Editing PSP Emulation

Jump to navigation Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
=='''PSPHD'''==
=='''PSPHD'''==
The new PS Plus PSP emulator includes plenty of undiscovered functionalities, it even allows patches directly to the emulated Allegrex cpu.
The new ps plus psp emulator has a lot of undiscovered functionalities. It even allows patches directly to the emulated Allegrex cpu.
Not many CLI commands were added this time around. Very few commands have a description to their usage inside of the eboot.bin, everything else is just guesswork from the scene. Plenty of LUA commands need to be understood before the compatibility of games can improve. The PSP emulator has not gained the same popularity as the ps2 emulator due to the existence of an unofficial PPSSPP core in the unofficial Retroarch port for the PS4. As far as the compatibility and performance go, the Retroarch core is yet to be bested. This emulator may hold potential, but the potential can only go so far as it seems not to have support for gamedata installation, which in turn will render many games unplayable.
Sadly sony has not made it easy for users to use CLI commands. Since sony mostly uses lua patches for the psp releases, not many cli commands were added. Very few commands have a description to their usage inside of the eboot.bin. Everything else is just guesswork from the scene. The psp emulator has not gained the same popularity as the ps2 emulator because currently, there is an unofficial PPSSPP core in the unofficial retroarch port for the ps4. and as far as the compatibility and performance goes, the retroarch core is second to no one. This emulator may still hold potential, though sadly it does not seem to have support for gamedata installation. and that has led to many games becoming currently unusable. with an official retroarch release coming into ps4's way it seems delving deeper into the PSPHD emulator and the PS1's new psplus emulator is pretty useless.


== Commands ==
== Commands ==
'''Known functions:''' Require cleanup.
'''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'''.
<br>The rest of the cli and lua commands can all be found inside of an emu's decrypted '''eboot.bin'''.
=== CLI commands ===
=== config-emu-ps4.txt commands ===
These commands can be added to any of these files:
''General purpose CLI commands, or unknown usage''
* '''config-title.txt'''
* '''package-ps4.conf'''
{| 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:#FEA15C"
|  || General || ||
|-
|-
| --boot || || Set directory of psp game's boot.bin || [disc0:/PSP_GAME/SYSDIR/BOOT.BIN]
| --boot || || Set directory of psp game's boot.bin || [disc0:/PSP_GAME/SYSDIR/BOOT.BIN]
|-
|-
| --notrophies || || Enable/disable trophies||  
| --notrophies || || Enable/disable trophies||  
|-
| --ps4-trophies  || || ||
|-
|-
| --locale || || ||
| --locale || || ||
Line 29: Line 23:
| --addon || || ||
| --addon || || ||
|-
|-
| --host || Sets host directory || --host="/hostapp/" ||
| --host || || Sets host directory || --host="/hostapp/"
|-
|-
| --loglevel || none, all, warn, info, error, debug, trace || debug logging ||
| --loglevel || none, all, warn, info, error, debug, trace || debug logging  
|-
|-
| --xobuttonmode || oenter, ocancel || Switcher between x and circle button, made specifically for japanese gamers ||
| --xobuttonmode || oenter, ocancel || Switcher between x and circle button, made specifically for japanese gamers  
|-
|-
| --lang || Including but not limited to "en" "jp" "fr" "it"  || Language selector || --lang="en"
| --lang || Including but not limited to "en" "jp" "fr" "it"  || Language selector || --lang="en"
Line 44: Line 38:
|-
|-
| --samplesave || ? || ? ||
| --samplesave || ? || ? ||
|-style="background-color:#ff99c2"
| || Graphical fixes || ||
|-
|-
| --antialias || off, MSAA4x, SSAA4x|| Anti-aliasing options || --antialias=off
| --vramcopyback || 0, 10000000 || || --vramcopyback=45
|-
|-
| --texcachemode || patchworkheroes drawbounds, drawboundsloco, patchworkheroes, locoroco2, rondo, full || for issues with texture cache (modes lower than full possibly read some textures directly without cache). || --texcachemode=patchworkheroes
| --msxxadhoc || true?, false? || ad hoc support ? ||
|-
|-
| --texclutmode || filter, full || || --texclutmode=full
|}
====Graphics====
''Commands that serve the purpose of improving / fixing graphics and textures''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
| --parappareplacecolor || The command expects 8 Hex values || (rgb?) ||
|-
|-
| --texloadmode || launch, ondemand_lz4 || Seems to be a selector of when to load textures, either before the game requires it, or once the game requires it  ||
| --antialias || off, MSAA4x, SSAA4x|| Anti-aliasing options || --antialias=off
|-
|-
| --depthscalehack || true?, false? || ||--depthscalehack=true
| --clamp-line-thickness-min || ? || ? ||
|-
|-
| --depthscalehack || true?, false? || ||--depthscalehack=true
| --clamp-line-thickness-max || ? || ? ||
|-
|-
| --locorocomeshsmooth || true, false || Custom mesh smoothing for loco roco games(?)|| --locorocomeshsmooth=true
| --texcachemode || patchworkheroes drawbounds, drawboundsloco, patchworkheroes, locoroco2, rondo || Seems to be a selector of texture caching method|| --texcachemode=patchworkheroes
|-
|-
| --locorocomeshsmoothnonindexed || true, false || Turns "locorocomeshsmooth" mesh smoothing into non-indexed(?) ||--locorocomeshsmoothnonindexed=true
| --texclutmode || filter, full || || --texclutmode=full
|-
|-
| --forcenobilinear || true, false || Turn bilinear filtering on/off, setting it to True will fix many graphical glitches in games that use 2D Images ||--forcenobilinear=true
| --texloadmode || launch, ondemand_lz4 || Seems to be a selector of when to load textures, either before the game requires it, or once the game requires it  ||
|-style="background-color:#D7EF54"
| || Game fixes || ||
|-
|-
| --godofwarhack || true, false || Likely a performance patch for games that go way above the fps cap. Managed to help '''God Of War - Ghost Of Sparta''' skip intro freeze. it could possibly be used as a speedhack.  [https://github.com/hrydgard/ppsspp/pull/15640 Might be this?]|| --godofwarhack=true
| --depthscalehack || true?, false? || ||--depthscalehack=true
|-style="background-color:#03fcc2"
|  || No effect / unknown values || ||
|-
|-
| --texloadcores || 0, 100 || textures to load || texloadcores=2
| --texloadcores || 0, 100 || textures to load || texloadcores=2
Line 79: Line 73:
| --parappajapanesefonthack || true?, false? || Enables Support For Japanese Fonts ??|| --parappajapanesefonthack=true
| --parappajapanesefonthack || true?, false? || Enables Support For Japanese Fonts ??|| --parappajapanesefonthack=true
|-
|-
| --clamp-line-thickness-min || ? || ? ||
| --depthscalehack || true?, false? || ||--depthscalehack=true
|-
|-
| --clamp-line-thickness-max || ? || ? ||
| --locorocomeshsmooth || true, false || Custom mesh smoothing for loco roco games|| --locorocomeshsmooth=true
|-
|-
| --parappareplacecolor || The command expects 8 Hex values || (rgb?) ||
| --locorocomeshsmoothnonindexed || true, false || Non-indexed mesh smoothing ||--locorocomeshsmoothnonindexed=true
|-
|-
| --msxxadhoc || true?, false? || ad hoc support ? ||
| --forcenobilinear || true, false || Turn bilinear filtering on/off, setting it to True will fix many graphical glitches in games that use 2D Images ||--forcenobilinear=true
|-
|-
| --parappaalphahack || true?, false? || Doesn't seem to have any effect.|| --parappaalphahack=true
|}
|-
 
| --umddelay || ? || Seems to be I/O timing method. Doesn't seem to have any effect ||
==== Gamefixes / Hacks ====
''Commands that serve the purpose of fixing broken games''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-  
| --umddelay || ? || Seems to be I/O timing method, Some games need a delay to work properly. [https://github.com/hrydgard/ppsspp/issues/7647 More here] ||
|-
|-
| --vramcopyback || 0, 10000000 || for games that download data from GPU to Allegrex || --vramcopyback=45
| --godofwarhack || true?, false? || Seems specifically made for god of war, unknown effect || --godofwarhack=true
|-
|-
|-style="background-color:#7698FF"
| --parappaalphahack || true?, false? || || --parappaalphahack=true
| || Speedhacks / Possible duplicates|| ||
|-
|}
 
