei Persona 3 FES
00000000  3D 00 00 00 48 41 00 00  0A 00 00 00 20 00 00 00  =...HA...... ...
00000010  00 FA 0F 00 00 00 00 00  E0 00 A4 8F 04 FA 0F 00  .·......Ó.ñÅ.·..
00000020  00 00 00 00 6C 01 03 24  08 FA 0F 00 00 00 00 00  ....l..$.·......
00000030  0A 00 83 14 0C FA 0F 00  00 00 00 00 FF 00 04 24  ..â..·...... ..$
00000040  10 FA 0F 00 00 00 00 00  B8 26 04 00 14 FA 0F 00  .·......©&...·..
00000050  00 00 00 00 27 20 84 00  18 FA 0F 00 00 00 00 00  ....' ä..·......
00000060  D0 00 A3 DF 1C FA 0F 00  00 00 00 00 24 18 83 00  ð.ú¯.·......$.â.
00000070  20 FA 0F 00 00 00 00 00  0B 00 63 64 24 FA 0F 00   ·........cd$·..
00000080  00 00 00 00 33 00 04 24  28 FA 0F 00 00 00 00 00  ....3..$(·......
00000090  B8 26 04 00 2C FA 0F 00  00 00 00 00 25 18 83 00  ©&..,·......%.â.
000000A0  30 FA 0F 00 00 00 00 00  D0 00 A3 FF 34 FA 0F 00  0·......ð.ú 4·..
000000B0  00 00 00 00 E1 B3 11 08  38 FA 0F 00 00 00 00 00  ....ߦ..8·......
000000C0  50 00 64 8E 7C CF 46 00  50 00 64 8E 80 FE 03 08  P.dÄ|¤F.P.dÄǦ..
000000D0  40 FA 0F 00 00 00 00 00  00 3C 04 3C 44 FA 0F 00  @·.......<.<D·..
000000E0  00 00 00 00 18 3F 05 3C  48 FA 0F 00 00 00 00 00  .....?.<H·......
000000F0  20 00 24 AE 4C FA 0F 00  00 00 00 00 24 00 24 AE   .$«L·......$.$«
00000100  50 FA 0F 00 00 00 00 00  60 00 25 AE 54 FA 0F 00  P·......`.%«T·..
00000110  00 00 00 00 64 00 24 AE  58 FA 0F 00 00 00 00 00  ....d.$«X·......
00000120  A0 00 24 AE 5C FA 0F 00  00 00 00 00 A4 00 25 AE  á.$«\·......ñ.%«
00000130  60 FA 0F 00 00 00 00 00  E0 00 25 AE 64 FA 0F 00  `·......Ó.%«d·..
00000140  00 00 00 00 E4 00 25 AE  68 FA 0F 00 00 00 00 00  ....õ.%«h·......
00000150  04 00 04 24 6C FA 0F 00  00 00 00 00 39 9B 10 08  ...$l·......9ø..
00000160  70 FA 0F 00 00 00 00 00  10 00 25 26 DC 6C 42 00  p·........%&_lB.
00000170  04 00 04 24 90 FE 03 08  E0 6C 42 00 10 00 25 26  ...$ɦ..ÓlB...%&
00000180  00 00 00 00 30 6A 4C 00  80 3F 02 3C 7F 3F 02 3C  ....0jL.Ç?.<?.<
00000190  21 00 00 00 00 00 00 00  15 00 00 00 04 00 00 00  !...............
000001A0  00 00 00 00 53 4C 55 53  2D 32 31 36 32 31        ....SLUS-21621
16712 (4.25+)
0x3D => 0x4148 (16712)
0x0A => 0x20
  0xFFA00,0,0x8FA400E0	lw	a0,0xE0(sp)
  0xFFA04,0,0x2403016C	li	v1,0x16C
  0xFFA08,0,0x1483000A	bne	a0,v1,pos_000FFA34
  0xFFA0C,0,0x240400FF	li	a0,0xFF
  0xFFA10,0,0x000426B8	dsll	a0,0x1A
  0xFFA14,0,0x00842027	nor	a0,a0
  0xFFA18,0,0xDFA300D0	ld	v1,0xD0(sp)
  0xFFA1C,0,0x00831824	and	v1,a0,v1
  0xFFA20,0,0x6463000B	daddiu	v1,0x000B
  0xFFA24,0,0x24040030	li	a0,0x30
  0xFFA28,0,0x000426B8	dsll	a0,0x1A
  0xFFA2C,0,0x00831825	or	v1,a0,v1
  0xFFA30,0,0xFFA300D0	sd	v1,0xD0(sp)
  0xFFA34,0,0x0811B3E1	j	pos_0046CF84
  0xFFA38,0,0x8E640050	lw	a0,0x50(s3)
  0x46CF7C,0x8E640050 (lw	a0,0x50(s3),0x0803FE80 j pos_000FFA00
  0xFFA40,0,0x3C043C00	lui	a0,0x3C00
  0xFFA44,0,0x3C053F18	lui	a1,0x3F18
  0xFFA48,0,0xAE240020	sw	a0,0x20(s1)
  0xFFA4C,0,0xAE240024	sw	a0,0x24(s1)
  0xFFA50,0,0xAE250060	sw	a1,0x60(s1)
  0xFFA54,0,0xAE240064	sw	a0,0x64(s1)
  0xFFA58,0,0xAE2400A0	sw	a0,0xA0(s1)
  0xFFA5C,0,0xAE2500A4	sw	a1,0xA4(s1)
  0xFFA60,0,0xAE2500E0	sw	a1,0xE0(s1)
  0xFFA64,0,0xAE2500E4	sw	a1,0xE4(s1)
  0xFFA68,0,0x24040004	li	a0,0x4
  0xFFA6C,0,0x08109B39	j	pos_00426CE4
  0xFFA70,0,0x26250010	addiu	a1,s1,0x10
  0x426CDC,0x24040004(li a0,0x4),0x0803FE90 j pos_000FFA40
  0x426CE0,0x26250010(addiu a1,s1,0x10),0 nop
