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= Description =
= Description =


<pre>PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3,
PlayStation 2 emulation on the PlayStaion 4 is handled with little difference to the PlayStation 3,
as some issues on the PlayStation 3 were not fixed on the PlayStation 4's emulator. As a result, the PS4 inherited some of PS3's emulation glitches, along with introducing new ones.
But still many issues that the PlayStation 3 faced have moved into the PlayStation 4 along with many new issues.
That came as a result of PS4's weakness towards emulation, which likely pressured Sony into trading accuracy for performance.


Each PS2ONPS4 package file (.pkg) includes the emulator itself. The ps4 does not have a native built-in emulator in its firmware, but it does a few PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, and sceSystemServiceShowImposeMenuForPs2Emu.
The fact of the matter is that the PS4 is too weak for emulation, For that reason alone, Sony had to sacrifice accuracy in order to gain performance, but the PS4's emu has more accuracy than PCSX2 in terms of GS since all emulation is done on the cpu, As for the other parts, PCSX2 is much better at emulating it, For instance PCSX2 syncs VU0 extremely well; the PS4 doesn't, and it's because it doesn't have the horsepower to do that, and that has to lead to games like Rayman 3 being unplayable without overclocking the EE at a specific offset.


Emulators are programmed to be accurate for the games they were designed to emulate. In turn, this makes accurate emulation challenging, as emulators include per title patches and different default settings. The Playstation 2 hardware is a complex system to emulate; any small change in configuration can make or break a game.
Each PS2 game PS4 package file (.pkg) includes the emulator itself, there is no included emulator in the PS4 firmware. although The PS4 firmware has some PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu.
Currently the most commonly used emulator is Jakv2 as it is the most compatible one out there. When game crashes are concerned, RECVX is typically used, whereas for VU accuracy it is roguev1.


The PS2 BIOS is included in the game's pkg, the same one used on the ps2_netemu. The lack of encryption mechanism for PS2 game disc image file is also important. This time it is a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Moreover, memory cards are also decrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was not modified. This PS2 Emulator also supports LUA scripting by "Lua Bridge", which is a powerful interface that may prove exceptionally handy in fixing games.
Emulators are programmed to be accurate for the games that they were extracted from, and that alone provides a challenge for accurate emulation. since emulators include per title patches, and different default settings, and since the Playstation 2 hardware is known to be one of the most complex systems to emulate, any small change in configuration can have negative consequences in games.


This is first time that Sony has ever cared about floats in its emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses openCL for GS, and likely other components as well.</pre>
Currently the most used emulator is Jakv2 since it is the most compatible, but for game crashes we use RECVX, and for VU accuracy we use roguev1.
 
Also note that the BIOS itself is included in the game's pkg and it is the exact same BIOS that was used in the ps2_netemu. Another important thing is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Memory card is also decrypted, but the emulator checks the crc of some of the regions to ensure that the memory card was Not modified. the PS2 Emulator supports LUA scripting by "Lua Bridge", and it is an extremely powerful interface that provide many possibilities to improve compatibility.
 
This is first time that Sony really cared about floats in their emulator. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicing PS2 FPU, and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. the emulator uses openCL for GS, and probably other components.


= Emulator Configuration =
= Emulator Configuration =
The emulator can be configured through 4 files.


== Files ==
== Files ==
Emulator configuration is handled by 4 files:


* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.  
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.  
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== Commands ==
== Commands ==
The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file.
'''Known functions:''' Require cleanup.
<br>The rest of the cli and lua commands can all be found inside of an emu's decrypted '''eboot.bin'''.
=== config-emu-ps4.txt commands ===
=== config-emu-ps4.txt commands ===


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|-
|-
| --config-local-lua ||  ||  || --config-local-lua=""
| --config-local-lua ||  ||  || --config-local-lua=""
|-
| --lopnor-config ||  0,1  ||  Enables limited PS3's PS2 config support || --lopnor-config=1
|-
|-
| --load-tooling-lua ||  ||  || --load-tooling-lua=0
| --load-tooling-lua ||  ||  || --load-tooling-lua=0
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| --path-vmc || dir/folder ||  || --path-vmc="/tmp/vmc"
| --path-vmc || dir/folder ||  || --path-vmc="/tmp/vmc"
|-
|-
| --emulog-file || 0, 1 ||  Creates a log file with information that is rarely useful || --emulog-file=1
| --emulog-file || 0, 1 ||  Creates a log file with information that is Rarely useful || --emulog-file=1
|-
|-
| --path-emulog || dir/folder || Sets the directory of the emulog file. Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
| --path-emulog || dir/folder || Sets the directory of the emulog file, Requires --emulog-file=1 command  || --path-emulog="/tmp/recordings"
|-
|-
| --path-manual || dir/folder ||  ||
| --path-manual || dir/folder ||  ||
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| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
| --framelimit-fps ||  FPS/float || framelimiter || --framelimit-fps=0.8
|-
|-
| --framelimit-scalar ||  scalar/float || Scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
| --framelimit-scalar ||  scalar/float || scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
|-
|-
| --ps2-lang || system  || Sets language. Might seem like a useless command, but a tiny number of games refuse to boot without a selected language. || --ps2-lang=system  
| --ps2-lang || system  || sets language, Might seem like a useless command, but a Tiny number of games refuse to boot without a selected language. || --ps2-lang=system  
|-
|-
| --ps2-title-id || XXXX-YYYYY Example: (SLUS-21515) || Sets title-id for patches. Requires the game's region code as value || --ps2-title-id=SLES-50366
| --ps2-title-id || XXXX-YYYYY Example: (SLUS-21515) || Sets title-id for patches, Requires the game's region code as value || --ps2-title-id=SLES-50366
|-
|-
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
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| --boot-disc-id || 1-5  ||  sets boot disc for multi-disc pkg || --boot-disc-id=0
| --boot-disc-id || 1-5  ||  sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
|-
| --switch-disc-reset || 1 = Enables resetting the game upon disc swap, 0 = Disables resetting the game upon disc swap|| 0 Can be used to prevent resetting the game when switching multiple discs. Useful for games like Samurai warriors 2 that include an import data feature. Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it || --switch-disc-reset=1
| --switch-disc-reset || <pre> 1 = Enables resetting the game upon disc swap
0 = Disables resetting the game upon disc swap</pre>|| <pre> 0 Can be used to prevent Resetting the game when switching multiple discs, useful for games like Samurai warriors 2 that have Import data Feature, Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it</pre> || --switch-disc-reset=1
|-
|-
| --cdvd-sector-read-cycles || 0.1 = Fastest, 80000 = Slowest|| Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems.|| --cdvd-sector-read-cycles=40000
| --cdvd-sector-read-cycles || <pre>0.1 = Fastest,
80000 = Slowest</pre>|| <pre>Set DVD reading speed, higher values are slower, lower values are faster, Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000, some games require moderate speed, too slow or too fast could cause audio problems.</pre>|| --cdvd-sector-read-cycles=40000
|-
|-
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,  
| --cdvd-sector-seek-cycles || <pre>0.1 = Fastest,
lower values are faster. Fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877]. || --cdvd-sector-seek-cycles=1
80000 = Slowest</pre> || <pre>Set the speed at which the emulated CDVD spins, higher values are slower,  
lower values are faster, fixes boot-up sometimes.</pre> More info here [https://github.com/PCSX2/pcsx2/pull/3877]. || --cdvd-sector-seek-cycles=1
|-
|-
| --verbose-cdvd-reads || 0, 1 || Might improve disc reading if set to 1|| --verbose-cdvd-reads=0
| --verbose-cdvd-reads || 0, 1 || Might improve disc reading if set to 1|| --verbose-cdvd-reads=0
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| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
|-  
|-  
| --host-gamepads || 0, 1 || || --host-gamepads=1
| --host-gamepads || 0, 1 || This command might have a function if multitap is set to byhost || --host-gamepads=1
|-
|-
| --pad-record ||  0, 1  ||  Enables logging pad info in emulog ||
| --pad-record ||  0, 1  ||  Enables Logging pad info in emulog ||
|-
|-
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
| --pad-analog-to-digital || 0, 1 || Eternel ring Emu uses the value 0 || --pad-analog-to-digital=0
|-
|-
| --mtap1 || Disabled, Always, ByHost || Multitap switch. The values are correct but the multitap only works in certain games. || --mtap1=always
| --mtap1 || Disabled, Always, ByHost || Multitap switch, The values are correct but the multitap only works in certain games. || --mtap1=always
|-
|-
| --mtap2 || Disabled, Always, ByHost || Multitap switch. Some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that, we need to disable the first mtap. In some cases, the emulator can be flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1 by using memory patches. || --mtap2=always
| --mtap2 || Disabled, Always, ByHost || Multitap switch, some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that we need to disable first mtap. || --mtap2=always
|}
|}


=== XXXX-YYYYY_cli.conf commands ===
=== XXXX-YYYYY_cli.conf commands ===


<pre>These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values. </pre>
<pre>Please note that commands listed here also work in config-emu-ps4.txt. But the official way to use them is by CLI file. The CLI file way is also needed for multi-disc packages, Some of the Commands are still not discovered, And some known commands are missing some of their values Due to them being not Discovered. The scene has named "CLI" with 3 names, including TXT, CLI, CONF. all 3 are the exact same thing.</pre>
<pre>All commands are pre-made. Creating new CLI commands is impossible.
<pre>All CLI commands are pre-made by sony, We sadly cannot create CLI commands out of thin air.
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges.
The values of the commands are also pre-defined by sony and /or have a quota for possible values/ranges.
Some CLI commands have no effect, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.</pre>
Some CLI commands have no effect, and were added into the eboot.bin without being programmed by sony.
====EmotionEngine (MIPS-IV)====
and some useful commands were removed/added from different emu revisions. or their effects were changed.</pre>
=====[https://www.psdevwiki.com/ps2/Emotion_Engine EE]=====
<pre>CLI commands use SCE modules to change default emulator settings.
<pre>Commands for the emulated Emotion Engine. These commands may improve performance, or allow for better sync.</pre>
for instance --cdvd-sector-seek-cycles is  actually sceCdStSeek, but is still unclear how to use SCE modules in a lua</pre>
 
====EE====
<pre>Commands for the emulated Emotion Engine. these commands may assist you in gaining performance or better sync.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
|  || Speedhacks / Desync Fixes|| ||
|  || Speedhacks || ||
|-
|-
| --ee-cycle-scalar || Accelerate EE cycles: (0.99 => 0.1)<br>Decelerate EE cycles: (1.1 => 5.0) || Accelerating can help improve EE-DMA sync at the cost of performance, whereas decelerating can help ensure EE is in sync with VU0-VU1 while improving performance (too much deceleration can cause stuttery fmvs.) The default value is 1.0 || --ee-cycle-scalar=1.0  
| --ee-cycle-scalar || <pre> [Overclocking]
(0.99 => 0.1)  
[Underclocking]
(1.1 => 5.0)</pre> || <pre>If set Higher than 1.0 the Emotion engine Begins skipping cycles, you might face Problems in FMVs if you skip too many cycles. but you will gain a better performance</pre> || --ee-cycle-scalar=1.0  
|-
|-
| --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious, but likely affect COP0. Does not work on Jak emulators. Default value is 360, and its type is 4 bytes. Seems to be useful for Bee Movie and Metal Gear Solid 3.|| --ee-context-switch-cycles=2700?
| --ee-context-switch-cycles ||<pre> [Overclocking(?)]
(0.99 => 0.1)
[Cycle skipping(?)]
(1.1 => ∞ ) </pre>|| <pre>It's still unknown what this command controls, but the higher it is, the more EE cycles are skipped, Doesn't work for jak emulators.</pre> || --ee-context-switch-cycles=2700?
|-
|-
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Set a function to be applied every time the PC register reaches the selected offset in the EE memory. FastForwardClock stalls the EE for an unknown non-changeable number of cycles, while AdvanceClock stalls the EE for an allocated number of cycles to push other processing units to align with the EE's speed, and temporarily allocate higher cpu power for them, which is helpful when the vu1 requires higher juice for its performance, and when the vu0 and dma channels run slower than the ee. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock
| --ee-hook || <pre>AdvanceClock
FastForwardClock
Mfifodrain</pre> || <pre>Hook a function to a EE offset. it can be used either as a speedhack or to improve sync, FastForwardClock seems to overclock ee at the specified offset, AdvanceClock will do the opposite, FastForwardClock does not need a value to be set, AdvanceClock does.</pre> || --ee-hook=0x0028A7B0,AdvanceClock,,500 <pre>Example for usage: --ee-hook=offset,function,optional opcode,value for advanceclock only</pre>
|-
|-
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|  || Game fixes || ||
|-
|-
| --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
| --ee-jit-pagefault-threshold || 0-254 || Reduces the occurrence of crashes the higher it is, only accepts 1 byte values with 254 being the limit|| --ee-jit-pagefault-threshold=40
|-
|-
| --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
| --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
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| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
|-
|-
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none  
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding, All seems to be the default option, fpu will prevent game from starting for some reason || --ee-const-folding=none  
|-
|-
| --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) || --ee-ignore-segfault=readwrite
| --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault, may help with crashes but will probably cause graphical issues || --ee-ignore-segfault=readwrite
|-
|-
| --ee-native-function || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328
| --ee-native-function || <pre>memcpy
|-style="background-color:#FFAA00"
memset </pre>||<pre>Seems to be a command that slows down offsets that use memset and memcpy to move data to VU1.
Check redfaction's config for more details.</pre>|| --ee-native-function=memcpy,0x11e328
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion engine Just in Time disassembler mode (Likely a debug log option) || --ee-jit-disasm=1
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion engine Just in Time disassembler mode (seems to be debug log option) || --ee-jit-disasm=1
|-
|-
| --ee-ignore-break || 0, 1 || Turns a BREAK instruction into a NOP Instruction. ||  
| --ee-ignore-break || 0, 1 || Ignore Break instructions. ||  
|-
|-
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
| --ee-break-as-nop || 0, 1 || Turns a break instruction into a nop Instruction (this seems to be rarely useful as Break usually mean eof) || --ee-break-as-nop=1
|-
|-
| --ee-jit-opt-debug || 0, 1 || ||
| --ee-jit-opt-debug || 0, 1 || ||
|-
|-
| --ee-pc-coherency || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
| --ee-pc-coherency || 0, 1 || A debug option that changes the latency of the program counter ||  
|-
|-
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
| --ee-insn-flush-pc || 0, 1 || A debug option that changes the latency of the program counter ||
|-  
|-  
| --ee-inst-marking || 0,1? || ||  
| --ee-inst-marking || 0,1? || ||  
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| --ee-insn-marking || 0,1? || ||  
| --ee-insn-marking || 0,1? || ||  
|-
|-
| --ee-kernel-hle ||  0, 1 || High-level emulation kernel. Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply EE kernel patches which run previously prepared x64 code instead of recompiling real code part. ||  
| --ee-kernel-hle ||  0, 1 || High-level emulation kernel ||  
|-
|-
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. ||
| --ee-injection-kernel || 0, 1 || ||
|-
|-
| --ee-injection-title || 0, 1 || Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply per title patches which run previously prepared x64 code instead of recompiling real code part. ||
| --ee-injection-title || 0, 1 || ||
|-
|-
| --ee-validate-kernel || 0, 1 || ||  
| --ee-validate-kernel || 0, 1 || ||  
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| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|-
|-
| --vtune-ee || || ||
| --vtune-ee || || Could be support for intel vtune, [https://github.com/PCSX2/pcsx2/blob/master/cmake/FindVtune.cmake Might be related to this] ||
|-
|-
| --ee-live32 || 0,1? || ||  
| --ee-live32 || 0,1? || ||  
|-
|-
| --ee-cache-breaks-block || 0,1 || End recompiler block on r5900 cache opcode. ||
| --ee-cache-breaks-block || 0,1? || ||
|-
|-
| --ee-evt-check-full || 0, 1 || Perform more accurate EE event check ||  
| --ee-evt-check-full || 0, 1 || ||  
|-
|-
| --ee-peephole || 0, 1? || ||
| --ee-peephole || 0, 1? || Use peephole optimization for the EE (?) could possibly be a speedhack ||
|-
|-
| --ee-load-rewrites || 0,1? || ||  
| --ee-load-rewrites || 0,1? || ||  
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| --ee-precompile-trace || || ||
| --ee-precompile-trace || || ||
|-
|-
| --ee-penalize-short-blocks || 0, 1 || Add cycles to short recompiled blocks? ||
| --ee-penalize-short-blocks || 0, 1 || ||
|-
|-
| --ee-mem-check-eob || || EE memory check end of block ||  
| --ee-mem-check-eob || || EE memory check end of block ||  
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| --ee-insn-callmark || || ||
| --ee-insn-callmark || || ||
|-  
|-  
| --ee-inline-limit-full || insn_count/integer || ||
| --ee-inline-limit-full || insn_count/integer || ||
|-
|-
| --ee-inline-limit-partial || || ||
| --ee-inline-limit-partial || || ||
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| --ee-stlf-cycle-threshold || ? ||?||  
| --ee-stlf-cycle-threshold || ? ||?||  
|-
|-
| --detect-idle-ee || 0, 1 || || --detect-idle-ee=1
| --detect-idle-ee || 0, 1 || Enabled by default, Uknown what it does || --detect-idle-ee=1
|-
|-
|}
|}