==== Speedhacks ====
''Commands that imrpove the game's performance. It can contain duplicate commands''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
|-
|-
| --antialias || off || Turning Anti-Alias Off Improves Performance||--antialias=off
| --antialias || off || Turning Anti-Alias Off Improves Performance||--antialias=off
Line 104: Line 109:
| --smoothlevel || 0 || Set mesh smooth level||--smoothlevel=0
| --smoothlevel || 0 || Set mesh smooth level||--smoothlevel=0
|-
|-
| --gputhread || true, false || possibly move GPU emulation to another thread. Speedhack, but can decrease compatibility. || --gputhread=true
| --gputhread || true, false || Run the PSP GPU on a separate thread || --gputhread=true
|-
|-
| --texcachemode || patchworkheroes drawbounds, drawboundsloco, patchworkheroes, locoroco2, rondo || Set texture caching method ||--texcachemode=patchworkheroes
| --texcachemode || patchworkheroes drawbounds, drawboundsloco, patchworkheroes, locoroco2, rondo || Set texture caching method ||--texcachemode=patchworkheroes
Line 110: Line 115:
| --anisolevel || 0, 100 || Anisotropic filtering level?? ||
| --anisolevel || 0, 100 || Anisotropic filtering level?? ||
|-
|-
| --present || vblankstart, setframebuf, drawsync|| set when frame is presented. Sync issues, flickering screen, tearing, input lag, etc. Doesn't seem to have any effect. ||--present=setframebuf
| --present || vblankstart, setframebuf, drawsync|| Display on draw to reduce latency ||--present=setframebuf
|-
|-
| --texrecent || true || Optimize texture hashes ||--texrecent=true
| --texrecent || true || Optimize texture hashes ||--texrecent=true
|}
====Syphon Filter Dark Mirror====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage 
|-
| --force-native-aspect-ratio || || ||
|-
| --use-higher-precision-depth || || ||
|-
| --optimize-fb-self-resolves || || ||
|-
| --force-dsf-present || || ||
|-
| --bend-30hz-lock|| || ||
|-
| --setframebuf-auto-vblank-wait-threshold|| || ||
|-
| --gpu-renderthread|| || ||
|-
| --force-triangle-clip-off|| || ||
|-
| --hack-use-sku-vms|| || ||
|-
| --active-sku || || ||
|-
| --psp-right-stick-action || 0,1 || ||--psp-right-stick-action=1
|-
| --psp-right-stick-deadzone-x || || ||--psp-right-stick-deadzone-x=15
|-
| --psp-right-stick-deadzone-y || || ||--psp-right-stick-deadzone-y=15
|-
| --psp-right-stick-deadzone-semicircle-arc || || ||--psp-right-stick-deadzone-semicircle-arc=40
|-
|}
|}


Line 169: Line 141:


===XXXXYYYYY_patches.lua===
===XXXXYYYYY_patches.lua===
The lua can be placed as: '''scripts\XXXXYYYYY_patches.lua'''  
Your lua can be placed as '''scripts\XXXXYYYYY_patches.lua'''
<br>'''Requires Cleanup'''.


====Emulator commands====
====Emulator commands====
Line 176: Line 149:
|-
|-
|getEmuObject || '''local emuObj = getEmuObject()''' || Required for all functions using emuObj
|getEmuObject || '''local emuObj = getEmuObject()''' || Required for all functions using emuObj
|-
| AddVsyncHook ||emuObj.AddVsyncHook()|| Set function to be done on every vsync
|-
| RemoveVsyncHook ||emuObj.RemoveVsyncHook()|| Remove vsynchook
|-
| AddBootHook ||emuObj.AddBootHook()|| Set function to be done when the game boots up
|-
|RemoveBootHook||emuObj.RemoveBootHook()|| remove function to be done when the game boots up
|-
|PadRead || emuObj.PadRead() ||
|-
|PadReadPitch || emuObj.PadReadPitch() ||
|-
|PadReadRoll || emuObj.PadReadRoll()||
|-
|PadRegisterSamples || emuObj.PadRegisterSamples()||
|-
|-
|LoadSlideshow ||emuObj.LoadSlideshow()||
|LoadSlideshow ||emuObj.LoadSlideshow()||
Line 203: Line 192:
| SaveState ||emuObj.SaveState()||  
| SaveState ||emuObj.SaveState()||  
|-
|-
| SetFDExtraDelay ||emuObj.SetFDExtraDelay()|| 0? 1?
| SetFDExtraDelay ||emuObj.SetFDExtraDelay()||
|-
|-
| MeshSmooth ||emuObj.MeshSmooth()||
| MeshSmooth ||emuObj.MeshSmooth()||
Line 236: Line 225:
|-
|-
| PlayVideo||emuObj.PlayVideo()||
| PlayVideo||emuObj.PlayVideo()||
|-
| AddGPUHook ||emuObj.AddGPUHook()||
|-
|-
| RescaleUForUpscale ||emuObj.RescaleUForUpscale()||
| RescaleUForUpscale ||emuObj.RescaleUForUpscale()||
Line 248: Line 239:
|-
|-
| OverrideFBSize||emuObj.OverrideFBSize()|| Override framebuffer size ?
| OverrideFBSize||emuObj.OverrideFBSize()|| Override framebuffer size ?
|-
| PadSetButtonsMode || emuObj.PadSetButtonsMode() || emuObj.PadSetButtonsMode(pad.BUTTONS_MODE_OPTION_IS_SELECT)
|-
|-
|RemapSavedata || emuObj.RemapSavedata() ||emuObj.RemapSavedata("UCUS98711", "CUSA06171", "504e802b04a1838c32b616abbe0b475fbea1c823825ef0df06cc2bad129ce2f7")
|RemapSavedata || emuObj.RemapSavedata() ||emuObj.RemapSavedata("UCUS98711", "CUSA06171", "504e802b04a1838c32b616abbe0b475fbea1c823825ef0df06cc2bad129ce2f7")
|-
| PadVibrate|| emuObj.PadVibrate() || emuObj.PadVibrate(5,180,180)
|-
|-
| NeoMode || emuObj.NeoMode() || Checks whether or not the ps4 is pro  
| NeoMode || emuObj.NeoMode() || Checks whether or not the ps4 is pro  
|-
|-
| 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.
| 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.
|-
|-
| ThrottleFast|| emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
| ThrottleFast|| emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
Line 272: Line 267:
|-
|-
| CopyFB || emuObj.CopyFB() ||
| CopyFB || emuObj.CopyFB() ||
|-style="background-color:#c6ecd9"
| Hooks  || ||
|-
|-
| AddVsyncHook ||emuObj.AddVsyncHook()|| Set function to be done on every vsync
|}
====Allegrex commands====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes - Example
|-
|-
| RemoveVsyncHook ||emuObj.RemoveVsyncHook()|| Remove vsynchook
| getAXObject ||'''local axObj = getAXObject()''' || Required for all functions using AXObject
|-
| AddHook || axObj.AddHook() ||
|-
|-
| AddBootHook ||emuObj.AddBootHook()|| Set function to be done when the game boots up
| RemoveHook || axObj.RemoveHook() ||
|-
|-
|RemoveBootHook||emuObj.RemoveBootHook()|| remove function to be done when the game boots up
|SetPC|| axObj.SetPC() ||
|-
|-
| AddGPUHook ||emuObj.AddGPUHook()||
|GetPC|| axObj.GetPC() ||
|-
|-
|-style="background-color:#D7EF54"
| ReadMem32 || axObj.ReadMem32() || Read 4 bytes from offset
|  Pad || ||  
|-
|-
| Pad require ||'''local pad = require("pad")''' || Required for all commands that rely on pad
| WriteMem32 || axObj.WriteMem32() || Write 4 bytes to offset
|-
|-
|PadRead || emuObj.PadRead() ||
| ReadMem16 || axObj.ReadMem16() || Read 2 bytes from offset
<br>L3        = 0x00000002
<br>R3        = 0x00000004
<br>OPTIONS  = 0x00000008
<br>UP        = 0x00000010
<br>RIGHT    = 0x00000020
<br>DOWN      = 0x00000040
<br>LEFT      = 0x00000080
<br>L2        = 0x00000100
<br>R2        = 0x00000200
<br>L1        = 0x00000400
<br>R1        = 0x00000800
<br>TRIANGLE  = 0x00001000
<br>CIRCLE    = 0x00002000
<br>CROSS    = 0x00004000
<br>SQUARE    = 0x00008000
<br>SELECT    = 0x00010000
<br>START    = 0x00020000
|-
|-
|PadReadPitch || emuObj.PadReadPitch() ||
| WriteMem16 || axObj.WriteMem16() || Write 2 bytes to offset
|-
|-
|PadReadRoll || emuObj.PadReadRoll()||
| ReadMem8 || axObj.ReadMem8() || Read 1 byte from offset
|-
|-
|PadRegisterSamples || emuObj.PadRegisterSamples()||
| WriteMem8 || axObj.WriteMem8() || Write 1 byte to offset
|-
|-
| PadSetButtonsMode || emuObj.PadSetButtonsMode() ||  
| ReadMemString || axObj.ReadMemString() ||
<br>0 = Touch bar is split in two for Start/Select. Option is unmapped (default behaviour)
<br>1 = Touch bar is Start. Option is Select
<br>2 = Touch bar is Select. Option is Start
|-
|-
| PadVibrate|| emuObj.PadVibrate() || emuObj.PadVibrate(5,180,180)
| WriteMemString || axObj.WriteMemString() ||
|-
|-
|}
| WriteMemStr16 || axObj.WriteMemStr16() ||
 
|-
====Allegrex commands====
|WriteMemStr16Z  ||axObj.WriteMemStr16Z() ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes - Example
|-
|-
| getAXObject ||'''local axObj = getAXObject()''' || Required for all functions using AXObject
| WriteMemStringZ ||axobj.WriteMemStringZ ||
|-
|-
| AddHook || axObj.AddHook() ||
|ReadMemFloat || axObj.ReadMemFloat() ||
|-
|-
| RemoveHook || axObj.RemoveHook() ||
|WriteMemFloat || axObj.WriteMemFloat() ||
|-
|-
| BurnCycles|| axobj.BurnCycles() || Could be an option to overclock cpu at a hooked offset
| BurnCycles|| axobj.BurnCycles() || Could be an option to overclock cpu at a hooked offset
Line 339: Line 314:
|-
|-
|Overlay ||axObj.Overlay()||
|Overlay ||axObj.Overlay()||
|-style="background-color:#ff8080"
| GPR || ||
|-
|-
| gpr require || '''local gpr = require("ax-gpr-alias")''' || Required for any command that includes gpr registers
| gpr require || '''local gpr = require("ax-gpr-alias")''' || Required for any command that includes gpr registers
|-
|SetPC|| axObj.SetPC() ||
|-
|GetPC|| axObj.GetPC() ||
|-
|-
| GetGpr || axObj.GetGpr() ||
| GetGpr || axObj.GetGpr() ||
Line 367: Line 336:
|-
|-
|GetReg||axObj.GetReg()||
|GetReg||axObj.GetReg()||
|-style="background-color:#D7EF54"
| Memory editing || || Do note that the offsets on PPSSPP are mapped differently than the ones on the PS4
|-
|-
| ReadMem32 || axObj.ReadMem32() || Read 4 bytes from offset
! !! Other/Unknown/Standalone Commands !!
|-
|-
| WriteMem32 || axObj.WriteMem32() || Write 4 bytes to offset
|FuncReplace || axFuncReplace() || axFuncReplace(0x8804670, "__ptmf_scall") Replace allegrex function.
|-
|-
| ReadMem16 || axObj.ReadMem16() || Read 2 bytes from offset
| InsnReplace || axInsnReplace() || Replace allegrex memory
|-
|-
| WriteMem16 || axObj.WriteMem16() || Write 2 bytes to offset
|}
|-
=====Examples=====
| ReadMem8 || axObj.ReadMem8() || Read 1 byte from offset
<br>'''''LUA example:'''''
|-
<pre>
| WriteMem8 || axObj.WriteMem8() || Write 1 byte to offset
local axObj = getAXObject()
|-
local emuObj = getEmuObject()
| ReadMemString || axObj.ReadMemString() ||
local patcher = function()
|-
axObj.WriteMem32(0x0880D6B8,0x1000FFFE)
| WriteMemString || axObj.WriteMemString() ||
end
|-
 