  0x4C6A30,0x3C023F80(lui v0,0x3F80),0x3C023F7F lui v0,0x3F7F
0x21 => 0
0x15 => 4
NPUD21782 Shin Megami Tensei Persona 4
00000000  3D 00 00 00 89 3D 00 00  0A 00 00 00 01 00 00 00 =....=..........
00000010  60 9C 18 00 80 3F 02 3C  7F 3F 02 3C 00 00 00 00 `....?.<.?.<....
00000020  53 4C 55 53 2D 32 31 37  38 32                   SLUS-21782
15753 (3.73+) Dungeon name in the corner is glitched (shows black bar).
0x3D => 0x3D89 (15753)
0x0A => 1
  0x189C60, 0x3C023F80 lui	v0,0x3F80 
            0x3C023F7F lui	v0,0x3F7F
NPUC97355 Siren
00000000  3D 00 00 00 15 41 00 00  19 00 00 00 00 00 00 00 =....A..........
00000010  53 43 55 53 2D 39 37 33  35 35                   SCUS-97355
16661 (4.25+)
0x3D => 0x4115 (16661)
0x19 => (sets some value 1)
NPED00272 Summoner
00000000 3D 00 00 00 89 3D 00 00 2C 00 00 00 01 00 00 00 =....=..,.......
00000010 00 00 00 00 53 4C 45 53 2D 38 32 30 30 35       ....SLES-82005  
15753 (3.73+) fixes blackscreen
0x3D => 0x3D89 (15753)
0x2C => 0x1
NPUC97264 Syphon Filter The Omega Strain
00000000  3D 00 00 00 1F 40 00 00 12 00 00 00 05 00 00 00 =....@..........
00000010  00 00 00 00 00 00 00 00 01 00 02 00 31 00 99 18 ............1...
00000020  32 00 B6 18 0B 00 00 00 01 00 00 00 F5 05 00 00 2...............
00000030  8C 02 00 00 04 00 00 00 00 00 00 00 0C 0D C1 54 ...............T
00000040  0A 00 00 00 0B 00 00 00 F8 35 37 00 1B 52 06 4B .........57..R.K
00000050  00 80 43 48 FC 35 37 00 00 80 43 48 1B 52 06 4B ..CH.57...CH.R.K
00000060  EC 6F 3A 00 00 00 00 00 00 00 11 64 F8 6F 3A 00 .o:........d.o:.
00000070  78 A1 0E 0C 80 FE 03 0C 00 FA 0F 00 00 00 00 00 x...............
00000080  02 00 08 3C 04 FA 0F 00 00 00 00 00 2B 40 28 02 ...<........+@(.
00000090  08 FA 0F 00 00 00 00 00 02 00 00 15 0C FA 0F 00 ................
000000A0  00 00 00 00 54 00 01 3C 10 FA 0F 00 00 00 00 00 ....T..<........
000000B0  00 28 20 AC 14 FA 0F 00 00 00 00 00 78 A1 0E 08 .( .........x...
000000C0  18 FA 0F 00 00 00 00 00 01 00 31 26 00 00 00 00 ..........1&....
000000D0  53 43 55 53 2D 39 37 32 36 34                   SCUS-97264
16415 (4.20+) fixes texture bugs
0x3D => 0x401F (16415)
0x12 => 0x5 
  00 00 00 00 
  00 00 00 00 
  01 00>02 00< Count
  31 00 99 18 -> 0x18990
  32 00 B6 18 -> 0x18B60
0x0B => 1
  0x5F5, (sector)
  0x28C, (offset -> 0x2FAA80 in iso)
    0x04,
                  0x00000000 (nop), 
                  0x54C10D0C (jal sub_370550)
0x0A => 0xB
  0x3735F8, 0x4B06521B (cop2    0x106521B, vmulw.x vf08,vf10,vf06w), 0x48438000	cfc2	v1,Status
  0x3735FC, 0x48438000 (cfc2 v1,Status), 0x4B06521B	cop2    0x106521B (vmulw.x vf08,vf10,vf06w)
  0x3A6FEC, 0 (nop), 0x64110000 li      $s1, 0
  0x3A6FF8, 0x0C0EA178 (jal	pos_003A85E0), 0x0c03FE80 jal pos_000FFA00
  0xFFA00,  0 (nop), 0x3C080002 lui	t0,0x0002
  0xFFA04,  0 (nop), 0x0228402B sltu	t0,s1,t0
  0xFFA08,  0 (nop), 0x15000002 bnez	t0,pos_000FFA14
  0xFFA0C,  0 (nop), 0x3C010054 lui	at,0x0054
  0xFFA10,  0 (nop), 0xAC202800 sw	zero,0x2800(at)
  0xFFA14,  0 (nop), 0x080EA178 j	pos_003A85E0
  0xFFA18,  0 (nop), 0x26310001 addiu	s1,0x1
NPJD00080 Zettaizetsumei Toshi (Disaster Report)
00000000  3D 00 00 00 26 44 00 00  44 00 00 00 00 00 00 00 =...&D..D.......
00000010  53 4C 50 53 2D 32 35 31  31 33                   SLPS-25113
17446 (4.78)
0x3D => 0x4426 (17446)
0x44 => (disables smoothing and smoothing option)