=====FPU=====
====FPU====
<pre>The FPU is a fast single-precision unit that typically serves the EE by calculating in-game physics. It mostly controls the accuracy of the movement of in-game objects, or the game's gravity as a whole. In some cases, it is best to use COP2 commands with the FPU's to ensure the accuracy of the game's geometrical calculations.</pre>
<pre>The FPU is a fast single-precision unit that serves the EE. It's also called (COP1).</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
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|  || Game fixes || ||
|  || Game fixes || ||
|-
|-
| --fpu-no-clamping || 1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the FPU. Might fix freezing issues, or misplaced characters/items (Inaccuracies with in-game physics) || --fpu-no-clamping=0
| --fpu-no-clamping || <pre> 1 = Enables clamping
0 = Disables clamping</pre> || Setting it to 1 enables clamping for the FPU, Can be used to fix any game with FPU clamping issues, [https://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/page-53#post-265591 More here] || --fpu-no-clamping=0
|-  
|-  
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0
| --fpu-custom-min-max || 0, 1 || <pre>Custom Max/Mini logic for denormals, enabled by default, Disabling it might break some games</pre> || --fpu-custom-min-max=0
|-  
|-  
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats, used for full ee/fpu accuracy in specified range|| --fpu-accurate-range=0x1acce0,0x2acce0
|-  
|-  
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Full clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-  
|-  
| --fpu-accurate-muldiv  || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Divide/Multiply by 0 for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1
| --fpu-accurate-muldiv  || <pre>0 = Disabled
1 = Enabled </pre> || Enable Accurate fpu divide/multiply by 0 for all offsets by using software floats rather than hardware floats || --fpu-accurate-muldiv=1
|-  
|-  
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1
| --fpu-accurate-addsub || <pre>0 = Disabled
1 = Enabled </pre>|| Enable Accurate fpu Add/Subtract instructions for all offsets by using software floats rather than hardware floats || --fpu-accurate-addsub=1
|-  
|-  
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
| --fpjk-muldiv-range || offset (0x0 - 0x1FFFFFF) || Bully uses this command, unknown usage, possibly even more accurate divide/multiply || --fpjk-muldiv-range=0x123456
|-  
|-  
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Fix for games that divide/multiply by 0 in specified range by using software floats rather than hardware floats || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate fpu Add/Subtract instructions in specified address range by using software floats rather than hardware floats|| --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
|-style="background-color:#7698FF"
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|  || Speedhacks || ||
|-
|-
| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. It is enabled by default. Disabling it is required for the full accuracy of the FPU. || --fpu-rsqrt-fast-estimate=1
| --fpu-rsqrt-fast-estimate || 0, 1 || less accurate rsqrt possible speedhack, but can degrade accuracy, enabled by default, disable it to increase fpu accuracy || --fpu-rsqrt-fast-estimate=1
|-
|-
| --fpu-accurate-mul-fast || 0, 1 || A command that prevents muldiv commands from slowing the emulation down.  || --fpu-accurate-mul-fast=1
| --fpu-accurate-mul-fast || 0, 1 || A speed up option for --fpu-accurate-muldiv-range And only has an effect when muldiv command is being used.  || --fpu-accurate-mul-fast=1
|-style="background-color:#FFAA00"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0
| --fpu-custom-fused-madd || 0, 1 || <pre>Custom FMA (fused multiply-add), Disabled by default </pre>|| --fpu-custom-fused-madd=0
|-
|-
| --fpu-to-double || 0, 1 || Converts floats to doubles (Accurate) || --fpu-to-double=1
| --fpu-to-double || 0, 1 || <pre>Converts floats to double, enabling it while
clamping is enabled will result in Full FPU clamping</pre> ||
|-  
|-  
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
| --fpu-clamp-operands || 0, 1 || <pre>A clamping setting that is supposed to increase the fpu's clamping functionality when FPU clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre> || --fpu-clamp-operands=1
|-  
|-  
| --fpu-clamp-results || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-results=1
| --fpu-clamp-results || 0, 1 || <pre>A clamping setting that is supposed to increase the fpu's clamping functionality when FPU clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre>  || --fpu-clamp-results=1
|-  
|-  
|}
|}


=====COP2=====
====VIF====
<pre>VU0 Macro-mode. These commands may assist the FPU further.</pre>
<pre>Decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF,
VIF CLI commands are mostly used for fixing games that freeze.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  ||  VIF || Game fixes ||
|-
| --vif-ignore-invalid-cmd || 0, 1 || <pre>Ignore invalid vif commands, can in some cases fix games that freeze while showing the same frame when set to 1</pre> || --vif-ignore-invalid-cmd=1
|-
| --vif-thread-chunk-size || 1, 1000 || Can be used to fix freezing in some extreme cases. 1024 seems to be the limit, Integer values only. ||  --vif-thread-chunk-size=100
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Most likely turns off VIF when it's not needed when set to 0 || --detect-idle-vif=0
|-style="background-color:#ff8080"
|  || VIF1 || Game fixes ||
|-
| --vif1-ignore-cmd-ints || 0, 1 || <pre> ignore cmd ints, can in some cases fix games that freeze while showing the same frame when set to 1
Games likes "Men in Black II - Alien Escape" and
"Test Drive Unlimited" need it to be set to 1 to work</pre> || --vif1-ignore-cmd-ints=1
|-
| --vif1-instant-xfer || <pre> 1 = Instant transfers
0 = Delayed transfers</pre> || <pre>Allows you to change VIF1 timing, 1 is the default one, but 0 is much more correct and recommended, can be used to fix graphical glitches or to prevent the game from freezing when set to 0. </pre> || --vif1-instant-xfer=0
|-
|}
 
====GS====
<pre>GS stands for Graphics Synthesizer PlayStation®2 co-processor responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes) The gs settings are rarely useful since the all rendering is done by software rather than hardware, meaning there will be much less graphical glitches than PCSX2's Hardware renderer, but sometimes autoflush and upscaling fixes will be necessary.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
Line 321: Line 370:
|  || Speedhacks || ||
|  || Speedhacks || ||
|-
|-
| --cop2-opt-flags || 0, 1 ,2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) setting it to 0 can in some cases improve FPU accuracy. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
| --gs-optimize-30fps || 0, 1 || Speedhack for gpu hungry games || --gs-optimize-30fps=1
|-
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
|-
| --cop2-const-prop || 0, 1 || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
|-  
|-  
| --cop2-di-bits || 0, 1 || 0 to skip setting invalid, and div by Zero flags in status register, and therefore improve performance. Can be used as speedhack as it skip costly calculations. || --cop2-di-bits=0
| --gs-adaptive-frameskip || 0, 1 || Speedhack, skips frames when the Game starts demanding more resources than there are available. doesn't work on all emulators. confirmed to be working on jak emulators || --gs-adaptive-frameskip=1
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --cop2-no-clamping || 1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the COP2. The default emulator's behavior is none of the included values and cannot be set by CLI commands.  || --cop2-no-clamping=0
| --gs-render-tile-threshold || 0, 3000000 || <pre> Sony uses it for Psychonauts, could be a potential speedhack for the GS</pre> || --gs-render-tile-threshold=300000
|-
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567
| --threaded-gs || 0, 1 || Multi-threaded-gs ? unknown if it holds any performance benefits || --threaded-gs=1
|-
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1
|-
| --cop2-accurate-addsub ||  1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1
|-
|-
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. || --cop2-accurate-addsub-range=0x123456,0x134567
|-style="background-color:#D7EF54"
|| Gs settings / Behaviour || ||
|-
|-
|-style="background-color:#FFAA00"
| --gs-use-deferred-l2h || 0, 1 || <pre>Some delay option for L2H (local to host, GS to EE).</pre> || --gs-use-deferred-l2h=1
| || Other || ||
|-
|-
| --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. Uknown function, might be a speechack. ||
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|-  
|-  
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
|-  
|-  
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
| --gs-kernel-cl-up || "DarkCloud2" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), <pre>Mipmap and clutmerge and h2l will have to be enabled first before using their options</pre>|| --gs-kernel-cl-up="clutmerge2x2"
|-  
|-  
| --cop2-use-rcp || 0, 1 || Enables SSE RCP. Disabled by default ||
| --gs-override-small-tri-area || 0, 1 || Enabling it might fix missing text. || --gs-override-small-tri-area=1
|-  
|-  
| --cop2-use-rsqrt || 0, 1 || Enables SSE RSQRT || --cop2-use-rsqrt=0
| --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1
|-  
|-  
| --cop2-clamp-operands || 0, 1 || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
| --gs-ignore-dirty-page-border || 0, 1 || Could potentially help with lines on the edge of the screen (??) ||--gs-ignore-dirty-page-border=1
|-  
|-  
| --cop2-clamp-results || 0, 1 || Affects the COP2's clamping behavior  || --cop2-clamp-results=1
| --gs-ignore-rect-correction || 0, 1 || || --gs-ignore-rect-correction=1
|-
| --gs-opt-frbuff-switch || 0, 1 ||  || --gs-opt-frbuff-switch=0
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, <pre>Mipmap and clutmerge and h2l will have to be enabled first before using their options</pre> ||<pre>Kernel Variant Color lookup(?), you can upscale any option here if you use --gs-kernel-cl-up with it</pre> || --gs-kernel-cl="clutmerge"
|-
| --force-frame-blend || 0, 1 || Fix for shaking screens (Deinterlacing), seems to be one of Pcsx2's Blend tff or Blend bff deinterlacing options || --force-frame-blend=1
|-
| --force-pal-60hz || 0, 1 || <pre>Force 60hz PAL mode, it is recommended to use it on Pal games as it can fix graphical corruptions</pre> || --force-pal-60hz=1
|-
| --gs-use-clut-merge || 0, 1 || CLUT = Color lookup table, it could possibly solve graphical issues or improve the quality of the colors. it is Required for CL kernels using merging CLUT || <pre>--gs-use-clut-merge=1</pre>
|-  
|-  
|}
| --gs-use-mipmap || 0, 1 || <pre>Mipmapping enabler/disabler, Can be used to fix graphics sometimes.</pre> || <pre>--gs-use-mipmap=1</pre>
 
|-  
====Vector Units (VU)====
| --gs-progressive || 0, 1 || Force progressive scan, it's used to fix Graphical glitches/double screen issues when used  ||
=====VU=====
|-  
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. Most of these commands fix broken or missing geometry along with black screens.</pre>
| --gs-vert-precision || 8, 16 || 3D Rendering vertex precision, the eboot expects the value of 8 or 16 , any other value will cause a blue screen crash. || --gs-vert-precision=8
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#ff99c2"
| || Graphical fixes || ||
|-
|-
| --vu-xgkick-delay  || Limit is between (0 => 31)  || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. Can be used to repair missing graphics with 0 being the most compatible. Useful for games with GIF issues || --vu-xgkick-delay=8
| --gs-force-bilinear || 0, 1 || force bilinear filtering. Can fix ghosting problems. but it's not recommended in games that use 2D images || --gs-force-bilinear=1
|-
|-
| --vu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics by speeding up the vector units.|| --vu-custom-min-max=0
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing the texture cache when mipmap settings change (?) Require mipmap GS CL kernel || <pre>--gs-skip-dirty-flush-on-mipmap=1</pre>
|-
| --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1
|-
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field, reduces Sharpness ||
|-   
| --gs-uv-shift-pointsampling || 0, 1 || Can be used with games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light] || --gs-uv-shift-pointsampling=1
|-
|-
|-style="background-color:#D7EF54"
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| || Game fixes || ||
|-
|-
| --vu-hack-triace  || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1
| --gs-frontend-opt-mode || 0, 1, 2 || Seems to be an optimization for the gs with 1 being safe and 2 being unstable but with good performance || --gs-frontend-opt-mode=1
|-  
|-  
| --vu-branch-hazard || 0, 1 || Disabling it managed to prevent "Batman - Rise of Sin Tzu" from crashing|| --vu-branch-hazard=0
| --gs-motion-factor || 25, 50 ||  || --gs-motion-factor=25
|-
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
|-  
|-  
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsetx=27
|-  
|-  
| --vu-to-double || 0, 1 || Converts floats to double. Enabling it is the accurate option.  || --vu-to-double=1
| --gs-scanout-offsety || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsety=27
|-
|-
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture, fixes some processing effects but it's very heavy on the GS and will cost you performance, GTA: SA and Jak games need this command. || --gs-flush-ad-xyz=safe
|-
| --gs-check-trans-rejection || 0, 1 || Check transfer rejection ? || --gs-check-trans-rejection=1
|-  
|-  
|-style="background-color:#7698FF"
| --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1
|  || Speedhacks || ||
|-
| --safe-area-min || area/float (range 0.9 to 1.0) any other values outside of that range will not be accepted by the emulator || || --safe-area-min=0.9
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
| --gs-h2l-accurate-hash || 0, 1 || Used with h2l Upscaler ||--gs-h2l-accurate-hash=1
|-
| --gs-h2l-list-opt || 0, 1 || Used with h2l Upscaler ||--gs-h2l-list-opt=1
|-
|-
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
|- 
| --vu-opt-jr-caching  || 0, 1 || Optimize Jump Register caching. (vi15). Won't work with most emulators but will work on Arc Twilight of the Spirits™ || --vu-opt-jr-caching=1
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --vu-d-bit  || 0, 1 || Debug break. Halts the VU and sends an interrupt to the EE. || --vu-d-bit=0
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || a Standalone Framelimiter|| --framelimit-mode=fast
|-  
|-  
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0
| --gs-hdr-support || 0, 1? || Enable hdr support ?||
|-  
|-  
| --vu-inst-mflag || 0, 1 || ? || --vu-inst-mflag=1
|}
 
====VU====
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1 & VU0 & COP2</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#ff99c2"
| || Graphical fixes || ||
|-
| --vu-xgkick-delay  ||<pre> Limit is between
(0 => 31) </pre> || <pre>Delay xgkick instruction execution, PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game, Can be used to either cause or repair missing graphics, 0 is the most compatible</pre> || --vu-xgkick-delay=8
|-
| --vu-custom-min-max  || 0, 1 || <pre>Custom Max/Mini logic for denormals, Disabled on pcsx2 by default. But enabled by default on some emus like jakv2, Disabling it might cause/repair missing graphics, Setting it to 0 managed to fix missing graphics in Auto Modellista, and would probably fix many games with a similar problem</pre>|| --vu-custom-min-max=0
|-
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
| --vu-hack-triace  || 0, 1 || Special hack for games that were Developed by Tri Ace, correct VU addi calculation. Without it result is one bit off, which is enough to break game decryption algo, and thus crashing the game. || --vu-hack-triace=1
|-
| --vu-branch-hazard || 0, 1 || Disabling it managed to prevent Batman - Rise of Sin Tzu from Crashing|| --vu-branch-hazard=0
|-
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
|-
| --vu-to-double || 0, 1 || <pre>Converts floats to double, enabling it
while clamping is also enabled will results in Full VU clamping</pre> ||
|-
| --vu-custom-fused-madd  || 0, 1 || <pre>Custom FMA (fused multiply-add), Disabled by default</pre> || --vu-custom-fused-madd=1
|-
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
| --vu-opt-sf-check || 0, 1 || Updates status flags only on blocks which will read them, known in pcsx2 as mVU flag hack (Speedhack), Won't work with most emulators, confirmed to be supported by Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
|- 
| --vu-opt-jr-caching  || 0, 1 || Optimize Jump Register caching. (vi15). Won't work with most emulators, confirmed to be supported by Arc Twilight of the Spirits™ || --vu-opt-jr-caching=1
|-style="background-color:#FEA15C"
|  || Other || ||
|-
| --vu-d-bit  || 0, 1 || Debug break. Halts the VU and sends an interrupt to the EE. ||  --vu-d-bit=0
|-  
|-  
| --vu-inst-cflag || 0, 1 || ? || --vu-inst-cflag=1
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit ||  --vu-t-bit=0
|-
| --vu-inst-mflag  || 0, 1 || <pre>instant mac flag, enabled by default</pre> || --vu-inst-mflag=1
|-
| --vu-inst-cflag || 0, 1 || <pre>instant clip flag enabled by default</pre> || --vu-inst-cflag=1
|-  
|-  
| --vtune-vu  || ? || ? ||
| --vtune-vu  || ? || ? ||
|-  
|-  
| --vu-jit-disasm  || 0, 1, 2 || ? || --vu-jit-disasm=1
| --vu-jit-disasm  || 0, 1, 2 || VU Just-in-time Dissassembler? Seems to be a debug option, both 0 and 1 are mips, 2 is x86 || --vu-jit-disasm=1
|-  
|-  
| --vu-range-merge || vu_inst_cnt || ? ||  
| --vu-range-merge || vu_inst_cnt || ? ||  
Line 414: Line 509:
|}
|}


=====VU1=====
====VU1====
<pre>VU1 is the GS’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS; graphical glitches.</pre>
<pre>VU1 is the GS’s alternate processing unit, Commands here can possibly improve performance, Prevent crashes, and resolve SPS issues.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
Line 421: Line 516:
|  || Speedhacks || ||
|  || Speedhacks || ||
|-
|-
| --vu1-mpg-cycles  || 0 - 400000 || Set initial speed for VU1 Micro-programs. 100 is the default value. If VU1 requirements were a bottleneck, increasing it will result in better performance while decreasing it will result in the opposite. Increasing it can be beneficial for MTVU sensitive games.|| --vu1-mpg-cycles=1000
| --vu1-mpg-cycles  || <pre> 0.1 =
Slowest
100 =
Default
1000 =
30 FPS</pre>|| <pre>Set initial speed for VU1 Micro-programs, 100 is default value, Increase the value for better VU1 performance, With no downsides to FMVs, or reduce it to potentially resolve sps issues in rare cases such as tony hawk games or star wars battlefront 2 or auto modellista, There are no limitations to how high of a value you can add, only how low, you can set the value more than 1000 though it's not recommended. sometimes increasing this value can help games that require MTVU to be disabled</pre>|| --vu1-mpg-cycles=1000
|-
|-
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0
| --vu1-di-bits || 0, 1 || 0 to skip setting Invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry. however, it has never been found to cause any issues as of yet.|| --vu1-di-bits=0
|-
|-
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
| --vu1-const-prop || 0, 1|| The constant propagation speedhack is enabled by default. 1 will enable the speedhack and thus improve performance, and 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
|-
|-
| --vu1-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
| --vu1-opt-flags || 0, 1, 2 || Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
|-  
|-  
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. || --vu1-opt-vf00=2
|-  
|-  
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=newprog
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog
|-
|-
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog
|-  
|-  
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || Game fixes / Graphical fixes || ||
|  || Game fixes / Graphical fixes || ||
|-
|-
| --vu1 || jit-sync ||  Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
| --vu1 || jit-sync,  jit, trans, jit-async ||  <pre>Selector between IR/JIT and it modes, jit-sync works similarly to disabling MTVU, but for some reason can sometimes cause massive graphical issues in some games. as for the options jit, trans, jit-async, it's still unknown if they have any effect</pre> || --vu1=jit-sync
|-
|-
| --vu1-no-clamping || 0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. || --vu1-no-clamping=0
| --vu1-no-clamping || <pre> 1 = Enables clamping
0 = Disables clamping</pre> || <pre>Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off.</pre> || --vu1-no-clamping=0
|-  
|-  
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x3FF) || Values must be 2 bytes or lower and should not exceed 0x0800 ||
|-
|-
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x7FF) ||  Allows the VU1 to accurately add/subtract in the specified ee memory range by using software floats rather than hardware floats.|| --vu1-accurate-addsub-range=0x0000,0x0600
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x3FF) ||  Accurate VU1 Add/Subtract Instructions in specified Address Range by using software floats rather than hardware floats, Values must be 2 bytes or lower and should not exceed 0x0800 || --vu1-accurate-addsub-range=0x0000,0x0600
|-  
|-  
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x7FF) || Allows the VU1 to accurately multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --vu1-mul0fix-range=0x123,0x123
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FF) || Enables VU1 to accurately multiply by 0 in specified range || --vu1-mul0fix-range=0x123,0x123
|-  
|-  
| --vu1-injection || 0, 1 || unknown || --vu1-injection=1
| --vu1-injection || 0, 1 || <pre>unknown</pre> || --vu1-injection=1
|-
|-
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with jak emus. Sony uses it for their official release of Primal|| --vu1-native-patch=1
| --vu1-native-patch || 0, 1 || <pre>Use native patches from recompiler, not compatible with jak emus, Could be VU1 round mode since sony uses it for their official release of Primal, and Primal is known to require that mode to work correctly.</pre>|| --vu1-native-patch=1
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
Line 457: Line 558:
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1  
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1  
|-  
|-  
| --vu1-use-rcp || 0, 1 || Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default ||
| --vu1-use-rcp || 0, 1 || <pre>Use sse rcp, Disabled by default</pre> ||
|-
|-
| --vu1-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
| --vu1-use-rsqrt || 0, 1 || <pre>Use sse rsqrt, Enabeled by default</pre> ||
|-  
|-  
| --vu1-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
| --vu1-clamp-operands || 0, 1 ||<pre>A clamping setting that is supposed to increase the vu1's clamping functionality when vu1 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre> || --vu1-clamp-operands=1
|-  
|-  
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=1
| --vu1-clamp-results || 0, 1 || <pre>A clamping setting that is supposed to increase the vu1's clamping functionality when vu1 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre>|| --vu1-clamp-results=1
|-   
|-   
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q. || --vu1-inst-q=1  
| --vu1-inst-q || 0, 1 || <pre>Can fix or cause SPS depending on game.  instant Q, no stalling on WAITQ, or instances of Q, it's recommended for advanced users only since over 90% of the time this command will not be needed</pre> || --vu1-inst-q=1  
|-  
|-  
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1, and helps prevent crashes in VU1 sensitive games when enabled. || --assert-path1-ad=1
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 || --assert-path1-ad=1
|-  
|-  
|}
|}


=====VU0=====
====VU0====
<pre>VU0 is the Emotion Engine’s alternate processing unit. It is sometimes referred to as "micro-mode"</pre>
<pre>VU0 is the EE’s alternate processing unit , it is also called "micro-mode"</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
Line 478: Line 579:
|  || Speedhacks || ||
|  || Speedhacks || ||
|-
|-
| --vu0-mpg-cycles || 0 - 400000  || Set initial cycle speed for VU0 Micro-programs. 100 is the default value. || --vu0-mpg-cycles=1000
| --vu0-mpg-cycles || <pre> 0.1 =
Slowest
100 =
Default
1000 =
Fast</pre> || <pre>Set cycle speed for VU0 Micro-programs, 100 is default value, increase the value for better VU0 performance though it won't improve performance as much as vu1, There are no limitations to the values, you can set the value more than 1000 though it's not recommended</pre> || --vu0-mpg-cycles=1000
|-
|-
| --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0
| --vu0-di-bits || 0, 1 || 0 to skip setting Invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0
|-
|-
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=1
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=1
|-  
|-  
| --vu0-opt-vf00  || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1
| --vu0-opt-vf00  || 0, 1, 2 || Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable.  || --vu0-opt-vf00=1
|-  
|-  
| --vu0-opt-flags  || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
| --vu0-opt-flags  || 0, 1, 2 || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
|-  
|-  
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
Line 494: Line 600:
|  || Game fixes || ||
|  || Game fixes || ||
|-
|-
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| --vu0-clamp-range || start, end offset (0x0 - 0xA000) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
|-  
|-  
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. || --vu0-no-clamping=0
| --vu0-no-clamping || <pre> 1 = Enables clamping
0 = Disables clamping</pre> || <pre>Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off.</pre>  || --vu0-no-clamping=0
|-  
|-  
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.||  
| --vu0-accurate-addsub-range || offset (0x0 - 0xA000) || Accurate VU0 Add/Subtract Instructions in specified Address range by using software floats rather than hardware floats ||  
|-
|-
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0x1FF) || Allows the VU0 to accurately Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats ||
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xA000) || Fix for games that multiply by zero ||
|-
|-
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other || ||
|  || Other || ||
|-
|-
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
| --vu0-injection || 0, 1 || Uknown usage. || --vu0-injection=1
|-
|-
| --vu0-inst-q  || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
| --vu0-inst-q  || 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
|-  
|-  
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
| --vu0-inst-p || 0, 1 || instant P, not stalling on WAITP, or instances of P|| --vu0-inst-p=1
|-  
|-  
| --vu0-use-rcp  || 0, 1 || Use SSE/AVX RCP. Speedhack. Not sure why it is even available for VU0. Disabled by default || --vu0-use-rcp=1
| --vu0-use-rcp  || 0, 1 || use sse rcp || --vu0-use-rcp=1
|-  
|-  
| --vu0-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather unsafe to use on VU0. || --vu0-use-rsqrt=1
| --vu0-use-rsqrt || 0, 1 || use sse rsqrt || --vu0-use-rsqrt=1
|-  
|-  
| --vu0-clamp-operands  || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
| --vu0-clamp-operands  || 0, 1 || <pre>A clamping setting that is supposed to increase the vu0's clamping functionality when vu0 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre> || --vu0-clamp-operands=1
|-  
|-  
| --vu0-clamp-results  || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=1
| --vu0-clamp-results  || 0, 1 || <pre>A clamping setting that is supposed to increase the vu0's clamping functionality when vu0 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre> || --vu0-clamp-results=1
|-  
|-  
|}
|}


====DMA Channels====
====COP2====
=====VIF=====
<pre>COP2, Also known as VU0 Macro-mode. these commands "may" only be useful for games that use M-bit</pre>
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands
are often used to fix freezing.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Command !! Values !! Notes !! Usage  
|-style="background-color:#D7EF54"
|-style="background-color:#7698FF"
|  || VIF || Game fixes ||
|  || Speedhacks || ||
|-
|-
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1
| --cop2-opt-flags || 0, 1 ,2 || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
|-
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. || --cop2-opt-vf00=1
|-
| --cop2-const-prop || 0, 1 || Constant propagation, Can Be Used as speedhack for cop2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
|-
| --cop2-di-bits || 0, 1 || 0 to skip setting Invalid, and Div by Zero flags in status register, and therefore improve performance. Can be used as speedhack as it skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --vif-thread-chunk-size || 0, 1024 || Slows down both VIFS the lower it is, and speeds them up the higher it is. 1024 is the limit, with 112 being the default value.  || --vif-thread-chunk-size=100
| --cop2-no-clamping || <pre> 1 = Full clamping
0 = No clamping</pre> || <pre>Can be used to fix graphical glitches, Some emulators like roguev1 or KOF2000 prefer clamping to be turned off.</pre>  || --cop2-no-clamping=0
|-
|-
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate COP2 Assembly instructions in the cop2 Address range by using software floats rather than hardware floats, Can be used to fix SPS || --cop2-accurate-range=0x123456,0x134567
|-style="background-color:#ff8080"
|-
| || VIF1 || Game fixes ||
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Full clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Multiplication instructions in the cop2 Address range by using software floats rather than hardware floats || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-mul || <pre>1 = Enabled
0 = Disabled</pre> || Accurate Multiplication instructions for all offsets by using software floats rather than hardware floats || --cop2-accurate-mul=1
|-
| --cop2-accurate-addsub || <pre>1 = Enabled
0 = Disabled </pre>|| Accurate Add/Subtract instructions for all offsets by using software floats rather than hardware floats || --cop2-accurate-addsub=1
|-
|-
| --vif1-ignore-cmd-ints || 0, 1 || Set to 1 to ignore command interrupt bit. ([https://psi-rockin.github.io/ps2tek/#vifcommands info] , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. || --vif1-ignore-cmd-ints=1
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Add/Subtract instructions in the cop2 Address range by using software floats rather than hardware floats || --cop2-accurate-addsub-range=0x123456,0x134567
|-
|-
| --vif1-instant-xfer || 1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 slows its timing and is the compatible option for most games, while 1 speeds up its timing, and being more compatible with a small fraction of games. It can be used to fix graphical glitches or potentially prevent games from freezing. || --vif1-instant-xfer=0
|-style="background-color:#FEA15C"
|  || Other || ||
|-
| --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. ||
|-
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. ||
|-
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
|-
| --cop2-use-rcp || 0, 1 || use sse rcp ||
|-
| --cop2-use-rsqrt || 0, 1 || use sse rsqrt || --cop2-use-rsqrt=0
|-
| --cop2-clamp-operands || 0, 1 || <pre>A clamping setting that is supposed to increase the cop2's clamping functionality when cop2 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre>|| --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0, 1 || <pre>A clamping setting that is supposed to increase the cop2's clamping functionality when cop2 clamping is enabled, but no difference is noticed for currently unknown reasons, Sony never used it in any official config, therefore no one is really sure of it's correct usage </pre>  || --cop2-clamp-results=1
|-
|}
|}


=====SIF=====
====CDVD====
<pre>The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance, and are rarely ever useful.</pre>
<pre>Commands for changing the nature of CDVD emulation.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
|-style="background-color:#99bbff"
|-style="background-color:#D7EF54"
|  ||  || SIF1 (IOP) ||
|  || Game fixes || ||
|-
| --cdvd-sector-read-cycles || <pre>0.1 = Fastest,
80000 = Slowest</pre> || <pre>Set DVD reading speed, higher values are slower,
lower values are faster, Kinetica uses 40000,
Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000,
some games require moderate speed, too slow or too fast could cause audio problems.</pre>|| --cdvd-sector-read-cycles=40000
|-
| --cdvd-sector-seek-cycles || <pre>0.1 = Fastest,
80000 = Slowest</pre> || <pre>Set the speed at which the emulated CDVD spins, higher values are slower,
lower values are faster, fixes boot-up sometimes.</pre> More info here [https://github.com/PCSX2/pcsx2/pull/3877]. || --cdvd-sector-seek-cycles=1
|-style="background-color:#FEA15C"
|  || Misc || ||
|-
| --max-disc-num || 1-5 || Numbers of discs in package (maximum=5) || --max-disc-num=1
|-
|-
| --iop-sif1-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1
| --boot-disc-id || 1-5  || Sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
|-
| --ee-sif1-cycle-scalar ||Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
| --switch-disc-reset || <pre> 1 = Enables resetting the game upon disc swap
|-style="background-color:#99ddff"
0 = Disables resetting the game upon disc swap</pre>|| <pre> 0 Can be used to prevent Resetting the game when switching multiple discs, useful for games like Samurai warriors 2 that have Import data Feature, Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it</pre> || --switch-disc-reset=1
|  ||  || SIF0 (EE) ||
|-
|-
| --iop-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
| --cdvd-determinism || 0, 1|| (?) || --cdvd-determinism=1
|-
|-
| --ee-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1
| --verbose-cdvd-reads || 0, 1 || Seems to slightly improve reading speed when enabled (?) || --verbose-cdvd-reads=1
|-
|-
|}
|}