| WriteMemStr16 || axObj.WriteMemStr16() ||
emuObj.AddVsyncHook(patcher)
|-
</pre>
|WriteMemStr16Z  ||axObj.WriteMemStr16Z() ||
 
|-
======Patches.lua======
| WriteMemStringZ ||axobj.WriteMemStringZ ||
'''An official lua created by sony for Patapon 2'''
|-
<pre>
|ReadMemFloat || axObj.ReadMemFloat() ||
-- Lua 5.3
|-
-- Title:  Patapon 2 PSP - UCUS-98732 (USA)
|WriteMemFloat || axObj.WriteMemFloat() ||
 
|-
apiRequest(1.0) -- request version 1.0 API. Calling apiRequest() is mandatory.
! !! Other/Unknown/Standalone Commands !!
|-
|FuncReplace || axFuncReplace() || axFuncReplace(0x8804670, "__ptmf_scall") Replace allegrex function.
|-
| InsnReplace || axInsnReplace() || Replace allegrex memory
|-
|}


====Examples====
local gpr = require( "ax-gpr-alias" ) -- you can access Allegrex GPR by alias (gpr.a0 / gpr["a0"])
<br>'''''LUA example:'''''
local emuObj = getEmuObject() -- emulator
<br>
local axObj = getAXObject() -- allegrex
<br>Coconut Dodge "NPEZ00164"
local pad = require("pad")
<pre>
local axObj = getAXObject()
local emuObj = getEmuObject()


local patcher = function()
-- Hook memcpy to catch framebuffer effects
--Infinite lives
axFuncReplace(0x881D194, "patapon_memcpy")
axObj.WriteMem32(0x8ACA1A4, 0x3) --0x08ACE1A4 on PPSSPP, PPSSPP addresses need to be reduced by 0x4000 in order to work on PS4
end


emuObj.AddVsyncHook(patcher)
-- Accelerate some functions
</pre>
axFuncReplace(0x8804670, "__ptmf_scall")
axFuncReplace(0x8892230, "Renderer__makeWorldMatrix__4psysFv")
axFuncReplace(0x88209A8, "patapon_strcmp")
axFuncReplace(0x8815130, "sceGupSetStatus")
axFuncReplace(0x8851D84, "FMtx44__setRow__3PydFv")
axFuncReplace(0x88437F0, "Script__Talk__Controller__setDeltaTime__3PydFv")
axFuncReplace(0x8843B6C, "Script__Talk__Controller__setCmdId__3PydFv")
axFuncReplace(0x88441DC, "Script__Talk__Controller__getArgValuePtr__3PydFv_0")
axFuncReplace(0x89B25B0, "sceGmoCol4Multiply")
axFuncReplace(0x8910A60, "Gfx__CacheModel__getNodeMtx__6SystemFv")
axFuncReplace(0x8911440, "Gfx__StaticGmoModel__getNodeIdx__6SystemFv")
axFuncReplace(0x89114C8, "Gfx__StaticGmoModel__getNodeMtx__6SystemFv")
axFuncReplace(0x891157C, "Gfx__StaticGmoModel__getNodeMtx__6SystemFv_0")
axFuncReplace(0x881462C, "sceGuEnable", 0x8B3C050) -- param = gupbase pointer
axFuncReplace(0x8814684, "sceGuDisable", 0x8B3C050) -- param = gupbase pointer
axFuncReplace(0x89B2D84, "sceGmoFCurveEval_fastpath", 0x89B2D88) -- param = function entry if not fast path
--axFuncReplace(0x88D0788, "Game__Map__Weather__WindLocus__update__4LaboFv_loop", 0x88D0864) -- param = continue address
axFuncReplace(0x890FCBC, "convertLowerString__6SystemFv")
axFuncReplace(0x8877104, "convertLowerString__6SystemFv") -- convertLowerString__21@unnamed@BNDFile_cpp@Fv, same functionality
axFuncReplace(0x897927C, "__extendsfdf2")
axFuncReplace(0x8979AF8, "__muldf3")
axFuncReplace(0x8979A8C, "__adddf3")
axFuncReplace(0x897A750, "__truncdfsf2")
axFuncReplace(0x88CBD64, "RemapPacket", 0x8ACC394) -- param comes from RemapPacketAddr24 & RemapPacketAddr16
axFuncReplace(0x890FEA0, "patapon_strcmp") -- strcmpFast__6SystemFv ('fast' strcmp)


[https://www.psdevwiki.com/ps4/Talk:PSP_Emulator_Compatibility_List#Official_PSPemu_Configuration_Files More patches can be found here]
-- Switch Select command to "Options" button.
=====Patches.lua=====
emuObj.PadSetButtonsMode(pad.BUTTONS_MODE_OPTION_IS_SELECT)
======Syphon Filter: Dark Mirror======


<pre>
-- Remove "Transfer Patapon Saved Data" option from New Game option
-- Lua 5.3
--axInsnReplace(0x8A46660, 0x24070002, 0x24070001) -- li  a3,0x2  (change 2 menu options to 1)
-- Title: Syphon Filter: Dark Mirror
emuObj.RemapSavedata("UCUS98711", "CUSA06171", "504e802b04a1838c32b616abbe0b475fbea1c823825ef0df06cc2bad129ce2f7")


-- Patches for fixing issues with post fx in games using the Syphon Filter/Resistance engine
-- Fix "Tree of Life" unaligned lines and shadows
 
axObj.AddHook(0x884600C, 0x8c850010, function() -- PSP::Gfx::PrimitiveContext::setVertex2f
apiRequest(1.0) -- request version 1.0 API. Calling apiRequest() is mandatory.
local context = axObj.GetGpr(gpr.a0)
 
local cmdCount = axObj.ReadMem32(context + 0x14)
local emuObj = getEmuObject()
if (cmdCount & 1) == 1 then -- we have at least 2 commands
local cpu = getAXObject()
local cmdBuffer = axObj.ReadMem32(context + 0x10)
 
local cx = axObj.GetFpr(12)
-- The bloom filter uses 1.5 pixel jitter to make a ghetto blur. When up-ressed, this doesn't look good.
local cy = axObj.GetFpr(13)
-- To compensate, reduce the jitter amount before rendering.
local ox = axObj.ReadMemFloat(cmdBuffer-12)
function BloomJitterPlusAdjust()
local oy = axObj.ReadMemFloat(cmdBuffer-8)
-- 1.5 pixel "+" pattern
emuObj.AdjustUVJitter(0, 4, 0.0, 1.5)
if cx == ox then
emuObj.AdjustUVJitter(4, 4, 0.0, -1.5)
axObj.SetFpr(12, cx + 0.5)
emuObj.AdjustUVJitter(8, 4, 1.5, 0.0)
axObj.WriteMemFloat(cmdBuffer-12, ox + 0.5)
emuObj.AdjustUVJitter(12, 4, -1.5, 0.0)
elseif cy == oy then
end
axObj.SetFpr(13, cy + 0.5)
 
axObj.WriteMemFloat(cmdBuffer-8, oy + 0.5)
function BloomJitterCrossAdjust()
-- 1.5 pixel "x" pattern
emuObj.AdjustUVJitter(0, 4, 1.5, 1.5)
emuObj.AdjustUVJitter(4, 4, -1.5, 1.5)
emuObj.AdjustUVJitter(8, 4, 1.5, -1.5)
emuObj.AdjustUVJitter(12, 4, -1.5, -1.5)
end
 
local jitterFixPlus = emuObj.AddGPUHook(0x40dc000, 0, 16, 0x40d4000, BloomJitterPlusAdjust)
local jitterFixCross = emuObj.AddGPUHook(0x40d4000, 0, 16, 0x40dc000, BloomJitterCrossAdjust)
 