Unofficial[edit]

ID Title Config Data Revision Notes
SLUS-21268 24 The Game
00000000 3D 00 00 00 65 3D 00 00 12 00 00 00 0D 00 00 00 =...e=..........
00000010 00 00 00 04 00 00 00 00 02 00 03 00 E7 00 00 00 ................
00000020 45 AD 6E AA EF 02 00 00 02 00 03 00 F3 00 00 00 E.n.............
00000030 E4 A0 6E 47 FA 02 00 00 03 00 02 00 B0 55 41 10 ..nG.........UA.
00000040 68 56 41 10                                     hVA.                                               
15717 (3.73+) fixes loading screen freezing (untested)
0x3D => 0x3D65 (15717)
0x12 => 0x0D, 
  00 00 00 04 
  00 00 00 00  
  02 00>03 00< Count, Type 2
  E7 00 00 00 	
  45 AD 6E AA 	
  EF 02 00 00  
  02 00>03 00< Count, Type 2
  F3 00 00 00 	
  E4 A0 6E 47 	
  FA 02 00 00  
  03 00>02 00< Count, Type 3
  B0 55 41 10 	-> 0x4155B0
  68 56 41 10	-> 0x415668 
SLUS-21165 Arc the Lad End of Darkness
00000000 3D 00 00 00 60 40 00 00 0F 00 00 00 B8 DD 26 00 =...`@........&.
00000010 AC FE 26 00 00 00 00 00                         ..&.....            
15634 (3.70+) fixes not displaying/freezing dialogs
0x3D => 0x3D12 (15634)
0x0F => 0x26DDB8, 0x26FEAC
SLUS-21445 Ar Tonelico - Melody of Elemia
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
00000010  04 00 00 00 00 00 00 00                          ........
16792 (4.30+) fixes blackscreen
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4
SLUS-21788 Ar tonelico II - Melody of Metafalica
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
00000010  04 00 00 00 00 00 00 00                          ........
16792 (4.30+) fixes blackscreen
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4
Atelier Iris
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
00000010  04 00 00 00 00 00 00 00                          ........
16792 (4.30+) fixes blackscreen
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4
Atelier Iris 2
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
00000010  04 00 00 00 00 00 00 00                          ........
16792 (4.30+) fixes blackscreen
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4
Atelier Iris 3
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
00000010  04 00 00 00 00 00 00 00                          ........
16792 (4.30+) fixes blackscreen
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4
SLES-50672/SLUS-20035 Baldur's Gate - Dark Alliance
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
17179 (4.50+)

fixes backgrounds not rendering properly (see: [1] )

0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)
Baldur's Gate 2
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
17179 (4.50+)

fixes backgrounds not rendering properly

0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)
Bard's Tale
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
17179 (4.50+)

fixes backgrounds not rendering properly

0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)
SLUS-21168/SLES-53755/SLPM-66175/SLKA-25328 Castlevania: Curse of Darkness
00000000 3D 00 00 00 89 3D 00 00 08 00 00 00 00 00 00 80 =....=..........
00000010 FF FF FF FF 00 00 00 80 00 80 FF FF 00 00 00 80 ................
00000020 FF FF FF FF 00 00 00 80 01 80 FF FF 00 00 00 00 ................
fixes Graphic issues with Spiky Polygons (PCSX2 workaround VU clamping mode none)
Champions of Norath
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
17179 (4.50+)

fixes backgrounds not rendering properly

0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)
Champions Return to Arms
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
17179 (4.50+)

fixes backgrounds not rendering properly

0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)
SLUS-21574 Dawn of Mana
00000000 3D 00 00 00 65 3D 00 00 12 00 00 00 04 00 00 00 =...e=..........
00000010 00 00 00 00 00 00 00 00 01 00 01 00 0C 00 DF 0D ................
00000020 00 00 00 00                                     ....
15717 (3.70+)

fix? (untested)

0x3D => 0x3D65 (15717)
0x12 => 0x04, 
 00 00 00 00 
 00 00 00 00  
 01 00>01 00< Count, Type 1
 0C 00 DF 0D 	
SCUS-97146 Disney's Treasure Planet
00000000  3D 00 00 00 F0 42 00 00  0B 00 00 00 01 00 00 00 =...đB..........
00000010  7C 14 00 00 80 05 00 00  18 00 00 00 3C 01 01 00 |...€.......<...
00000020  3C 03 BF 80 8C 63 10 C8  00 61 18 24 10 61 FF FB <.ż€Śc.Č.a.$.a˙ű
00000030  00 00 00 00 24 01 FF FF  14 61 00 04 3C 01 80 00 ....$.˙˙.a..<.€.
00000040  14 41 00 02 00 00 00 00  00 06 00 0D 00 00 00 00 .A..............
17136 (4.50+) Fixes black screen at start, it apply to STREAM_D.IRX file in IOP folder. Patch is very weird because it apply to bad offset (should be 0x574), but if applied to correct one then game error with "invalid tp2 file"
0x3D => 0x42F0 (17136)
0x0B => 1
  0x147C, (sector)
  0x580, (offset)
    0x18 (bytes to replace), 
                 
                  Replaced opcodes
                  00 01 01 3C	lui	at,0x0100
                  80 BF 03 3C 	lui	v1,0xBF80
                  C8 10 63 8C	lw	v1,0x10C8(v1)
                  24 18 61 00	and	v1,at
                  FB FF 61 10	beq	v1,at, -0x10
                  00 00 00 00 	nop	
                  Original opcodes
                  FF FF 01 24	li	at,-0x1
                  04 00 61 14 	bne	at,v1, +0x14
                  00 80 01 3C	lui	at,0x8000
                  02 00 41 14	bne	at,v0, +0x0C
                  00 00 00 00	nop	
                  0D 00 06 00 	break   
SLES-53539 Fahrenheit
00000000  3D 00 00 00 F6 41 00 00  40 00 00 00 00 00 00 00 =....A..@.......
                             Alternative
00000000  3D 00 00 00 89 3D 00 00  2F 00 00 00 01 00 00 00 =....=../.......
16886 (4.40+) /

fixes freeze after Lucas' apartment

0x3D => 0x41F6 (16886)
0x40 => (sets some value 1)
Fallout
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
17179 (4.50+)

fixes backgrounds not rendering properly

0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)
SLUS-20658 SLES-51467 SLPM-65548 SLPM-65803 Freedom Fighters
00000000 3D 00 00 00 65 3D 00 00  1F 00 00 00 E8 03 00 00 =...e=......č...
00000010 00 00 00 00                                      ....          
15717 (3.70+)