====[https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS]====
====IOP====
<pre>"GS" stands for Graphics Synthesizer. It's the PlayStation®2's co-processor that's responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre>
<pre>The emulated I/O Processor (IOP) settings, Commands here are rarely useful, since the ps4 emulates it very accurately, very few games will require these options. the iop controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output Devices</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
|-style="background-color:#7698FF"
|-style="background-color:#D7EF54"
|  || Speedhacks || ||
|  || Game fixes || ||
|-
|-
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1
| --iop-cycle-scalar || <pre> [Overclocking]
|-
(0.99 => 0.1)
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators.  It does however, work on jak emulators || --gs-adaptive-frameskip=1
[Underclocking]
(1.1 => 5.0)</pre> || '''Not a Speedhack''', when you lower it below 1.0 the iop is overclocked, when you increase it above 1.0 the iop is underclocked. the only thing you will notice from this is faster/slower loading speed|| --iop-cycle-scalar=1.0
|-
|-
| --gs-h2l-list-opt || 0, 1 || Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|-
|-
|-style="background-color:#cbddfb"
| --iop-tight-slice-count || 0, 2000 || Seems to slow down the iop the higher the value, Can be used in games such as the godfather or gran turismo 4 to solve stuttering fmvs due to very fast iop cycles|| --iop-tight-slice-count=12
| || GS features || ||
|-
|-
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. || --gs-use-mipmap=1
| --iop-hook || AdvanceClock, FastForwardClock || <pre>IOP native hook, Sony uses it on their official release of Red dead revolver</pre> || --iop-hook=0x0086ac,FastForwardClock
|-
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1
|-
|-
| --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It could possibly solve graphical issues or improve the quality of the colors. || --gs-use-clut-merge=1
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation, other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
|-
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe
|-
|-
|-style="background-color:#D7EF54"
|-style="background-color:#FEA15C"
|  || Gs settings / Behaviour || ||
|  || Other || ||
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --iop-validate-kernel || 0, 1 || ||  
|-
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
|-
| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l need to be enabled before their options become usable|| --gs-kernel-cl-up="clutmerge2x2"
|-
| --gs-override-small-tri-area || 0, 1 || Small triangle rejection. Could potentially restore missing text in some games. || --gs-override-small-tri-area=1
|-
| --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1
|-
| --gs-ignore-dirty-page-border || 0, 1 || ? ||--gs-ignore-dirty-page-border=1
|-
| --gs-ignore-rect-correction || 0, 1 || Setting it to 1 is known to fix graphical glitches occurring in far distances || --gs-ignore-rect-correction=1
|-
|-
| --gs-opt-frbuff-switch || 0, 1 || || --gs-opt-frbuff-switch=0
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||
|-
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge"
| --iop-pc-coherency || 0, 1|| Most likely updates the (Program counter) more frequently for the iop (?)   ||  
|-
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
|-
|-
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
| --iop-inst-marking || 0, 1? || ||  
|-
|-
| --gs-progressive || 0, 1 || Enables progressive scan. It's used to fix graphical glitches/double screen issues.  ||
| --detect-idle-iop || 0, 1 || enabled by default, set to 0 in order to disable it || --detect-idle-iop=0
|-
| --gs-vert-precision || 8, 16 || 3D rendering vertex precision. The emu expects the values of 8 or 16, any other values are not permitted. || --gs-vert-precision=8
|-
|-
| --gs-force-bilinear || 0, 1 || Forces bilinear filtering, can fix ghosting problems in some cases. Not recommended for games that use 2D images, as it could possibly break games that rely on nearest filtering.|| --gs-force-bilinear=1
| --iop-jit-disasm || || ||  
|-
|-
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1
| --iop-evt-check-full || || ||  
|-
| --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1
|-
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. Reduces sharpness. (Trilinear filtering??) ||
|- 
| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1
|-
|-
| --gs-render-tile-threshold || 0, 3000000 |||| --gs-render-tile-threshold=300000
|}
 
====SIF====
<pre>The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance, and are rarely ever useful.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#99bbff"
|| || SIF1 (IOP) ||
|-
|-
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
| --iop-sif1-cycle-scalar || <pre> [Overclocking]
(0.99 => 0.1)
[Underclocking]
(1.1 => ∞ )</pre>|| It controls how much data the IOP recieves from the EE || --iop-sif1-cycle-scalar=0.1
|-
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
| --ee-sif1-cycle-scalar || <pre> [Overclocking]
(0.99 => 0.1)
[Underclocking]
(1.1 => ∞ )</pre> || It controls how much data the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
|-style="background-color:#99ddff"
|  ||  || SIF0 (EE) ||
|-
|-
| --gs-frontend-opt-mode || 0, 1, 2 || ? || --gs-frontend-opt-mode=1
| --iop-sif0-cycle-scalar || <pre> [Overclocking]
|-
(0.99 => 0.1)
| --gs-motion-factor || 25, 50 ||  || --gs-motion-factor=25
[Underclocking]
(1.1 => ∞ )</pre>|| It controls how much data the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
|-
|-
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
| --ee-sif0-cycle-scalar || <pre> [Overclocking]
(0.99 => 0.1)
[Underclocking]
(1.1 => ∞ )</pre>|| It controls how much data the EE recieves from the IOP || --ee-sif0-cycle-scalar=0.1
|-
|}
 
====Misc====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
| --idec-cycles-per-qwc || int/multiplier || Probably related to the ipu|| --idec-cycles-per-qwc=768
|-
|-
| --gs-check-trans-rejection || 0, 1 || Check transfer rejection ? || --gs-check-trans-rejection=1
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
|-
| --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1
|-
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
|-
|-
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1
| --pcr0-delta-hack || 0.1 , 400000 || || --pcr0-delta-hack=1
|-
|-
|-style="background-color:#9042f5"
| --jitproc-use-aslr || || ||
|| Aspect ratio || ||
|-
|-
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
| --detect-idle-intc ||0, 1|| enabled by default, set to 0 in order to disable it || --detect-idle-intc=0
|-
| --gs-scanout-offsety || relative offset/ignored || A zoom in setting in the y direction || --gs-scanout-offsety=27
|-
|-
| --safe-area-min || area/float (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator || An overscan setting|| --safe-area-min=0.9
| --detect-idle-chcr|| 0, 1|| enabled by default, set to 0 in order to disable it || --detect-idle-chcr=0
|-
|-
|-style="background-color:#FEA15C"
| --rom || <pre>location of the bios that's inside of the fpkg</pre> || <pre>Could allow to use custom bios, though still not working</pre> || <pre>--rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"</pre>
| || Other || ||
|-
|-
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
|-
| --gs-hdr-support || 0, 1? || ? ||
|}
|}


====IOP====
====PCSX2's gameindex====
<pre>The emulated I/O Processor (IOP) settings. Commands here are rarely useful, as very few games will require them. The IOP controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output devices</pre>
<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml]
<br>[https://github.com/Scalerize/Pcsx2-gameindexes Old Gameindex.yaml files in case these settings get deleted from PCSX2]
 
<pre>This list includes the gameindex's equivalent commands in the ps4.
These commands are fully tested. there's no need to edit them</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! PCSX2 !! PS4 !! Notes
|-style="background-color:#D7EF54"
|-
| || Game fixes || ||
| XGKickHack ||--vu-xgkick-delay=0 || <pre> Limit is between
(0 => 31) </pre>
|-
| VuAddSubHack ||--vu-hack-triace=1 || <pre>Required for every single game developed by TriAce</pre>
|-
|-
| --iop-cycle-scalar ||<br>Accelerate IOP cycles: (0.99 => 0.1) <br>Decelerate IOP cycles: (1.1 => 5.0)|| '''Not a Speedhack'''. Accelerating can improve DVD reading speed|| --iop-cycle-scalar=1.0
| vuClampMode: 2 ||<pre>--vu1-no-clamping=0  
--vu0-no-clamping=0  
--cop2-no-clamping=0 </pre>||
|-
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
| vuClampMode: 3  || <pre>--vu1-no-clamping=1
--vu0-no-clamping=1
--cop2-no-clamping=1
</pre> ||
|-
|-
| --iop-tight-slice-count || 0, 2000 || Seems to slow down the iop the higher the value, Can be used in games such as the godfather or gran turismo 4 to solve stuttering fmvs due to very fast iop cycles|| --iop-tight-slice-count=12
|vu0ClampMode: 2 || <pre>--vu0-no-clamping=0
--cop2-no-clamping=0</pre> ||
|-
|-
| --iop-hook || AdvanceClock, FastForwardClock || IOP native hook, Sony uses it on their official release of Red dead revolver || --iop-hook=0x0086ac,FastForwardClock
|vu0ClampMode: 3 || <pre>--vu0-no-clamping=1
--cop2-no-clamping=1
</pre>||
|-
|-
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation. Other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
|vu1ClampMode: 2 || --vu1-no-clamping=0 ||
|-
|-
|-style="background-color:#FEA15C"
|vu1ClampMode: 3 || <pre>--vu1-no-clamping=1
|  || Other || ||
</pre>||
|-
|-
| --iop-validate-kernel || 0, 1 || ||  
| eeClampMode: 2 || --fpu-no-clamping=0 ||
|-
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
| eeClampMode: 3  || <pre>--fpu-no-clamping=1
</pre>||
|-
|-
| --iop-pc-coherency || 0, 1||  ||
| FpuNegDivHack & FpuMulHack || --fpu-accurate-muldiv=1 || <pre>it'll probably make game lose performance
therefore use this with it --fpu-accurate-mul-fast=1 </pre>
|-
|-
| --iop-inst-marking || 0, 1? || ||  
| cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 ||
|-
|-
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
| MTVUSpeedHack: 0 || --vu1=jit-sync ||
|-
|-
| --iop-jit-disasm || || ||  
| IbitHack || <pre>--vu1-di-bits=0
--vu1-const-prop=1</pre> || <pre>Note: this emulator has this hack enabled by default
for all games and emulators, these 2 commands are only provided to
assist games that need that hack with performance and is not the equivalent of this hack. </pre>
|-
|-
| --iop-evt-check-full || 0, 1 ?|| ||  
| roundSprite: 1 || --gs-use-clut-merge=1 || <pre>Note: Works very similar but not the equivalent</pre>
|-
|-
|}
| <pre>mergeSprite: 1</pre> || --gs-kernel-cl-up="up2x2simple" || <pre>Note: Works very similar but not the equivalent</pre>
 
====Misc====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
| --idec-cycles-per-qwc || int/multiplier || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
|-
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
|-
|-
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
| cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: Works very similar to it, But it's not exactly the same
|-
|-
| --pcr0-delta-hack || 0.1 , 400000.0 || Modify delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. || --pcr0-delta-hack=1.0
| mipmap: 1 || <pre>--gs-use-mipmap=1</pre>  ||
|-
|-
| --jitproc-use-aslr || || Disables compiler process ASLR, useful for easier debugging, as the compiler process will be always on fixed address. Theoretically useful for mast1c0re, but to change it you need to be already in... || --jitproc-use-aslr=0
| autoFlush: 1 || --gs-flush-ad-xyz=safe || <pre>Possible values include
always, safe, off, 0</pre>
|-
|-
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
| VIF1StallHack || --vif1-instant-xfer=0 || <pre> if that doesn't work you can always use
the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000)</pre>
|-
|-
| --detect-idle-chcr|| 0, 1|| Enabled by default, 0 disables it  || --detect-idle-chcr=0
| VIFFIFOHack || --vif1-ignore-cmd-ints=1 ||
|-
|-
| --rom || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working || --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"
| wildArmsHack: 1 || --gs-kernel-cl-up="DarkCloud2" ||
|-
|-
| --cop2 || jit, trans || ? ||
| deinterlace: || --force-frame-blend=1 ||
|-
| --vu0 || jit, trans || ? ||
|-
| --r30 || jit, trans || ? ||  
|-
|-
|}
|}


====PCSX2's gameindex====
=== Emulators ===
<pre>PCSX2's commands on the PS4</pre>
<pre>Every emulator is programmed in a different way, sometimes choosing the right emulator is the only possible way to fix a game, emulators are not provided pre-installed on your ps4, they have to be unpacked from your ps2classics backup that's downloaded from the ps store from that specific game. this list includes The typical usage of some of The emulators. and by emulator we mean the fpkg's Eboot.bin</pre>
 
<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml]
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#c300ff|#000000}}PS4 !! Notes
! Emulator !! Usage !! API Version !! Similar emulators (Usage)
|-style="background-color:#D7EF54"
|  || 2017 || ||
|-
|-
| XGKickHack ||--vu-xgkick-delay=0 || Limit is between
| <pre>Jak v2</pre> || Good compatibility with most ps2 games, and it has a very high api version which means more LUA commands are supported.|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,''' '''Parappa.'''
(0 => 31)
|-
|-
| VuAddSubHack ||--vu-hack-triace=1 || Required for every single game developed by TriAce
| <pre>AOFA</pre> || Works similarly to RECVX, It managed to fix '''Coraline''' || ||
|-
|-
| vuClampMode: 2 ||--vu1-no-clamping=0<br>--vu0-no-clamping=0  ||
| <pre>RECVX</pre> || Fixes Games like '''Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters''' freezing at the splash screen Most likely due to the way it emulates Vector unit 1|| 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
|-
|-
| vuClampMode: 3 || --vu1-no-clamping=1<br>--vu0-no-clamping=1 ||
|-style="background-color:#D7EF54"
| || 2016 || ||
|-
|-
| vu0ClampMode: 2 || --vu0-no-clamping=0 ||
| <pre>Redfaction</pre> || It is a very good emulator to use for games that are sensitive to VU1, it was used to fix '''Tony hawk games''' suddenly crashing, probably has something similar vu1roundmode 0. || 1.6 || '''Max payne'''
|-
|-
| vu0ClampMode: 3 || --vu0-no-clamping=1 ||
| <pre>Forbidden
siren</pre> || The only emulator that fixed '''Ice age 2''' being stuck at splash screen using kozarovv's patch, it also fixed '''Gran turismo 4''' running EXTREMELY slow, this emu possibly has EE cache support || 0.1 ||
|-
|-
| vu1ClampMode: 2 || --vu1-no-clamping=0 ||  
| <pre>KOF2000</pre> || Fixes graphical issues and sps in games such as '''Crash Twinsanity''', and '''prevents Koei tecmo games from suddenly freezing when battle starts''', since it emulates COP2/VU1/VU0 timing much more accurately than other emulators || 1.2 || '''Roguev1''' and '''KOF98'''
|-
|-
| vu1ClampMode: 3 || --vu1-no-clamping=1 ||
| <pre>rise of the kasai</pre> || Fixed most of the '''Harry potter''' games|| || Also referred to as rotk
|-
|-
| eeClampMode: 2 || --fpu-no-clamping=0<br>--cop2-no-clamping=0 ||
|-style="background-color:#D7EF54"
|-
|  || 2015 || ||
| eeClampMode: 3 || --fpu-no-clamping=1<br>--cop2-no-clamping=1 ||
|-
| FpuNegDivHack<br>FpuMulHack || --fpu-accurate-muldiv=1 ||
|-
| cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 ||
|-
| MTVUSpeedHack: 0 || --vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
|-
| mergeSprite<br>alignSprite || --gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
|-
|-
| cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
|<pre>War of the monsters v1</pre> || Probably the most GS accurate emulator we have on the PS4, Fixed '''Enter the Matrix''' crashing with upscaling on, and fixed '''Devil may cry 2''' characters having missing faces, fixed '''Tekken 5''' having graphical corruptions in some levels, Fixed '''the bard's tale''' crashing, it also happens to be the default emulator for PS2ClassicsGUI || 0.1 ||
|-
|-
| mipmap || --gs-use-mipmap=1  ||
| <pre>GTA 3</pre> || Fixed the pal Version of '''Genji: Dawn of the Samurai''', Could be the most GIFIFO accurate emu we have. || ||
|-
|-
| autoFlush || --gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
| <pre>Parappa</pre> || The only emulator that was able to Boot '''Spyro: A Hero's Tail''' || ||
|-
|-
| VIF1StallHack || --vif1-instant-xfer=0 || If that doesn't work, the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) might assist.
| <pre>Star wars racer revenge</pre> || Seems to be the most similar emulator to the ps3. useful for debugging games as it also shows useful information such as pagefault || 0.1||  
|-
|-
| wildArmsHack || --gs-kernel-cl-up="DarkCloud2" ||
|-
| deinterlace || --force-frame-blend=1 ||
|}
|}
<pre>All you have to do to make these emulators work for your game
is to replace your Fpkg backup's iso with that game's iso</pre>


=== Emulators ===
=== XXXX-YYYYY_config.lua ===
Every emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed on the ps4, they have to be unpacked from an official Sony made PS2CLASSICS pkg. This list includes the typical usage of those emulators.
 