function depthquery()
local querystruct = 0x8eda968 -- this is always in a fixed location
-- the depth query struct is fixed to 24 entries
-- 0..15 seem to be always used for lights, 16..23 are for npcs
for i=0,23 do
local querytype = cpu.ReadMem32(querystruct+0)
local valid = cpu.ReadMem32(querystruct+1*4)
if valid ~= 0xffffffff then
--local queryx = cpu.ReadMem32(querystruct+2*4)
--local queryy = cpu.ReadMem32(querystruct+3*4)
--local querydepth = cpu.ReadMem32(querystruct+4*4)
--local querywidth = cpu.ReadMem32(querystruct+5*4)
--local queryheight = cpu.ReadMem32(querystruct+6*4)
--local param1c = cpu.ReadMem32(querystruct+7*4)
--local param20 = cpu.ReadMem32(querystruct+8*4)
local param24 = cpu.ReadMem32(querystruct+9*4)
--local result = cpu.ReadMemFloat(querystruct+10*4)
if param24 <= 0 then
cpu.WriteMem32(querystruct+1*4, 0xffffffff) -- to be removed from the list -> mark as invalid
else
if querytype == 3 then -- n x n coverage based occlusion used by lights. Object opacity is set to (visible_samples / total_samples)
cpu.WriteMemFloat(querystruct+10*4, 0.0) -- always hide lights
else -- Enemies use a 5-point (corners + center) occlusion check. Object is visible if any of the points is visible.
cpu.WriteMemFloat(querystruct+10*4, 1.0) -- set always visible
end
end
end
end
querystruct = querystruct + 0x2c
end
end
end
end)


cpu.AddHook(0x8c163d4, 0x27bdff80, depthquery) -- = addiu sp, sp, -0x80
-- LANGUAGES --
-- the hook code replaces the occlusion function, so just adjust the stack and return
local langCode = "us" -- default
cpu.InsnReplace(0x8c163d8, 0x34040000, 0x27bd0080) -- addiu sp, sp, 0x80
--local languageList = {"Japanese","English","UK","Italian","German","Spanish","French","Korean","Chinese","ns","nf","Dutch","Portuguese","gr","Belgium"}
cpu.InsnReplace(0x8c163dc, 0xafa40048, 0x03e00008) -- jr ra
--local gameLanguageCode = {"jp","us","uk","it","de","sp","fr","kr","cn","ns","nf","nl","pt","gr","be"}
cpu.InsnReplace(0x8c163e0, 0x3c0408ee, 0x00000000) -- nop
local languageList = {"","English","","","","","","","","Spanish","French","","","",""}
</pre>
local gameLanguageCode = {"","us","","","","","","","","ns","nf","","","",""}
======Patapon 2'''======
<pre>
-- Lua 5.3
-- Title:  Patapon 2 PSP - UCUS-98732 (USA)


apiRequest(1.0) -- request version 1.0 API. Calling apiRequest() is mandatory.
-- US: english = 1, spanish = 9, french = 0xA (from Localize__Manager__setDefaultLangage)
 
-- EU: uk = 2, italian = 3, german = 4, spanish = 5, french = 6
local gpr = require( "ax-gpr-alias" ) -- you can access Allegrex GPR by alias (gpr.a0 / gpr["a0"])
-- JP: jp = 0
local emuObj = getEmuObject() -- emulator
-- HP: ko = 7, ch = 8,
local axObj = getAXObject() -- allegrex
local pad = require("pad")
-- GLOBAL FUNCTIONS --


-- Hook memcpy to catch framebuffer effects
local GLOBAL = 0x8B7D088 -- reawakeDeathUnit - offset 0x88A95E8 in $v1
axFuncReplace(0x881D194, "patapon_memcpy")


-- Accelerate some functions
function getGlobalAddr() -- gets Global to user data.
axFuncReplace(0x8804670, "__ptmf_scall")
-- address comes from: Labo::Bases::Camp::Controller::reawakeDeathUnit - offset 0x88A95E8 in $v1
axFuncReplace(0x8892230, "Renderer__makeWorldMatrix__4psysFv")
-- add 0x20 to address to align it with the word "none"
axFuncReplace(0x88209A8, "patapon_strcmp")
axFuncReplace(0x8815130, "sceGupSetStatus")
local main = axObj.ReadMem32(GLOBAL) -- fixed Global address from: 0x88A95E8 -> 0x8c9fbc0
axFuncReplace(0x8851D84, "FMtx44__setRow__3PydFv")
if main == 0xFFFFFFFF or main == 0 then
axFuncReplace(0x88437F0, "Script__Talk__Controller__setDeltaTime__3PydFv")
return 0xFFFFFFFF
axFuncReplace(0x8843B6C, "Script__Talk__Controller__setCmdId__3PydFv")
end
axFuncReplace(0x88441DC, "Script__Talk__Controller__getArgValuePtr__3PydFv_0")
local ptr = axObj.ReadMem32(main + 0x10c0) --> sets to: 0x8d07840
axFuncReplace(0x89B25B0, "sceGmoCol4Multiply")
if ptr == 0xFFFFFFFF or ptr == 0 then
axFuncReplace(0x8910A60, "Gfx__CacheModel__getNodeMtx__6SystemFv")
return 0xFFFFFFFF
axFuncReplace(0x8911440, "Gfx__StaticGmoModel__getNodeIdx__6SystemFv")
end
axFuncReplace(0x89114C8, "Gfx__StaticGmoModel__getNodeMtx__6SystemFv")
axFuncReplace(0x891157C, "Gfx__StaticGmoModel__getNodeMtx__6SystemFv_0")
axFuncReplace(0x881462C, "sceGuEnable", 0x8B3C050) -- param = gupbase pointer
axFuncReplace(0x8814684, "sceGuDisable", 0x8B3C050) -- param = gupbase pointer
axFuncReplace(0x89B2D84, "sceGmoFCurveEval_fastpath", 0x89B2D88) -- param = function entry if not fast path
--axFuncReplace(0x88D0788, "Game__Map__Weather__WindLocus__update__4LaboFv_loop", 0x88D0864) -- param = continue address
axFuncReplace(0x890FCBC, "convertLowerString__6SystemFv")
axFuncReplace(0x8877104, "convertLowerString__6SystemFv") -- convertLowerString__21@unnamed@BNDFile_cpp@Fv, same functionality
axFuncReplace(0x897927C, "__extendsfdf2")
axFuncReplace(0x8979AF8, "__muldf3")
axFuncReplace(0x8979A8C, "__adddf3")
axFuncReplace(0x897A750, "__truncdfsf2")
axFuncReplace(0x88CBD64, "RemapPacket", 0x8ACC394) -- param comes from RemapPacketAddr24 & RemapPacketAddr16
axFuncReplace(0x890FEA0, "patapon_strcmp") -- strcmpFast__6SystemFv ('fast' strcmp)


-- Switch Select command to "Options" button.
return ptr
emuObj.PadSetButtonsMode(pad.BUTTONS_MODE_OPTION_IS_SELECT)
end


-- Remove "Transfer Patapon Saved Data" option from New Game option
-- MAIN FUNCTIONS --
--axInsnReplace(0x8A46660, 0x24070002, 0x24070001) -- li  a3,0x2  (change 2 menu options to 1)
 
emuObj.RemapSavedata("UCUS98711", "CUSA06171", "504e802b04a1838c32b616abbe0b475fbea1c823825ef0df06cc2bad129ce2f7")
local H1 = function() -- Labo::Bases::Camp::Scene::updateTips
local v0 = axObj.GetGpr(gpr.v0)
if v0 > 0 then
emuObj.ThrottleMax()
else
emuObj.ThrottleNormal()
end
end


-- Fix "Tree of Life" unaligned lines and shadows
local H2 = function() -- GameSystem__SaveDataController__setStateMessage
axObj.AddHook(0x884600C, 0x8c850010, function() -- PSP::Gfx::PrimitiveContext::setVertex2f
local ptr = axObj.GetGpr(gpr.a2)
local context = axObj.GetGpr(gpr.a0)
local str = axObj.ReadMemStr16(ptr)
local cmdCount = axObj.ReadMem32(context + 0x14)
local newStr = "Now loading. Do not turn off the power."
if (cmdCount & 1) == 1 then -- we have at least 2 commands
-- english: Now loading./Do not remove the Memory Stick Duo™ /or turn off the system power.
local cmdBuffer = axObj.ReadMem32(context + 0x10)
-- spanish: Cargando./No extraigas el Memory Stick Duo™ /ni apagues el sistema.
local cx = axObj.GetFpr(12)
-- french: Chargement./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système.
local cy = axObj.GetFpr(13)
-- italian: Caricamento in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema.
local ox = axObj.ReadMemFloat(cmdBuffer-12)
-- german: Lädt./Bitte den Memory Stick Duo™ nicht entfernen /und das System nicht ausschalten.
local oy = axObj.ReadMemFloat(cmdBuffer-8)
-- japanese: システムデータをロード中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。
-- chinese: 系統資料載入中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。
if cx == ox then
-- korean: 시스템 데이터를 불러오는 중입니다./Memory Stick Duo™를 빼거나/전원을 끄지 마십시오.
axObj.SetFpr(12, cx + 0.5)
axObj.WriteMemFloat(cmdBuffer-12, ox + 0.5)
if string.find(str, "Now loading") then
elseif cy == oy then
newStr = "Now loading." -- English: Now loading./Do not remove the Memory Stick Duo™ /or turn off the system power.
axObj.SetFpr(13, cy + 0.5)
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemFloat(cmdBuffer-8, oy + 0.5)
elseif string.find(str, "Checking Memory Stick") then
end
newStr = "Please wait." -- English: Checking Memory Stick Duo™.
end
axObj.WriteMemStr16Z(ptr, newStr)
end)
elseif string.find(str, "Now saving")then
 
newStr = "Now saving." -- English: Now saving./Do not remove the Memory Stick Duo™ /or turn off the system power.
-- LANGUAGES --
axObj.WriteMemStr16Z(ptr, newStr)
local langCode = "us" -- default
--
--local languageList = {"Japanese","English","UK","Italian","German","Spanish","French","Korean","Chinese","ns","nf","Dutch","Portuguese","gr","Belgium"}
elseif string.find(str, "Cargando.") then
--local gameLanguageCode = {"jp","us","uk","it","de","sp","fr","kr","cn","ns","nf","nl","pt","gr","be"}
newStr = "Cargando..." -- Spanish: Cargando./No extraigas el Memory Stick Duo™ /ni apagues el sistema.
local languageList = {"","English","","","","","","","","Spanish","French","","","",""}
axObj.WriteMemStr16Z(ptr, newStr)
local gameLanguageCode = {"","us","","","","","","","","ns","nf","","","",""}
elseif string.find(str, "Guardando...")then
 