fix freeze when you get control at start

3D => 0x3D17 (15717)
0x1F => 0x3E8 (sets something 3E8 - 1000 in decimal)
SLUS-21702 Fire Pro Wrestling Returns
00000000  3D 00 00 00 F6 41 00 00  03 00 00 00 00 00 00 00 =....A..@.......
16886 (4.40+)

fixes interlaced artifacts

0x3D => 0x41F6 (16886)
0x03 => (sets some value 0)
SLES-52065 Flipnic
00000000  3D 00 00 00 57 44 00 00 46 00 00 00 47 00 00 00 =...WD..F...G...
00000010  00 00 00 00                                     ....
17495 (4.78+) Remove horizontal lines at full screen, and reducing screen shakes little bit
0x3D => 0x4457 (17495)
0x46 => Enable L2H Improvement
0x47 => Enable XOR CSR
SCES-53851 Forbidden Siren 2
00000000 3D 00 00 00 F6 41 00 00 0A 00 00 00 02 00 00 00 =....A..........
00000010 44 2B 2E 00 FF 49 C9 4B 00 90 44 48 4C 2B 2E 00 D+...I.K..DHL+..
00000020 00 90 44 48 FF 49 C9 4B 00 00 00 00             ..DH.I.K....    
16886 (4.40+) Graphic issues with Spiky Polygons
0x3D => 0x41F6 (16886)
0x0A => 0x2
  0x2E2B44, 0x4BC949FF (vclip vf09xyz, vf09w), 0x48449000 (cfc2    $a1, $18)
  0x2E2B4C, 0x48449000 (cfc2    $a1, $18), 0x4BC949FF (vclip vf09xyz, vf09w)
SLES-54317 Ghost Rider
00000000  3D 00 00 00 F6 41 00 00  40 00 00 00 00 00 00 00 =....A..@.......
16886 (4.40+)

texture fix: white overblending ingame

0x3D => 0x41F6 (16886)
0x40 => (sets some value 1)
SLUS-20758 Growlanser Generations
00000000 3D 00 00 00 89 3D 00 00 2C 00 00 00 72 01 00 00 =....=..,...r...
00000010 0B 00 00 00 01 00 00 00 F8 03 00 00 7C 05 00 00 ............|...
00000020 04 00 00 00 00 00 00 00 10 40 FF FC 00 00 00 00 .........@......
00000030 53 4C 55 53 2D 32 30 37 35 38                   SLUS-20758      

fix menu freeze? (untested)

SLUS-20576 Harry Potter and the Chamber of Secrets
00000000 3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00 =....=..........
15753 (3.73+)

Fix black screen? (untested)

SLUS-21196 Indigo Prophecy
00000000  3D 00 00 00 89 3D 00 00  2F 00 00 00 01 00 00 00 =....A..@.......
15753 (3.73+)

fixes freeze?

SLUS-21799 Kingdom Hearts Re: Chain of Memories
00000000 3D 00 00 00 89 3D 00 00 0F 00 00 00 90 05 10 00 =....=..........
00000010 78 C2 10 00 00 00 00 00 53 4C 55 53 2D 32 31 37 x.......SLUS-217
00000020 39 39                                           99              
15753 (3.73+)

Fixes tutorial issue? (untested)

SLUS-21735 Mana Khemia: Alchemists of Al-Revis
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
00000010  04 00 00 00 00 00 00 00                          ........
16792 (4.30+) fixes blackscreen
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4
SLUS-20230 Max Payne
00000000  3D 00 00 00 89 3D 00 00  01 00 00 00 E4 E6 52 00 =....=........R.
00000010  03 00 00 00 01 00 00 00  68 E8 52 00 02 00 00 00 ........x.R.....
00000020  00 00 00 00                                      ....
15753 (3.73+) fixes game hang on first cutscene/cutscenes
0x3D => 0x3D89 (15753)
0x01 => 0x52E6E4, 3   (applies to main.run ELF on disc: 0x52E6E4 dmove a1,v0 )
0x01 => 0x52E868, 2   (applies to main.run ELF on disc: 0x52E868 lq s1,0x10(sp) )
SLUS-20983 Musashi: Samurai Legend
00000000  3D 00 00 00 F6 41 00 00  17 00 00 00 01 00 00 00 =....A..@.......
16886 (4.40+)

no sps fix, but reduces heavily

0x3D => 0x41F6 (16886)
0x17 => 1 
SLES-50134 SLES-50176 SLES-50177 SLES-50178 SLES-50179 Oni
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00 =...WD..........
00000010  7C EF 1C 00 FF FF 00 41 00 00 00 00 00 00 00 00 |ď..˙˙.A........
17495 (4.78+)

fixes black screen at start

0x3D => 0x4457 (17495)
0x0A => 0x1
  0x1CEF7C 0x4100FFFF (mftgpr  $ra, $zero), 0x00000000 (nop)
SLUS-20064 Oni
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00 =...WD..........
00000010  CC F3 1C 00 FF FF 00 41 00 00 00 00 00 00 00 00 Ěó..˙˙.A........
17495 (4.78+)

