Talk:PS2 Classics Emulator Compatibility List

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Official PS2emu Configuration Files[edit]

Here are configuration files extracted from official packages, to improve PS2 emulator compatibility on PS4. Most of them require also emulator/recompiler files from extracted pkg to work correctly.

Canis Canem Edit/Bully[edit]

SLES 535.61
LUA

apiRequest(0.1)

-- Bully bug 9392
-- Performance fix
local emuObj = getEmuObject()	
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )


Text

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

ALL
SLUS-21269_features.lua

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

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

#Official widescreen support.

Destroy All Humans[edit]

SLUS_209.45
Text

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

SLUS_209.45
SLUS-20945_features.lua

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

-- Changelog:

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

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

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

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

emuObj.SetDisplayAspectWide()

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

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

Destroy All Humans 2[edit]

SLUS_214.39
Text

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

SLUS_214.39
SLUS-21439_features.lua

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

-- Changelog:

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

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

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

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

emuObj.SetDisplayAspectWide()

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

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

-- Disable Progressive Scan and Adjust Screen Position

local overlay2 = InsnOverlay({
	0x27bdfff0, -- addiu $sp, -0x10
	0xffbf0000, -- sd $ra, 0(sp)
	0xffb00008, -- sd $s0, 8(sp)
	0x3c05000f, -- lui $a1, 0x000f
	0x34a57000, -- ori $a1, 0x7000
	0x0c0db8b6, -- jal Script::State::DoString
	0x0080802d, -- move $s0, $a0
	0x24050001, -- li $a1, 1
	0x0c0dba4c, -- jal Script::State::IsNull(int)
	0x0200202d, -- move $a0, $s0
	0xdfb00008, -- ld $s0, 8(sp)
	0xdfbf0000, -- ld $ra, 0(sp)
	0x03e00008, -- jr ra
	0x27bd0010  -- addiu $sp, 0x10
})
local call_overlay2 = 0x0c000000 | (overlay2 >> 2)
eeInsnReplace(0x2e5a14, 0x0c0dba4c, call_overlay2) -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag

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

Fahrenheit/Indigo Prophecy[edit]

SLES_535.39
Text

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

SLES_535.39
LUA

This is a substantial file. Over 20,000 lines with an extensive performance fix. I'm sharing the file itself as a download link.

https://drive.google.com/file/d/1L2YxondID65KIAybKVCBH9KgFegqqOeQ/view

-- Performace fix (bug #9785 )
-- bug#8571
-- ignore 'no wait vsync' case.
-- unsyncv causes major slowness on loading screen, because the game pushes LOTS of identical frame data to GS.

SLES_535.39
SLES-53539_features.lua

-- Lua 5.3
-- Title:   Fahrenheit PS2 - SLES-53539 (EUR)
-- Author:  Ernesto Corvi, Adam McInnis

-- Changelog:

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

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

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

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

-- Widescreen
eeInsnReplace(0x20a7c0, 0x3c013faa, 0x3c013fe3)
eeInsnReplace(0x20a7c4, 0x3421aaab, 0x34218e39)
emuObj.SetDisplayAspectWide()

-- Skip video mode options
local videomenuVM = { 0x04, 0x01, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00,
					  0x3B, 0x0D, 0x00, 0x00, 0x3B, 0x0B, 0x00, 0x00,
					  0x3B, 0x26, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00 }
					  
local visualmenuVM = { 0x04, 0x01, 0x00, 0x00, 0xA2, 0x00, 0x00, 0x00,
					   0x3B, 0x19, 0x00, 0x00, 0x3B, 0x18, 0x00, 0x00 }

-- locates src chunk on (dst,cnt). -1 if not found, offset if found
local locateChunk = function(src, dst, count)
	local offs = -1
	
	for x = 0, count - #src do
		if eeObj.ReadMem8(dst+x) == src[1] then
			local found = true
			for y = 1, #src do
				if eeObj.ReadMem8(dst+x+y-1) ~= src[y] then
					found = false
					break
				end
			end
				
			if found == true then
				offs = x
				break
			end
		end
	end
	
	return offs
end

eeObj.AddHook(0x2812b0, 0x27bdfff0, function() -- QDT::VM::BYTE_CODE::BYTE_CODE
	local obj = eeObj.GetGpr(gpr.a1)
	local bytecode = eeObj.ReadMem32(obj+0x18)
	local count = eeObj.ReadMem32(obj+0x20)
	
	if count > #videomenuVM then
		local offs = locateChunk(videomenuVM, bytecode, count)
		if offs >= 0 then
			print("Skipping video mode menu")
			eeObj.WriteMem8(bytecode+offs+4, 8) -- beq 0x44 -> beq 0x8
		end
	end
	
	if count > #visualmenuVM then
		local offs = locateChunk(visualmenuVM, bytecode, count)
		if offs >= 0 then
			print("Skipping visual mode video menu")
			eeObj.WriteMem8(bytecode+offs+1, 2) -- beq 0xa2 -> bne 0xa2
		end
	end
end)

-- Force 60hz
eeInsnReplace(0x207ae0, 0x00a0802d, 0x24100001) -- move $s0, $a1 -> li $s0, 1

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

eeInsnReplace(0x1c5958, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5b6c, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5d24, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
#Official widescreen support, forced 60Hz/NTSC, along with a game crash bug fix.

Fatal Fury: Battle Archives volume 2[edit]

ALL
Text

--gs-uprender=none
--gs-upscale=point
--host-audio-latency=0.010
--force-frame-blend=1
#Graphical fix.

SLUS_217.23
SLUS-21723_features.lua

This is a substantial file. Over 500 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.

https://drive.google.com/file/d/1FPPPJiHOazTXaD-H6K3kLACYDSdDeAE1/view

#official widescreen support in the form of screen bezels, along with expanded fightstick support and scanline shaders.

Fu'un Super Combo!!![edit]

SLPS_257.81
Text

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

SLPS_257.81
LUA

apiRequest(1.4)

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

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

require("ee-gpr-alias")

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

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

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

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

Grand Theft Auto III[edit]

SLUS_200.62
Text

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

SLUS_200.62
LUA

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

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


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

SLUS_200.62
SLUS-20062_features.lua

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


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

apiRequest(0.7)	-- need widescreen support

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


local USEWIDESCREEN_ADDRESS = 0x416748

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

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

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

Grand Theft Auto: San Andreas[edit]

SLUS_209.46
Text

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

SLUS_209.46
LUA

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

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

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

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

SLUS_209.46
SLUS-20946_features.lua

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


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

apiRequest(0.7)	-- need widescreen support

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


local USEWIDESCREEN_ADDRESS = 0x7004ef

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

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


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

Grand Theft Auto: Vice City[edit]

SLUS_205.52
Text

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

SLUS_205.52
LUA

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


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


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

SLUS_205.52
SLUS-20552_features.lua

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


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

apiRequest(0.7)	-- need widescreen support

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


local USEWIDESCREEN_ADDRESS = 0x4ba7bc

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

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


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


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

Jak and Daxter: The Precursor Legacy[edit]

SCES_503.61
Text

--ee-jit-pagefault-threshold=20
--gs-frontend-opt-mode=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--vif-ignore-invalid-cmd=1
--vu1-mpg-cycles=144
--cop2-no-clamping=1
--host-audio-latency=0.040
#performance and graphical fix.

SCES_503.61
LUA

-- Jak EU
apiRequest(2.2)

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

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

-- Fix shadow 
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )

-- Reduce flush count 
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )

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

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

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

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

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

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

assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered

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

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

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

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

ALL
SCES-50361_features.lua

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

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

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

King of Fighters 98 Ultimate Match[edit]

ALL
Text

--force-frame-blend=1
--gs-use-deferred-l2h=0
#Graphical fix.

SLES_552.80
SLES-55280_features.lua

This is a substantial file. Over 800 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.

https://drive.google.com/file/d/1-lArL1Yqe079Ni3G-ZtHr8hqNPUsjQJy/view

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

King of Fighters 2000[edit]

ALL
Text

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

ALL
LUA

-- The King of Fighters 2000

apiRequest(1.1)


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

SLUS_208.34
SLUS-20834_features.lua

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

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

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

Manhunt[edit]

SLUS_208.27
Text

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

SLUS_208.27
Lua

-- Manhunt [US]

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

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

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

-- Bug #9413
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
 
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )

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

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

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

Metal Slug Anthology[edit]

ALL
Text

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

SLUS_215.50
LUA

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

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

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

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

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

Red Faction[edit]

SLUS_200.73
Text

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

SLUS_200.73
LUA

-- Red Faction [US]

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

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

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

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

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

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

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

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

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

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

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

SLUS_200.73
SLUS-20073_features.lua

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

-- Changelog:

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

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

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

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

Resident Evil Code: Veronica X[edit]

ALL
Text

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

ALL
LUA

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

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

Rogue Galaxy[edit]

ALL
Text

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

SCUS_974_90
LUA

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

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

Samurai Shodown Anthology[edit]

SLUS_216.29
Text

--gs-upscale=point
--gs-uprender=2x2
--gs-motion-factor=25
--host-audio-latency=0.01
--gs-ignore-dirty-page-border=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
#fix for substantial slowdown during combat.

Samurai Shodown VI[edit]

ALL
Text

--gs-upscale=point
--gs-uprender=2x2
--gs-motion-factor=25
--host-audio-latency=0.01
--gs-ignore-dirty-page-border=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
#same as Anthology, which VI is a patched-out section of; substantial slowdown during combat has been mitigated.

Twisted Metal Black[edit]

ALL
Text

--mtap1=always
--gs-use-deferred-l2h=0
--l2h-2d-params=0x0000000400000004,0x00000000300a0000,240
--vu1-di-bits=0
--vu1-opt-vf00=2
#performance fix.

SCUS_971.01
LUA

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

-- This game uses an old kernel which has a bug on _TerminateThread.
-- It is necessary to check the target thread is already in readyqueue or not.

iopObj = getIOPObject()
iopInsnReplace(0x0000C5C0, 0x0C004430, 0) -- jal         0x000110C0				// unlink_element (in TerminateThread)
iopInsnReplace(0x0000C6EC, 0x0C004430, 0) -- jal         0x000110C0				// unlink_element (in iTerminateThread)
local fix_TerminateThread = function()
   local TCB = iopObj.GetGpr(gpr.s0)
   local TCB_status = iopObj.ReadMem8(TCB + 0xc)
   local TCB_h_l = TCB
   if TCB_status == 0x2 then
	  -- the target thread is on ready.
	  local TCB_h_l_prev = iopObj.ReadMem32(TCB_h_l + 0)
	  local TCB_h_l_next = iopObj.ReadMem32(TCB_h_l + 4)
	  if TCB_h_l_prev == TCB_h_l_next then		-- last_one_element(&tcb->h.l)
		 -- we need to maintain threadManCB.readymap.
		 -- print("WE NEED TO MAINTAIN threadManCB.readymap!")
		 local s0 = iopObj.ReadMem16(TCB + 0xe)	-- prio
		 local s1 = TCB
		 local a0 = s0 >> 5
		 a0 = a0 << 2
		 local v1 = s0 & 0x1f
		 local v0 = 1 << v1
		 v1 = 0x10000 + a0
		 v1 = iopObj.ReadMem32(v1 + 0x1a08)
		 v0 = ~v0
		 v1 = v1 & v0
		 local at = 0x10000+a0
		 iopObj.WriteMem32(at+0x1a08, v1)

-- 0000B798   00102142 srl         a0,s0,5
-- 0000B79C   00042080 sll         a0,a0,2
-- 0000B7A0   3203001F andi        v1,s0,0x1F
-- 0000B7A4   24020001 li          v0,0x1
-- 0000B7A8   00621004 sllv        v0,v0,v1
-- 0000B7AC   3C030001 lui         v1,0x1
-- 0000B7B0   00641821 addu        v1,v1,a0
-- 0000B7B4   8C631A08 lw          v1,0x1A08(v1)
-- 0000B7B8   00021027 nor         v0,zero,v0
-- 0000B7BC   00621824 and         v1,v1,v0
-- 0000B7C0   3C010001 lui         at,0x1
-- 0000B7C4   00240821 addu        at,at,a0
-- 0000B7C8   AC231A08 sw          v1,0x1A08(at)

	  end
   end
   -- do unlink_element
   local v1 = iopObj.ReadMem32(TCB_h_l+0)	-- element->prev
   local v0 = iopObj.ReadMem32(TCB_h_l+4)	-- element->next
   iopObj.WriteMem32(v1 + 4, v0)			-- element->prev->next = element->next
   iopObj.WriteMem32(v0 + 0, v1)
end
iopObj.AddHook(0x0000C5C4, 0x02002021, fix_TerminateThread) -- move        a0,s0
iopObj.AddHook(0x0000C6F0, 0x02002021, fix_TerminateThread) -- move       a0,s0

-- _waitIpuIdle64 spin perf down problem. Bug#8289
-- NOTE: new libarary also loops just 500dec around. 0x1389 is too much.
eeInsnReplace(0x0020CF80, 0x28421389, 0x28420200) -- slti        v0,v0,0x1389
#Performance and stall fixes.

Wild ARMS 3[edit]

ALL
Text

--gs-motion-factor=50
--ee-static-block-links=JAL,COP2
#graphical fixes.

SCUS_972.03
LUA

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

local emuObj		= getEmuObject()	
-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )


-- fix bug #9072
-- this is caused by a wrong string, which we patch directly on the disc.
emuMediaPatch(0x438a, 12 + 0x174, { 0x6e5c2535 }, { 0x11202535 })

-- Bug#8907. accuracy-muldiv is too slow to use, so here added some value to get correct value.
local eeObj = getEEObject()
eeObj.AddHook(0x001ef6ec, 0x00000000, function()
				 eeObj.SetFpr(0, eeObj.GetFpr(0) + 0.00001)
end)
#Graphical glitches and stall fix.

Custom PS2emu Configuration Files[edit]

Here are configuration files created by users, to improve PS2 emulator compatibility on PS4

Ace Combat 4[edit]

All versions
Text

--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Fix for terrain textures

Ace Combat 5[edit]

All versions
Text

--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Same fix for terrain textures

SLUS_208.51
LUA

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

-- Collision detection fix for Stage 3 onwards // Rearranging COP2 instructions that use old results

eeInsnReplace(0x1A3B94, 0x4B00682C, 0x48498800)
eeInsnReplace(0x1A3B98, 0x4B0C682C, 0x4B00682C)
eeInsnReplace(0x1A3BA4, 0x48498800, 0x484A8800)
eeInsnReplace(0x1A3BA8, 0x484A8800, 0x4B0C682C)

Ace Combat Zero: The Belkan War[edit]

All versions
Text

--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Once again, same fix for terrain textures.

SLUS_213.46
LUA

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

-- Collision detection fix.

eeInsnReplace(0x131EBC, 0x4B00682C, 0x48498800)
eeInsnReplace(0x131EC0, 0x4B0C682C, 0x4B00682C)
eeInsnReplace(0x131ECC, 0x48498800, 0x484A8800)
eeInsnReplace(0x131ED0, 0x484A8800, 0x4B0C682C)

AirBlade[edit]

All versions
Text

--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
#Fix for flickering models and textures

Ape Escape 2[edit]

All versions
Text

--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix for flickering textures

Bloody Roar 4[edit]

All
Text

--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1
#SPS Fix

Cold Winter[edit]

All
Text

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
# fix graphic and physics, there are still issue with fmv, and minor stering issue.

Dead or Alive 2: Hardcore[edit]

SLUS_200.71
Lua

apiRequest(0.1)

-- Fix hang, fix music, and sounds effects

emuMediaPatch(0x186A71, 12 + 0x7e4, { 0x2404002b }, { 0x27c40010 })
emuMediaPatch(0x186A71, 12 + 0x7e8, { 0x0c0032b3 }, { 0x0c0032b7 })
emuMediaPatch(0x186A71, 12 + 0x7ec, { 0x27c50010 }, { 0x00000000 })
emuMediaPatch(0x186A71, 12 + 0x5e8, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A71, 12 + 0x5ec, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A7B, 12 + 0x6fc, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A7B, 12 + 0x700, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x164, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x168, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x10c, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x110, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x1bc, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x1c0, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A86, 12 + 0x7f0, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A86, 12 + 0x7f4, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186C38, 12 + 0x6ec, { 0x24060001 }, { 0x24060000 })

Disgaea 2: Cursed Memories[edit]

SLUS-21397
Text

--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Fix for lines in terrain textures and flickering textures

Dragon Quest VIII: Journey of the Cursed King[edit]

All
Text

--gs-kernel-cl-up="up2x2skipinterp"
--gs-optimize-30fps=1
#Fix lines in shadows

Frogger: Ancient Shadow[edit]

SLUS_210.98
Text

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1 
#Fixes disappearing models during cutscenes and during gameplay

Ghost in the Shell: Stand Alone Complex[edit]

SLES_530.20
LUA

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

eeInsnReplace(0x10BC88, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x10BC8C, 0x4B8D617D, 0x4bec682c)
eeInsnReplace(0x10BC90, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x10BC98, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x12B2CC, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x12B2D0, 0x4B8D617D, 0x4bec682c)
eeInsnReplace(0x12B2D4, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x12B2DC, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x12B5F4, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x12B5F8, 0x4B8D617D, 0x4bec682c)
eeInsnReplace(0x12B5FC, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x12B604, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x1B0B58, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x1B0B5C, 0x4BED617D, 0x4bec682c)
eeInsnReplace(0x1B0B68, 0x48468800, 0x4b8d617d)
eeInsnReplace(0x1BF5FC, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BF60C, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1BFBB8, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BFBC8, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1BF818, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BF828, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1C017C, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1C018C, 0x48588800, 0x4a0002ff)
-- Potential fix for broken interactive door // Rearranging COP2 ops so as to avoid macflag bad stuff

Killer7[edit]

All versions
Test

--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
#fix for flickering polygons.

Klonoa 2[edit]

All versions
Text

--fpu-no-clamping=1
#Fix for misplaced objects, still require fix for texturing problems. Require Rogue Galaxy emu

Metal Saga[edit]

All versions
Text

--vif1-ignore-cmd-ints=1

#Fix for black-screen on SatCom/Equip menus. Game still unplayable due to immediate freeze during combat.

Need for Speed Carbon[edit]

SLES_543.22
Text

--fpu-accurate-range=0x150000,0x170000
# Fix loading freeze, game still unplayable due to 1 fps in-game. 

NBA Street Vol.2[edit]

All versions
Text

--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--gs-adaptive-frameskip=1
# Fix for graphical corruptions, require "JAK" emu.

Oni[edit]

SLES_501.34 SLES_501.76 SLES_501.77 SLES_501.78 SLES_501.79
Lua

apiRequest(0.1)

-- Fix for hang at loading screen

eeInsnReplace(0x1CEF7C, 0x4100FFFF, 0x00000000)

SLUS_200.64
Lua

apiRequest(0.1)

-- Fix for hang at loading screen

eeInsnReplace(0x1CF3CC, 0x4100FFFF, 0x00000000)

Phantasy Star Universe[edit]

ALL
Text

--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
#Fix for flickering textures and geometry

Rygar: The Legendary Adventure[edit]

SLUS_204.71
Text

--fpu-accurate-range=0x147CC0,0x147EA0
#Fix for freeze after leaving the first area.

SNK vs Capcom: SVC Chaos[edit]

ALL
Text

--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
#Fixes missing hud/UI elements.

Street Fighter Alpha Anthology[edit]

ALL
Text

--gs-motion-factor=50
--host-audio-latency=0.01
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
#Fix for performance issues. PS4 Pro required for full speed.

Tales of Destiny: Directors Cut[edit]

SLPS-25842, SLPS-25841, SCKA-20119
Text

--fpu-accurate-range=0x1C0000,0x1D0000 
--gs-use-clut-merge=1 
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2" 
# Fix control after exiting the menu, and graphic bugs. 0x1C0000,0x1D0000 range can be clamped is someone will find it slow.

Tales of The Abyss[edit]

SLUS_213.86
Text

--gs-uprender=none
--gs-upscale=none
#fix coruption lines caused by upscsaler, remember to remove 2x2 that already exist in config
--fpu-accurate-range=0x27FFFC,0x27FFFF
--fpu-accurate-range=0x2921F4,0x2921F8
#choral castle soft lock fix
--fpu-no-clamping=0
--vu0-no-clamping=0
--vu1-no-clamping=0
--cop2-no-clamping=0
--fpu-clamp-results=1
--vu0-clamp-results=1
--vu1-clamp-results=1
--cop2-clamp-results=1
#Seems to fix not renedering characters in cut scenes

Tony Hawk Pro Skater 3[edit]

All
Text

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu0-clamp-results=1
--vu1-clamp-results=1
--fpu-no-clamping=0
--cop2-no-clamping=0
--fpu-clamp-results=1
--cop2-clamp-results=1
#SPS Fix

Valkyrie Profile 2: Silmeria[edit]

All versions
Text

--gs-progressive=1
--gs-uprender=2x2
--gs-upscale=Point
--vu-hack-triace=1
--gs-kernel-cl-up="up2x2simple"
#Looks like it fix all graphical issues excluding purple effect in Forest at start of game

Vampire: Darkstalkers Collection[edit]

ALL
Text

--gs-motion-factor=50
--host-audio-latency=0.01
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
#Fix for performance issues. PS4 Pro required for full speed.

Whiplash[edit]

All versions
Text

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

X-Files - Resist or Serve[edit]

NTSC/U
Text

--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1

#fix for missing character models

*Jak Emu used*