newStr = "Espera..." -- Spanish: Guardando.../No extraigas el Memory Stick Duo™ /ni apagues el sistema.
-- US: english = 1, spanish = 9, french = 0xA (from Localize__Manager__setDefaultLangage)
axObj.WriteMemStr16Z(ptr, newStr)
-- EU: uk = 2, italian = 3, german = 4, spanish = 5, french = 6
elseif string.find(str, "Comprobando el Memory Stick") then
-- JP: jp = 0
newStr = "Guardando..." -- Spanish: Comprobando el Memory Stick Duo™.
-- HP: ko = 7, ch = 8,
axObj.WriteMemStr16Z(ptr, newStr)
--
-- GLOBAL FUNCTIONS --
elseif string.find(str, "Chargement.") then
 
newStr = "Chargement." -- French: Chargement./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système.
local GLOBAL = 0x8B7D088 -- reawakeDeathUnit - offset 0x88A95E8 in $v1
axObj.WriteMemStr16Z(ptr, newStr)
 
elseif string.find(str, "Vérification du Memory Stick")then
function getGlobalAddr() -- gets Global to user data.
newStr = "Veuillez patienter." -- French: Vérification du Memory Stick Duo™.
-- address comes from: Labo::Bases::Camp::Controller::reawakeDeathUnit - offset 0x88A95E8 in $v1
axObj.WriteMemStr16Z(ptr, newStr)
-- add 0x20 to address to align it with the word "none"
elseif string.find(str, "Sauvegarde.") then
newStr = "Sauvegarde en cours." -- French: Sauvegarde./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système.
local main = axObj.ReadMem32(GLOBAL) -- fixed Global address from: 0x88A95E8 -> 0x8c9fbc0
axObj.WriteMemStr16Z(ptr, newStr)
if main == 0xFFFFFFFF or main == 0 then
--
return 0xFFFFFFFF
elseif string.find(str, "Caricamento in corso") then
end
newStr = "Caricamento in corso." -- Italian: Caricamento in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema.
local ptr = axObj.ReadMem32(main + 0x10c0) --> sets to: 0x8d07840
axObj.WriteMemStr16Z(ptr, newStr)
if ptr == 0xFFFFFFFF or ptr == 0 then
elseif string.find(str, "Controllo del Memory Stick")then
return 0xFFFFFFFF
newStr = "Attendi." -- Italian: Controllo del Memory Stick Duo™.
end
axObj.WriteMemStr16Z(ptr, newStr)
 
elseif string.find(str, "Salvataggio in corso") then
return ptr
newStr = "Salvataggio in corso." -- Italian: Salvataggio in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema.
end
axObj.WriteMemStr16Z(ptr, newStr)
 
--
-- MAIN FUNCTIONS --
elseif string.find(str, "Lädt") then
 
newStr = "Lädt." -- German: Lädt./Bitte den Memory Stick Duo™ nicht entfernen /und das System nicht ausschalten.
local H1 = function() -- Labo::Bases::Camp::Scene::updateTips
local v0 = axObj.GetGpr(gpr.v0)
if v0 > 0 then
emuObj.ThrottleMax()
else
emuObj.ThrottleNormal()
end
end
 
local H2 = function() -- GameSystem__SaveDataController__setStateMessage
local ptr = axObj.GetGpr(gpr.a2)
local str = axObj.ReadMemStr16(ptr)
local newStr = "Now loading. Do not turn off the power."
-- english: Now loading./Do not remove the Memory Stick Duo™ /or turn off the system power.
-- spanish: Cargando./No extraigas el Memory Stick Duo™ /ni apagues el sistema.
-- french: Chargement./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système.
-- italian: Caricamento in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema.
-- german: Lädt./Bitte den Memory Stick Duo™ nicht entfernen /und das System nicht ausschalten.
-- japanese: システムデータをロード中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。
-- chinese: 系統資料載入中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。
-- korean: 시스템 데이터를 불러오는 중입니다./Memory Stick Duo™를 빼거나/전원을 끄지 마십시오.
if string.find(str, "Now loading") then
newStr = "Now loading." -- English: Now loading./Do not remove the Memory Stick Duo™ /or turn off the system power.
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Checking Memory Stick") then
elseif string.find(str, "Memory Stick Duo™ wird überprüft")then
newStr = "Please wait." -- English: Checking Memory Stick Duo™.
newStr = "Bitte warten." -- German: Memory Stick Duo™ wird überprüft.
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Now saving")then
elseif string.find(str, "Speichert.") then
newStr = "Now saving." -- English: Now saving./Do not remove the Memory Stick Duo™ /or turn off the system power.
newStr = "Speichert." -- German: Speichert./Bitte den Memory Stick Duo™ nicht entfernen und /das System nicht ausschalten.
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemStr16Z(ptr, newStr)
--
--
elseif string.find(str, "Cargando.") then
elseif string.find(str, "システムデータをロード中です。") then
newStr = "Cargando..." -- Spanish: Cargando./No extraigas el Memory Stick Duo™ /ni apagues el sistema.
newStr = "ロード中。" -- Japanese: システムデータをロード中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Guardando...")then
elseif string.find(str, "Memory Stick Duo™のチェック中です。")then
newStr = "Espera..." -- Spanish: Guardando.../No extraigas el Memory Stick Duo™ /ni apagues el sistema.
newStr = "お待ちください。" -- Japanese: Memory Stick Duo™のチェック中です。
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Comprobando el Memory Stick") then
elseif string.find(str, "システムデータをセーブ中です。") then
newStr = "Guardando..." -- Spanish: Comprobando el Memory Stick Duo™.
newStr = "セーブ中。" -- Japanese: システムデータをセーブ中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemStr16Z(ptr, newStr)
--
--
elseif string.find(str, "Chargement.") then
elseif string.find(str, "系統資料載入中。") then
newStr = "Chargement." -- French: Chargement./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système.
newStr = "載入中。" -- Chinese: 系統資料載入中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Vérification du Memory Stick")then
elseif string.find(str, "Memory Stick Duo™確認中。")then
newStr = "Veuillez patienter." -- French: Vérification du Memory Stick Duo™.
newStr = "請稍候。" -- Chinese: Memory Stick Duo™確認中。
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Sauvegarde.") then
elseif string.find(str, "保存中。") then
newStr = "Sauvegarde en cours." -- French: Sauvegarde./Ne pas retirer le Memory Stick Duo™ /ou éteindre le système.
newStr = "存檔中。" -- Chinese: 保存中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemStr16Z(ptr, newStr)
--
--
elseif string.find(str, "Caricamento in corso") then
elseif string.find(str, "시스템 데이터를 불러오는 중입니다") then
newStr = "Caricamento in corso." -- Italian: Caricamento in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema.
newStr = "불러오는 중입니다." -- Korean: 시스템 데이터를 불러오는 중입니다./Memory Stick Duo™를 빼거나/전원을 끄지 마십시오.
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Controllo del Memory Stick")then
elseif string.find(str, "Memory Stick Duo™ 체크 중입니다")then
newStr = "Attendi." -- Italian: Controllo del Memory Stick Duo™.
newStr = "잠시 기다려 주십시오." -- Korean: Memory Stick Duo™ 체크 중입니다.
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Salvataggio in corso") then
elseif string.find(str, "시스템 데이터를 저장 중입니다") then
newStr = "Salvataggio in corso." -- Italian: Salvataggio in corso.../Non rimuovere il Memory Stick Duo™ /e non spegnere il sistema.
newStr = "저장 중입니다." -- Korean: 시스템 데이터를 저장 중입니다./Memory Stick Duo™를 빼거나,/전원을 끄지 마십시오.
axObj.WriteMemStr16Z(ptr, newStr)
--
elseif string.find(str, "Lädt") then
newStr = "Lädt." -- German: Lädt./Bitte den Memory Stick Duo™ nicht entfernen /und das System nicht ausschalten.
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Memory Stick Duo™ wird überprüft")then
newStr = "Bitte warten." -- German: Memory Stick Duo™ wird überprüft.
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Speichert.") then
newStr = "Speichert." -- German: Speichert./Bitte den Memory Stick Duo™ nicht entfernen und /das System nicht ausschalten.
axObj.WriteMemStr16Z(ptr, newStr)
--
elseif string.find(str, "システムデータをロード中です。") then
newStr = "ロード中。" -- Japanese: システムデータをロード中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Memory Stick Duo™のチェック中です。")then
newStr = "お待ちください。" -- Japanese: Memory Stick Duo™のチェック中です。
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "システムデータをセーブ中です。") then
newStr = "セーブ中。" -- Japanese: システムデータをセーブ中です。/Memory Stick Duo™を抜き挿ししたり、/電源を切ったりしないでください。
axObj.WriteMemStr16Z(ptr, newStr)
--
elseif string.find(str, "系統資料載入中。") then
newStr = "載入中。" -- Chinese: 系統資料載入中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Memory Stick Duo™確認中。")then
newStr = "請稍候。" -- Chinese: Memory Stick Duo™確認中。
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "保存中。") then
newStr = "存檔中。" -- Chinese: 保存中。/請勿插拔Memory Stick Duo™/或是關閉主機的電源。
axObj.WriteMemStr16Z(ptr, newStr)
--
elseif string.find(str, "시스템 데이터를 불러오는 중입니다") then
newStr = "불러오는 중입니다." -- Korean: 시스템 데이터를 불러오는 중입니다./Memory Stick Duo™를 빼거나/전원을 끄지 마십시오.
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "Memory Stick Duo™ 체크 중입니다")then
newStr = "잠시 기다려 주십시오." -- Korean: Memory Stick Duo™ 체크 중입니다.
axObj.WriteMemStr16Z(ptr, newStr)
elseif string.find(str, "시스템 데이터를 저장 중입니다") then
newStr = "저장 중입니다." -- Korean: 시스템 데이터를 저장 중입니다./Memory Stick Duo™를 빼거나,/전원을 끄지 마십시오.
axObj.WriteMemStr16Z(ptr, newStr)
axObj.WriteMemStr16Z(ptr, newStr)
end
end
end
end