fixes black screen at start

0x3D => 0x4457 (17495)
0x0A => 0x1
  0x1CF3CC 0x4100FFFF (mftgpr  $ra, $zero), 0x00000000 (nop)
SLPS-25606/SLPS-25851 Raw Danger!
00000000  3D 00 00 00 A8 41 00 00  44 00 00 00 00 00 00 00 =...&D..D.......
16808 (4.30+) Untested! But Raw Danger! is Zettaizetsumei Toshi 2, so same issue + solution as part 1?
0x3D => 0x41A8 (16808)
0x44 => (disables smoothing and smoothing
SLUS-20174 Rumble Racing
00000000  3D 00 00 00 F0 42 00 00  0B 00 00 00 01 00 00 00 =...đB..........
00000010  DA AE 03 00 20 01 00 00  24 00 00 00 14 80 00 06 Ú®.. ...$....€..
00000020  00 43 20 21 00 A0 10 21  14 A0 00 02 00 00 00 00 .C !. .!. ......
00000030  24 05 00 01 10 40 FF EB  24 84 00 04 24 90 FF FC $....@˙ë$„..$.˙ü
00000040  14 80 00 07 00 43 80 21  00 A0 10 21 14 A0 00 02 .€...C€!. .!. ..
00000050  00 00 00 00 24 05 00 01  10 40 FF FC 00 00 00 00 ....$....@˙ü....
00000060  26 04 00 04 00 00 00 00                          &.......
17136 (4.50+) fixes black screen after Playstation 2 logo. Patch apply to AUDIO.IRX file in MODULES folder
0x3D => 0x42F0 (17136)
0x0B => 1
  0x03AEDA, (sector)
  0x120, (offset)
    0x24 (bytes to replace), 
                 
                  Replaced opcodes
                  06 00 80 14	bnez	a0, +0x1C
                  21 20 43 00 	addu	a0,v0,v1
                  21 10 A0 00	move	v0,a1
                  02 00 A0 14 	bnez	a1, +0x0C
                  00 00 00 00	nop	
                  01 00 05 24 	li	a1,0x1
                  EB FF 40 10	beqz	v0, -0x50
                  04 00 84 24 	addiu	a0,0x4
                  FC FF 90 24	addiu	s0,a0,-0x4
                  Original opcodes
                  07 00 80 14	bnez	a0, +0x20
                  21 80 43 00 	addu	s0,v0,v1
                  21 10 A0 00	move	v0,a1
                  02 00 A0 14	bnez	a1, +0x0C
                  00 00 00 00	nop	
                  01 00 05 24 	li	a1,0x1
                  FC FF 40 10	beqz	v0, -0x0C
                  00 00 00 00	nop	
                  04 00 04 26	addiu	a0,s0,0x4
SLES-51345 Run Like Hell
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 04 00 00 00 =...WD..........
00000010  34 45 1D 00 0B FA 07 4B FF 02 00 4A 44 45 1D 00 4E...ú.K˙..JDE..
00000020  FF 02 00 4A 0B FA 07 4B 20 47 1D 00 BE F8 07 4B ˙..J.ú.K G..ľř.K
00000030  FF 02 00 4A 30 47 1D 00 AC F7 FE 4B 0B FA 07 4B ˙..J0G..¬÷ţK.ú.K
00000040  00 00 00 00                                     ....
17495 (4.78+) fixes main character flickering/texturing
0x3D => 0x4457 (17495)
0x0A => 0x4

  0x1D4534 0x4B07FA0B (cop2    0x107FA0B), 0x4A0002FF (cop2    0x2FF)
  0x1D4544 0x4A0002FF (cop2    0x2FF)    , 0x4B07FA0B (cop2    0x107FA0B)
  0x1D4720 0x4B07F8BE (cop2    0x107F8BE), 0x4A0002FF (cop2    0x2FF)
  0x1D4750 0x4BFEF7AC (cop2    0x1FEF7AC), 0x4B07FA0B (cop2    0x107FA0B)
SLES-51445 Rygar: The Legendary Adventure
00000000  3D 00 00 00 89 3D 00 00 0E 00 00 00 50 D0 14 00 =...‰=......PĐ..
00000010  00 00 00 00                                     ....
15753 (3.73+) fixes hard crash at start when leaving the place
0x3D => 0x3D89 (15753)
0x0E => 0x14D050 (offset)
.text:0014D050                 sub.s   $f12, $f20, $f12
SLES-55147/SLUS-21731 Silent Hill: Origins
00000000  3D 00 00 00 F6 41 00 00  40 00 00 00 00 00 00 00 =....A..@.......
16886 (4.40+)