<pre>It is the most powerful Configuration on the emulator, it Allows direct patching of EE/IOP/VU memory, hooks registers, hook dma, almost Everything can be done here.
 
If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).</pre>
 
'''Known functions:
'''
Require cleanup.
====ApiRequest====
<pre>The most important part of a lua. without it the lua will crash the game.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || 2018 || ||
|-
|-
| The King of Fighters '98: Ultimate Match || The only known emulator where '''Mojin-ribbon''' is playable. Commonly known as "KOF98"|| 2.0 ||
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
|-
|-style="background-color:#D7EF54"
|  || 2017 || ||
|-
| Jak and Daxter: The Precursor Legacy || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. In addition, Jak emus are one of the few emus that can use the '''--gs-adaptive-frameskip=1''' command. It is often referred to as "Jak v2"|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,'''
|-
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
|-
| Resident Evil – Code: Veronica || Fixes games like '''Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at a black/splash screen. Additionally, it fixes many games requiring '''OPL's mode 2'''. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
|-
| Fatal Fury Battle Archives: Volume 2 || The emulator with the closest VU0-EE sync on the PS4; setting eecyclescalar to 5 on this emulator will enable some VU0 sync demanding games to run on the PS4. ||  ||
|-style="background-color:#D7EF54"
|  || 2016 || ||
|-
| Redfaction || It is prominently used to fix games that are VU1 sensitive. It was used to fix '''Tony Hawk games''' suddenly crashing, and to fix MTVU sensitive games such as '''Star Wars Battlefront II'''.|| 1.6 || '''Max payne'''
|-
| Forbidden Siren || The only emulator that was able fix '''Ice age 2''' being stuck at splash screen by using it in conjunction with patches. It also fixed '''Gran turismo 4''' running EXTREMELY slow. || 0.1 ||
|-
| King of Fighters 2000 || Seemingly the emulator with closest VU0-EE sync on the PS4. Fixes graphical issues and sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer''', and '''prevents Koei tecmo games from suddenly freezing when battle starts. Likely the only emulator where '''Batman Begins''' does not crash.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage'''
|-
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows''' crashing. || 0.1 ||
|-
| Destroy All Humans! 2 ||  || 0.7 ||
|-
| Rise of the Kasai || Fixed most of the '''Harry potter''' games. Often referred to as "rotk"|| 0.2 ||
|-
|-style="background-color:#D7EF54"
|  || 2015 || ||
|-
|War of the monsters v1 || The emulator that's used in PS2CLASSICSGUI, and the best one around for GS/GIF accuracy. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter'''
|-
| GTA 3 || Fixed the pal version of '''Genji: Dawn of the Samurai''' || 0.6 ||
|-
| Parappa 2 || The only emulator that was able to boot '''Spyro: A Hero's Tail''' || 0.1 ||
|-
| Star Wars Racer Revenge || Seems to be the most similar emulator to the ps3. Useful for debugging games as it also shows useful information such as pagefault || 0.4 ||
|-
|}
 
=== XXXX-YYYYY_config.lua ===
 
<br>It is the most powerful configuration on the emulator, it allows for direct patching of EE/IOP/VU memory, hooks registers, hook dma. Almost Everything can be done here.
<br>If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).
<br> [[PS2_PS4_LUA|Examples]]
<br>'''Known functions:
'''
Require cleanup.
====ApiRequest====
<pre>The most important part of the lua. The lua will crash the game if it were used without it. </pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
Different emu versions support different highest api.  
Different emu versions support different highest api.  
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
Line 914: Line 1,012:
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
|-
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.  
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter During loading screens, This setting can sometimes be harmful when used globally in config files. Loading times are faster, but the game also runs faster than it should when the PS4 has enough free cpu power.
|-style="background-color:#ffe680"
|-style="background-color:#ffe680"
|  || CDVD ||  
|  || CDVD ||  
Line 975: Line 1,073:
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
|-
|-
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18. In some cases, games will hang on a black screen with some other language settings (eg Japanese) - Example for usage: emuObj.SetPs2Lang(1)
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18, Strangely, Some Games can Crash if their Specific Language is not selected
<div align="left"><pre>0 - japanese
<div align="left"><pre>0 - japanese
1 - english
1 - english
Line 996: Line 1,094:
18 - english-uk</pre></div>
18 - english-uk</pre></div>
|-
|-
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. The correct port values are 0-3, correct light values are 0-255.
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
|-
|-
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
Line 1,046: Line 1,144:
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
|-
|-
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook
|-
|-
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
Line 1,114: Line 1,212:
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. Can be used also with additional var. like eeObj.GetPc()+4
|GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. can be used also with additional var. like eeObj.GetPc()+4
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
Line 1,145: Line 1,243:
|RemoveJitResetHook || ||
|RemoveJitResetHook || ||
|-
|-
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, ???) || Seems to somehow be related to gpr registers
|-
|-
|-style="background-color:#ffb3b3"
|-style="background-color:#ffb3b3"
Line 1,163: Line 1,261:
|  || Speedhacks ||  
|  || Speedhacks ||  
|-
|-
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion engine Cycles
|-
|-
|AdvanceClock || eeObj.AdvanceClock() || it is still unknown how to use this command. Check Psychonauts lua for more details.
|AdvanceClock || eeObj.AdvanceClock() || it is still unknown how to use this command, check Psychonauts lua for more details.
|-
|-
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?)
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the iop is ahead of normal clock (?)
|-
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=, setting it to eeObj.Vu1MpgCycles(1000) would skip 50% of frames When the game enters a VU1 Heavy area and will return to normal framerate when VU1 is not being under heavy usage.
|-style="background-color:#FEA15C"
|-style="background-color:#FEA15C"
|  || Other ||  
|  || Other ||  
Line 1,175: Line 1,273:
| CallPredicate
| CallPredicate
|-
|-
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles)<br>Example:<br>eeObj.AddHook(0x0033A4DC,0xAC430000, function() eeObj.SchedulerDelayEvent("gif.dma", 0x10500) end) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command allows for the delayment of certain DMA transfer by cycles.  
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command allow to delay certain DMA transfer by cycles.  
|-
|-
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
|WaitVu1 || eeObj.WaitVu1() || most likely this is --vu1=jit-sync, adding it will Sync the EE with the VU1, Pcsx2 has a similar gamefix called VU Sync which syncs both VU1 and VU0 with the EE.  
|-
|-
|GetPcRingBuffer || ||
|GetPcRingBuffer || ||
Line 1,185: Line 1,283:
|CalcInsnHash || ||
|CalcInsnHash || ||
|-
|-
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|getOverlayObject || eeObj.getOverlayObject() || Can be used to get Current EE Offset (???) local eeOverlay = eeObj.getOverlayObject()
|-
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
|-
|-
|}
|}
======SetGsTitleFix======


<pre>One of the most important commands in lua, allows to change the GS's behavior.
=====(IOP) IOPObject=====
Part of EmuObject() class. Used frequently in official configs.</pre>
<pre>Commands for the emulated input-output processor</pre>
'''Examples'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
<pre>
! Command !! Usage !! Notes
-- fix vision logo (Wild Arms 3)
|-style="background-color:#D7EF54"
local thresholdArea = 0 -- ignore alls items : fix #112276
| || Object calling class ||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
|-
------------------------------------------------------------------------------------------------------
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
  ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
------------------------------------------------------------------------------------------------------
GetCPR0 SetCPR0</pre></div>
-- Performance  fix ( bug# 9474 )
|-style="background-color:#7698FF"
if 0 then  -- emuObj.IsNeoMode() then -- neo mode check disabled, due to bug #10442
|  || Memory editing ||
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 125000} )
|-
else
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 100000} )
|-
end
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
------------------------------------------------------------------------------------------------------
|-
-- bug# 9972
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|-
------------------------------------------------------------------------------------------------------
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
-- Bully bug 9392
|-
-- Performace fix
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
local thresholdArea = 600
|-
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
------------------------------------------------------------------------------------------------------
|-
-- Bug#9174 -
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|-
------------------------------------------------------------------------------------------------------
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
-- Bug#9240 (Light maps uprender)
|-  
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
|-
------------------------------------------------------------------------------------------------------
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
-- Apply light maps texMode=2 (bilinear)   psm= SCE_GS_PSMCT32 (0)
|-
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read Bytes From offset
------------------------------------------------------------------------------------------------------
|-
-- Performace fix (bug #9785 )
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8 Bytes From offset
emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} )
|-
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
------------------------------------------------------------------------------------------------------
iopObj.ReadMem32(gp - 348)
-- Accumulate fill area only when conditions are met
|-
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
------------------------------------------------------------------------------------------------------
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Disable post-processing
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044 } )
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend(Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {prim=5, texMode=2, tbp=0x320000} )
</pre>
 
 
<br>'''Commands'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Example !! Notes !! Values
|-
|-
|globalSet || emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5}) || used with workLoadThreshold or  waveThreshold or loadThreshold
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|-
|-
|reserved || ||
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|-
|-
|ignoreSubBuffCov|| ||ignore ? buffer coverage
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|-
|-
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|-
|-
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
|ReadMemStr || ||
|-
|-
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|-
|-
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|-
|-
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
|-
|-
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|-
|-
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|-
|forceBiLinear || ||
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0, mmin=0} ) ||
|-style="background-color:#FEA15C"
| || Clock speed ||  
|-
|-
|forceSimpleFetch ||   emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
| FastForwardClock || iopObj.FastForwardClock() ||
|-
|-
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
| AdvanceClock || iopObj.AdvanceClock() || Increase Iop Clock speed at hooked iop offset
|-
|-
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
| GetClock || iopObj.GetClock() || Returns the value of how many cycles the iop is ahead of normal clock (?)
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
|AddHook || iopObj.AddHook()||
|-
|-
|includeAreaUpdate|| ||
|RemoveHook || iopObj.RemoveHook()||
|-
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
|-
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
|-
|changeAlpha|| ||
|-
|-
|}
|}


<br>'''Arguments/variables'''
=====(GS) GsObject=====
<pre>Commands for the emulated Graphics synthesizer</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Usage !! Notes
! Command !! Usage !! Notes
|-style="background-color:#7698FF"
|-style="background-color:#D7EF54"
|  || Variable ||  
|  || Object calling class ||
|-
|-
|alpha_mask ||  ||
| getGsObject || local gsObj = getGsObject() ||
|-style="background-color:#c6ecd9"
|| Graphical fixes / Improvement ||  
|-
|-
|texType || {texType = 3}|| (1-3, more? )
|SetL2HMode || gsObj.SetL2HMode()||
|-
|-
|texMode || || 1 - Point? , 2 - bilinear
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|-style="background-color:#D7EF54"
|  || Argument ||
|-
|-
|alphaIsNot || || alpha - is not X
|SetUpscaleMode || gsObj.SetUpscaleMode() ||
|-
|-
|twIsLess || || texture width - is less than X
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|-
|-
|thIsLess || || texture height - is less than X
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|-
|-
|twIsNot || || texture width - is not X
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|-
|-
|thIsNot || || texture width - is not X
|}
 
=====Does not require Object calling or Uknown=====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
|psmIsNot || || texture pixel storage format - is not X
| eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
<pre>PSMCT32  = 0   PSMT4HL = 36
|-
PSMCT24  = 1   PSMT4HH = 44
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
PSMCT16  = 2   PSMZ32  = 48
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
PSMCT16S = 10  PSMZ24  = 49
Replace 64 bits of VU0 at offset 0xB38</pre>
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|primIsNot || || GS primitive type - is not
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) || Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0)
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|mipIsGt || || mip level is grater than X (?)
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
But functions from this list should be available in every emu:
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
fabs cosf fabsf
sinf acosf asinf
sqrtf fptoui fptodp
litodp dptoli dptofp
memcpy memset strlen</pre>
|-
|-
|-style="background-color:#FEA15C"
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
| || Needs wikify ||
|-
|-
|zmsk || || Z (depth) draw mask
| GsCustomShader || ||  
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
|tw || || texture width
| Unlock || ||  
|-
|-
|th || || texture height
| IsUnlocked || ||  
|-
|-
|ztst || || Z (depht) test method
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
<pre>ZNOUSE  = 0
0x27bdfff0, -- addiu $sp, -0x10
ZALWAYS  = 1
0xffbf0000, -- sd $ra, 0(sp)
ZGEQUAL  = 2
0xffb00008, -- sd $s0, 8(sp)
ZGREATER = 3
0x3c05000f, -- lui $a1, 0x000f
 
0x34a57000, -- ori $a1, 0x7000
0 -                       All pixels fail
0x0c0db8b6, -- jal Script::State::DoString
1 -                       All pixels pass
0x0080802d, -- move $s0, $a0
2 - Pass if Z grater or equal to Z buffer
0x24050001, -- li $a1, 1
3 -       Pass if Z grater than Z buffer</pre>
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
})</pre></div>
|-
| eeDebugBreak || ||
|-
| CsBindShader || ||
|-
|-
|mmin || || MMIN flag
| CsSetParamInt32 || ||  
<pre>NEAREST                = 0
LINEAR                = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR  = 5</pre>
|-
|-
|prim || || GS primitive type
| CsSetParamFloat || ||  
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|fillArea || ||  
| CsResetContext || ||  
|-
|-
|frameW || ||  
| CsPrintContext || ||  
|-
|-
|renderSelf || ||  
| PsBindShader || ||  
|-
|-
|hasClut || ||  
| PsSetParamInt32 || ||  
|-
|-
|alphaTest || ||  
| PsSetParamFloat || ||  
|-
|-
|primTest || ||  
| PsResetContext || ||  
|-
|-
|workLoadThreshold || ||  
| PsPrintContext || ||  
|-
|-
|alpha || || <pre> example: alpha=0x80000044
|}
alpha=0</pre>
<pre>Note: eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.</pre>
 
=====Other objects=====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
|tbp || || texture base pointer
! !! getGLSObject class !!
|-
|-
|cbp || {cbp = 0x2390} || CLUT buffer base pointer
| getGLSObject || ||  
|-
|-
|psm || {psm=0}  || texture pixel storage format
|Enable || ||
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|mxl || || maximum mip level (0-6)
|EnableServerRecording || ||  
|-
|-
|fbmask || { fbmask= 0x00FFFFFF}|| Framebuffer mask(?)
|Pause || ||  
|-
|-
|totalArea || ||
! !! getGsObject class !!
|-
|-
|packedRegs || ||
! !! getAudioObject class !!
|-
|-
|packedRegsLo || ||  
| getAudioObject || ||  
|-
|-
|packedRegsHi || ||  
| muteStreamingAll || ||  
|-
|-
|packedRegsNum || ||  
| muteStreamingMain || ||  
|-
|-
|packedFlags || ||  
| muteStreamingBGM || ||  
|-
|-
|packedPrim || ||
! !! getRemotePlayObject class !!
|-
|-
|areaNumFrames || ||  
| getRemotePlayObject || ||  
|-
|-
|waveThreshold || ||  
| Enable || ||  
|-
|-
|loadThreshold || ||
! !! getVideoRecordingObject class !!
|-
|-
|fixSpriteDivTab || ||
| getVideoRecordingObject || ||
|}
 
=====(IOP) IOPObject=====
<pre>Commands for the emulated input-output processor</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
| Enable || ||  
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
GetCPR0 SetCPR0</pre></div>
|-style="background-color:#7698FF"
|  || Memory editing ||  
|-
|-
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
! !! getSharePlayObject class !!
|-
|-
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
| getSharePlayObject || ||  
|-
|-
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
| Enable || ||  
|-
|-
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
! !! getSpriteObject group  !!
|-
|-
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|getSpriteObject || ||
|-
|-
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|Enable || ||
|-
|-
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||  
|Disable || ||
|-
|-
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
|BindFragmentShader || ||
|-
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|-
|-
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
|SetShaderParams || || <div align="left">
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:
 
local sprite0 = getSpriteObject(0)
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
|BindTexture || ||
|-
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|SetPosXY || ||
|-
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
|SetSizeXY || ||
iopObj.ReadMem32(gp - 348)
|-
|-
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|SetPosUV || ||
|-
|-
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|SetSizeUV || ||
|-
|-
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|PrintContext || ||
|-
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
<pre>local sprite0 = getSpriteObject(0)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
|-
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
|-
|ReadMemStr || ||
| getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
|-
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
| getScreenShotObject || ||  
|-
|-
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|}
|-
 
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
====Registers for hook====
|-
Registers defined in alias files.  
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|-
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-style="background-color:#FEA15C"
|  || Clock speed ||
|-
| FastForwardClock || iopObj.FastForwardClock() ||
|-
| AdvanceClock || iopObj.AdvanceClock() ||
|-
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|AddHook || iopObj.AddHook()||
|-
|RemoveHook || iopObj.RemoveHook()||
|-
|}


=====(GS) GsObject=====
'''GetGpr/SetGpr
<pre>Commands for the emulated Graphics synthesizer</pre>
'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
<pre>gpr.zero gpr.at
! Command !! Usage !! Notes
gpr.v0  gpr.v1
|-style="background-color:#D7EF54"
gpr.a0  gpr.a1  gpr.a2  gpr.a3
| || Object calling class ||
gpr.t0  gpr.t1  gpr.t2  gpr.t3
|-
gpr.t4 gpr.t5  gpr.t6 gpr.t7
| getGsObject || local gsObj = getGsObject() ||
gpr.s0  gpr.s1  gpr.s2 gpr.s3
|-style="background-color:#c6ecd9"
gpr.s4  gpr.s5  gpr.s6 gpr.s7
| || Graphical fixes / Improvement ||
gpr.t8  gpr.t9
|-
gpr.k0  gpr.k1
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
gpr.gp  gpr.sp  gpr.fp  gpr.ra
|-
gpr.lo  gpr.hi  gpr.sa
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender modeOverrides CLI, 0=none, 1=2x2
 
|-
example: eeObj.GetGpr(gpr.a1)
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale modeOverrides CLI
</pre>
|-
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
|-
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|-
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|-
|}


=====Does not require Object calling or Uknown=====
</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
'''GetCPR0/SetCPR0
! Command !! Usage !! Notes
'''
|-
<pre>cpr.index   cpr.pagemask
| eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
cpr.random   cpr.wired
|-
cpr.entrylo0      cpr.badvaddr
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
cpr.entrylo1      cpr.count
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
cpr.context   cpr.entryhi
Replace 64 bits of VU0 at offset 0xB38</pre>
 
|-
 
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) || Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0)
cpr.compare   cpr.config    cpr.taglo
|-
cpr.status   cpr.badpaddr  cpr.taghi
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
cpr.cause   cpr.hwbk cpr.errorepc
Different emulators can have different functions included, vide SO3. Require api 1.4 or higher.
cpr.epc   cpr.pccr
But functions from this list should be available in every emu:
cpr.prid
<pre>ieee754_acosf ieee754_asinf ieee754_sqrtf
 
fabs cosf fabsf
example: eeObj.GetCPR0(cpr.status) </pre>
sinf acosf asinf
 
sqrtf fptoui fptodp
====SetGsTitleFix====
litodp dptoli dptofp
 
memcpy memset strlen</pre>
<pre>One of the most important commands in lua, allows to change the GS's behavior.
|-
Part of EmuObject() class, used frequently in official configs.</pre>
| eeNativeHook || eeNativeHook(<ee ofset>, <original opcode>, <action>) || eeNativeHook require apiRequest(1.4) or higher.
'''Examples'''
|-
<pre>
| GsCustomShader || ||
-- fix vision logo (Wild Arms 3)
|-
local thresholdArea = 0 -- ignore alls items : fix #112276
| Unlock || ||
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
|-
------------------------------------------------------------------------------------------------------
| IsUnlocked || ||
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
|-
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
| InsnOverlay || InsnOverlay({<opcode, opcode, opcode...>}) || example: <div align="left"><pre>InsnOverlay({
------------------------------------------------------------------------------------------------------
0x27bdfff0, -- addiu $sp, -0x10
--  Performance  fix ( bug# 9474 )
0xffbf0000, -- sd $ra, 0(sp)
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
0xffb00008, -- sd $s0, 8(sp)
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 125000} )
0x3c05000f, -- lui $a1, 0x000f
else
0x34a57000, -- ori $a1, 0x7000
    emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 100000} )
0x0c0db8b6, -- jal Script::State::DoString
end
0x0080802d, -- move $s0, $a0
------------------------------------------------------------------------------------------------------
0x24050001, -- li $a1, 1
-- bug# 9972
0x0c0dba4c, -- jal Script::State::IsNull(int)
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
0x0200202d, -- move $a0, $s0
------------------------------------------------------------------------------------------------------
0xdfb00008, -- ld $s0, 8(sp)
-- Bully bug 9392
0xdfbf0000, -- ld $ra, 0(sp)
-- Performace fix
0x03e00008, -- jr ra
local thresholdArea = 600
0x27bd0010  -- addiu $sp, 0x10
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4 } )
})</pre></div>
------------------------------------------------------------------------------------------------------
|-
-- Bug#9174 -
| eeDebugBreak || ||
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
|-
------------------------------------------------------------------------------------------------------
| CsBindShader || ||
-- Bug#9240 (Light maps uprender)
|-
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
| CsSetParamInt32 || ||
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
|-
------------------------------------------------------------------------------------------------------
| CsSetParamFloat || ||
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
|-
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
| CsResetContext || ||
------------------------------------------------------------------------------------------------------
|-
-- Performace fix (bug #9785 )
| CsPrintContext || ||
emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} )
|-
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
| PsBindShader || ||
------------------------------------------------------------------------------------------------------
|-
-- Accumulate fill area only when conditions are met
| PsSetParamInt32 || ||
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
|-
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
| PsSetParamFloat || ||
------------------------------------------------------------------------------------------------------
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Disable post-processing
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )
</pre>
 
 
'''Commands'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Notes
|-
|-
| PsResetContext || ||  
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
|-
|reserved ||
|-
|forceBiLinear ||
|-
|-
| PsPrintContext || ||  
|ignoreSubBuffCov|| ignore ? buffer coverage
|-
|-
|}
|trianglesAsParticles||
<pre>Note: eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.</pre>
 
=====Other objects=====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
! !! getGLSObject class !!
|ignoreAreaUpdate||
|-
|-
| getGLSObject || ||  
|SetSelfRender||
|-
|-
|Enable || ||
|ignoreSprite||
|-
|-
|EnableServerRecording || ||  
|clipScissors||
|-
|-
|Pause || ||  
|forcePoint||
|-
|-
! !! getAudioObject class !!
|forcePointSampling||
|-
|-
| getAudioObject || ||  
|setRejectionArea||
|-
|-
| muteStreamingAll || ||  
|ignoreUpRender|| Ignore uprender for texture type described in params
|-
|-
| muteStreamingMain || ||  
|includeAreaUpdate||
|-
|-
| muteStreamingBGM || ||  
|forceSimpleFetch|| Used Frequently To Fix Graphical Corruptions, emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
|-
|-
! !! getRemotePlayObject class !!
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
|-
|-
| getRemotePlayObject || ||  
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} )
|-
|-
| Enable || ||  
|skipPacked||
|-
|-
! !! getVideoRecordingObject class !!
|changeAlpha||
|-
|-
| getVideoRecordingObject || ||
|ignoreUpRenderTimeout||
|-
|-
| Enable || ||  
|}
 
'''Arguments/variables
'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Notes
|-
|-
! !! getSharePlayObject class !!
|alpha_mask ||
|-
|-
| getSharePlayObject || ||  
|alphaIsNot || alpha - is not X
|-
|-
| Enable || ||  
|texMode || 1 - Point? , 2 - bilinear
|-
|-
! !! getSpriteObject group  !!
|twIsLess || texture width - is less than X
|-
|-
|getSpriteObject || ||
|thIsLess || texture height - is less than X
|-
|-
|Enable || ||
|twIsNot || texture width - is not X
|-
|-
|Disable || ||
|thIsNot || texture width - is not X
|-
|-
|BindFragmentShader || ||
|psmIsNot || texture pixel storage format - is not X
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|SetShaderParams || || <div align="left">
|zmsk || Z (depth) draw mask
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
<pre>update Z buffer      = 0
Example usage:
don't update Z buffer = 1


local sprite0 = getSpriteObject(0)
When 1 depth test result will be ignored</pre>
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
|BindTexture || ||
|tw || texture width
|-
|-
|SetPosXY || ||
|th || texture height
|-
|-
|SetSizeXY || ||
|ztst || Z (depht) test method
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3
 
0 -                      All pixels fail
1 -                      All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|-
|SetPosUV || ||
|mipIsGt || mip level is grater than X (?)
|-
|-
|SetSizeUV || ||
|mmin || MMIN flag
<pre>NEAREST                = 0
LINEAR                = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR  = 5</pre>
|-
|-
|PrintContext || ||
|prim || GS primitive type
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|primIsNot || GS primitive type - is not
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|fillArea ||
|-
|frameW ||
|-
|renderSelf ||
|-
|hasClut ||
|-
|alphaTest ||
|-
|primTest ||  
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
|workLoadThreshold ||  
<pre>local sprite0 = getSpriteObject(0)
|-
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
|alpha || <pre> example: alpha=0x80000044
alpha=0</pre>
|-
|-
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|texType || (1-3, more? )
|-
|-
| getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
|tbp || texture base pointer
|-
|-
| getScreenShotObject || ||  
|cbp || CLUT buffer base pointer
|-
|-
|}
|psm || texture pixel storage format
 
<pre>PSMCT32  = 0  PSMT4HL = 36
====Registers for hook====
PSMCT24  = 1  PSMT4HH = 44
Registers defined in alias files.
PSMCT16  = 2  PSMZ32  = 48
 
PSMCT16S = 10  PSMZ24  = 49
'''GetGpr/SetGpr
PSMT8    = 19  PSMZ16  = 50
'''
PSMT4    = 20  PSMZ16S = 58
<pre>gpr.zero gpr.at
PSMT8H  = 27  </pre>
gpr.v0  gpr.v1
|-
gpr.a0  gpr.a1  gpr.a2  gpr.a3
|mxl || maximum mip level (0-6)
gpr.t0  gpr.t1  gpr.t2  gpr.t3
|-
gpr.t4  gpr.t5  gpr.t6  gpr.t7
|fbmask || ?
gpr.s0  gpr.s1  gpr.s2  gpr.s3
|-
gpr.s4  gpr.s5  gpr.s6  gpr.s7
|totalArea ||
gpr.t8  gpr.t9
|-
gpr.k0  gpr.k1
|packedRegs ||
gpr.gp  gpr.sp  gpr.fp  gpr.ra
|-
gpr.lo  gpr.hi  gpr.sa
|packedRegsLo ||
|-
|packedRegsHi ||
|-
|packedRegsNum ||
|-
|packedFlags ||
|-
|packedPrim ||
|-
|areaNumFrames ||
|-
|waveThreshold ||
|-
|loadThreshold ||
|-
|fixSpriteDivTab ||
|}


example: eeObj.GetGpr(gpr.a1)
====Official examples====
</pre>
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Official_PS2emu_Configuration_Files You can find the rest of them here]
 
<br>Canis Canem Edit
'''GetCPR0/SetCPR0
<br>'''SLES 535.61'''
'''
<br>'''LUA'''
<pre>cpr.index   cpr.pagemask
cpr.random   cpr.wired
cpr.entrylo0      cpr.badvaddr
cpr.entrylo1      cpr.count
cpr.context   cpr.entryhi
 
 
cpr.compare   cpr.config    cpr.taglo
cpr.status   cpr.badpaddr  cpr.taghi
cpr.cause   cpr.hwbk cpr.errorepc
cpr.epc   cpr.pccr
cpr.prid
 
example: eeObj.GetCPR0(cpr.status) </pre>
 
 
====Official examples====
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Official_PS2emu_Configuration_Files You can find the rest of them here]
<br>Canis Canem Edit
<br>'''SLES 535.61'''
<br>'''LUA'''
<pre>
<pre>
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
Line 1,787: Line 1,882:
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</pre>
</pre>
This is a very basic command to replace a part of the EE memory with another instruction.  
This is very basic command to replace part of EE memory with other instruction.  
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.  
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.  
* -- Fix black screen SLUS-20064 is comment
* -- Fix black screen SLUS-20064 is comment
Line 1,812: Line 1,907:
|-
|-
! !! Host's EE Memory Map !!
! !! Host's EE Memory Map !!
|-
| EE Registers Map                ||  0x0000001000000000 ||  0x0000001000004000
|-
|-
|EE RAM - Kernel                  ||  0x0000008000000000 ||  0x0000008000080000
|EE RAM - Kernel                  ||  0x0000008000000000 ||  0x0000008000080000
Line 1,850: Line 1,947:


==Registers Map==
==Registers Map==
===EE-IOP===
===EE // IOP===
<pre>This list of registers is yet to be completed. Some registers are incorrectly named or include incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless.
<br>'''Incomplete, there could be some incorrect information in this list.'''
Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values
<pre>Warning: 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless of base.
(IOP, VU0, and VU1 registers' offsets are static in all emulators).
if base is different (Like on kof2000), simply reduce these offsets by 8 hex values.
</pre>
</pre>
<pre> List was designed for Jak v2
<pre> Tested on Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3</pre>
Eboot md5:c644f6879af225a6e5a70233fc4625a3</pre>
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
! scope=col | GPR-EE
! scope=col | GPR // EE
! scope=col | Address
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
| rowspan=900 style="border: none; background: none;"|
! scope=col | FPR
! scope=col | FPR // FPU
! scope=col | Address
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
| rowspan=900 style="border: none; background: none;"|
! scope=col | CP0
! scope=col | CP0 // COP0
! scope=col | Address
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
| rowspan=900 style="border: none; background: none;"|
! scope=col | GPR-IOP
! scope=col | GPR // IOP
! scope=col | Address
! scope=col | Address
|-
|-
Line 1,934: Line 2,031:
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C  
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C  
|-
|-
hi/hi1 (2x 64bit) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C     
unk (pc?) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C     
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
hi/lo (2 x 64?) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
|-
|-
|  sa  ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
|  sa  ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
Line 1,952: Line 2,049:
===Emulator related regs===
===Emulator related regs===
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes   
! {{cellcolors|#7698FF|#000000}}"Fake" register !! Address !! Notes   
|-
|-
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
|-style="background-color:#8b9dc3"
|Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br>
Updated only on branch/jump tests, unless commands such as --ee-pc-coherency  or --ee-insn-flush-pc are used.<br>
Then updates are instant, right when instructions are executed. <br>
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830
|-
|-
| (?) || 0x100000036C ||
|Current PC || 0x1000000368 || Shows the current offset that's being read by the EE
Updated on branch/jump instructions, emulator seems to use it to store next address that will be executed.
|-
At least in recompiler to interpreter fallback mode. During tests it shows 0x80000184
| (?) || 0x100000036C || it showed 0x80000184 in dbz bd 1
|-
|-
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).  
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).  
Line 1,970: Line 2,062:
advanceclock subtract value from this fake reg)</pre>
advanceclock subtract value from this fake reg)</pre>
|-
|-
|Cycles ||0x1000000378||  
|Cycles ||0x1000000378|| (need work)
|-
|-
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
| (?) || 0x1000000384 || <pre>Possibly used by sony for diagnosis. unlike the pc,  
This register most of times will hold last executed syscall address,
this one doesn't change after a crash and has much lower latency
sometimes last tlb miss or break(if "as nop" is disabled).
Thus meaning it's better at diagnosing problems, still unknown what it is though</pre>
Unlike the pc, this one doesn't change after a crash and has much lower latency.
Thus meaning it's better at diagnosing problems.</pre>
|-
|-
|}
|}


===VU0 Registers===
---------------------------------------------------------------------------------------------------------------------------------
 
===VU0===
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
Line 2,051: Line 2,143:
|  vi05|| 0x1030000260  || I || 0x1030000360
|  vi05|| 0x1030000260  || I || 0x1030000360
|-
|-
|  vi06||  0x1030000270 || Q || 0x1030000590
|  vi06||  0x1030000270 || Q || 0x1030000370??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
Line 2,072: Line 2,164:
|-
|-
|}
|}
===VU1 Registers===
 
---------------------------------------------------------------------------------------------------------------------------------
 
===VU1===
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
{| class=wikitable style="border: none; background: none;"
Line 2,131: Line 2,226:
! scope=col | Address
! scope=col | Address
|-  
|-  
| vi00 || 0x1040000210 ||vi16|| 0x1040000310??
| vi00 || 0x1040000210 ||Status|| 0x1040000310??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
| vi01 || 0x1040000220  || MACflag || 0x1040000320??
|-
|-
|  vi02|| 0x1040000230  || vi18 || 0x1040000330??
|  vi02|| 0x1040000230  || Clipflag || 0x1040000330??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
|  vi03||  0x1040000240 || c2c19 || 0x1040000340??
|-
|-
|  vi04||  0x1040000250 ||  vi20 || 0x1040000350??
|  vi04||  0x1040000250 ||  R || 0x1040000350??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
|  vi05|| 0x1040000260  || I || 0x1040000360
|-
|-
|  vi06||  0x1040000270 || vi22 || 0x1040000370??
|  vi06||  0x1040000270 || Q || 0x1040000370??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
|  vi07||  0x1040000280 || c2c23 || 0x1040000380??
|-
|-
|  vi08||  0x1040000290 || vi24 || 0x1040000390??
|  vi08||  0x1040000290 || c2c24 || 0x1040000390??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi09||  0x10400002A0 || vi25 || 0x10400003A0??
|  vi09||  0x10400002A0 || c2c25 || 0x10400003A0??
|-
|-
|  vi10||  0x10400002B0 || vi26 || 0x10400003B0
|  vi10||  0x10400002B0 || TPC || 0x10400003B0
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi11||  0x10400002C0|| vi27 || 0x10400003C0??
|  vi11||  0x10400002C0|| CMSAR0 || 0x10400003C0??
|-
|-
|  vi12||  0x10400002D0 || vi28 || 0x10400003D0
|  vi12||  0x10400002D0 || FBRST || 0x10400003D0
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi13||  0x10400002E0 || vi29 || 0x10400003E0??
|  vi13||  0x10400002E0 || VPU-STAT || 0x10400003E0??
|-
|-
|  vi14||  0x10400002F0 || vi30 || 0x10400003F0??
|  vi14||  0x10400002F0 || CMSAR1 || 0x10400003F0??
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  vi15||  0x1040000300 || vi31 || 0x1040000400??
|  vi15||  0x1040000300 || c2c30 || 0x1040000400??
|-
|-
|}
|}
 
====Registers information====
=Open CL and Floats=
[https://psi-rockin.github.io/ps2tek/ Information taken from here]
 
PS4 native Floating point support and OpenCL info, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2.
<br>Info found below came from this: [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist]
<br>There you can find more info about PS4's OpenCL.
 
==CPU==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
! Name !! Purpose / info
|-
|-
| Device Name                                ||   CXD90026AG - DG1002FGF84HT
| zero    || Hardwired to 0, writes are ignored
|-
|-
| Device Vendor                              ||   AuthenticAMD
| at      || Temporary register used for pseudo-instructions
|-
|-
| Device Vendor ID                            ||   0x1022
| v0-v1    || Return register, holds values returned by functions
|-
|-
| Device OpenCL C Version                    ||   OpenCL C 1.2 pocl
| a0-a3    || Argument registers, holds first four parameters passed to a function
|-
|-
| Device Type                                ||  CPU
| t0-t7    ||  Temporary registers. t0-t3 may also be used as additional argument registers
|-
|  s0-s7    || Saved registers. Functions must save and restore these before using them
|-
|  t8-t9    || Temporary registers
|-
|  k0-k1    || Reserved for use by kernels
|-
|  gp        || Global pointer
|-
|  sp        || Stack pointer, address of currently-executing function
|-
|  fp        || Frame pointer
|-
|  ra        || Return address. Used by JAL and (usually) JALR to store the address to return to after a function
|-
! Special registers !!
|-
|  pc        || Program counter, address of currently-executing instruction (32-bit)
|-
| hi/lo    || Stores multiplication and division results (64-bit)
|-
|  hi1/lo1  || Used by MULT1/DIV1 type instructions, same as above (64-bit)
|-
|  sa        ||Shift amount used by QFSRV instruction
|-
|}
<pre>
Aside from zero, all GPRs may be freely accessed if convention rules are respected.
</pre>
 
=Open CL and Floats=
 
PS4 native Floating point supports and OpenCL info, for both CPU, and GPU. Understanding of floating points conversion is very important in emulating PS2.
<br>Below info comes from this [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist]
<br>There you can find more info about PS4 OpenCL.
 
==CPU==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
|-
| Device Name                                ||  CXD90026AG - DG1002FGF84HT
|-
| Device Vendor                              ||  AuthenticAMD
|-
| Device Vendor ID                            ||  0x1022
|-
| Device OpenCL C Version                    ||  OpenCL C 1.2 pocl
|-
| Device Type                                ||  CPU
|-
|-
| Max compute units                          ||  8
| Max compute units                          ||  8
Line 2,328: Line 2,466:
|-
|-
|IEEE754-2008 fused multiply-add              || Yes
|IEEE754-2008 fused multiply-add              || Yes
|-
|-
|Support is emulated in software              || No
|Support is emulated in software              || No
|-
|-
!Execution capabilities !!
!Execution capabilities !!
|-
|-
|Run OpenCL kernels                            || Yes
|Run OpenCL kernels                            || Yes
|-
|-
|Run native kernels                            || No
|Run native kernels                            || No
|-
|-
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
cl_khr_byte_addressable_store
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics  
cl_khr_global_int32_base_atomics  
cl_khr_global_int32_extended_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp64
cl_khr_fp16</pre></div>
cl_khr_fp16</pre></div>
|-
|-
|}
|}
 
=PS3 Config support=
<pre>
Emulator support configs in format known from ps2_netemu/ps2classic from PS3. This feature was
officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.
To enable ps3 style config add this to config-emu-ps4.txt:
 
--lopnor-config=1
--ps2-title-id=TITLE-ID
 
Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).
Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
</pre>
 
<pre>
Please keep in mind that not all commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
For example Rayman 3 config Does not work due to the command being unsupported
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value).
Same goes for 0x11 (--vu0-accurate-addsub-range can be used).
</pre>
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
=Known issues=
<pre>List of known issues in the PS4's PS2 emulator</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
|-
| <pre>Unknown iop issue</pre> || Zatch Bell! Mamodo Fury, Godfather, Gran turismo 4, SSX  || || a Stutter that's not caused by performance but by inaccurate iop emulation leading to stuttering fmvs/mainmenu
|-
| <pre> Unknown GIF issues </pre> || <pre>Tenchu - Fatal Shadows, Genji dawn of the samurai, Batman begins, Lara Croft Tomb Raider - The Angel of Darkness, Dragon ball z budokai tenkaichi 1, Possibly many more! </pre>|| LUA patches ||
|-
| <pre>No support for EE Cache</pre> || <pre>Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard,</pre> [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| <pre>Lua patches to the EE memory and picking the right emulator</pre> || <pre>It's not a ps4 issue per say since these issues are also encountered by Pcsx2. but Pcsx2 does have support for EE cache, though it doesn't use it to fix these games because emulating EE cache is extremely slow. so that's why the Pcsx2 team decided to use pnach patches to fix this issue.</pre>
|-
|<pre> VU0/COP2 is not running in sync with EE core </pre>|| <pre>24 The Game, ATV Quad Power Racing 2, Twisted Metal Head-On, Primal, Ghosthunter, Rayman Arena, Rayman 3, Largo winch. All games using M-bit.</pre> [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing] || <pre>ee hook AdvanceClock or fastforwardclock commands on affected addresses, Most of the time it will be CTC2 instructions that are affected</pre> <pre>Or using Kozraovv's method of EE memory patching</pre> || [[Talk:PS2_Classics_Emulator_Compatibility_List#Rayman_3:_Hoodlum_havoc | Rayman 3's fix for example]]
[[Talk:PS2_Classics_Emulator_Compatibility_List#Largo_Winch | Largo winch's fix for example]]
<pre>This issue can also be replicated on Pcsx2 if you overclock the EE by +3</pre>
|-
| <pre>No roundmode support for VU or FPU </pre>|| <pre>Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Many others</pre>  || <pre>Lua patches to the EE memory</pre> ||
|-
| <pre>No M-Bit support</pre> || '''Every game that uses M-Bit'''. <pre>Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more.</pre> [https://github.com/PCSX2/pcsx2/pull/3593] || <pre>Lua patches to the EE memory</pre> || <pre>M-bit: Only applicable for VU0. Ends interlock on a single QMTC2.I/CTC2.I instruction, allowing the EE to continue execution</pre>
|-
| <pre>Wrong read speed for some games</pre> || <pre>Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY.</pre> [https://github.com/PCSX2/pcsx2/pull/3877 and many other affected games] || Try your luck with IOP and CDVD CLI commands. || Also known in sony's bios as CDVD_READ_DELAY
|-
| <pre>In-accurate VU0/VU1/COP2 emulation</pre> || <pre>Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Koei tecmo games, Klonoa 2, others.</pre>  || <pre>Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands</pre> || <pre>The issue leads to SPS and graphical issues and sometimes freezing.</pre>
|-
| <pre>In-accurate Multiply/Divide/Add/Subtract instructions</pre> || <pre>Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Others </pre>|| <pre>Addsub/Muldiv Cli commands</pre> || <pre>Causes many geometry issues and black screens. Sony reduced the accuracy of these instructions to improve performance</pre>
|-
| <pre>Multitap doesn't support all games</pre> || <pre>Urban reign, many others</pre> || None ||
|-
| <pre>DMA writes when busy signal is engaged</pre> || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
|-
|<pre>VU1 running too fast (DMA sync)</pre> || Harry Potter the Chamber of secrets, Mercenaries 2 || None yet ||
|-
|<pre>VIF1 runs instantly</pre> || <pre>Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others</pre>  || <pre>Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command</pre> || <pre>Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible</pre>
|-
|<pre>Inaccuracies in the IPU</pre> || Burnout 3, Onimusha dawn of dreams || None yet ||
|-
|}
 
===Diagnosing problems===
<pre>This guide will assist you in tracing the issue's cause,The list is based on what you can possibly solve using CLI</pre>
<br>''also don't forget to Check out'' [https://www.psdevwiki.com/ps3/PS2_Emulation#Known_Emulation_Bugs ps3 Emulator] Bugs, since many of them also exist in the ps4
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" class="wikitable"
! Issue !! VU1 !! EE !! GS !! VIF !! IOP !! COP2!! VU0 !! VU !! FPU !! SIF
|-
| {{cellcolors|#b3e0ff|#000000}}''Performance'' || ✔ || ✔ || ✔ || ? ||  ||  ||  ||  ||  ||
|-
| {{cellcolors|#ff8080|#000000}}''Crashes'' || ✔ || ✔ ||  || ✔ || ✔ || ✔ || ✔ || ✔ || ✔ || ✔
|-
| {{cellcolors|#ffff99|#000000}}''Broken graphics'' || ✔ ||  || ✔ || ✔ ||  || ✔|| ✔ || ✔ ||  ||
|-
| {{cellcolors|#b3ffb3|#000000}}''Glitches'' || ||  ||  || ✔ ||  || ✔ || ✔ || ✔ || ✔ ||
|-
|}
'''Performance bottleneck order:'''
<pre>
VU1 ==> EE ==> GS
As you can see, the biggest bottleneck for the ps4 is the emulated VU1,
therefore it's speedhacks will be the most effective for performance.
</pre>
 
====Debugging through PS4CHEATER====
<pre>
You can also use for instance the program PS4CHEATER and add the addresses of
 
1000000368 (Jakv2 uses this offset)
1000000360 (Emus with older revision use this one)
 
And change the type into > View as Hex.
Make sure live cheats is on.
One of them will show the Current (Program counter) which will lead you to
find out which EE offset the game gets stuck on! or offsets that get repeated/cause performance problems
</pre>
 
=Faqs=
<pre>A section dedicated to sharing knowledge about PS2 emulation in PS4</pre>
==Emulator's grammar==
'''This list was made since most of the emulator's Commands and /or Wiki instructions are hard to comprehend for most users.'''
<pre>
Insn = Instruction                          | lopnor = (Ps3 config) [It's unknown what lopnor stands for]
Addsub = Add / Subtract (MATH)              | CLI = Command line instruction (?)
muldiv = Multiply / Divide (MATH)          | Mem = Memory
opt = Optimize (?)  Option(?)              | Int = Integer (?)
jr = Jump register                          | cmd = Command
ad = Address (?)                            | XXXX-YYYYY = The ps2 game's region code
inst = Instant (?)                          | PC = Program counter
Scalar = A multiplier for the default value | Hook = Attach a function to an offset
r59 = EE                                    | ∞ = No limit for possible values (Int32)
r30 = IOP                                  | SPS = Spiky polygon syndrome (Another type of graphical glitches)
===============================================================================================================================
</pre>
 
==CLI==
'''Making a comment inside the CLI'''
<pre>
1.You can make a comment inside a cli by using a Hashtag (#) at the start of the comment
Example:
#Speedup
--vu1-mpg-cycles=1000
 
2.Your comments will be fully ignored if they are in the same line as the hashtag
Example:
#This is a comment
 
Incorrect example:
#This is a comment
This is not a part of the comment and will crash the emu
 
 
3. hyphens are the start of a command in CLI (--)
And as for the equals, (=) everything that comes after it is the value that the command will use
 
On a lua hyphens (--) mean it is a comment, but on the cli it's the start of the command.
4. Commands cannot contain spaces
Example: --ee-cycle-scalar=0.1
 
Incorrect example: --ee cycle scalar = 0.1
</pre>
'''Making a CLI.'''
<pre>
1. You can use any text editor to make a CLI
2. Each command has to be below the previous one and they cannot share the same line.
 
Correct CLI example:
--vu1-mpg-cycles=1000
--ee-cycle-scalar=1.1
 
Incorrect CLI example:
 
--vu1-mpg-cycles=1000 --ee-cycle-scalar=1.1
 
3. Your commands cannot contain spaces
4. Values start after the (=) sign
5. Commands can possibly contain multiple value entries and some values can be skipped by adding (,,).
Example: --ee-hook=0x0028A578,AdvanceClock,,1000
 
Unskipped value example: --ee-hook=0x0028A578,AdvanceClock,0x13a893bd,1000</pre>
 
==LUA==
'''Making a lua'''
<pre>
When making a lua there is 1 part that is always necessary (Apirequest)
and 2 parts that are almost always necessary (Object) (Object's commands).
By order it goes like this:
1. Apirequest
2. Object calling, gsobj/eeobj/iopobj, etc
3. the object's command
You cannot call an object without first requesting an api, as that will cause a crash.
and you most certainly cannot use an object's command without calling the object first
 
For instance you cannot use
iopObj.ReadMem32(0x400000)
 
Without first having this in your lua
local iopObj = getIOPObject()
</pre>
 
'''Making a comment inside the lua'''
<pre>
You can make a comment in a lua by using two hyphens (--)
Your comments will be ignored by the lua
 
You can also use --[[ (comment) --]]
All text between --[[ and --]] will be ignored by lua
 
 
</pre>
==Commands==
<br>'''(Cycle scalars)'''
<pre>
Cycle scalar commands are basically a scale between overclock and cycle skip (Underclock), we say that to simplify
for anyone making configs, but in the truth it controls cycle speed of that Processor whether it be (IOP) or (SIF) or (EE).
 
Slowing the cycles can be done by setting it higher than 1.0 (Underclock) (Cycle skip)
Speeding up the cycles can be done by setting it anything lower than 1.0 (Overclock)
 
So, it's basically a multiplier of the Processor's cycle speed in a way that's connected to the Delta counter.
 
Sony uses all of them to improve sync, It's recommended to use them for sync also considering that using them can possibly
cause stuttering or input lag with no real benefit.
 
Except for eecyclescalar. as using it can be very helpful for performance gain
when you slow down the cycles (Anything higher than 1.0).


=PS3 Config support=
Some games like (Metal gear solid 3) want a very fast EE cycle speed,
<pre>
and will refuse to work if it's at the Default speed.
The emulator supports configurations in the format known from ps2_netemu/ps2classic that came from the PS3. This feature was
officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.
To enable ps3 style config add this to config-emu-ps4.txt:


--lopnor-config=1
(0.1) is the highest number for overclocking
--ps2-title-id=TITLE-ID
And (1.0) is the Default clock value.
And (5.0) is the highest value for Underclocking (Cycle skipping) For the (IOP) and (EE)


Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).
As for the (SIF) it has no limit for underclocking.
Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
</pre>
</pre>


'''(vu1/0 mpg cycles)'''
<pre>
<pre>
Please keep in mind that not all commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
This command sets the cycle speed of vu1 or vu0.
For example Rayman 3 config Does not work due to the command being unsupported
0.1 is the fastest cycle speed and the most compatible (Slowest in terms of performance).
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value).
100 is the default value set by sony
Same goes for 0x11 (--vu0-accurate-addsub-range can be used).
1000 is the recommended value for performance gain but you can increase it to any value you like.
</pre>
</pre>
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE


= Known issues =
==PS2 emulation related links==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
*[https://github.com/Scalerize/PS2-tutorials-archive How to create general patches for PS2 games]
! Issue !! Games affected !! Solution !! Description
*[https://github.com/Scalerize/Ps2-assembly Knowledge about Assembly instructions in PS2]
|-
*[https://forums.pcsx2.net/Thread-60-fps-codes Thread with 60 fps patches]
| Inaccurate GIF timing || The Matrix: Path of Neo, Tenchu - Fatal Shadows, Genji dawn of the samurai, Batman begins, Dragon ball z budokai tenkaichi 1, possibly many more! || LUA patches or hooking schedulerdelayevent on a troublesome offset ||
*[https://psi-rockin.github.io/ps2tek/ A great website for learning about PS2 hardware]
|-
| No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator || It's not a ps4 issue per say since these issues are also encountered by Pcsx2. but Pcsx2 does have support for EE cache, though it doesn't use it to fix these games because emulating EE cache is extremely slow. so that's why the Pcsx2 team decided to use pnach patches to fix this issue.
|-
| Missing COP2 pipeline emulation. ||  [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing]  || Rearranging code through lua patches. || While COP2 is part of EE, in terms of emulation it's separate processor that can run on its own. So some operations take some time while EE still mind own business. Some games abuse that fact and do own thing knowing that COP2 calculation take expected number of cycles. On this emu every COP2 opcode is instant, which break games that expect it to take some time.
|-
| VU0 is not running in sync with EE core || 24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. All games using M-bit. || EE hook AdvanceClock or fastforwardclock commands on affected addresses to push VU0 ahead while stalling EE, patches to rearrange code. Most of the time it will be CTC2/QMTC2 instructions with interlock that are affected. || Emulator kickstart VU0 for 256 cycles, while report 512 cycles passed. Yup, we are out of sync right from the start of VU0 mpg because people working for $ony don't know that VU0 run at EE MHz, not at EE bus MHz. Not to mention that 256 cycles kickstart is too much even on correct speed. Later things just got worse. This issue can be partially replicated on Pcsx2 if you overclock the EE by +3
|-
| FPU/VU math inaccuracies. || Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Many others  || Lua patches to the EE memory, accurate math commands. || PS2 use really obscure floating point math, only one guard bit is used in calculations. PCSX2 hack it with different rounding modes, emu on ps4 fix it with soft floats, usually applied per offset. Sometime with patches directly to affected code (THPS engine).
<br>Worth to note that pcsx2 by default apply "accurate add/sub" for every single FPU opcode, and only to fpu opcodes. That why sometimes we need to use accurate add/sub while pcsx2 is happy at default settings.
|-
| M-Bit support is broken || '''Every game that uses M-Bit'''. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [https://github.com/PCSX2/pcsx2/pull/3593] || Lua patches to the EE memory || While emulator respect m-bit, way that VU0 work on it make it broken most of times (check "VU0 is not running in sync with EE core" issue).
|-
| Wrong disc read speed for some games || Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY. [https://github.com/PCSX2/pcsx2/pull/3877 and many other affected games] || Try your luck with IOP and CDVD CLI commands. || Also known in sony's bios as CDVD_READ_DELAY
|-
| Inaccurate VU0/VU1/COP2 emulation || Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Klonoa 2, others.  || Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands || The issue leads to SPS and graphical issues and sometimes freezing.
|-
| Multitap doesn't support all games || Urban reign, others || Lua patches || Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port.
|-
| DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
|-
|VIF1 runs too fast || Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others  || Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command || Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible
|-
|Reading VU TPC registers returns wrong values || Street Fighter 3 EX(VU0), R: Racing Revolution(VU0), Spiderman 3 (VU0, in T-Bit handler...), Edge of Reality games(VU1) || Patches in lua. || In this emu TPC stores full addresses, which is wrong. Real hardware keep there addr >> 3. Worth noting that EoR games read VU1 TPC in a nasty way, accessing 0x43A0(VU1 TPC) from COP2 code.
|-
|VIF command interrupts handled before VIFn_CODE is updated. || Onimusha Blade Warriors ||  Fixed by patch in intr handler. || This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically makes everything out of sync later as interrupts are happening, but handler does nothing about them.
|-
| IPU emulation inaccuracy || Burnout 3, Tony Hawk's Underground, Onimusha Dawn of Dreams || ? ||
|-
| CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region uses special SDK. This issue makes cdvdman become stuck on any request because it thinks that the cdvd key is invalid.
|-
| Lack of CDVD error handling || Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. || Patches in lua if needed. || One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code.
|-
| Corrupted SIF0 transfer when not full QW is send by IOP || True Crime: LA, PDC DC 2008, Street Racing Syndicate(1.03) || Patches in lua. || IOP is able to send words by SIF0, EE DMAC can only transfer Quadwords. When IOP send not full QW real hardware use whatever was in buffer from previous transfer for missing words (only words that are requested by iop are overwritten in transfer buffer). Emu probably memset 0 that part.
|-
|}


= PS2 Bios =
= PS2 Bios =
Line 2,419: Line 2,722:
==Description==
==Description==


The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error.
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them thru mc/cdvd. Important non X module that is missing is libsd, and homebrew that need it, will most likely fail to boot, or error.
<br>Bios is known to blacklist some titles, and refuse to boot them. This includes all titles with 00000000 000000A0 flag from that  [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]]
<br>Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that  [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]]


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


While PS3 patches its bios to preferred regions, PS4 uses a so called CallHook which is better known for pcsx2 users as fastboot. No need to describe this patch here, just look at PCSX2 fastboot code. It's the same code, but the only difference is that PS4 emus don't have patches for different bios revisions.
While PS3 emulators patch bios to preferred region, emulator used in PS4 use so called CallHook which is known better for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's literally the same code, but PS4 emus don't have patches for different bios revisions.
</pre>
</pre>
<br>'''Bios file information:'''
<br>'''Bios file information:'''
Line 2,615: Line 2,918:
{| class="wikitable sortable" ||  
{| class="wikitable sortable" ||  
|-  
|-  
! Command !! Name
! Command !! Name !! Fix on ps4 / Explanation
|-
|-
| 0x00 || TITLE_MASK  
| 0x00 || TITLE_MASK || Black-listed games if 0xA0000000 value
|-
|-
| 0x01 || SIO2_MASK  
| 0x01 || SIO2_MASK ||
|-
|-
| 0x02 || DEV9_MASK
| 0x02 || DEV9_MASK || Emulates dummy ethernet connection
|-
|-
| 0x03 || USB_MASK  
| 0x03 || USB_MASK ||
|-
|-
| 0x04 || SIF_DMA_SYNC  
| 0x04 || SIF_DMA_SYNC ||
|-
|-
| 0x05 || SIF_DMA_LOAD  
| 0x05 || SIF_DMA_LOAD ||
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY
| 0x06 || DMAC_CH10_INT_DELAY ||
|-
|-
| 0x07 || MECHA_RECOGTIME
| 0x07 || MECHA_RECOGTIME ||
|-
|-
| 0x08 || CPU_DELAY  
| 0x08 || CPU_DELAY ||<pre> Most likely requires
different IOP clock speed 
--iop-cycle-scalar=0.1 </pre>
|-
|-
| 0x09 || DEV5_INT_SPEED  
| 0x09 || DEV5_INT_SPEED ||
|-
|-
| 0x0A || CDVD_READ_DELAY
| 0x0A || CDVD_READ_DELAY || <pre> CDVD commands</pre>
|-
|-
| 0x0B || SPU2_BEHAVIOR
| 0x0B || SPU2_BEHAVIOR ||
|-
|-
|}
|}
Line 3,142: Line 3,447:


</pre>
</pre>
=LUA include files=
=LUA include files=
<pre>Files that some official pkgs use in order for the lua files to be separate.
<pre>Files that the lua sometimes need to be inside of the lua_include folder
</pre>
<br>'''pad-connect-type.lua'''
<pre>
 
local PadConnectType = {}
 
PadConnectType.DS4 = 0
PadConnectType.HID              = 1 -- any 3rd party USB controller (fight stick, turbo controller, etc), always local.
PadConnectType.REMOTE_DS4      = 2 -- remote DS4 should behave just like regular DS4
PadConnectType.REMOTE_VITA      = 3 -- remote VITA lacks analog L2/R2
 
return PadConnectType
</pre>
<br>'''sprite.lua'''
<pre>
 
local kFilterMode = {}
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
kFilterMode.Bilinear                        = 0x00000001 -- < Sample the four texels nearest the sample point, and blend linearly.
 
local kWrapMode = {}
kWrapMode.Wrap                              = 0x00000000 -- < The integer portion of the input coordinate is discarded, and the fractional portion is used instead. <c>U=U-floorf(U);</c>
kWrapMode.Mirror                            = 0x00000001 -- < The input coordinate is "reflected" across the texture boundary. This reflection may occur multiple times until the coordinate falls within the <c>[0..1]</c> range. <c>U=isOdd(floorf(U)) ? 1-fracf(U) : fracf(U)</c>
kWrapMode.ClampLastTexel                    = 0x00000002 -- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
kWrapMode.MirrorOnceLastTexel              = 0x00000003 -- < The input coordinate is reflected at most one time and then clamped to the range <c>[0..1]</c>. <c>U=abs(max(-1,min(1,U));</c>
kWrapMode.ClampHalfBorder                  = 0x00000004 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.MirrorOnceHalfBorder              = 0x00000005 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.ClampBorder                      = 0x00000006 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
kWrapMode.MirrorOnceBorder                  = 0x00000007 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
 
local kBlendMultiplier = {}
kBlendMultiplier.Zero                            = 0x00000000  -- < Multiply the associated input by zero.
kBlendMultiplier.One                              = 0x00000001  -- < Multiply the associated input by one.
kBlendMultiplier.SrcColor                        = 0x00000002  -- < Multiply the associated input by the fragment color.
kBlendMultiplier.OneMinusSrcColor                = 0x00000003  -- < Multiply the associated input by one minus the fragment color.
kBlendMultiplier.SrcAlpha                        = 0x00000004  -- < Multiply the associated input by the fragment alpha.
kBlendMultiplier.OneMinusSrcAlpha                = 0x00000005  -- < Multiply the associated input by one minus the fragment alpha.
kBlendMultiplier.DestAlpha                        = 0x00000006  -- < Multiply the associated input by the render target alpha.
kBlendMultiplier.OneMinusDestAlpha                = 0x00000007  -- < Multiply the associated input by one minus the render target alpha.
kBlendMultiplier.DestColor                        = 0x00000008  -- < Multiply the associated input by the render target color.
kBlendMultiplier.OneMinusDestColor                = 0x00000009  -- < Multiply the associated input by one minus the render target color.
kBlendMultiplier.SrcAlphaSaturate                = 0x0000000a  -- < Multiply the associated input by the minimum of 1 or fragment alpha.
kBlendMultiplier.ConstantColor                    = 0x0000000d  -- < Multiply the associated input by the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantColor            = 0x0000000e  -- < Multiply the associated input by one minus the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.Src1Color                        = 0x0000000f  -- < Multiply the associated input by a secondary fragment color.
kBlendMultiplier.InverseSrc1Color                = 0x00000010  -- < Multiply the associated input by one minus a secondary fragment color.
kBlendMultiplier.Src1Alpha                        = 0x00000011  -- < Multiply the associated input by a secondary fragment alpha.
kBlendMultiplier.InverseSrc1Alpha                = 0x00000012  -- < Multiply the associated input by one minus a secondary fragment alpha.
kBlendMultiplier.ConstantAlpha                    = 0x00000013  -- < Multiply the associated input by the constant color alpha. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantAlpha            = 0x00000014  -- < Multiply the associated input by one minus the constant color alpha. @see DrawCommandBuffer::setBlendColor()
 
local kBlendFunc = {}
kBlendFunc.Add                          = 0x00000000  -- < The source value is added to the destination value.
kBlendFunc.Subtract                    = 0x00000001  -- < The destination value is subtracted from the source value.
kBlendFunc.Min                          = 0x00000002  -- < The minimum of the source and destination values is selected.
kBlendFunc.Max                          = 0x00000003  -- < The maximum of the source and destination values is selected.
kBlendFunc.ReverseSubtract              = 0x00000004  -- < The source value is subtracted from the destination value.
 
-- Default blending mode, ideal for typical alpha channel embedded into a PNG image.
blendDefaultEquation = {
kBlendMultiplier.SrcAlpha, -- src multiplier
kBlendFunc.Add,                         -- blend function
kBlendMultiplier.OneMinusSrcAlpha,     -- dest multiplier
}
 
blendConstFadeEquation = {
kBlendMultiplier.ConstantAlpha, -- src multiplier
kBlendFunc.Add,                       -- blend function
kBlendMultiplier.OneMinusConstantAlpha,     -- dest multiplier
}
 
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
 
</pre>
</pre>
<br>'''ee-cpr0-alias.lua'''
<br>'''ee-cpr0-alias.lua'''
Line 3,698: Line 3,929:
*[http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator]
*[http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator]
*[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
*[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
*[https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables]
*[https://www.romhacking.net/utilities/692/ PS2DIS, very helpful for debugging games]
*[https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games]
*[https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games]
{{Reverse Engineering}}
{{Reverse Engineering}}
<noinclude>
<noinclude>[[Category:Main]]</noinclude>
[[Category:Main]]
</noinclude>
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