local H3 = function() -- Localize__Manager__getLanguageName
local H3 = function() -- Localize__Manager__getLanguageName
local v0 = axObj.GetGpr(gpr.v0)
local v0 = axObj.GetGpr(gpr.v0)
local langPtr = axObj.ReadMem32(v0)
local langPtr = axObj.ReadMem32(v0)
langCode = axObj.ReadMemStr(langPtr)
langCode = axObj.ReadMemStr(langPtr)
end
end
 
 
local bundleFileName = ""
local bundleFileName = ""
local H4 = function() -- System::Util__BNDFile__doNameCallback
local H4 = function() -- System::Util__BNDFile__doNameCallback
local ptr = axObj.GetGpr(gpr.a0)
local ptr = axObj.GetGpr(gpr.a0)
bundleFileName = axObj.ReadMemStr(ptr)
bundleFileName = axObj.ReadMemStr(ptr)
end
end
 
 
local H5 = function() -- Labo::GameSystem__callbackFunc_MemoryObject
local H5 = function() -- Labo::GameSystem__callbackFunc_MemoryObject
local ptr = axObj.GetGpr(gpr.s5)
local ptr = axObj.GetGpr(gpr.s5)
local dataPtr = axObj.ReadMem32(ptr)
local dataPtr = axObj.ReadMem32(ptr)
if bundleFileName == "colony_data.pac" then
if bundleFileName == "colony_data.pac" then
axObj.WriteMem16(dataPtr + 0x79ba, 4)
axObj.WriteMem16(dataPtr + 0x79ba, 4)
end
end
end
end
 
 
-- Black Smith - Remove "KeyGuide" bug when hit anvil head while quenching --
-- Black Smith - Remove "KeyGuide" bug when hit anvil head while quenching --
local blackSmithRunning = false
local blackSmithRunning = false
local H6 = function() -- Sound__SubGame__Blacksmith__Command__start__4LaboFv
local H6 = function() -- Sound__SubGame__Blacksmith__Command__start__4LaboFv
blackSmithRunning = true
blackSmithRunning = true
end
end
local H7 = function() -- Sound__BeatCommander__endSubGame__4LaboFv
local H7 = function() -- Sound__BeatCommander__endSubGame__4LaboFv
Line 899: Line 763:


== Emulators ==
== Emulators ==
<pre>Every emulator is programmed in a differently. Sometimes choosing the right emulator is the only possible way to fix a game. Emulators are not provided pre-installed on the ps4, they have to be unpacked from a backup that's downloaded from the ps store from that specific game. This list includes The typical usage of some of The emulators.</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 the ps4, they have to be unpacked from a backup that's downloaded from the ps store from that specific game. this list includes The typical usage of some of The emulators.</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 !! Usage !! API Version !! Similar emulators (compatibility)
! Emulator !! Usage !! API Version !! Similar emulators (Usage)
|-
|-
| Echochrome || The default psp emulator for PSPFPKG tool at the time of writing and the best in terms of compatibility. || ? || ?
| Echochrome || The default psp emulator for PSPFPKG tool at the time of writing and the best in terms of compatibility. || ? || ?
Line 916: Line 780:
|-
|-
| PaRappa the Rapper || An unofficial emulator developed by sony with very bad compatibility ||  ? || ?
| PaRappa the Rapper || An unofficial emulator developed by sony with very bad compatibility ||  ? || ?
|-
| Syphon Filter: Dark Mirror || ? || ? || ?
|-
|-
|}
|}


==Memory mapping==
==Memory mapping==
<br>'''Note''': The memory on PPSSPP is 0x4000 offsets ahead of the memory on the PS4
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Size !! Offset From -> Offset To !! Name
! Offset From !! Offset To !! Name
|-
|-
| || 1008000000 -> 10887FFFFF ||   Allegrex memory(?)
| 0x1008000000 || 0x10887FFFFF  || Allegrex memory(?)
|-
|-
|640.00MB  || 228200000 -> 250200000 ||
|}
|-
 
|64.00MB  ||  250200000 -> 254200000 ||
==Information==
|-
Note: Missing entries
|32.00MB  ||  254200000 -> 256200000 ||
====Folder/File layout====
|-
=====Echochrome=====
|2048.00MB ||  256200000 -> 2d6200000 ||
<pre>
|-
├── assets
|16.00MB  ||  2d6200000 -> 2d7200000 ||
├── iso
|-
├── lua_include
|16.00MB  ||  2d7200000 -> 2d8200000 ||
├── sce_module
|-
├── sce_sys
|16.00MB  ||  2d8200000 -> 2d9200000 ||
├── SIEA
|-
  └── data
|16.00MB  ||  2d9200000 -> 2da200000 ||
  └── USER_L0.IMG
|-
├── usermodule
|}
  └──libfont.lib
 
├── sce_discmap.plt
===Registers map===
├── config-title.txt
<br>Registers that are marked with '''(?)''' are untested but should be accurate.
├── package-ps4.conf
<br>*'''Note''': The offsets' positions change as the CLI file's content increases, but the offsets should still be somewhere nearby the offsets listed below and the layout should be the same regardless. The PC pointer script can be used to locate another PC register properly in Echochrome's emulator
├── eboot.bin
{| class=wikitable style="border: none; background: none;"
├── revision.conf
! scope=col | GPR
└── config-title.txt
! scope=col | Offset
! scope=col | Notes
| rowspan=900 style="border: none; background: none;"|
! scope=col | FPU
! scope=col | Offset
|-
| zero || 0x200414CA8? || || f0 || 0x200414D4C?
|--style="background-color:#EEEFF2"
| at  || 0x200414CAC? || || f1 || 0x200414D50
|-
| v0 || 0x200414CB0  || || f2 || 0x200414D54?
|--style="background-color:#EEEFF2"
| v1 || 0x200414CB4  || || f3 || 0x200414D58?
|-
| a0 || 0x200414CB8  || || f4 || 0x200414D5C?
|--style="background-color:#EEEFF2"
| a1 || 0x200414CBC? || || f5 || 0x200414D60?
|-
| a2 || 0x200414CC0? || || f6 || 0x200414D64?
|--style="background-color:#EEEFF2"
| a3 ||  0x200414CC4? || || f7 || 0x200414D68?
|-
| t0 || 0x200414CC8? || ||f8|| 0x200414D6C?
|--style="background-color:#EEEFF2"
| t1 || 0x200414CCC? || ||f9 || 0x200414D70?
|-
| t2 ||  0x200414CD0? || || f10 || 0x200414D74?
|--style="background-color:#EEEFF2"
| t3 ||  0x200414CD4? || ||f11|| 0x200414D78?
|-
| t4 ||  0x200414CD8? || || f12 || 0x200414D7C?
|--style="background-color:#EEEFF2"
| t5 ||  0x200414CDC? || || f13 || 0x200414D80?
|-
| t6 || 0x200414CE0? || || f14 || 0x200414D84?
|--style="background-color:#EEEFF2"
| t7 || 0x200414CE4? || || f15 || 0x200414D88?
|-
| s0 ||  0x200414CE8? || || f16 || 0x200414D8C?
|--style="background-color:#EEEFF2"
| s1 || 0x200414CEC? || || f17 || 0x200414D90?
|-
| s2 ||  0x200414CF0? || || f18 || 0x200414D94?
|--style="background-color:#EEEFF2"
| s3 || 0x200414CF4? || || f19 || 0x200414D98?
|-
| s4 ||  0x200414CF8? || || f20|| 0x200414D9C?
|--style="background-color:#EEEFF2"
| s5 ||  0x200414CFC? || || f21 || 0x200414DA0?
|-
| s6 ||  0x200414D00? || || f22 || 0x200414DA4?
|--style="background-color:#EEEFF2"
| s7 ||  0x200414D04? || || f23|| 0x200414DA8?
|-
| t8 ||  0x200414D08? || || f24 || 0x200414DAC?
|--style="background-color:#EEEFF2"
| t9 ||  0x200414D0C? || || f25 || 0x200414DB0?
|-
| k0 ||  0x200414D10 || ||f26 || 0x200414DB4?
|--style="background-color:#EEEFF2"
| k1 ||  0x200414D14 || || f27 || 0x200414DB8?
|-
| gp ||  0x200414D18 || || f28|| 0x200414DBC?
|--style="background-color:#EEEFF2"
| sp || 0x200414D1C || || f29 || 0x200414DC0?
|-
| fp || 0x200414D20 ||  || f30 || 0x200414DC4?
|--style="background-color:#EEEFF2"
| {{cellcolors|#D7EF54|#000000}}ra || 0x200414D24 || || f31 || 0x200414DC8
|-
| ? || 0x20AD14D28 || ||  ||
|--style="background-color:#EEEFF2"
| last syscall? || 0x20AD14D2C || ||  ||
|-
| {{cellcolors|#7698FF|#000000}}pc || 0x200414D34 || Will show "0x0", "0x1", "0x5", if the Allegrex cpu is idle(?). || ||
|--style="background-color:#EEEFF2"
| hi || 0x200414D38 || ||  ||
|-
| lo || 0x200414D3C || ||  ||
|--style="background-color:#EEEFF2"
| Memory base? || 0x200414D48 || Shows "0x08800000", could be used as pointer or something?|| ||
|-
|}
====PC pointer====
<br>PS4CHEATER
<br>'''PSP.cht'''
<pre>
1.5|eboot.bin|ID:|VER:01.00|FM:505
simple pointer|pointer|4 bytes|@C6B8C8_2_6B8C8+210+108|data|4 bytes|143011412|0||
</pre>
'''VFPU'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Register !! Offset !! Register !! Offset !! Register !! Offset !! Register !! Offset
|-
| S000|| 0x200414DE0 || S001|| 0x200414DE4 || S002|| 0x200414DE8 || S003|| 0x200414DEC
|-
| S010|| 0x200414DF0 || S011|| 0x200414DF4 || S012|| 0x200414DF8  || S013|| 0x200414DFC
|-
| S020|| 0x200414E00 || S021|| 0x200414E04 || S022||  0x200414E08 || S023|| 0x200414E0C
|-
|S030|| 0x200414E10 || S031|| 0x200414E14 || S032|| 0x200414E18  || S033|| 0x200414E1C
|-
|S100|| 0x200414E20  || S101|| 0x200414E24  || S102||  0x200414E28  || S103|| 0x200414E2C
|-
| S110 || 0x200414E30  || S111|| 0x200414E34 || S112||  0x200414E38 || S113||0x200414E3C
|-
| S120|| 0x200414E40  || S121|| 0x200414E44 || S122|| 0x200414E48 || S123|| 0x200414E4C
|-
|S130|| 0x200414E50 || S131||0x200414E54  || S132|| 0x200414E58  || S133|| 0x200414E5C
|-
|S200|| 0x200414E60  || S201|| 0x200414E64 || S202||  0x200414E68 || S203||0x200414E6C
|-
|S210|| 0x200414E70  || S211|| 0x200414E74 || S212||  0x200414E78 || S213|| 0x200414E7C
|-
|S220|| 0x200414E80  || S221|| 0x200414E84 || S222|| 0x200414E88 || S223|| 0x200414E8C
|-
|S230|| 0x200414E90 || S231|| 0x200414E94 || S232||  0x200414E98 || S233|| 0x200414E9C
|-
|S300|| 0x200414EA0  || S301|| 0x200414EA4 || S302||  0x200414EA8 || S303|| 0x200414EAC
|-
|S310|| 0x200414EB0  || S311|| 0x200414EB4 || S312|| 0x200414EB8  || S313|| 0x200414EBC
|-
|S320|| 0x200414EC0  || S321|| 0x200414EC4 || S322|| 0x200414EC8 || S323||0x200414ECC
|-
|S330|| 0x200414ED0 || S331|| 0x200414ED4 || S332|| 0x200414ED8 || S333||0x200414EDC
|-
|S400|| 0x200414EE0  || S401||  0x200414EE4 || S402|| 0x200414EE8 || S403|| 0x200414EEC
|-
|S410|| 0x200414EF0  || S411||  0x200414EF4 || S412||  0x200414EF8 || S413|| 0x200414EFC
|-
|S420|| 0x200414F00 || S421|| 0x200414F04 || S422||  0x200414F08 || S423|| 0x200414F0C
|-
|S430|| 0x200414F10 || S431|| 0x200414F14 || S432||  0x200414F18 || S433|| 0x200414F1C
|-
|S500|| 0x200414F20 || S501|| 0x200414F24|| S502|| 0x200414F28 || S503|| 0x200414F2C
|-
|S510|| 0x200414F30  || S511|| 0x200414F34 || S512|| 0x200414F38 || S513|| 0x200414F3C
|-
|S520|| 0x200414F40 || S521|| 0x200414F44 || S522|| 0x200414F48 || S523||0x200414F4C
|-
|S530 || 0x200414F50|| S531|| 0x200414F54 || S532||  0x200414F58|| S533|| 0x200414F5C
|-
|S600|| 0x200414F60 || S601|| 0x200414F64 || S602|| 0x200414F68 || S603|| 0x200414F6C
|-
|S610|| 0x200414F70  || S611|| 0x200414F74 || S612||  0x200414F78 || S613||0x200414F7C
|-
|S620|| 0x200414F80  || S621|| 0x200414F84 || S622|| 0x200414F88 || S623|| 0x200414F8C
|-
|S630 || 0x200414F90 || S631|| 0x200414F94 || S632||  0x200414F98 || S633|| 0x200414F9C
|-
|S700|| 0x200414FA0 || S701 || 0x200414FA4 || S702|| 0x200414FA8  || S703|| 0x200414FAC
|-
|S710|| 0x200414FB0  || S711|| 0x200414FB4 || S712||  0x200414FB8 || S713|| 0x200414FBC
|-
|S720|| 0x200414FC0  || S721|| 0x200414FC4 || S722|| 0x200414FC8 || S723|| 0x200414FCC
|-
|S730 || 0x200414FD0|| S731|| 0x200414FD4 || S732||  0x200414FD8 || S733|| 0x200414FDC
|-
|}
 
= Known issues =
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
|-
| No gamdata installation functionality (?)|| || ||
|-
| Highly unoptimized graphics renderer || || || Low fps
|-
| No support for some syscalls || || ||
|-
|}
 
=LUA include files=
<br>Files that need to be placed in the '''/lua_include/''' folder
 
'''uv-clamping.lua'''
<pre>
print ("Loading uv-clamping.lua from global scripts")
 
UV_CLAMPING_ENABLE = true
UV_CLAMPING_DISABLE = false
 
UV_CLAMPING_USE_ZERO_EDGE_ALPHA = true
UV_CLAMPING_DONT_USE_ZERO_EDGE_ALPHA = false
 
emuObj = getEmuObject()
 
-- Turns off UV clamping for the given list of textures.
-- textureTable: A list of texture base addresses.
DisableUvClampingForTextures = function(textureTable)
if emuObj.OverrideUvClampingState then
for _, texAddr in ipairs(textureTable) do
emuObj.OverrideUvClampingState(texAddr, UV_CLAMPING_DISABLE, UV_CLAMPING_DONT_USE_ZERO_EDGE_ALPHA);
end
else
print ("This emulator does not support OverrideUvClampingState()")
end
end
 
</pre>
'''sce-locale.lua'''
<pre>
print ("Loading sce-locale.lua from global scripts")
 
-- Language codes
--
-- ja    Japanese
-- en    English (US)
-- fr    French (France)
-- es    Spanish (Spain)
-- de    German
-- it    Italian
-- nl    Dutch
-- pt    Portuguese (Portugal)
-- ru    Russian
-- ko    Korean
-- zh-TW  Chinese (traditional)
-- zh-CN  Chinese (simplified)
-- fi    Finnish
-- sv    Swedish
-- da    Danish
-- no    Norwegian
-- pl    Polish
-- pt-BR  Portuguese (Brazil)
-- en-GB  English (UK)
-- tr    Turkish
-- es-MX  Spanish (Latin America)
-- ar    Arabic
-- fr-CA  French (Canada)
-- cs    Czech
-- hu    Hungarian
-- el    Greek ("Ελληνικά" in the system language menu)
-- ro    Romanian
-- th    Thai
-- vi    Vietnamese
-- id    Indonesian
-- uk    Ukrainian
 
-- returns locale (en-US) and language only (us), useful for lookups with fallback.
GetLocaleLangPair = function()
local locale, lang
locale = AppHost_GetLocaleTag()
lang = locale:sub(1,2)    -- grab first two digits, eg. en-US -> en
 
print ("[BOOT] App Host Langauge =", lang)
 
if locale ~= nil then
print ("[BOOT] App Host Locale =", locale)
else
print ("[BOOT] Deprecated Native Language =", lang)
end
 
return locale, lang
end
 
FindLocaleTableKey = function(table, primary, fallback, default)
-- try for a specific Locale, and if that fails fallback on just a language (without region),
-- and if that fails fallback on default.
 
local keyres = primary
if keyres == nil or table[keyres] == nil then
keyres = fallback
end
 
if keyres == nil or table[keyres] == nil then
print ("WARNING: No table entry for locale", primary, "or language", fallback, ", using default", default);
keyres = default
else
print ("Found locale table entry", keyres);
end
 
return keyres
end
 
</pre>
'''disc-selection.lua'''
<pre>
print ("Loading disc-selection.lua from global scripts")
require "sce-locale"
 
-- Determines and sets the active SKU.
--
-- sku_map: Cannot be nil.  A table of the form
-- {
-- en = <sku dir name>,
-- fr = <sku dir name>,
-- de = <sku dir name>,
-- it = <sku dir name>,
-- es = <sku dir name>,
--  ...
-- }
--
RegisterSkus = function(sku_map, default_locale)
if default_locale == nil then
default_locale = "en"
end
local locale, lang = GetLocaleLangPair()
local key = FindLocaleTableKey(sku_map, locale, lang, default_locale)
local sku_name = sku_map[key]
 
if EM_SetActiveSku == nil then
print "EM_SetActiveSku is undefined, use the stable branch of the packager or use a new version of the emulator."
end
EM_SetActiveSku(sku_name)
 
end
 
</pre>
 
'''ax-gpr-alias.lua'''
<pre>
 
-- Recommended method to import this module:
--   local gpr = require("ax-gpr-alias")
 
 
gpr = {}
 
gpr.zero = 0
gpr.at   = 1
gpr.v0  = 2
gpr.v1  = 3
gpr.a0   = 4
gpr.a1  = 5
gpr.a2  = 6
gpr.a3  = 7
gpr.t0  = 8
gpr.t1  = 9
gpr.t2  = 10
gpr.t3  = 11
gpr.t4  = 12
gpr.t5  = 13
gpr.t6  = 14
gpr.t7  = 15
gpr.s0  = 16
gpr.s1  = 17
gpr.s2  = 18
gpr.s3  = 19
gpr.s4  = 20
gpr.s5  = 21
gpr.s6  = 22
gpr.s7  = 23
gpr.t8  = 24
gpr.t9  = 25
gpr.k0  = 26
gpr.k1  = 27
gpr.gp  = 28
gpr.sp  = 29
gpr.fp  = 30
gpr.ra  = 31
 
return gpr
 
</pre>
'''multiapp.lua'''
<pre>
-- Recommended method to import this module:
--  local mapp = require("mapp")
--
-- Multi-application support module
-- Wraps common hook calls to support multiple executables
--
 
local emuObj = getEmuObject() -- emulator
local axObj = getAXObject() -- allegrex
 
mapp = {}
mapp.curAppName = emuObj.GetAppName()
 
mapp.AddBootHook = function(app, func)
if mapp[app] == nil then
mapp[app] = {}
end
 
mapp[app].boot = func
end
 
mapp.AddHook = function(app, pc, verify, func)
if mapp[app] == nil then
mapp[app] = {}
end
if mapp[app].hooks == nil then
mapp[app].hooks = {}
mapp[app].hookids = 1
end
local localid = mapp[app].hookids
mapp[app].hookids = mapp[app].hookids + 1
local handler = { addr = pc, v = verify, f = func, id = 0 }
if mapp.curAppName == app then
handler.id = axObj.AddHook(pc, verify, func)
end
-- print(string.format("Added Hook for app: %s, pc=%08x, handler=%d", app, pc, localid))
mapp[app].hooks[localid] = handler
return localid
end
 
mapp.RemoveHook = function(app, hookid)
-- print(string.format("RemoveHook for app: %s, id=%d", app, hookid))
if mapp[app] ~= nil then
if mapp[app].hooks ~= nil then
if mapp[app].hooks[hookid] ~= nil then
local id = mapp[app].hooks[hookid].id
mapp[app].hooks[hookid] = nil -- WBD 7/6/2018
if mapp.curAppName == app and id > 0 then
axObj.RemoveHook(id)
end
end
end
end
end
 
mapp.GetHookPC = function(app, hookid)
if mapp[app] ~= nil then
if mapp[app].hooks ~= nil then
if mapp[app].hooks[hookid] ~= nil then
return mapp[app].hooks[hookid].addr
end
end
end
return 0
end
 
mapp.AddVSyncHook = function(app, func)
if mapp[app] == nil then
mapp[app] = {}
end
mapp[app].vsync = func
if mapp.curAppName == app then
emuObj.AddVsyncHook(func)
end
end
 
mapp.RemoveVSyncHook = function(app)
if mapp[app] == nil then
mapp[app] = {}
end
if mapp[app].vsync ~= nil then
table.remove(mapp[app].vsync)
end
if mapp.curAppName == app then
emuObj.RemoveVsyncHook(func)
end
end
 
-- Actual switch functionality
emuObj.AddBootHook(function()
local app = emuObj.GetAppName()
 
if app ~= mapp.curAppName then
-- switch out the old handlers
-- print(string.format("Switching out handlers for app: %s", mapp.curAppName))
if mapp[mapp.curAppName] ~= nil then
if mapp[mapp.curAppName].vsync ~= nil then
emuObj.RemoveVsyncHook()
end
if mapp[mapp.curAppName].hooks ~= nil then
local hooks = mapp[mapp.curAppName].hooks
-- print(string.format("hooks: %d", #hooks))
for k,v in pairs(hooks) do
if v.id > 0 then
axObj.RemoveHook(v.id)
v.id = 0
end
end
end
end
-- switch current app name
mapp.curAppName = app
-- install the new handlers
-- print(string.format("Switching in handlers for app: %s", mapp.curAppName))
if mapp[mapp.curAppName] ~= nil then
if mapp[mapp.curAppName].vsync ~= nil then
emuObj.AddVsyncHook(mapp[mapp.curAppName].vsync)
end
if mapp[mapp.curAppName].hooks ~= nil then
local hooks = mapp[mapp.curAppName].hooks
-- print(string.format("hooks: %d", #hooks))
for k,v in pairs(hooks) do
v.id = axObj.AddHook(v.addr, v.v, v.f)
end
end
end
end
if mapp[mapp.curAppName] ~= nil then
if mapp[mapp.curAppName].boot ~= nil then
mapp[mapp.curAppName].boot()
end
end
end)
 
return mapp
 
</pre>
 
'''pad.lua'''
<pre>
-- Recommended method to import this module:
--  local pad = require("pad")
--
-- Buttons marked PS4 are not used by the emulator, but can be read from Lua
--
-- Read the Pad state with getEmuObject().PadRead()
-- ie:
-- local padstate = getEmuObject().PadRead()
--
 
pad = {}
 
pad.L3        = 0x00000002 -- L3 (PS4)
pad.R3        = 0x00000004 -- R3 (PS4)
pad.OPTIONS  = 0x00000008 -- Options (PS4)
pad.UP        = 0x00000010 -- Up
pad.RIGHT    = 0x00000020 -- Right
pad.DOWN      = 0x00000040 -- Down
pad.LEFT      = 0x00000080 -- Left
pad.L2        = 0x00000100 -- L2 (PS4)
pad.R2        = 0x00000200 -- R2 (PS4)
pad.L1        = 0x00000400 -- L1
pad.R1        = 0x00000800 -- R1
pad.TRIANGLE  = 0x00001000 -- Triangle
pad.CIRCLE    = 0x00002000 -- Circle
pad.CROSS    = 0x00004000 -- Cross
pad.SQUARE    = 0x00008000 -- Square
pad.SELECT    = 0x00010000 -- Select
pad.START    = 0x00020000 -- Start
 
-- Automap SELECT or START to the Options Button, leaving the full touchar for the opposite, with getEmuObject().PadSetButtonsMode(mode)
-- ie:
-- getEmuObject().PadSetButtonsMode(pad.BUTTONS_MODE_OPTION_IS_SELECT)
 
pad.BUTTONS_MODE_NORMAL = 0 -- Touch bar is split in two for Start/Select. Option is unmapped (default behaviour)
pad.BUTTONS_MODE_OPTION_IS_SELECT = 1 -- Touch bar is Start. Option is Select
pad.BUTTONS_MODE_OPTION_IS_START = 2 -- Touch bar is Select. Option is Start
 
return pad
 
</pre>
</pre>
 
=====Old emulators=====
=Information=
Note: Missing entries
==Folder/File layout==
<pre>
<pre>
├── assets
├── assets
│  ├── common
├── flash0
│  └── PSPHD
├── iso
├── app
│  └── USER_L0.IMG
├── lua_include
├── lua_include
│  ├── ax-gpr-alias.lua
│  ├── multiapp.lua
│  ├── sce-locale.lua
│  ├── uv-clamping.lua
│  ├── disc-selection.lua
│  └── pad.lua
├── scripts
├── scripts
│  ├──XXXXYYYYY_patches.lua
│  ├──XXXXYYYYY_patches.lua
Line 1,532: Line 824:
│  ├──XXXXYYYYY_tooling.lua
│  ├──XXXXYYYYY_tooling.lua
│  └──XXXXYYYYY_trophies.lua
│  └──XXXXYYYYY_trophies.lua
├── pspfonts
├── sce_module
├── sce_module
├── sce_sys
├── sce_sys
├── vms
├── trophy_data
├── trophy_data
├── usermodule
├── usermodule
Line 1,541: Line 833:
├── eboot.bin
├── eboot.bin
├── revision.conf
├── revision.conf
├── package-ps4.conf
└── config-title.txt
└── config-title.txt
</pre>
</pre>


==Other==
====Other====
<pre>
<pre>
XXXXYYYYY_config.txt
XXXXYYYYY_config.txt
Line 1,563: Line 854:
</pre>
</pre>


==Sample==
====Sample====


<pre>; PS4 configuration file for PSPHD
<pre>; PS4 configuration file for PSPHD
Line 1,611: Line 902:
--parappaalphahack=true
--parappaalphahack=true
</pre>
</pre>
==NIDs in HLE==
===NIDs in HLE===
<pre>
<pre>
|HLEInterruptManager|
|HLEInterruptManager|
Line 2,081: Line 1,372:
</pre>
</pre>


==Unimplemented functions==
===Unimplemented functions===
<pre>
<pre>
sceIoChdir() unimplemented, ignoring
sceIoChdir() unimplemented, ignoring
Line 2,141: Line 1,432:
</pre>
</pre>


==Restricted==
===Restricted===
<pre>
<pre>
scePowerRegisterCallback - ignoring
scePowerRegisterCallback - ignoring
Line 2,155: Line 1,446:
* https://forums.ppsspp.org/showthread.php?tid=11961
* https://forums.ppsspp.org/showthread.php?tid=11961
* https://github.com/LunaMoo/PPSSPP_workarounds/blob/master/cheat.db
* https://github.com/LunaMoo/PPSSPP_workarounds/blob/master/cheat.db
* https://www.psdevwiki.com/ps4/Talk:PSP_Emulator_Compatibility_List#Official_PSPemu_Configuration_Files
* https://www.psdevwiki.com/ps4/PSP_Emulator_Compatibility_List


===More Information:===
===More Information:===
Please note that all contributions to PS4 Developer wiki are considered to be released under the GNU Free Documentation License 1.2 (see PS4 Developer wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following hCaptcha:

Cancel Editing help (opens in new window)