fixes white overblending at burning house

0x3D => 0x41F6 (16886)
0x40 => (sets some value 1)
SLUS-21106 True Crime: NYC
00000000  3D 00 00 00 89 3D 00 00  27 00 00 00 D8 2A 41 00 =...‰=..'...Ř*A.
00000010  50 2E 41 00 00 00 00 00                          P.A.....
15753 (3.73+) fixes freeze when something in 3D appearing
0x3D => 0x3D89 (15753)
0x27 => 0x412AD8, 0x412E50
Silent Hill 2 shadow and flicker issues
Silent Hill 3 shadow issues
Valkyrie Profile 2 - Silmeria
00000000  3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00  =...‰=..........
00000010  01 00 00 00 28 09 10 00 0A 00 00 00 01 00 00 00  ....(...........
00000020  48 98 2B 00 0B 00 00 00 44 00 00 00 00 00 00 00  H.+.....D.......
00000030  53 4C 55 53 2D 32 31 34 35 32                    SLUS-21452
15753 (3.73+) Fix black screen and ghosting/gfx (requires speed fix)
Radiata Stories
00000000  3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00  =...‰=..........
00000010  01 00 00 00 94 4D 12 00 0A 00 00 00 01 00 00 00  ....”M..........
00000020  18 F6 1A 00 0B 00 00 00 44 00 00 00 00 00 00 00  .ö......D.......
00000030  53 4C 55 53 2D 32 31 32 36 32                    SLUS-21262        
15753 (3.73+) Fix black screen and ghosting/gfx
Star Ocean - Till the End of Time
00000000 3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00 =....=..........
00000010 01 00 00 00 48 09 10 00 0A 00 00 00 2C 00 00 00 ....H.......,...
00000020 72 01 00 00 00 00 00 00 53 4C 55 53 2D 32 30 34 r.......SLUS-204
00000030 38 38                                           88   
Fix black screen
SLUS-21307 Ice Age 2 The Meltdown
00000000 3D 00 00 00 89 3D 00 00 0B 00 00 00 01 00 00 00 =....=..........
00000010 31 05 00 00 8C 03 00 00 40 00 00 00 27 BD FE E0 1.......@...'...
00000020 24 06 00 6C FF BF 00 70 03 A0 20 2D 7F B0 00 80 $..l...p.. -....
00000030 8C B0 00 00 0C 0C 88 B5 00 00 28 2D 02 00 20 2D ..........(-.. -
00000040 0C 0A 84 CE 03 A0 28 2D 7B B0 00 80 03 A0 10 2D ......(-{......-
00000050 DF BF 00 70 03 E0 00 08 27 BD 01 20 27 BD FF 70 ...p....'.. '..p
00000060 24 06 00 6C FF BF 00 70 03 A0 20 2D 7F B0 00 80 $..l...p.. -....
00000070 8C B0 00 00 0C 0C 88 B5 00 00 28 2D 02 00 20 2D ..........(-.. -
00000080 0C 0A 84 CE 03 A0 28 2D 7B B0 00 80 03 A0 10 2D ......(-{......-
00000090 DF BF 00 70 03 E0 00 08 27 BD 00 90 00 00 00 00 ...p....'.......
000000A0 53 4C 55 53 2D 32 31 33 30 37                   SLUS-21307     
Freeze at the game logo
Tony Hawk's Underground 2
00000000 3D 00 00 00 89 3D 00 00 08 00 00 00 00 00 00 80 =....=..........
00000010 FF FF FF FF 00 00 00 80 00 00 40 53 00 00 00 80 ..........@S....
00000020 FF FF FF FF 00 00 00 80 00 00 40 D3 14 00 00 00 ..........@Ó....
00000030 00 00 00 00                                     ....
fixes Graphic issues with Spiky Polygons
SLUS-20504 Tony Hawk's Pro Skater 4
00000000 3D 00 00 00 89 3D 00 00 08 00 00 00 00 00 00 80 =....=..........
00000010 FF FF FF FF 00 00 00 80 00 00 40 53 00 00 00 80 ..........@S....
00000020 FF FF FF FF 00 00 00 80 00 00 40 D3 14 00 00 00 ..........@Ó....
00000030 00 00 00 00                                     ....
fixes Graphic issues with Spiky Polygons
SLUS-21208/SLES-53534 Tony Hawk's American Wasteland
00000000 3D 00 00 00 89 3D 00 00 08 00 00 00 00 00 00 80 =....=..........
00000010 FF FF FF FF 00 00 00 80 00 00 40 53 00 00 00 80 ..........@S....
00000020 FF FF FF FF 00 00 00 80 00 00 40 D3 14 00 00 00 ..........@Ó....
00000030 00 00 00 00                                     ....
fixes Graphic issues with Spiky Polygons (untested)

Config data examples (hardcoded)[edit]

Inside ps2_emu.self[edit]

Embedded patches are based on Checksum/Hash of title.

PS2 Title Hash Game Patch Type Data
SCUS_971.46 0x6B1ADE00D Disney's Treasure Planet Patch data - Fixes black screen at start, it apply to STREAM_D.IRX file in IOP folder. Patch is very weird because it apply to bad offset (should be 0x574), but if applied to correct one then game error with "invalid tp2 file" 0x147C (sector) , 0x580 (offset)
Replace opcodes
00 01 01 3C	lui	at,0x0100
80 BF 03 3C 	lui	v1,0xBF80
C8 10 63 8C	lw	v1,0x10C8(v1)
24 18 61 00	and	v1,at
FB FF 61 10	beq	v1,at, -0x10
00 00 00 00 	nop	

Original opcodes
FF FF 01 24	li	at,-0x1
04 00 61 14 	bne	at,v1, +0x14
00 80 01 3C	lui	at,0x8000
02 00 41 14	bne	at,v0, +0x0C
00 00 00 00	nop	
0D 00 06 00 	break   
SLUS_201.74 0x23D92589C5 Rumble Racing Patch data - fixes black screen after Playstation 2 logo. Patch apply to AUDIO.IRX file in MODULES folder 0x3AEDA (sector), 0x120 (offset)
Replace opcodes
06 00 80 14	bnez	a0, +0x1C
21 20 43 00 	addu	a0,v0,v1
21 10 A0 00	move	v0,a1
02 00 A0 14 	bnez	a1, +0x0C
00 00 00 00	nop	
01 00 05 24 	li	a1,0x1
EB FF 40 10	beqz	v0, -0x50
04 00 84 24 	addiu	a0,0x4
FC FF 90 24	addiu	s0,a0,-0x4
	
Original opcodes
07 00 80 14	bnez	a0, +0x20
21 80 43 00 	addu	s0,v0,v1
21 10 A0 00	move	v0,a1
02 00 A0 14	bnez	a1, +0x0C
00 00 00 00	nop	
01 00 05 24 	li	a1,0x1
FC FF 40 10	beqz	v0, -0x0C
00 00 00 00	nop	
04 00 04 26	addiu	a0,s0,0x4
	
SLUS_211.96 0x24D92589D5 Indigo Prophecy new SPU2 params 1
SLPM_661.93 0x608634992D Fahrenheit (NTSC-J) new SPU2 params 1
SLUS_212.96 0x5CA15DF14D Dance Factory Setting mecha HACK to show GODZCD as GODZCDDA

Inside ps2_gxemu.self[edit]

...

TitleID/DiscID in ps2_netemu.self[edit]

There are 193 titleIDs listed inside ps2_netemu.self. More precisely, into XPARAM2.ELF file of PS2 Bios included in ps2_netemu.self. Not sure what is usage of those IDs. There are 3 ideas. For switching compatibility flags, changing some boot params, or for blacklisting. List can be related to XSHA1.ELF.

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.

ID in ps2_netemu.self Title Remarks
SLUS_214.52 Valkyrie Profile 2: Silmeria
SLUS_214.04 Final Fantasy XI: Treasures of Aht Urhgan
SLUS_213.39 Puzzle Challenge
SLUS_213.31 Sonic Riders
SLUS_210.89 Karaoke Revolution Vol.3
SLUS_210.70 Final Fantasy XI: Chains of Promathia
SLUS_210.59 Tekken 5
SLUS_209.18 Super Monkey Ball: Deluxe
SLUS_208.91 Star Ocean: Til the end of Time [Disc 2]
SLUS_208.51 Ace Combat 5: The Unsung War
SLUS_208.38 All-Star Baseball 2005
SLUS_206.86 Splashdown: Rides Gone Wild
SLUS_206.39 Def Jam Vendetta
SLUS_206.35 Muppets Party Cruise
SLUS_205.90 Spyhunter 2
SLUS_205.72 Tiger Woods PGA Tour 2003
SLUS_204.88 Star Ocean: Til the end of Time [Disc 1]
SLUS_204.33 SWAT: Global Strike Team
SLUS_204.13 Shadowman 2
SLUS_203.64 Tiger Woods PGA Tour 2002
SLUS_203.05 Simpsons: Road Rage
SLUS_202.74 City Crisis
SLUS_200.77 Donald Duck: Go'in Quackers
SLUS_200.11 Orphen: Ocion of Sorcery
SLPS_732.49 Ar tonelico Qoga: Knell of Ar Ciel (Platinum)
SLPS_257.27 Routes PE
SLPS_257.22 Routes PE (Limited Edition)
SLPS_257.21 HimeHibi - Princess Days
SLPS_257.09 The Familiar of Zero
SLPS_257.08 The Familiar of Zero (Limited Edition)
SLPS_256.98 Fatal Fury Battle Archives Volume 2
SLPS_256.67 Daito Giken Premium Pachi-Slot Collection: Yoshimune
SLPS_256.04 Ar tonelico Qoga: Knell of Ar Ciel
SLPS_255.86 Tales of the Abyss
SLPS_255.85 Monster Farm 5: Circus Caravan
SLPS_255.10 Tekken 5
SLPS_254.18 Ace Combat 5: The Unsung War
SLPS_254.06 Hitman: Contracts
SLPS_253.79 Tokyo Majin Gakuen: Kaihoujyou Kefurokou
SLPS_253.57 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!
SLPS_253.15 One Piece: Grand Battle 3
SLPS_252.90 Time Crisis 3
SLPS_252.78 Memories Off: Mix
SLPS_252.75 Def Jam: Vendetta
SLPS_252.37 Only You
SLPS_251.50 Only You
SLPS_251.42 Tiger Woods PGA Tour 2002
SLPS_251.36 Kuon no Kizuna Sairin Mikotonori
SLPS_250.81 Saishuu Densha
SLPS_250.72 A Visual Mix: Ayumi Hamasaki Dome Tour 2001
SLPS_250.71 A Visual Mix: Ayumi Hamasaki Dome Tour 2001
SLPS_250.08 Sorcerous Stabber Orphen
SLPS_204.55 Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby
SLPS_204.29 Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V
SLPS_204.04 Rakushou! Pachi-Slot Sengen 2
SLPS_202.00 Final Fantasy XI
SLPS_201.99 F1 2002
SLPS_201.97 Surfing Air Show with RatBoy
SLPS_201.73 Hard Hitter 2
SLPS_201.72 Koushien: Konpeki no Sora
SLPS_201.11 Magical Sports Pro Baseball 2001
SLPS_201.01 City Crisis
SLPS_200.66 Tenshi no Present: Marle Oukoku Monogatari
SLPS_200.53 Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)
SLPS_200.38 Grappler Baki: Baki Saidai no Tournament
SLPS_200.37 Go Go Golf
SLPS_200.20 FIFA 2000 World Championship
SLPS_200.08 Morita Shogi
SLPM_680.10
SLPM_680.07 Karaoke Revolution (Trial)
SLPM_665.74 Detective Evangelion
SLPM_665.58 Tomb Raider: Legend
SLPM_665.39 Nobunaga no Yabou Online: Haten no Shou
SLPM_664.36 Aria the Natural
SLPM_663.94 Final Fantasy XI: Treasures of Aht Urhgan
SLPM_663.93 Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)
SLPM_661.75 Akumajo Dracula: Yami no Juin
SLPM_661.56 Marheaven: Arm Fight Dream
SLPM_660.57 Taito Memories Vol.1
SLPM_660.48 The Sword of Etheria
SLPM_660.33 The Sword of Etheria
SLPM_659.84 Grand Theft Auto: San Andreas
SLPM_659.53 Final Fantasy: XI (Entry Disc 2005)
SLPM_659.34 Maple Colors
SLPM_658.94 Winning Post 6: 2005 Version
SLPM_657.83 Nobunaga no Yabou Online: Tappi no Shou
SLPM_657.19 Burnout 3: Takedown
SLPM_657.06 Final Fantasy XI: Chains of Promathia (All-In-One Edition)
SLPM_657.05 Final Fantasy XI: Chains of Promathia (Expansion Disc)
SLPM_656.98 Love Songs: ADV Futaba Riho 14-sai Natsu
SLPM_656.33 I Love Baseball: Pro Yakyu wo Koyonaku
SLPM_654.88 Grand Theft Auto: Vice City
SLPM_654.39 Star Ocean: Till the End of Time (Director's Cut) (Disc 2)
SLPM_654.38 Star Ocean: Till the End of Time (Director's Cut) (Disc 1)
SLPM_652.09 Star Ocean: Till the End of Time
SLPM_651.97 Nobunaga's Ambition Online
SLPM_650.90 Spy Hunter
SLPM_650.87 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)
SLPM_650.86 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)
SLPM_625.29 Karaoke Revolution: Kazoku Idol Sengen
SLPM_625.28 Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)
SLPM_624.92 Karaoke Revolution: Kids Song Selection
SLPM_624.91 Mega Man: The Power Battle
SLPM_624.79 Karaoke Revolution: J-Pop Vol.9
SLPM_624.64 Pop'n Taisen Pazurudame Online
SLPM_624.57 Karaoke Revolution: Snow & Party
SLPM_624.56 Karaoke Revolution: J-Pop Vol.8
SLPM_624.55 Karaoke Revolution: J-Pop Vol.7
SLPM_624.54 Karaoke Revolution: J-Pop Vol.6
SLPM_624.51 Karaoke Revolution: J-Pop Vol.5
SLPM_624.50 Karaoke Revolution: Anime Song Selection
SLPM_624.37 Suisui Sweet: Amai Ai no Mitsukekata
SLPM_624.14 Karaoke Revolution: Dreams & Memories
SLPM_623.83 Karaoke Revolution: Night Selection 2003
SLPM_623.82 Karaoke Revolution: Love & Ballad
SLPM_623.81 Karaoke Revolution: J-Pop Vol.4
SLPM_623.80 Karaoke Revolution: J-Pop Vol.3
SLPM_623.79 Karaoke Revolution: J-Pop Vol.2
SLPM_623.69 Karaoke Revolution: J-Pop Vol.1
SLPM_622.39 Supercar Street Challenge
SLPM_621.54 DDRMAX Dance Dance Revolution 6thMix
SLPM_621.35 Final Fantasy: XI (Beta Version)
SLPM_621.25 Gauntlet: Dark Legacy
SLPM_621.24 Ready 2 Rumble Boxing: Round 2
SLPM_621.05 Taikou Risshiden IV
SLPM_620.62 Gitaroo Man One
SLPM_620.42 Kurogane no Houkou: Warship Commander
SLES_537.96 FIFA Street 2
SLES_537.55 Castlevania: Curse of Darkness
SLES_536.68 Micro Machines v4
SLES_530.37 Super Monkey Ball Deluxe
SLES_520.97 SWAT: Global Strike Force
SLES_519.97 SWAT: Global Strike Team
SLES_518.44 Time Crisis 3
SLES_518.41 SpyHunter 2
SLES_514.79 Def Jam Vendetta
SLES_512.82 Tiger Woods PGA Tour 2003
SLES_507.29
SLES_507.28 Tiger Woods PGA Tour 2002
SLES_506.28 Simpsons: Road Rage
SLES_506.08 Shadow Man 2: The Second Coming
SLES_505.40 Simpsons: Road Rage
SLES_504.46 Shadow Man 2: The Second Coming
SLES_503.64 City Crisis
SLES_500.62 Orphen: Scion of Sorcery
SLES_500.48 Donald Duck: Quack Attack
SCUS_972.69 Final Fantasy XI [Disc 2]
SCUS_971.67 PaRappa the Rapper 2
SCPS_200.39
SCPS_175.01 Linux (for PlayStation2) Release 1.0
SCPS_170.01 Gran Turismo 4
SCPS_150.39 Lifeline
SCPS_150.38 Lifeline
SCPS_110.22 Yoake no Mariko 2nd Act
SCPS_110.21 Yoake no Mariko 2nd Act (Limited Edition)
SCPS_110.18 Yoake no Mariko
SCPS_110.10 Yoake no Mariko (Performance Pack Edition)
SCPS_110.01 I.Q. Remix
SCPN_601.60 PlayStation BB Navigator (Version 0.32)
SCPN_601.50 PlayStation BB Navigator (Version 0.31)
SCPN_601.40 PlayStation BB Navigator (Version 0.30)
SCPN_601.30 PlayStation BB Navigator (Version 0.20)
SCPN_601.01 PlayStation BB Navigator (Version 0.10)
SCPM_621.16
SCPM_621.15
SCKA_200.49 Tekken 5
SCES_532.02 Tekken 5
SCAJ_201.26 Tekken 5
SCAJ_201.25 Tekken 5
PTPX_970.38
PSXC_002.03 PSX Update Disc 1.31
PSXC_002.02 PSX Update Disc 1.20
PSXC_002.01 PSX Update Disc 1.10
PDPX_991.09 DVD Player (Version 3.04)
PBPX_955.18
PBPX_955.09 Linux for PS2 Release 1.0
PBPX_955.07 Playstation 2 Linux Runtime Environment v1.0 (Disc 1)
PBPX_955.01 Linux for PS2 Beta Release 1
PBPX_952.39 Online Start Up Disc v3.0
PBPX_952.35
PBPX_952.28
PBPX_952.24 DVD Player (Version 2.16)
PBPX_952.22 DVD Player (Version 2.14)
PBPX_952.21 DVD Player (Version 2.12)
PBPX_952.11 DVD Utility Disc Version 1.00
PBPX_952.10 DVD Utility Disc Version 2.10
PBPX_952.09 DVD Player (Version 2.10)
PBPX_952.08 DVD Player (Version 2.10)
PBPX_952.07 DVD Player (Version 2.10)
PBPX_952.06 DVD Player (Version 2.01)
PBPX_952.03 DVD Utility Disc Version 1.01
PBPX_952.02 DVD Utility Disc Version 1.01
PBPX_952.01 DVD Utility Disc Version 1.00

Other game patches (unofficial)[edit]

There are other unofficial ways to patch the PS2 games such the pnach format, or the widescreen patches that allows 16:9 screen output for some games by hex editing the ISO, or by applying ppf patches. Games work fine on PS3 with same compatibility like before patching. Also some 480p (aka progressive scan) patches work fine. http://ps2wide.net/

The problem of this methods is the patch is applyed over the ISO and is modifyed permanently, but this problem can be avoided in PS3 because that unofficial patches can be "ported" to the official config format to be used by ps2_netemu.self, by using the official config format the settings and patchs from the config file are applyed "on the fly" and the ISO is not modifyed

External References[edit]

CPU-GPU intensive games + games only playable in software render on PCSX2: