Editing PS2 Emulation

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Emulation of Playstation 2 is currently handled by 3 kind of emulators. CECH-A/B models use ps2_emu.self able to use built-in PS2 hardware (EE/GS/Rambus memory), and have best compatibility. CECH-C/E use ps2_gxemu, this emulator use physical Graphic Synthesizer found in this ps3 model, but Emotion Engine is fully emulated here, also there is no Rambus memory. All other models emulate PS2 thru fully software based ps2_netemu used for ps2 classics, and hacked now to use decrypted ISO files. Earlier before Sony provided ps2 classics on PS Store there was another soft only emulator strongly based on ps2_gxemu. It was called ps2_softemu, and had support for original PS2 CDVD. Only emulator not able to run physical discs is ps2_netemu.  
Emulation of Playstation 2 is currently handled by 3 kind of emulators. CECH-A/B models use ps2_emu.self able to use built-in PS2 hardware (EE/GS/Rambus memory), and have best compatibility. CECH-C/E use ps2_gxemu, this emulator use physical Graphic Synthesizer found in this ps3 model, but Emotion Engine is fully emulated here, also there is no Rambus memory. All other models emulate PS2 thru fully software based ps2_netemu used for ps2 classics, and hacked now to use decrypted ISO files. Earlier before Sony provided ps2 classics on PS Store there was another soft only emulator strongly based on ps2_gxemu. It was called ps2_softemu, and had support for original PS2 CDVD. Only emulator not able to run physical discs is ps2_netemu.  


Emulators are self files, but not typical one. Emulators are not truly PS3 Game OS elf executables, but Guest OS'es running on LV1 of PS3. This mean that LV2, or more friendly Game OS is unloaded before emulator is loaded. This also mean that while emulators are running we can't call any LV2 function. Also LV1 syscalls are limited to call from all emulators, but can be fully unlocked.
Emulators are self files, but not typical one. Emulators are not truly PS3 Game OS elf executables, but Guest OS'es running on LV1 of PS3. This mean that LV2, or more friendly Game OS is unloaded before emulator is loaded. This also mean that while emulators are running we can't call any LV2 function. Also LV1 syscalls are limited to call from all emulators, but can be fully unlocked.  


All emulators use built-in stripped developement version of PS2 BIOS with disabled debug functions that can affect some games. This is done because some games print debug info on screen when found that are run on dev bios. Bios between ps2_emu, and ps2_gxemu/ps2_netemu are different. Ps2_emu BIOS is able to run only on ps2emu version of emulator due to RDRAM check.
All emulators use built-in stripped developement version of PS2 BIOS with disabled debug functions that can affect some games. This is done because some games print debug info on screen when found that are run on dev bios. Bios between ps2_emu, and ps2_gxemu/ps2_netemu are different. Ps2_emu BIOS is able to run only on ps2emu version of emulator due to RDRAM check.


PS3 models without Emotion Engine unit use "SPE-compatible SIMD graphics-rounding mode for VMX/Altivec Instructions" for FPU, and VU0 emulated floats calculations. This is set on emulator init by HV call 97 with param 1. VU1 actually run at SPE core so no compatibility mode need (or can) to be set. SPE compatible mode for PPE mean that rounding mode is set as round to zero, denormals are treated as zero, and there are no infinities or NaNs. So theoretically what PS2 FPU/VU was originally. Although SPE and PPE SPE compatibility mode is still inaccurate comparing to PS2, because Sony decided to cut off 2 guard bits from calculations on PS2. Probably because there was no need for round and sticky bits (no Nan/Inf, one round mode, etc.). Additionally float divide algorithm is custom and not fully understood up to this day. Good example here are TriAce games, or Castlevania COD where SPE calculation is wrong by 1 bit making games unplayable without patch. This are PS2 math algo specific inaccuracies in FPU/VU implementation that are not present on any other hardware.
PS3 models without Emotion Engine unit use "SPE-compatible SIMD graphics-rounding mode for VMX/Altivec Instructions" for FPU, and VU0 emulated floats calculations. This is set on emulator init by HV call 97 with param 1. VU1 actually run at SPE core so no compatibility mode need (or can) to be set. SPE compatible mode for PPE mean that rounding mode is set as round to zero, denormals are treated as zero, and there are no infinities or NaNs. So literally what PS2 VU was originally. Although SPE, and PPE SPE compatibility mode can still be inaccurate comparing to PS2. Good example here are TriAce games, or Castlevania COD where SPE calculation is wrong by 1 bit making games unplayable without patch. This is due to some PS2 math algo specific inaccuracies in FPU/VU implementation that are not present on any other hardware.


Note:  
Note:  
* not available in early Tool/DECR and Debug/DEX firmwares. But available in AV TOOL firmware since 1.00
* not available in early Tool/DECR and Debug/DEX firmwares. But available in AV TOOL firmware since 1.00
* Emulation is based on a SCPH-50000/SCPH-20401 Playstation 2 Model.
* Emulation is based on a SCPH-50000/SCPH-20401 Playstation 2 Model.
* [https://web.archive.org/web/20211118050305/http://unina.stidue.net/Universita'%20di%20Trieste/Ingegneria%20Industriale%20e%20dell'Informazione/Tuzzi/Architetture_Avanzate_dei_Calcolatori/Emotion_2.pdf Introduction to PlayStation2 Architecture.pdf]
* [http://unina.stidue.net/Universita'%20di%20Trieste/Ingegneria%20Industriale%20e%20dell'Informazione/Tuzzi/Architetture_Avanzate_dei_Calcolatori/Emotion_2.pdf Introduction to PlayStation2 Architecture.pdf]
* ps2tek docs - https://psi-rockin.github.io/ps2tek/
* ps2tek docs - https://psi-rockin.github.io/ps2tek/


==PS2 emulators workload comparison==
==PS2 emulators workload comparison==
{{PS2 emulators workload comparison}}
{{PS2 emulators workload comparison}}
Note: Apparently ps2_gxemu SPU layout changed at some point (maybe ps2_emu too), and above table is not accurate for latest emu versions.<br>
0-6 layout for ps2_gxemu currently look like this: IOP, SPU2, IPU, VU1, EEDMA, GSGIF, UNK(probably isolation).


==PS2 Emulator Types and Revisions==
==PS2 Emulator Types and Revisions==
Line 133: Line 131:
| colspan="2" style="text-align:center; background-color:#ddddff;" | ''Any''
| colspan="2" style="text-align:center; background-color:#ddddff;" | ''Any''
|-{{cellcolors|#ddddff}}
|-{{cellcolors|#ddddff}}
! [[4.89_CEX|4.89]]
! [[4.88_CEX|4.88]]
| 7523DE6D38B13B9C4B9F72419C50D4A7 || 22/02/04/14:35
| 83AA2C1DC985B2CCD20D1A42C7B79DDE || 21/04/12/11:31
|}
|}
<span style="font-size:small">
<span style="font-size:small">
{{dot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares the only difference is the build label">every firmware version</abbr><br>
{{widedot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares the only difference is the build label">every firmware version</abbr><br>
{{dot}}'''<abbr title="0x20 bytes">Build label</abbr>''': yes, with timestamp, search for '''ps2ver:'''<br>
{{widedot}}'''<abbr title="0x20 bytes">Build label</abbr>''': yes, with timestamp, search for '''ps2ver:'''<br>
{{dot}}'''Target Firmware''': no/unknown<br>
{{widedot}}'''Target Firmware''': no/unknown<br>
{{dot}}'''Revision''': unknown
{{widedot}}'''Revision''': unknown
</span>
</span>
</div>
</div>
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! colspan="6" style="background:#80ff80; line-height:75%" | Abandoned (last revision)
! colspan="6" style="background:#80ff80; line-height:75%" | Abandoned (last revision)
|-
|-
! [[4.78_CEX|4.78]] ~ [[4.89_CEX|4.89]]
! [[4.78_CEX|4.78]] ~ [[4.88_CEX|4.88]]
| 6.874.848 || C7681420A7B3A2A6E3BF89F4A12A3DD6 || ? || 0x2B ?
| 6.874.848 || C7681420A7B3A2A6E3BF89F4A12A3DD6 || ? || 0x2B ?
|}
|}
<span style="font-size:small">
<span style="font-size:small">
{{dot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares there are no differences">every emu revision</abbr><br>
{{widedot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares there are no differences">every emu revision</abbr><br>
{{dot}}'''<abbr title="0x20 bytes">Build label</abbr>''': no/unknown<br>
{{widedot}}'''<abbr title="0x20 bytes">Build label</abbr>''': no/unknown<br>
{{dot}}'''Target Firmware''': no/unknown<br>
{{widedot}}'''Target Firmware''': no/unknown<br>
{{dot}}'''Revision''': unknown
{{widedot}}'''Revision''': unknown
</span>
</span>
</div><div style="float:left; width:24%;">
</div><div style="float:left; width:24%;">
Line 261: Line 259:
|}
|}
<span style="font-size:small">
<span style="font-size:small">
{{dot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares there are no differences">every emu revision</abbr><br>
{{widedot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares there are no differences">every emu revision</abbr><br>
{{dot}}'''<abbr title="0x20 bytes">Build label</abbr>''': no/unknown<br>
{{widedot}}'''<abbr title="0x20 bytes">Build label</abbr>''': no/unknown<br>
{{dot}}'''Target Firmware''': no/unknown<br>
{{widedot}}'''Target Firmware''': no/unknown<br>
{{dot}}'''Revision''': unknown
{{widedot}}'''Revision''': unknown
</span>
</span>
</div><div style="float:left; width:24%;">
</div><div style="float:left; width:24%;">
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! colspan="6" style="background:#80ff80; line-height:75%" | Abandoned (last revision)
! colspan="6" style="background:#80ff80; line-height:75%" | Abandoned (last revision)
|-  
|-  
! [[4.78_CEX|4.78]] ~ [[4.89_CEX|4.89]]
! [[4.78_CEX|4.78]] ~ [[4.88_CEX|4.88]]
| 10.442.536 || 8B2DBD1AAD22A0EDCF9C867A1A1FB94D || <abbr title="build r17495-main-rel">17495</abbr> || 0x50
| 10.442.536 || 8B2DBD1AAD22A0EDCF9C867A1A1FB94D || <abbr title="build r17495-main-rel">17495</abbr> || 0x50
|}
|}
<span style="font-size:small">
<span style="font-size:small">
{{dot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares there are no differences">every emu revision</abbr><br>
{{widedot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares there are no differences">every emu revision</abbr><br>
{{dot}}'''<abbr title="0x20 bytes">Build label</abbr>''': yes, without timestamp, search for '''build r'''<br>
{{widedot}}'''<abbr title="0x20 bytes">Build label</abbr>''': yes, without timestamp, search for '''build r'''<br>
{{dot}}'''Target Firmware''': included in the build label<br>
{{widedot}}'''Target Firmware''': included in the build label<br>
{{dot}}'''Revision''': yes, <abbr title="the location can be seen by comparing 4.23 (value 0x40DC) with 4.25 (value 0x4164) at offset 0x3E4BA in both">'''one''' time</abbr>, and included in the build label
{{widedot}}'''Revision''': yes, <abbr title="the location can be seen by comparing 4.23 (value 0x40DC) with 4.25 (value 0x4164) at offset 0x3E4BA in both">'''one''' time</abbr>, and included in the build label
</span>
</span>
</div>
</div>
Line 423: Line 421:


===LIMG Segment===
===LIMG Segment===
The ISO.BIN.ENC has a block of 0x4000 bytes added at the end codenamed "LIMG" that works as a descriptor for the ISO structure
The ISO.BIN.ENC have a block of 0x4000 bytes added at the end codenamed "LIMG" that works as a descriptor of the ISO structure


{| class="wikitable"
{| class="wikitable"
Line 508: Line 506:


=== ps2netemu ===  
=== ps2netemu ===  
Mapping ELF @ 0x200000000
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 584: Line 584:
| iopTrace      || 0x1400000000 ||      0x3250000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000000 || 0x7250000
| iopTrace      || 0x1400000000 ||      0x3250000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000000 || 0x7250000
|}
|}
====SPE local storage====
Emulator access SPE LS by accessing special addresses. Mapping as follows:
{| class="wikitable"
|-
! SPE Num. !! SPE task !! Address in netemu !! address in SPE
|-
| 0 || IOP || 0x40000000 - 0x4003FFFF ||  0x0 - 3FFFF
|-
| 1 || SPU2 || 0x40080000 - 0x400BFFFF ||  0x0 - 3FFFF
|-
| 2 || VU1 || 0x40100000 - 0x4013FFFF ||  0x0 - 3FFFF
|-
| 3 || EEDMA || 0x40180000 - 0x401BFFFF ||  0x0 - 3FFFF
|-
| 4 || FE || 0x40200000 - 0x4023FFFF ||  0x0 - 3FFFF
|-
| 5 || BE || 0x40280000 - 0x402BFFFF ||  0x0 - 3FFFF
|-
| 6 || IPU || 0x40300000 - 0x4033FFFF ||  0x0 - 3FFFF
|-
|}
Additionally, emulator access SPU directly with those addresses. <br>
{| class="wikitable"
|-
! Address !! Channel !! Channel description !! Access type !! Notes
|-
| 0x44004 || SPU_Out_Mbox || SPU Outbound Mailbox Register || Read only || Used to read 32 bits of data from the corresponding SPU outbound mailbox queue. Outbound Mailbox Register has a corresponding SPU Write Outbound Mailbox Channel for writing data into outbound mailbox queue.
|-
| 0x4400C || SPU_In_Mbox || SPU Inbound Mailbox Register || Write only || Used to write 32 bits of data into the corresponding SPU inbound mailbox queue. Inbound mailbox queue has a corresponding SPU Read Inbound Mailbox Channel for reading data from the queue.
|-
| 0x44014 || SPU_Mbox_Stat || SPU Mailbox Status Register || Read only || Contains the current In_Mbox/Out_Mbox/Out_Intr_Mbox count of the mailbox queues in the corresponding SPE. 
|-
| 0x4401C || SPU_RunCntl || SPU Run Control Register || Read/Write || Used to start and stop the execution of instructions in the SPU.
The SPU can dynamically change the state of the Run Status bit (that is, SPU_Status[R]). 
|-
| 0x44024 || SPU_Status || SPU Status Register || Read only || Used to report the status (state) of an SPU. Emulator use it mostly to check if SPU is running (bit31).
|-
| 0x44034 || SPU_NPC || SPU Next Program Counter Register || Read/Write || Contains the address from which an SPU starts executing when the Run Control bit is set in the SPU Run Control Register.
Used in function that start SPU programs, and in interrupts handlers, plus in few other places.
|-
| 0x5400C || SPU_Sig_Notify_1 || SPU Signal Notification 1 Register || Read/Write || Used to write data that can be read in SPU_RdSigNotify1 channel corresponding SPE.
|-
| 0x5C00C || SPU_Sig_Notify_2 || SPU Signal Notification 2 Register || Read/Write || Used to write data that can be read in SPU_RdSigNotify2 channel corresponding SPE.
|-
|}
Address = SPU base + Address. For example, IPU SPU is mapped to 0x40300000 so accessing SPU_Sig_Notify1 will be done by read/write to 0x4035400C.


===PS2 Memory and Hardware Mapped Registers Layout===
===PS2 Memory and Hardware Mapped Registers Layout===
Line 944: Line 894:


===ps2_netemu.self===
===ps2_netemu.self===
Support for USB devices seems to be limited comparing to other available emulators. Although PS2 side of USB subsystem seems to be fully implemented. IOP emulator in SPU handle USB HW registers addresses and generate interrupt for PPU which later handle RW to mentioned registers in similar fashion to ps2_emu/ps2_gxemu. PS2 side of things can be disabled/enabled using one byte, when disabled USB writes are ignored, and USB reads return 0. Initial state is unknown. Emulator seems to accept HID controllers and use them as DS3.
<br/><br/>
Supported devices:
#BD Remote Control
#BD Remote Control
#PLAYSTATION(R)3 Controller (Vendor ID 0x54C, Product ID 0x268),  
#PLAYSTATION(R)3 Controller (Vendor ID 0x54C, Product ID 0x268),  
Line 956: Line 903:
#Vendor ID 0xF0D (Hori), Product ID 0x4A  
#Vendor ID 0xF0D (Hori), Product ID 0x4A  
#Vendor ID 0x54C (Sony), Product ID 0x5AF
#Vendor ID 0x54C (Sony), Product ID 0x5AF
<br/>
Few peripherals not listed above work fine or with issues.
#PS3 Dance Dance Revolution Dance Pad - not ps2 accessory, opposite arrows can't be pressed at the same time.
#Pop'N Music controllers - Require PS2 to USB converter. Wrong button mappings can be fixed by remap in config file.
#Retro-Bit Official SEGA Mega Drive USB 6-Button Controller. Mapped for PS3 already and also works with this emulator. Lacks analogue sticks and shoulder buttons.


==BIOS==
==BIOS==
Line 1,023: Line 965:
| ADDDRV || 0x85E960 || 0x3DF60 ||  Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
| ADDDRV || 0x85E960 || 0x3DF60 ||  Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|-
|-
| STDIO || 0x85EDC0 || 0x3D3C0 || Standard I/O library. || ELF
| STDIO || 0x85DDC0 || 0x3D3C0 || Standard I/O library. || ELF
|-
|-
| SIFMAN || 0x85F9B0 || 0x3EFB0 || SIF manager. || ELF
| SIFMAN || 0x85F9B0 || 0x3EFB0 || SIF manager. || ELF
Line 1,053: Line 995:
| RDRAM || 0x861A00 || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
| RDRAM || 0x861A00 || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|-
|-
| - || 0x864190 || 0x43A30 ||  || BIN
| EELOADCNF || 0x864750 || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|-
| EELOADCNF || 0x864200 || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|-
|-
| SIFCMD || 0x864900 || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
| SIFCMD || 0x864900 || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
Line 1,080: Line 1,020:
|-
|-
| - || 0x87FE20 || 0x5F420 ||  || BIN
| - || 0x87FE20 || 0x5F420 ||  || BIN
|-
| BNNETCNF || 0x881D00 || 0x61300 ||  Network configuration. Used by BB Navigator Network Configuration Library. || BIN
|-
|-
| MCSERV || 0x881D40 || 0x61340 ||  RPC server for MCMAN. || ELF
| MCSERV || 0x881D40 || 0x61340 ||  RPC server for MCMAN. || ELF
Line 1,091: Line 1,029:
| - || 0x8866C0 || 0x65CC0 ||  || BIN
| - || 0x8866C0 || 0x65CC0 ||  || BIN
|-
|-
| KROM || 0x886A30 || 0x66030 || Kanji ROM? Not sure where this is used. || BIN
| KROM || 0x886A00 || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|-
|-
| - || 0x8A0870 || 0x7FE70 ||  || BIN
| - || 0x8A0870 || 0x7FE70 ||  || BIN
Line 1,148: Line 1,086:


Emulator patch loaded bios image to set proper region based on target_id, and string (separated for readability):
Emulator patch loaded bios image to set proper region based on target_id, and string (separated for readability):
JJjpnJJ  AAengAUU EEengEEE EEengEOA HHengJAG ERengERD CCschJCC HKkorJAG HHtchJAG AAspaAMM
<pre>
Note: Additional space after first set is intentional and exist also in full string.<br><br>
          JJjpnJJ  AAengAUU EEengEEE EEengEOA HHengJAG ERengERD CCschJCC HKkorJAG HHtchJAG AAspaAMM
0x83 plus    0        1        2        3        4        5        6        7        8        9
</pre>
Note: Additional space after first set is intentional, and exist also in full string.<br><br>
'''Target id to region pairing:'''
'''Target id to region pairing:'''
* JJjpnJJ  for 0x83
<pre>
* AAengAUU for 0x84 , others (DECR, etc.)
* JJjpnJJ  for 0x83
* EEengEEE for 0x85 , 0x87 (also forced if game id from SYSTEM.CNF is xxEx_yy.zzz)
* AAengAUU for 0x84 , others (DECR, etc.)
* HHengJAG for 0x86 , 0x8A , 0x8E
* EEengEEE for 0x85 , 0x87 (also forced if game id from SYSTEM.CNF is xxEx_yy.zzz)
* AAspaAMM for 0x88 , 0x8F
* HHengJAG for 0x86 , 0x8A , 0x8E
* EEengEOA for 0x89
* AAspaAMM for 0x88 , 0x8F
* HHtchJAG for 0x8B
* EEengEOA for 0x89
* ERengERD for 0x8C
* HHtchJAG for 0x8B
* CCschJCC for 0x8D (unreleased PS3 Chinese model)
* ERengERD for 0x8C
* HKkorJAG unused
* CCschJCC for 0x8D (unreleased PS3 Chinese model)
</pre>


Bios is patched using EE memory mapping addresses, so offset in file + 0x1FC00000.
Bios is patched using EE memory maping addresses, so offset in file + 0x1FC00000.
Using HKkorJAG example, addresses below are set to:
Using HKkorJAG example, addresses below are set to:


* 0x1FC7FF04 = H (x in "0220xD20121227" string)
* 0x1FC7FF04 = H (x in "0220xD20121227" string)
* 0x1FC7FF14 = K
* 0x1FC7FF14 = K
* 0x1FC7FF15 = k
* 0x1FC7FF15 = k
* 0x1FC7FF16 = o
* 0x1FC7FF16 = o
* 0x1FC7FF17 = r
* 0x1FC7FF17 = r
* 0x1FC7FF52 = J (x in "System ROM Version 5.0 12/27/12 x" string)
* 0x1FC7FF52 = J (x in "System ROM Version 5.0 12/27/12 x" string)
* 0x1FC7FF20 = A
* 0x1FC7FF20 = A
* 0x1FC7FF90 = G
* 0x1FC7FF90 = G


==Virtual PS2 HDD==
==Virtual PS2 HDD==
Line 1,196: Line 1,138:
*Notes
*Notes
**List of PS2 disc games compatibles with PS3 HDD installation hardcoded in '''dev_flash/vsh/module/[[game_ext_plugin]].sprx'''
**List of PS2 disc games compatibles with PS3 HDD installation hardcoded in '''dev_flash/vsh/module/[[game_ext_plugin]].sprx'''
**Virtual PS2 HDD support module '''dev_flash/vsh/module/[[libps2hdd]].sprx''' ?
**Virtuall PS2 HDD support module '''dev_flash/vsh/module/[[libps2hdd]].sprx''' ?


===PS2 System Data (PSN HDD Tool package)===
===PS2 System Data (PSN HDD Tool package)===
Line 1,291: Line 1,233:
===ps2_netemu syscalls ===
===ps2_netemu syscalls ===
Vector at 0xC00 address.
Vector at 0xC00 address.
  0x00 -
  0x0 - 0 = exec smth,  
      0 = return ((unk from 0x1C30/0x1C38 << 56) | thread_number << 48 | ctrl_CT1 (in bit 30) | srr1_EE (in bit 15) | srr1_PS (in bit 14) | srr1_DR (in bit 4))
       1 = 0x132 lv1 panic,
          Where 0x1C30/0x1C38 is selected depending on current HW thread.
       2 = 0x133 lv1 panic,
          Thread number is current SW thread
       3 = 0x134 lv1 panic,
          ctrl_CT1 is lower bit of CT (Current Thread) from PPC Control Register (0 for HW0, 1 for HW1)
       4 = 0x135 lv1 panic,
          srr1_EE is MSR Enable External Interrupts bit from time when exception occurred (from before syscall was executed)
       else = 0x136 lv1 panic)
          srr1_PS is MSR Problem State bit from time when exception occurred (from before syscall was executed)
  0xC - exec smth
          srr1_DR is MSR Data Relocate bit from time when exception occurred (from before syscall was executed)
  0x5 - exec smth
       1 = 0x132 lv1 panic
  0x6 - exec smth
       2 = 0x133 lv1 panic
  0x10 - lv1 panic
       3 = 0x134 lv1 panic
       4 = 0x135 lv1 panic
       else = 0x136 lv1 panic
0x02 - Destroy init code and perform illegal instructions check. Memzero following addresses:
      CODE: 0x16000 - 0x20B80
      DATA: 0x930F80 - 0x933F80
      UNK:  0x3D016000 - 0x3D020B80
0x03 - Enable additional code related to VU0/COP2.
      3 = Patch 0x186C10 to NOP
      4 = Patch 0x186C40 to NOP
      anything else = LV1 panic
0x04 - Unknown. Available for HW0 only.
0x05 - External interrupts disable (48 bit in MSR). Returns previous MSR state.
  0x06 - External interrupts enable (48 bit in MSR) if param & 0x8000 is not 0, otherwise disable them.
      This sc is more like restore 48th bit of MSR, but many times emu use it to enable bit without using old state.
      Also, emulator panic LV1 if syscall is called while external interrupts are already enabled.
0x0A - IPU emulation related syscall
  0x0B - IPU emulation related syscall
  0x0C - Used in PS2 COP0 MTC0/MFC0 r9/r25 (count/perf), decrementer/timing related, return value in r15.
        Config CMD 0x17 disable that syscall for r9 (count) r/w, and alternative path is used. Perf r/w still use it.
0x0E - PS2 counters/timers related (also used on vsync related functions).
0x0F - PS2 counters/timers related (also used on vsync related functions).
  0x10 - lv1 panic.
0x11 - Wrapper for lv1_read_virtual_uart(port_number, buffer, bytes) [HW0 only, only ports 0 and 2 available, else panic]
0x12 - Wrapper for lv1_storage_send_device_command(dev_id, cmd_id, cmd_block, cmd_size, data_buffer, blocks)
      [HW0 only, Available only for threads: VRC, MECHA, HDD, else panic]
      params are rearranged:
      r3 = cmd_block (0x245E000 is added to this value internally)
      r4 = data_buffer (0x245E000 is added to this value internally)
      r5 = blocks
      dev_id is taken from 0x245D008 and it is 0(HDD) for my dump.
      cmd_id = 0x88 and cmd_size is 8.
0x13 - Set thread info unknown byte to 1 for respective thread and set unknown byte to 1 in USB thread.
      [HW0 only, else panic. Available only for threads: BL2MAIN and BL2LNK, else do nothing in exception handler]
0x14 - Same as 0x13 but set all bits to 0 regardless which thread called it.
      [HW0 only, else panic. Available only for threads: BL2MAIN and BL2LNK, else do nothing in exception handler]
0x1002 - Invalidate gpu hvcalls.
  0x800000XX - HV Syscall where XX is syscall nr.
  0x800000XX - HV Syscall where XX is syscall nr.
  else (other syscalls) - jump to 0x12670 (FW4.78 - current) for HW_0
  else (other syscalls) - jump to 0x12670 (FW4.78 - current) for HW_0
Line 1,462: Line 1,367:
This "game config" data seems to work in the same way for all the PS2 emulator types but can be located in different places, some are hardcoded inside the emulators itself (inside the .self), and at the time the "PS2 classics" emulator (ps2_netemu.self) was developed this config can be loaded from an external file<!--and there is some more inside some .sprx or inside the ps2 hdd data pkg ?-->
This "game config" data seems to work in the same way for all the PS2 emulator types but can be located in different places, some are hardcoded inside the emulators itself (inside the .self), and at the time the "PS2 classics" emulator (ps2_netemu.self) was developed this config can be loaded from an external file<!--and there is some more inside some .sprx or inside the ps2 hdd data pkg ?-->


In short, the "game configs" can modify the game image (by patching it) and can be used to configure the virtual PS2 (the emulated machine). And can be loaded from hardcoded data (inside the .self) or from an external file (this feature is supported only by ps2_netemu.self). Maximum CONFIG size for ps2_netemu is 16384 bytes.
In short, the "game configs" can modify the game image (by patching it) and can be used to configure the virtual PS2 (the emulated machine). And can be loaded from hardcoded data (inside the .self) or from an external file (this feature is supported only by ps2_netemu.self)


The config data consists in a list of concatenated values of 8 bytes length (uint32_t), and can be processed like this:
The config data consists in a list of concatenated values of 8 bytes length (uint32_t), and can be processed like this:
Line 1,477: Line 1,382:
If you want to read some speculation and brainstorming about them, please join the {{talk}} page
If you want to read some speculation and brainstorming about them, please join the {{talk}} page


{| class="wikitable" style="font-size:85%; line-height:100%; text-align:center"
{| class="wikitable sortable"
|+PS2 Emulators Config Commands Overview
! rowspan="2" | Command Name !! colspan="3" | Command ID !! rowspan="2" style="padding:1px" | Max<br>Usage !! colspan="4" | Command Data
|-
|-
! style="padding:1px" | gxemu !! style="padding:1px" | softemu !! style="padding:1px" | netemu !! Length !! colspan="3" | Params
! CMD ID !! Example !! Notes
|-
|-
! {{cellcolors|#c96|#000}} TitleID enforce
| 0x00|||| Copy following title id for enforcing if available.
| {{NA}} || {{NA}} || 0x00
| 1 || style="text-align:left" | char[10]
| colspan="3" {{cellcolors|#c96|#000|center}} titleid
|-
|-
! {{cellcolors|#555|#fff}} Hook EE memory offset with emu function ID
| 0x01|||| 2x uint32_t Params ( addr, func_id 0-0x3B) - EE_ADD_HOOK
| 0x00 || 0x00 || 0x01
 
| 3 ? || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
Most of 0x01 commands are strictly per game fixes, or at least per game engine.
| {{cellcolors|#555|#fff|center}} offset || colspan="2" {{cellcolors|#555|#fff|center}} functionid
  [Grand Theft Auto 3 (EU)] uses 0x349790, 0x10 (somewhat floats related)
  [Max Payne] uses 0x52E9F4, 3 and 0x52EB78, 2 (set lwsync 0)
Maximum Amount of Usage: ?
(The command is used 3 times consecutively by SLUS-20565 (Champions of Norrath) and SLUS-21494 (Need for Speed Carbon)
game configs hardcoded inside ps2_gxemu.self)
{| class="wikitable sortable"
|-
|-
! {{cellcolors|#fff|#000}} Set something
!Function ID!! Notes
| 0x01 || 0x01 || 0x02
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Skip r5900 CACHE IXIN/IHIN opcodes
|0x00||  
| 0x02 || 0x02 || 0x03
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#bd5|#000}} Patch something in SP3 EEDMA
|0x01|| FIFA 2000 use it as hook for EE kernel at 0x80001858 (DMAC related).
| 0x03 || 0x03 || 0x04
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#bd5|#000}} Alternative VIF1 DIRECT/DIRECTHL handler
|0x02||  
| 0x04 || 0x04 || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x05</abbr>
Max Payne
| 1 || style="text-align:left" | 0
sets some sync off?
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Alternative VIF1 OFFSET handler
|0x03||  
| 0x05 || 0x05 || 0x06
Max Payne
| 1 || style="text-align:left" | 0
sets some sync on?
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#c96|#000}} Delay VU1 xgkick by X cycles
|0x04|| Used by Castle Shikigami II store 0 on 0x94A290 (EMU Memory)
| 0x06 || 0x06 || 0x07
| 1 || style="text-align:left" | uint32_t
| colspan="3" {{cellcolors|#c96|#000|center}} <abbr title="2=2cycles, 4=4cycles, 8=8cycles">cycles</abbr>
|-
|-
! {{cellcolors|#c96|#000}} Patch VU1 memory by <abbr title="two bit masks for original and patched data">bitmask</abbr>
|0x05|| Used by Star Wars games developed by Pandemic Studios (freeze fix), Worms 3D and NBA 08.
| 0x07 || 0x07 || 0x08
| 3 || style="text-align:left" | 8&nbsp;*&nbsp;uint32_t
| colspan="3" {{cellcolors|#c96|#000|center}} <abbr title="read mask, read mask, original opcode, original opcode, write mask, write mask, replace opcode, replace opcode">MASK</abbr>
|-
|-
! {{cellcolors|#9f9|#000}} Patch EE memory 64 bit
|0x06||  
| 0x08 || 0x08 || 0x09
| <abbr title="command">1</abbr>→<abbr title="list">32</abbr> || style="text-align:left" | uint32_t&nbsp;+&nbsp;LIST
| {{cellcolors|#9f9|#000|center}} <abbr title="amount of patches in the LIST">count</abbr> || colspan="2" {{cellcolors|#9f9|#000|center}} <abbr title="offset, original opcode, original opcode, replace opcode, replace opcode">LIST</abbr>
|-
|-
! {{cellcolors|#9f9|#000}} Patch EE memory 32 bit
|0x07||  
| {{NA}} || {{NA}} || 0x0A
| <abbr title="command">1</abbr>→<abbr title="list">32</abbr> || style="text-align:left" | uint32_t&nbsp;+&nbsp;LIST
| {{cellcolors|#9f9|#000|center}} <abbr title="amount of patches in the LIST">count</abbr> || colspan="2" {{cellcolors|#9f9|#000|center}} <abbr title="offset, original opcode, replace opcode">LIST</abbr>
|-
|-
! {{cellcolors|#9f9|#000}} Patch game disc by sector & offset
|0x08|| Harry Potter - Quidditch World Cup US use it at offset 0x2BD45C (EE)
| 0x09 || 0x09 || 0x0B
| <abbr title="command">1</abbr>→<abbr title="list">47</abbr> || style="text-align:left" | uint32_t&nbsp;+&nbsp;LIST
| {{cellcolors|#9f9|#000|center}} <abbr title="amount of patches in the LIST">count</abbr> || colspan="2" {{cellcolors|#9f9|#000|center}} <abbr title="sector id, offset, sizeof present opcodes, replace opcodes, original opcodes">LIST</abbr>
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x09|| Harry Potter - Quidditch World Cup US use it at offset 0x2BD620 (EE)
| 0x0A || 0x0A || 0x0C
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint16_t
| <abbr title="0=?, 1=?, 2=?">unk_mode</abbr> || colspan="2" | <abbr title="min 0x0, max 0xFFFF">unk_range</abbr>
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x0A||  
| 0x0B || 0x0B || 0x0D
| 1 || style="text-align:left" | uint32_t
| colspan="3" | <abbr title="0=skip, 1=don't skip (default)">skip</abbr>
|-
|-
! {{cellcolors|#f93|#000}} COP2 and FPU accurate ADD/SUB address
|0x0B||  
| 0x0C || 0x0C || 0x0E
| 32 || style="text-align:left" | uint32_t
| colspan="3" {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000 ?, max 0x1FFFFFFF ?">offset</abbr>
|-
|-
! {{cellcolors|#f93|#000}} COP2 and FPU accurate ADD/SUB range
|0x0C|| Used by Piglet's Big Game
| 0x0D || 0x0D || 0x0F
| 32 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000">start&nbsp;offset</abbr> || colspan="2" {{cellcolors|#f93|#000|center}} <abbr title="max 0x1FFFFFFF">end&nbsp;offset</abbr>
|-
|-
! {{cellcolors|#f93|#000}} FPU accurate MUL/DIV range
|0x0D|| usleep(100)
| 0x0E || 0x0E || 0x10
| 32 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000">start&nbsp;offset</abbr> || colspan="2" {{cellcolors|#f93|#000|center}} <abbr title="max 0x1FFFFFFF">end&nbsp;offset</abbr>
|-
|-
! {{cellcolors|#f93|#000}} VU0 accurate ADD/SUB address
|0x0E|| Used 3 times in Need for Speed - Carbon [Collector's Edition] US
| 0x0F || 0x0F || 0x11
| 32 || style="text-align:left" | uint32_t
| colspan="3" {{cellcolors|#f93|#000|center}} <abbr title="min 0x000, max 0xFF8">offset</abbr>
|-
|-
! {{cellcolors|#588|#fff}} VU0/COP2 multi cmd
|0x0F||  
| 0x10 || 0x10 || 0x12
GTA 3 (US)
| <abbr title="command">1</abbr>→<abbr title="list">63</abbr> || style="text-align:left" | uint32_t&nbsp;+&nbsp;LIST
using 0x348B40, 0x18E1F0, 0x348EC8 ( + 200000000 base )
| {{cellcolors|#588|#fff|center}} flags ? || colspan="2" {{cellcolors|#588|#fff|center}} LIST
0x348B40 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
0x18E1F0 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
0x348EC8 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
|-
|-
! {{cellcolors|#dda|#000}} Memory Card Delay
|0x10||
| 0x11 || 0x11 || 0x13
GTA 3 (EU)
| 1 || style="text-align:left" | uint64_t
using 0x349790, 0x18E1F0, 0x349B18 ( + 200000000 base )
| colspan="3" {{cellcolors|#dda|#000|center}} time ?
0x349790 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
0x18E1F0 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
0x349B18 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
|-
|-
! {{cellcolors|#f93|#000}} Alternative VU1 ADD/SUB
|0x11||
| 0x12 || 0x12 || 0x14
GTA 3 (EU different ver.)
| 1 || style="text-align:left" | 0
using 0x3495C0, 0x18E1F0, 0x349948 ( + 200000000 base )
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
0x3495C0 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
0x18E1F0 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
0x349948 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
|-
|-
! {{cellcolors|#fff|#000}} Patch IOP SPE program
|0x12|| Used by Disney/Pixar Finding Nemo (fixes the pause menu freeze)
| 0x13 || 0x13 || 0x15
if condition met...
| 1 || style="text-align:left" | uint32_t
store 0 in [ 0x204FC500 + 200000000 base] 0x4FC500 EE memory
| colspan="3" | 2 or higher
|-
|-
! {{cellcolors|#fff|#000}} Unknown
|0x13||  
| 0x14? || 0x14? || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x16</abbr>
| ? || style="text-align:left" | ?
| colspan="3" | ?
|-
|-
! {{cellcolors|#9cf|#000}} Alternative COP0 MTC0/MFC0 Count ($9) handler
|0x14||  
| 0x15 || 0x15 || 0x17
| 1 || style="text-align:left" | uint8_t ?
| colspan="3" {{cellcolors|#9cf|#000|center}} <abbr title="0=disabled, 1=enabled">status</abbr>
|-
|-
! {{cellcolors|#fff|#000}} Switch something
|0x15||  
| 0x16 || 0x16 || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x18</abbr>
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#ff9|#000}} Force analog controller mode
|0x16|| Used exclusively by Champions of Norrath (NTSC)
| {{NA}} || 0x17 || 0x19
store 0x01114BA8 in [ 0x208EAB4C + 200000000 base]
| 1 || style="text-align:left" | 0
store 0x010C9E40 in [ 0x208EAB6C + 200000000 base]
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} End fromIPU DMA transfer on BCLR command
|0x17||  
| 0x17 || 0x18 || 0x1A
condition r18 == 0x8000
| 1 || style="text-align:left" | 0
setting:
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
  stores 0x40490FDA somewhere
Note: 0x40490FDA (3.14159250) is the highest float approximation to π in hexadecimal without going over the value.<br />
Probably can improve FPU accuracy for some games.
|-
|-
! {{cellcolors|#fff|#000}} IPU IDEC Hack
|0x18||
| 0x18 || 0x19 || 0x1B
condition [ 0x20183F04 + 200000000 base ] == 0x0C060F2C
| 1 || style="text-align:left" | 0
setting:
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
  stores 0 in address 0x20183F04, 0x20183F34, 0x20183F3C ( + 0x200000000 base )
  0x183F0C, sub_46334 (4.70)
  0x183F3C, sub_45DA4 (4.70)
  0x183D74, sub_47B50 (4.70)
|-
|-
! {{cellcolors|#ff9|#000}} Emulate Multitap
|0x19||  
| 0x19? || 0x1A? || 0x1C
| 1 || style="text-align:left" | uint8_t
| colspan="3" {{cellcolors|#ff9|#000|center}} port
|-
|-
! {{cellcolors|#ff9|#000}} Set Multitap
|0x1A||  
| 0x1A || 0x1B || 0x1D
store 0 in [ 0x209FD560 + 200000000 base]
| 1 || style="text-align:left" | uint8_t
store 0 in [ 0x209F9550 + 200000000 base]
| colspan="3" {{cellcolors|#ff9|#000|center}} order
store 0 in [ 0x20A01570 + 200000000 base]
store 0 in [ 0x209F9540 + 200000000 base]
store 0 in [ 0x209F5540 + 200000000 base]
store 0 in [ 0x209F1530 + 200000000 base]
|-
|-
! {{cellcolors|#ff9|#000}} Multitap related
|0x1B|| store 0 in [ 0x20552168 + 200000000 base]
| 0x1B || {{NA}} || 0x1E
| 1 || style="text-align:left" | uint8_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Enable VIF0 cmds MSXXX/MPG/FLUSHE timings.
|0x1C|| store 1 in [ 0x20552168 + 200000000 base]
| 0x1C || 0x1C || 0x1F
| 1 || style="text-align:left" | uint32_t
| colspan="3" | Initial cycles to run
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x1D|| store 0 in [ 0x20556C08 + 200000000 base]
| 0x1D || 0x1D || 0x20
| 1 || style="text-align:left" | uint64_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x1E|| store 1 in [ 0x20556C08 + 200000000 base]
| 0x1E || 0x1E || 0x21
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Switch something
|0x1F|| store 0 in [ 0x205243D8 + 200000000 base]
| {{NA}} || 0x1F || 0x22
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Snowblind Engine hack
|0x20|| store 1 in [ 0x205243D8 + 200000000 base]
| 0x1F || 0x20 || 0x23
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#ddf|#000}} SIO2 Delay
|0x21|| store 0 in [ 0x20524F88 + 200000000 base]
| 0x20 || 0x21 || 0x24
| 1 || style="text-align:left" | uint64_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Switch something
|0x22|| store 1 in [ 0x20524F88 + 200000000 base]
| 0x21 || 0x22 || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x25</abbr>
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#f93|#000}} FPU accurate ADD/SUB range
|0x23|| store 0 in [ 0x2047E7F8 + 200000000 base]
| 0x22 || 0x23 || 0x26
| 32 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000">start&nbsp;offset</abbr> || colspan="2" {{cellcolors|#f93|#000|center}} <abbr title="max 0x1FFFFFFF">end&nbsp;offset</abbr>
|-
|-
! {{cellcolors|#f93|#000}} COP2 accurate ADD/SUB range
|0x24|| store 1 in [ 0x2047E7F8 + 200000000 base]
| 0x23 || 0x24 || 0x27
| 32 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000">start&nbsp;offset</abbr> || colspan="2" {{cellcolors|#f93|#000|center}} <abbr title="max 0x1FFFFFFF">end&nbsp;offset</abbr>
|-
|-
! {{cellcolors|#aaf|#000}} Set something <abbr title="PS2 MECHACON related">(CDVD)</abbr>
|0x25|| store 0 in [ 0x204802B8 + 200000000 base]
| 0x24 || 0x25? || 0x28
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#aaf|#000}} CDVD seek timing
|0x26|| store 1 in [ 0x204802B8 + 200000000 base]
| 0x25 || 0x26? || 0x29
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| ? || colspan="2" | ?
|-
|-
! {{cellcolors|#fff|#000}} Switch something
|0x27|| store 0 in [ 0x20586348 + 200000000 base]
| 0x26 || 0x27 || 0x2A
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#aaf|#000}} Enable CDDA hack <abbr title="PS2 MECHACON related">(CDVD)</abbr>
|0x28|| store 1 in [ 0x20586348 + 200000000 base]
| 0x27? || 0x28 || 0x2B
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x29|| store 0 in [ 0x205868A8 + 200000000 base]
| 0x28 || 0x29 || 0x2C
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Switch something
|0x2A|| store 1 in [ 0x205868A8 + 200000000 base]
| 0x29? || 0x2A || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x2D</abbr>
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x2B||  
| 0x2A || 0x2B || 0x2E
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} SPU2 multi cmd.
|0x2C|| Shin Onimusha - Dawn of Dreams Fix ingame IPU runtime - JPN/US release [https://github.com/PCSX2/pcsx2/issues/1141 bug]
| 0x2B || {{NA}} || 0x2F
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#eee|#b44|left}} Reserved
|0x2D|| Shin Onimusha - Dawn of Dreams Fix ingame IPU runtime - PAL release [https://github.com/PCSX2/pcsx2/issues/1141 bug]
| {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A</abbr> || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A</abbr> || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x30<br>0x31<br>0x32<br>0x33<br>0x34</abbr>
| 0 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#f66|#000}} Enable Force Flip Field
|0x2E||  
| {{NA}} || {{NA}} || 0x35
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#eee|#b44|left}} Reserved
|0x2F|| condition [ 0x37B0C4 + 200000000 base ] == 0 -> 00 10 0B 98
| {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A</abbr> || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A</abbr> || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x36<br>0x37<br>0x38<br>0x39<br>0x3A<br>0x3B<br>0x3C</abbr>
| 0 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#c96|#000}} Config revision
|0x30|| condition [ 0x37B704 + 200000000 base ] == 0 -> 00 10 0B 98
| {{NA}} || {{NA}} || 0x3D
| 1 || style="text-align:left" | uint32_t
| colspan="3" {{cellcolors|#c96|#000|center}} revision
|-
|-
! {{cellcolors|#fff|#000}} Switch something
|0x31|| condition [ 0x37630C + 200000000 base ] == 0 -> 00 10 0B A8
| {{NA}} || {{NA}} || 0x3E
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x32|| condition [ 0x37BB0C + 200000000 base ] == 0 -> 00 10 0B A8
| {{NA}} || {{NA}} || 0x3F
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Switch something
|0x33||  
| {{NA}} || {{NA}} || 0x40
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Switch something
|0x34|| not filled
| {{NA}} || {{NA}} || 0x41
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#9f9|#000}} Patch EE memory by overlay
|0x35||  
| {{NA}} || {{NA}} || 0x42
| <abbr title="command">1</abbr>→<abbr title="list">1023</abbr> || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t&nbsp;+&nbsp;LIST
| {{cellcolors|#9f9|#000|center}} offset || {{cellcolors|#9f9|#000|center}} count || {{cellcolors|#9f9|#000|center}} <abbr title="opcode,opcode,opcode, etc...">LIST</abbr>
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x36||  
| {{NA}} || {{NA}} || 0x43
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fcc|#000}} Disable smoothing filter
|0x37||  
| {{NA}} || {{NA}} || 0x44
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Switch something
|0x38||
| {{NA}} || {{NA}} || 0x45
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#f66|#000}} Enable L2H Improvement
|0x39||  
| {{NA}} || {{NA}} || 0x46
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#f66|#000}} Enable XOR CSR
|0x3A||  
| {{NA}} || {{NA}} || 0x47
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#f66|#000}} Set VSYNC IPU & Delay
|0x3B|| GTA 3 (JP/AS) ? using 0x351210, 0x18F590, 0x351568 ( + 200000000 base )
| {{NA}} || {{NA}} || 0x48
|}
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#f66|#000|center}} <abbr title="1=No IPU, 2=IPU, 3=Anytime">ipu</abbr> || colspan="2" {{cellcolors|#f66|#000|center}} <abbr title="20000=Conservative, 100000=Normal, 250000=Agressive, Any other">delay</abbr>
|-
|-
! {{cellcolors|#fff|#000}} Switch something
|0x02|||| 1 Param, Config file revision ?
| {{NA}} || {{NA}} || 0x49
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Switch something
|0x03|||| 0 Param, sets something 0
| {{NA}} || {{NA}} || 0x4A
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x04|||| 1 Param uint32_t index (i*0x80, special 0x12345: 0x91a280?)
| {{NA}} || {{NA}} || 0x4B
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| ? || colspan="2" | ?
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x05|||| read next command
| {{NA}} || {{NA}} || 0x4C
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| ? || colspan="2" | ?
|-
|-
! {{cellcolors|#fff|#000}} Set something
|0x06|||| 0 Param, sets something 0x14F80 (85888'd)
| {{NA}} || {{NA}} || 0x4D
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Unknown
|0x07|||| 1 Param uint32_t (default 1)
| {{NA}} || {{NA}} || 0x4E
Delay VU xgkick by X cycles
| 1 || style="text-align:left" | ?
| colspan="3" | ?
|-
|-
! {{cellcolors|#fff|#000}} Unknown
|0x08|||| 8 Param uint32_t (read mask,read mask, original opcode, original opcode, write mask, write mask, replace opcode, replace opcode)
| {{NA}} || {{NA}} || 0x4F
Maximum Amount of Usage: 3 times
| 1 || style="text-align:left" | ?
Patch VU memory by mask
| colspan="3" | ?
|-
|-
! {{cellcolors|#ff9|#000}} Enable pressure sensitive controls
|0x09|||| uint32_t count, <list> (offset, original opcode, original opcode, replace opcode, replace opcode) - EE_INSN_REPLACE64
| {{NA}} || {{NA}} || 0x50
  [Dark Cloud] uses 1
| 1 || style="text-align:left" | 0
  [Dead Or Alive 2 Hardcore] uses 1
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
  Maximum List Count: 32
|}
 
<!-- We need to find a better way to organize the commands info below, right now all the info is "constricted" inside the same table but is better to take them out of the table to have more freedon when adding comments, etc... Are a lot so by now i prefer to dont make page sections for every command. Im going to try something that visually looks like page sections but are not (so are not going to be displayed in the TOC at top of the page). With this change we are moving forward because the command info is not going to be inside the same table anymore, im going to split them but the visual look and other details are not going to be definitive because later can be converted into page sections if someone insists in it -->
 
 
{{Boxcomm|id=0x00|name=Title ID Enforce / Multidisc config|data=1x String in format: ABCD-12345}}
Restricts the CONFIG to be used only by a specific [[Template:TITLE_ID_for_Physical_Media|Title ID]]
The presence of this command in the CONFIG is optional. If present it needs to be located always at the last position in the CONFIG. When bytes are present after Title ID, emulator read them to setup multidisc info.
Multidisc info bytes:
First byte:  Unknown, seems to be unused. 00 in known configs (Grandia 3).
Second byte: Discs count (0-9), when 0 or 1 emulator don't enable multidisc mode.
Third byte:  Which disc in set is this one (0-8 for discs 1-9)
  Fourth byte: That one is optional, but very important. When set to 1,
              disc swap menu will be in "Reset game" menu and disc change will trigger reset (default behavior).
              But when this byte is set to 0, new option in main emu menu called "Switch Discs" will appear. Emulator change disc without reset.
              Keep in mind we don't know how accurate swap emulation is here, games are picky for some details.
              Every iso bin enc in set need to have proper data in separate config.
              Disc 1: ISO.BIN.ENC --> CONFIG --> 00 02 00 00,
              00000000  3D 00 00 00 A8 3E 00 00 00 00 00 00 53 4C 55 53  =...¨>......SLUS
              00000010  2D 32 31 33 33 34 00 02 00                      -21334...
              Disc 2: ISO.BIN.ENC2--> CONFIG2--> 00 02 01 00, etc.
              00000000  3D 00 00 00 A8 3E 00 00 00 00 00 00 53 4C 55 53  =...¨>......SLUS
              00000010  2D 32 31 33 34 35 00 02 01                      -21345...
 
              Grandia 3 DISC.IDX, content:
              00000000  00 00                                            ..
 
 
{{Boxcomm|id=0x01|name=EE_ADD_HOOK|data=2x uint32_t Params (addr, func_id 0-0x3B)}}
Most of the hooks availables in netemu command 0x01 are fixes for a specific game, or a game engine<br>
The Maximum Amount of times netemu command 0x01 can be used consecutivelly in the same config is 255. This is actually limit for EE hooks at all, 0x01 don't have own limit.
 
<div style="overflow-x:auto">
{| class="wikitable" style="width:100%; font-size:0.9em; line-height:90%"
|-
|-
!Function ID!! Notes
|0x0A|||| uint32_t count, <List> (offset, original opcode, replace opcode) - EE_INSN_REPLACE32 --- command present only in the ps2_netemu
  [Deadly Strike] uses 1
  [Dragon Force] uses 2
Maximum List Count: 32
|-
|-
|0x00|| FIFA 2000 use it as hook for EE kernel at 0x800017E8 (DMAC related). Command backup value from r5900 s0 register.
|0x0B|||| 1 Param uint32_t count, <List> {sector id, offset, sizeof present opcodes, replace opcodes, original opcodes} - MECHA_SET_PATCH
offset on disc = sector id * sector size + offset (-0xC for DVD [not always applied, see Psychonauts or
SRS: Street Racing Syndicate configs], +0x18 for CD [raw 2352 sector size])
  [Dead Or Alive 2 Hardcore] uses 7
  [Gradius V] uses 1
  [Grand Theft Auto III] uses 1
  [Katamari Damacy] uses 1
  [Manhunt] uses 1
  [Odin Sphere] uses 2
  [Primal] uses 1
  [Psychonauts] uses 1
  [Syphon Filter The Omega Strain] uses 1
Maximum List Count: 47
|-
|-
|0x01|| FIFA 2000 use it as hook for EE kernel at 0x80001858 (DMAC related). Command restore previously backed up value to r5900 s0 register.
|0x0C|||| 1 Param (uint16_t, uint16_t) --- 0/1/2,<0x63>
|-
|-
|0x02||  
|0x0D|||| 1 Param, true/false
Max Payne
Default Init = 1?
  Write 0 to D_ENABLEW in SPE 3 (EEDMA). D_ENABLER is NOT updated on PPE side.
  0 == skip some code,
1 == some code + checks
|-
|-
|0x03||  
|0x0E|||| 1 Param offset --- Improves ADD/SUB accuracy for selected offset (incl. Floats). Seems to work with the COP2 too.
Max Payne
  [Rygar] only has 0x147DA8 sub.s  $f12, $f20, $f12
Write 0xFFFFFFFF (0x10000, other bits are ignored anyway) to D_ENABLEW in SPE 3 (EEDMA). D_ENABLER is NOT updated on PPE side.
Used in official configs: SCUS97501=0x3C458C, SCES53642=0x3C4854, SLUS21026=0x386864, SLUS20916=0x121F64, SLUS20437=0x11EDF0
Maximum Amount of Usage: 31 times
|-
|-
|0x04|| Castle Shikigami II
|0x0F|||| List <uint32_t Param, uint32_t Param> --- More accurate memory range (FPU mul/div/sub/add accuracy related)  
Skip r5900 CACHE IXIN/IHIN (Index/Hit invalidate) opcodes. Same as 0x03 command, but applied of selected ee offset.
  [Dark Cloud] uses 0x239334, 0x1FFFFFF
This is probably command from times when 0x03 was non existing, and while it apply on selected ee offset, command never recover default IXIN/IHIN handling.
  [Grand Theft Auto SA] uses 0x1E46DC, 0x1E4AE8
  Note: There is leftover in emulator from command that reenable default behavior, but is unused now, and is not accessible by current config commands.
  Maximum List Count: 31
|-
|-
|0x05|| Force events test if D2_CHCR & 0x100 is true (if GIF dma is running). For more info check _cpuEventTest_Shared from pcsx2. Star Wars games developed by Pandemic Studios (freeze fix), Worms 3D and NBA 08.
|0x10||||  List <uint32_t Param, uint32_t Param> --- More accurate memory range (COP2, mul/div/sub/add accuracy related) - MULDIV_Accurate_range
Maximum List Count: 31
|-
|-
|0x06|| Force events test if D1_CHCR & 0x100 is true (if VIF1 dma is running). For more info check _cpuEventTest_Shared from pcsx2.
|0x11|||| 1x uint32_t Param. --- Param is VU0 MICROPROGRAM memory offset, keep in mind this is direct address.<br>
So by PS2 memory mapping is ((offset + 0x11000000) & 0x11000FF8)<br>
Function is somehow related to all Upper pipeline ADD/SUB operations (incl. opcodes like MADD, OPMSUB, etc.).<br>
When offset is hit, opcode is processed using different code path, probably more accurate.<br>
Note: Due to how VU work, exact offset in VU memory will be param + 4, because VU process 2 opcodes in same time.<br>
Lower pipeline fetch opcode from address, Upper from address + 4.  
Used in official configs: SLUS21172=0x208, SLUS20878=0x140,0x368,0x570
Maximum Amount of Usage: 31 times
|-
|-
|0x07||  
|0x12||||  <List> (uint32_t count,
  [Primal] uses 0xD
  [Rayman Arena] uses 0x11
  [Syphon Filter: The Omega Strain] uses 0x5
00 00 00 0?
00 00 00 00
type? count?
... 
Maximum List Count: 63
|-
|-
|0x08|| Backup current unmodified COP0 status register state. Then disable EI bit, and notify emu that cmd 0x09 could be run. Harry Potter - Quidditch World Cup US use it at offset 0x2BD45C (EE)
| 0x13|||| 1x uint64_t Param --- Memory card timing related delay.
Jak X: Combat Racing uses 0xf960 (63840)
Netsu Chu! Pro Yakyuu 2004 uses 0xf960 (63840)
Phantasy Star Universe uses 0x9bdc (39900)
WRC II Extreme uses 0x9bdc (39900)
Burnout Dominator uses 0x9bdc (39900)
Jissen Pachi-Slot Hisshouhou! Kemono-Oh uses 0x1d394 (119700)
Used in official configs: SCUS97429=0xF960(63840), SLPM66031=0x9BDC(39900), SLPS20131=0x1D394(119700)
|-
|-
|0x09|| Restore COP0 status register state from previously created backup. Harry Potter - Quidditch World Cup US use it at offset 0x2BD620 (EE)
| 0x14|||| 0 Param, sets something 1
|-
|-
|0x0A|| Fix for TriAce executable unpack function.
| 0x15|| 4 || 1 Param ( <1, >1 ), different settings/mode?
Games unpack data using VU0 microruntime (not COP2). Because unpack involve floating points operations result can be inaccurate. And it is,
[Bloodrayne 2] uses 4
  exactly by 1 byte. Config add 1 to result of unpacked data. This can be confirmed also on pcsx2 with turned off TriAce hack, example for Radiata Stories US release.
[GRIMgRiMoiRe] uses 4
  Set breakpoint on 0x124D90, and then when it's hit, add 1 to lower 64 bits of vf03 reg (in vu0f tab) and hit run.
  [Mana Khemia 2] uses 4
  Game now work as it should. On PS3 this probably can be fixed also by 0x11 command, but since they had hook already done before 0x11 was a thing, it stayed as is.
  [Odin Sphere] uses 4
  [SMT Persona 3 FES] uses 4
|-
|-
|0x0B|| Set lower 64 bits of mips $at register to 0
| 0x16|||| = 0x05 (next id)
|-
|-
|0x0C|| Piglet's Big Game
| 0x17||1 || 1 Param, true/false?
[Bully] uses 1
|-
|-
|0x0D|| usleep(100)
| 0x18|||| = 0x16 = 0x05 (next id)
|-
|-
|0x0E|| Used 3 times in Need for Speed - Carbon [Collector's Edition] US.
| 0x19 |||| 0 Param, sets something 1 --- SB_SIO2 related?
  Used in place where game load code overlays, and in place where game self modify code.
[Grand Theft Auto III]
  Config run the same function which is run when PS2 syscall 7 (ExecPS2) hook is triggered (0x1831A8 in latest emu memory).
  [Red Faction 2]
Only difference is that 0x42 overlay is not reloaded, and check for "cdrom0" string is not performed.
  [Siren]
Command could be potentially useful for games that like to change own code. Eg. Load "bin" files with code (HSG/HST), or modify own code by direct writes to memory (NFS Carbon CE...)
|-
|-
|0x0F||
| 0x1A|||| 0 Param, sets something 1
Grand Theft Auto 3 (SLUS-20062)
using 0x348B40, 0x18E1F0, 0x348EC8 ( + 200000000 base )
0x348B40 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
0x18E1F0 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
0x348EC8 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
|-
|-
|0x10||
| 0x1B|||| 0 Param, sets something 1
Grand Theft Auto 3 (SLES-50330)
  [Mana Khemia 2]
using 0x349790, 0x18E1F0, 0x349B18 ( + 200000000 base )
0x349790 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
  0x18E1F0 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
0x349B18 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
|-
|-
|0x11||
| 0x1C |||| read uint32_t (use uint8_t) Param (default 3)
Grand Theft Auto 3 (SLES-50793)
using 0x3495C0, 0x18E1F0, 0x349948 ( + 200000000 base )
0x3495C0 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
0x18E1F0 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
0x349948 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))  
|-
|-
|0x12|| Disney/Pixar Finding Nemo (fixes the pause menu freeze)
| 0x1D |||| read uint32_t (use uint8_t) Param
if COP0 status EI and EXL bits are 0, and other condition related to DMAC is met...
store 0 in [ 0x204FC500 + 200000000 base] 0x4FC500 EE memory, and set lower 64 bits of mips $s0 register to 0.
|-
|-
|0x13|| Snowblind Engine specific fix. Applies to the beginning of function called initLump. Config is responsible for grabbing data from one of registers for use in 0x14/0x15 hooks. Mentioned data is EE memory offset, if data from 0x13 is 0, 0x14/0x15 don't apply. 
| 0x1E |||| read uint32_t (use uint8_t) Param
|-
|-
|0x14|| Snowblind Engine specific fix. Applies to the end of function called initLump. Used in the older version of Snowblind Engine (Dark Alliance duology, The Bard's Tale, Fallout).
| 0x1F |||| uint32_t Param (default 0x3E8?)
|-
|-
|0x15|| Snowblind Engine specific fix. Applies to the end of function called initLump. Used in the newer version of Snowblind Engine (Champions duology, Justice League Heroes, Combat Elite).
| 0x20|||| uint64_t Param (default 0x3C)
Config value is used as multiplier for some value, and result is used in vsync related runtimes.
Is worth to note that 0x3C is default multiplier even for PAL titles, so is not stricly related to framerate,
but to vsync counters (where 0x3C is still wrong anyway..). Result of multiply is also compared at some point to vsync delay value.  
|-
|-
|0x16|| Champions of Norrath (SLUS-20565)
| 0x21|| 1 || 1 Param:
  store 0x01114BA8 in [ 0x208EAB4C + 200000000 base]
0 = sets an option from 1 to 0 and another one to 0,
store 0x010C9E40 in [ 0x208EAB6C + 200000000 base]
1 = sets an option from 1 to 0 and another one to 1,
  2 = sets an option from 1 to 1 and another one to 0
  [Fatal Frame II] uses 0
  [Grand Theft Auto Vice City] uses 1
  [Grand Theft Auto III (EU)] uses 1
  [SMT Persona 3 FES] uses 0
|-
| 0x22|||| 0 Param, sets something 1
|-
| 0x23|||| 0 Param --- memcpy 0x100 Bytes and sets 0x14E00
|-
| 0x24|||| uint64_t Param
|-
|-
|0x17|| NFS HP2 fpu rounding fix.
| 0x25|||| = 0x18 = 0x16 = 0x05 (next id)
Check if a0 == 0x8000 (32768), apply config if true. Config is little bit more complicated than it should, emu flush all fpu regs to memory just to modify one field in altivec vector register.
When condition is met ps2 cop1 f08 register is modified from 0x40490FDB to 0x40490FDA, this result in next operations to end up as negative 0.0 (0x80000000) instead of just 0.0 (0x00000000).
Seems to trigger when loading of stage or loading of attract mode is close to finish or done.
|-
|-
|0x18|| Okami PAL specific hook.
| 0x26|||| List <uint32_t Param,uint32_t Param> --- Improves ADD/SUB accuracy for selected memory range (incl. Floats) - FPU_Accurate_range
Check if opcode at 0x183F04 of EE memory is jal 0x183CB0 (0x0C060F2C). This is used to run additional hook patcher only 1 time.
Later it will be nop here. so it means that new hooks are already applied. So function will just return early.
if opcode at 0x183F04 is still jal 0x183CB0 (0x0C060F2C),
then patch addresses 0x183F04 (jal 0x183CB0), 0x183F34 (jal 0x183CB0), 0x183F3C (jal 0x183D18) to nop.
Finally adds 3 additional EE hooks. Emu addresses for ps2_netemu 4.70+
   
   
  EE address | EMU address
  [Bloodrayne 2] uses 0x340000, 0x350000
  0x183F0C   | sub_46334
  [Gradius V] uses 0x3046E0, 0x0x305E44
0x183F3C  | sub_45DA4
  Maximum List Count: 31
  0x183D74  | sub_47B50
  Maximum Amount of Usage: ??
   The command is used 4 times consecutively by [Strawberry Shortcake: The Sweet Dreams]
First hook is responsible for grabbing EE addresses from one of EE gpr register. Second hook perform few checks from data in EE gpr registers, and
  SLES-54309 (EU) and
eventually store data from EE gpr registers on previously grabbed addresses. Hook 3 store one of previosly grabbed EE address on unknown part of memory.
  SLUS-21497 (US) game configs hardcoded inside ps2_gxemu.self
  Whole thing looks like HLE version of noped functions.
|-
| 0x27|||| List <uint32_t Param,uint32_t Param> --- Improves COP2 operations accuracy for selected memory range - VU0 macromode accurate range
  Maximum List Count: 31
|-
| 0x28|||| 1x uint32_t Param (<=3)
|-
| 0x29 |||| 2x uint32_t Param,
|-
| 0x2A|||| 0 Param, sets something 1 --- Allow online downloadable content (HDD)? Multitap? Local 2 player?
  All-Star Baseball 2004
|-
|-
|0x19|| Burnout 2
| 0x2B|||| 0 Param, sets something 1 --- Allow disc eject/swap? Probably allow read PS2CDDA disc as PS2CD, DF is only known retail game that use audio tracks on own disc. Without config there should be no track to play available in game (info: https://github.com/PCSX2/pcsx2/issues/4880 - please ignore other titles, only DF really use audio tracks.) Make sure to test single bin/cue, not multi bin image. EDIT: No tracks are detected either, regardless of the command. Could be a netemu or Cobra issue (single, mixed mode .bin/.cue loaded)
Copy lower 64 bits of $v0 r5900 register to lower 64 bits of $a1 r5900 register.
Dance Factory
All that to make next opcode (hook address + 4) "beq $a1, $v0, addr" always true. Because $a1 and $v0 now have the same value.
This in turn skip CTimer::GetTimeSeconds((void)) in function CReplay::NextFrame((CDrivingControls *)). Worth to note that CReplay::NextFrame seems to be not related to replay per se, but to car physics.
|-
|-
|0x1A||
| 0x2C |||| 1 Param, uint32_t
  store 0 in [ 0x209FD560 + 200000000 base]
  Summoner uses 0x1
store 0 in [ 0x209F9550 + 200000000 base]
store 0 in [ 0x20A01570 + 200000000 base]
store 0 in [ 0x209F9540 + 200000000 base]
store 0 in [ 0x209F5540 + 200000000 base]
store 0 in [ 0x209F1530 + 200000000 base]
|-
|-
|0x1B||
| 0x2D |||| = 0x25 = 0x18 = 0x16 = 0x05 (next id)
store 0 in [ 0x20552168 + 200000000 base]
|-
|-
|0x1C||
| 0x2E |||| 1 Param, uint32_t
store 1 in [ 0x20552168 + 200000000 base]
|-
|-
|0x1D||
| 0x2F |||| 1 Param, uint32_t --- SPU2 related?
  store 0 in [ 0x20556C08 + 200000000 base]
  Indigo Prophecy/Fahrenheit uses 0x1
|-
|-
|0x1E||
| 0x30|||| (nothing)
store 1 in [ 0x20556C08 + 200000000 base]
|-
|-
|0x1F||
| 0x31|||| (nothing)
store 0 in [ 0x205243D8 + 200000000 base]
|-
|-
|0x20||
| 0x32|||| (nothing)
store 1 in [ 0x205243D8 + 200000000 base]
|-
|-
|0x21||
| 0x33|||| (nothing)
store 0 in [ 0x20524F88 + 200000000 base]
|-
|-
|0x22||
| 0x34|||| (nothing)
store 1 in [ 0x20524F88 + 200000000 base]
|-
|-
|0x23||
| 0x35|||| 0 Param --- Enables Force Flip Field, described in emu setting as "''Fix for [Hang] for soft-lock''"
store 0 in [ 0x2047E7F8 + 200000000 base]
|-
|-
|0x24||
| 0x36|||| (nothing)
store 1 in [ 0x2047E7F8 + 200000000 base]
|-
|-
|0x25||
| 0x37|||| (nothing)
store 0 in [ 0x204802B8 + 200000000 base]
|-
|-
|0x26||
| 0x38|||| (nothing)
store 1 in [ 0x204802B8 + 200000000 base]
|-
|-
|0x27||
| 0x39 |||| (nothing)
store 0 in [ 0x20586348 + 200000000 base]
|-
|-
|0x28||
| 0x3A|||| (nothing)
store 1 in [ 0x20586348 + 200000000 base]
|-
|-
|0x29||
| 0x3B|||| (nothing)
store 0 in [ 0x205868A8 + 200000000 base]
|-
|-
|0x2A||
| 0x3C |||| (nothing)
store 1 in [ 0x205868A8 + 200000000 base]
|-
|-
|0x2B||  
| 0x3D |||| 1 Param, uint32_t Config file revision
if ($a1 & 0xF0000000 != 0) a1 = 0
 
{| class="wikitable sortable"
|-
|-
|0x2C|| Shin Onimusha - Dawn of Dreams Fix IPU DMA JPN((PlayStation 2 the Best)/US release.
! Firmware !! ps2_netemu Revision !! Max Supported Commands
|-
|-
|0x2D|| Shin Onimusha - Dawn of Dreams Fix IPU DMA PAL release.
| 3.70 || 15686 || 0x41
|-
|-
|0x2E|| Shin Onimusha - Dawn of Dreams Fix IPU DMA Unk release. Code from emu match SLPM-66275 release. Why it is unused? Hook address will be 0x3BB4EC.
| 3.73 || 15936 || 0x41
|-
|-
|0x2F||
| 3.74 || 15936 || 0x41
if value at EE Mem 0x37B0C4 == 0, set mips pc register (program counter) to 0x100B98
Config is supposed to repeat chunk of code if EE mem 0x37BB0C == 0.
|-
|-
|0x30||
| 4.00 || 16195 || 0x41
if value at EE Mem 0x37B704 == 0, set mips pc register (program counter) to 0x100B98
Config is supposed to repeat chunk of code if EE mem 0x37BB0C == 0.
|-
|-
|0x31||
| 4.01 || 16195 || 0x41
if value at EE Mem 0x37630C == 0, set mips pc register (program counter) to 0x100BA8
Config is supposed to repeat chunk of code if EE mem 0x37BB0C == 0.
|-
|-
|0x32||
| 4.10 || 16361 || 0x41
if value at EE Mem 0x37BB0C == 0, set mips pc register (program counter) to 0x100BA8.
Config is supposed to repeat chunk of code if EE mem 0x37BB0C == 0.
|-
|-
|0x33||  
| 4.11 || 16361 || 0x41
|-
|-
|0x34|| not filled
| 4.20 || 16604 || 0x43
|-
|-
|0x35|| Ninkyouden: Toseinin Ichidaiki
| 4.21 || 16604 || 0x43
|-
|-
|0x36||  
| 4.23 || 16604 || 0x43
|-
|-
|0x37||  
| 4.25 || 16740 || 0x43
|-
|-
|0x38||
| 4.26 || 16740 || 0x43
|-
|-
|0x39|| Used silently in command 0x4B with first param from 0x4B as hook address. Hook seems to be unusable without 0x4B command, because there is no way to setup redirect mode and ID without 0x4B.
| 4.30 || 16808 || 0x45
|-
|-
|0x3A|| Used silently in command 0x4C with first param from 0x4C as hook address. Hook seems to be unusable without 0x4C command, because there is no way to setup mode and ID without 0x4C.
| 4.31 || 16808 || 0x45
|-
|-
|0x3B|| Grand Theft Auto 3 (SLPM-55293 "Rockstar Classics")
| 4.40 || 16916 || 0x46
using 0x351210, 0x18F590, 0x351568 ( + 200000000 base )
|-
0x351210 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
| 4.41 || 16916 || 0x46
0x18F590 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
|-
0x351568 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
| 4.45 || 17041 || 0x48
|}
|-
</div>
| 4.46 || 17041 || 0x48
 
|-
{{Boxcomm|id=0x02|name=Unknown|data=1x int32}}
| 4.50 || 17179 || 0x4A
Used in function that handle D6 CHCR writes (SIF1), seems to be some kind of timing command for EE --> IOP DMA.
|-
*Valid values found:
| 4.55 || 17277 || 0x4D
**1000d
|-
**3000d
|4.60<br />
**6000d
4.70<br />
 
4.75<br />
{{Boxcomm|id=0x03|name=Unknown|data=N/A}}
4.76<br />
Skip r5900 CACHE IXIN/IHIN (Index/Hit invalidate) opcodes.
|| 17314 || 0x4D
 
|-
{{Boxcomm|id=0x04|name=Unknown|data=1x uint32_t index (i*0x80, special 0x12345: 0x91a280?)}}
|4.78<br />
Patch SPE 3 program (eedma) by searching for ila r4, xxxxx, starting at 0x178A0 and replacing them with (0x42000004 | ((value << 7) & 0x1FFFF80)
4.80<br />
0x42000004 is ila r4 opcode. Due to opcode encoding example result of that patch with value 0x08 will be 0x42000404 (ila r4, 0x08). There is little bit more than that, but main purpose is just to patch SPE program behavior.
4.81<br />
*Valid values found:
|| 17495 || 0x50
**0x08
|-
**0x10
|}
 
|-
{{Boxcomm|id=0x05|name=N/A|data=N/A}}
| 0x3E |||| 0 Params --- Sets something 1
Command not available in ps2_netemu.self
Default Init = 0
 
  0 == do set some stuff,
{{Boxcomm|id=0x06|name=Unknown|data=N/A}}
  1 == skip
Change VIF1 command 02h OFFSET behavior by patching pointer to function which process it to different previously unused function.
Similar to 0x0D with param 0. Affect the same code path, but skips more code.  
 
|-
{{Boxcomm|id=0x07|name=Delay VU xgkick by X cycles|data=1x uint32_t}}
| 0x3F |||| 1 Param, uint32_t
Default 1
|-
 
| 0x40|||| 0 Param --- Sets something 1
{{Boxcomm|id=0x08|name=Patch VU memory by mask |data=8x uint32_t (read mask,read mask, original opcode, original opcode, write mask, write mask, replace opcode, replace opcode)}}
Grand Theft Auto SA
Maximum Amount of Usage: 3 times
  Silent Hill Origins - unofficial fix
|-
{{Boxcomm|id=0x09|name=EE_INSN_REPLACE64|data=uint32_t count, <list> (offset, original opcode, original opcode, replace opcode, replace opcode)}}
| 0x41|||| 0 Param --- Sets something 1 (Disables some lwsync - speedhack?)
Maximum List Count: 32
Dragon Force
*Valid values found
  God Hand
**1 [Dark Cloud] and [Dead Or Alive 2 Hardcore]
  Gradius V
 
  Katamari Damacy
{{Boxcomm|id=0x0A|name=EE_INSN_REPLACE32|data=uint32_t count, <List> (<nowiki>mode | offset</nowiki>, original opcode, replace opcode)}}
|-
Command present only in the ps2_netemu. Maximum List Count: 32. Mode is first 4 bits of address field (Xyyyyyyy), can be either 0, 1, or 2. All known examples use this command in 0 mode, and modes 1 and 2 are here just for documentation purposes.
| 0x42|||| EE Overlay patch. 2 main Params + patch data: uint32_t address, uint32_t count, opcode,opcode,opcode...  
 
  Address need to be in 0xFF000 - 0xFFFFC range.
*mode 0 - Replace 32 bit of EE memory. Params are EE offset, original opcode, replace opcode.
  Count is size of patch in 4 bytes opcodes. So 5 opcode patch = count 5.
*mode 1 - Write jr ra, li v0, xxxx to selected memory range. Params are EE memory start address, original opcode, u16 counter, u16 value for li, v0 xxxx
  Opcodes will be placed on selected address, we use only patch code, no need for original opcode.
*mode 2 - NOP memory at selected range. Params: start address, end address, unused (can be anything, but is required to align config).
  Next opcode addresses are auto calculated (+4..) so we need to specify only patch start address.
Problem: Original opcode validity check is performed before testing config for special cases. Thus making mode 2 almost inaccessible.<br>
  Remember we need to jump to our new code, best way is command 0x0A with j (jump) opcode.
Solution: We can patch that one line of code by the same 0x0A config. So if we want to nop region from 0x100000 to 0x100080, first we need to patch 0x100000 to 0x100080 opcode. So check will pass, "simple" as that.
Also is important to add return jump if required. That one need to be added in our 0x42 patch.
 
  Maximum opcodes count seems to be 0x3FF (1023 opcodes).
{{Boxcomm|id=0x0B|name=MECHA_SET_PATCH|data=1x uint32_t count, <List> {sector id, offset, sizeof present opcodes, replace opcodes, original opcodes)}}
|-
Offset on the disc = sector id * sector size + offset + correction [see below]<br>
| 0x43|||| 1 Param --- Equal to 0x40, but with Parameter:
Offset correction is based on selected read mode (not on media type):<br><br>
  0 = Default
CDRead requested block size (CD disc):
  1 = (like 0x40)
*2048 = Offset + 0x18 (skip 12 sync bytes, 4 of header, and 8 of subheader)
  param =
*2328 = Offset + 0x18 (skip 12 sync bytes, 4 of header, and 8 of subheader)
  -1 = failure?
*2340 = Offset + 0x0C (skip only 12 bytes of sync data)
|-
 
| 0x44|||| 0 Param --- Disables Smoothing and Smoothing option
DVDRead requested block size (DVD Disc):
|-
*2064 = Offset match, but only until the 349th sector. Otherwise is offset - 0x0C because that read mode see data as ID DATA (4) + ID DATA EDC (2) + Reserved bytes (6) + 2048 data + EDC (4).
| 0x45|||| 0 Param --- Sets something 1
 
  Prevent display_mode 2 (CELL_GCM_DISPLAY_576_unk)        [640x576]
"Offset + XX" for CD assume that you use Isobuster RAW mode. "Offset - XX" for DVD assume that you use Isobuster NON RAW mode<br>
  and      display_mode 0 (CELL_GCM_DISPLAY_480_unk) (60Hz?) [640x480]
Special case is DVD read on very low sector, here you need to use exact offset without substrating 0x0C. Highest confirmed sector that don't use correction for now is 349.
  from beign set.
  [Dead Or Alive 2 Hardcore] uses 7
  [Gradius V] uses 1
  [Grand Theft Auto III] uses 1
  [Katamari Damacy] uses 1
  [Manhunt] uses 1
  [Odin Sphere] uses 2
  [Primal] uses 1
  [Psychonauts] uses 1
  [Syphon Filter The Omega Strain] uses 1
Maximum List Count: 47
 
{{Boxcomm|id=0x0C|name=Unknown|data=1x (uint16_t, uint16_t)}}
First param can be 0, 1, or 2. Second param in range of 0 and 0xFFFF. Second param is used only if first param == 1. Default values are (1, 0x1000) for PS2DVD, and (1, 0x400) for PS2CD and PS2CDDA.<br>
Other valid values for the second param (found in oficial configs ?): 0x180, 0x800
 
{{Boxcomm|id=0x0D|name=Unknown|data=1x int32}}
True/false. Default = 1
  0 = Skip some IOP related code responsible for check value from IOP SPE LS 0x2C0C0 (and skip panic if value is 0 or -1).
  Also skip write of value 0x80000000 to SPU Signal Notification 1 Register of IOP SPE.
 
{{Boxcomm|id=0x0E|name=Improves ADD/SUB accuracy|data=1x int32}}
1 Param offset --- Improves ADD/SUB FPU/COP2 accuracy for selected offset. Work with opcodes from commands 0x26/0x27. Basically command like 0x0F just per offset, no per range.
  [Rygar] only has 0x147DA8 sub.s  $f12, $f20, $f12
Used in official configs: SCUS97501=0x3C458C, SCES53642=0x3C4854, SLUS21026=0x386864, SLUS20916=0x121F64, SLUS20437=0x11EDF0
Maximum Amount of Usage: 32 times
 
{{Boxcomm|id=0x0F|name=More accurate ADD/SUB memory range|data=List <uint32_t Param, uint32_t Param>}}
More accurate memory range. This command is combined 0x26, and 0x27 command.
  [Dark Cloud] uses 0x239334, 0x1FFFFFF
  [Grand Theft Auto SA] uses 0x1E46DC, 0x1E4AE8
  Maximum Amount of Usage: 32 (if there is no additional 0x26/0x27 command)
 
{{Boxcomm|id=0x10|name=MULDIV Accurate range|data=List <uint32_t Param, uint32_t Param>}}
More accurate MUL/DIV handling on selected memory range for selected FPU opcodes. Effectively work only with:
  MUL.s, DIV.s, MULA.s, MADD.s, MSUB.s, MADDA.s, MSUBA.s.
  For ADD/SUB opcodes, command is active only on Multiply stage.
  Maximum List Count: 32
 
{{Boxcomm|id=0x11|name=VU0 Accurate ADD/SUB|data=1x uint32_t Param}}
Param is VU0 (MICROPROGRAM) memory offset, correct param is in range of 0x000 to 0xFF8.
Lower pipeline fetch opcode from address, Upper from address + 4. So correct address for config needs to be 8 bytes aligned.
  Used in official configs: SLUS21172=0x208, SLUS20878=0x140,0x368,0x570
  Maximum Amount of Usage: 32 times
 
{{Boxcomm|id=0x12|name=Unknown|data=<List> (uint32_t count,}}
VU0/COP2 related multicommand.
First 8 bytes of that command are special flags. Not quite sure about bytes 5-8 yet,
because at some point they are used to "andc" with first 4 bytes.
  Some examples for first 4 bytes:
0x1000    = Run additional flag related code after every FMAC operation, VU0 only, COP2 do this by default.
  0x2000    = Emit some additional code when lower opcode is fsset, this flag require 0x1000 to be enabled. VU0 only.  
  0x100000  = When enabled opcodes like MSUB, MADDA, etc, do proper multiply first, then add/sub. When disabled (default) single opcode is used (vmaddfp / vmmsubfp). Not used in COP2 mode.
              Note: When this command is disabled, then "Accurate MUL" is skipped for MADDxx/MSUBxx regardless that 0x30000000 is set or not.
              Because there is no way to do correct MUL separately when altivec madd/msub is used.
  0x200000  = Run some additional code in VU0 load/store opcodes (ILW, LQI, ISWR, etc.) Not used in COP2 mode.
  0x400000  = Skip emu syscall 3 (3)
  0x800000  = Skip emu syscall 3 (4)
  0x4000000 = Enable type 2 config from cmd 0x12.
  0x8000000 = Accurate VU0 DIV opcode, not used in COP2 mode.
  0x10000000 = Fast Accurate VU0 MUL. Try to round mantissa. Opcodes like MSUB/MADD additionally require 0x100000 to be enabled, otherwise command skip them. Not used in COP2 mode.
  0x20000000 = Full Accurate VU0 MUL. Use runtime from CMD 0x10, but for every matching VU0 opcode, including opcodes like MSUB for mul part.
              Opcodes like MSUB/MADD additionally require 0x100000 to be enabled, otherwise command skip them.
   
   
  Selecting both 0x10000000 and 0x20000000 (0x30000000) work the same way as 0x20000000.
  Allow  display_mode 1 (CELL_GCM_DISPLAY_480_unk2) (59Hz?) [640x480]
  Keep in mind that you still need to use at least 8 bytes for cmd 0x12, just use 00 for bytes 5,6,7,8.  
and     display_mode 5 (CELL_GCM_DISPLAY_720P_59)         [1280x720]
  Later bits are dependent on which subcommand we want to run.
depending on sys_info.video_mode & 0x200 is 0 or not.
 
  Both 480 modes can be either I or P, so is something else, probably 59/60Hz.
  [Primal] uses 0xD of type 2/3 subcommand (minus 0x2 for flags)
This config possibly affect only in-emu UI, but this require testing.
  [Rayman Arena] uses 0x11 of type 2/3 subcommand (minus 0x2 for flags)
   
  [Syphon Filter: The Omega Strain] uses 0x5 of type 1 subcommand (minus 0x2 for flags)
Phantasy Star Complete Collection
  Maximum List Count: 63
|-
 
| 0x46|||| 0 Param --- Enables L2H Improvement, [Performance] related setting for titles using L2H (Local to Host, so called GS download (from GS to  EE))
{{Boxcomm|id=0x13|name=Memory card timing related delay|data=1x uint64_t Param}}
SMT Digital Devil Saga 1
  0x9bdc  (39900) - Used by "Phantasy Star Universe" (official config for SLPM-66031), "WRC II Extreme", and "Burnout Dominator"
  SMT Nocturne
0xf960  (63840- Used by "Jak X: Combat Racing" (official config for SCUS-97429), and "Netsu Chu! Pro Yakyuu 2004"
Fatal Frame II
  0x1d394 (119700) - Used by "Jissen Pachi-Slot Hisshouhou! Kemono-Oh" (official config for SLPS-20131)
|-
 
| 0x47|||| 0 Param --- Enables XOR CSR, [Graphics] related setting.<br>
{{Boxcomm|id=0x14|name=VU1 transform ADD/SUB|data=N/A}}
XOR bit 13 of GS CSR register (CSR.FIELD). Should fix fullscreen line corruption, maybe some interlacing issues. Long shot, but can possibly affect SCANMSK games.
When enabled ADD/SUB VU1 opcodes are processed differently on recompiling/translation stage. Seems to be very specific hack, most likely not usable outside of THPS 4+ engine games. <br>
|-
Note: This setting affects only VU1, and only ADD/SUB. All other opcodes like ADDi,ADDq, MSUB, ADDbc, are not affected.
| 0x48|||| VSYNC Delay, 2x uint32_t Param
 
*First param possible value are 1 = No IPU, 2 = IPU, 3 = Anytime.
{{Boxcomm|id=0x15|name=Unknown|data=1 Param ( <1, >1 )}}
*Second param is delay (in ms?), and can be also negative value.
Patch SPE 0 (IOP) program in local memory. Command search for absolute branches in LS 0x3A2C0 - 0x3A6C0 and patch first branch that match to "bi r127". That weird approach was probably used because spe program differ little bit between emu versions, so they don't need to update command on every new emu revision. Currently (4.75+) this command patch branch at address 0x3A3A4 (bra sub_2E600). This command takes partially unused value. Value 0,1 do nothing, values 2 and above run command. Doesn't matter is 2,4, or 10. Nothing will change in command behavior.
**Emu has standard presets for second param.
  [Aeon Flux] uses 2 (gxemu config)
***Agressive = 0x3D090 (250000 decimal),
  [Bloodrayne 2] uses 4
***Normal = 0x186A0 (100000 decimal),
[GRIMgRiMoiRe] uses 4
***Conservative = 0x4E20 (20000 decimal),
[Mana Khemia 2] uses 4
***But other values can be used.
[Odin Sphere] uses 4
  [SMT Digital Devil Saga 1] uses 1, 0x3D090
[SMT Persona 3 FES] uses 4
  [Fatal Frame II] uses 0x2, 0xFFFFE69C (-6500 decimal)
[Parappa the Rapper 2] uses 0x14 (softemu config) or 0x4 (gxemu config)
|-
{{Boxcomm|id=0x16|name=N/A|data=N/A}}
| 0x49|||| 0 Param --- Sets something 0xB,0,0
Command not available in ps2_netemu.self
Trapt
 
|-
{{Boxcomm|id=0x17|name=COP0 configure MTC0/MFC0|data=1x int32 ?}}
| 0x4A|||| 0 Param --- Sets something 0x15100
True/false. Default 0.
Applies to the Snowblind Engine games. Fixes the rest of flickering textures.
<br>Command change behavior of MTC0/MFC0 operation of COP0 Count ($9) register. When enabled time base register is used as a base for calculation, when disabled decrementer register is used as a base for calculations (using emu syscall 12).
Meant to be used in conjunction with the GX/SOFT Snowblind Engine's specific commands (double 0x01 and 0x23 combo).
  [Bully] uses 1
|-
 
| 0x4B|||| Redirect SAVEDATA by ID, 2 x uint32_t Params + ID: offset, int, char[12]
{{Boxcomm|id=0x18|name=N/A|data=N/A}}
For proper config we need at least 2 (can be more if needed) 0x4B commands, one to enable redirect, one to disable.
Command not available in ps2_netemu.self
First param is EE memory offset that when is hit enable/disable redirection.
 
Second param is partially unknown, seems to be size of next param to read * 4 (3 in known configs), or 0xFFFFFFFF for disable redirect command.
{{Boxcomm|id=0x19|name=Force analog controller mode|data=N/A}}
Third param is ID of SAVEDATA we want to use padded with 00 to match 12 bytes, or all 00 in disable redirect config.
Skips check for analog/digital controller mode and returns forced analog mode
  Important note here is that config have own 00 00 00 00 terminator at the end.
[Grand Theft Auto III]
  So after 12 bytes of ID we need to add 4 bytes of 00. That apply also to disable redirect version.
[Grandia II]
|-
[Red Faction 2]
| 0x4C|||| 2x uint32_t Params: offset,int (2 = current path?, 3 = new ISO.BIN.ENC path?, other= ?)
[Siren]
|-
| 0x4D|||| 1 uint32_t Param (can be -1) --- Sets something (same as 0x49 but) 0xC, Param, 0
  Wild Arms: The Fifth Vanguard uses 0x3F800000
|-
| 0x4E|||| (nothing)
|-
| 0x4F|||| (nothing)
|-
| 0x50|||| 0 Param --- Enables pressure sensitive controls
|-
|}


{{Boxcomm|id=0x1A|name=Unknown|data=N/A}}
===Config file examples (for netemu)===
IPU hack to end fromIPU DMA transfer on BCLR command (store 0 on D3_QWC and D3_CHCR.STR). Not stopping that transfer is actually correct behavior..


{{Boxcomm|id=0x1B|name=Unknown|data=N/A}}
====Official PS2 Classic====
When IDEC command don't finish, probably due to bad timings. Hack clear D3_CHCR.STR bit when there is still QW left in D3_QWC reg , and IDEC finished already.
See: [[PS2 Official Configs]]
[Mana Khemia 2]


{{Boxcomm|id=0x1C|name=Emulate Multitap|data=read uint32_t (use uint8_t)}}
====Official GXEMU/SOFTEMU extracted====
Enables/disables Multitap emulation. Default 3
See: [[PS2 Official Configs]]
0 = disable multitap emulation
1 = enable multitap in controller port 1 (when needed)
2 = enable multitap in controller port 2 (when needed)
3 = enable multitaps in both controller ports (when needed)
  [Medal of Honor: European Assault] uses 1
  [Twisted Metal: Black] uses 1


==== Custom Configs ====
See: [[PS2 Custom Configs]]


{{Boxcomm|id=0x1D|name=Set Multitap|data=read uint32_t (use uint8_t)}}
===Config data examples (hardcoded)===
Sets multitap to specific controller ports and adjusts the order of ports to which controllers are synced. Default 0?
====Inside ps2_emu.self====
0 = no multitap set (only when needed)
Embedded patches are based on Checksum/Hash of title. ps2_emu is only emulator version where patches are described inside self file in ascii. Known patch types described in ascii are: Patch data, new SPU2 params, and Setting mecha HACK to show GODZCD as GODZCDDA.
    Controller sync order: 1/1-A, 2/2-A, 1-B, 2-B...
1 = sets multitap in controller port 1 at all times
    Controller sync order: 1/1-A, 1-B, 1-C, 1-D...
2 = sets multitap in controller port 2 at all times
    Controller sync order: 1/1-A, 2/2-A, 2-B, 2-C...
3 = sets multitaps in both controller ports at all times
    Controller sync order: same as 0
  [Medal of Honor: European Assault] uses 1
  [Twisted Metal: Black] uses 1
  [Mystic Heroes] uses 2 (game does not detect multitap in controller port 1)
  [Sonic Riders] uses 2 (GX config, game may not detect multitap in controller port 1)
 
{{Boxcomm|id=0x1E|name=Multitap related|data=read uint32_t (use uint8_t)}}
[FIFA 2001] uses 3 (settings for both multitaps?)


{{Boxcomm|id=0x1F|name=Unknown|data=1x uint32_t}}
{| class="wikitable sortable"
Default 1
! PS2 Title !! Hash !! Game !! Patch Type !! Data
Make VIF0 commands MSCAL/MSCALF/MSCNT/MPG/FLUSHE non instant. By default every VIF0 command take 1 cycle, so it's instant.
|-
This config give vif0 some timing sense.
| SCUS_971.46|| 0x6B1ADE00D||Disney's Treasure Planet || Patch data - Fixes black screen at start, it apply to STREAM_D.IRX file in IOP folder. || 0x147C (sector) , 0x580 (offset) (- 0xC on disc)
When delta from config passed and vpustat vu0 bits are non 0 (so practically if vif0 is still running),
  Replace opcodes
add 500 cycles and go on until next event test before doing anything on vif0.
  00 01 01 3C lui at,0x0100
  This can also be used to ensure that next vif0 command won't run until delta from config passed.
  80 BF 03 3C lui v1,0xBF80
  Value from config is added to current r5900 cycles and vif0 will do nothing unless current cycles match new value.
  C8 10 63 8C lw v1,0x10C8(v1)
*Valid values found: 200d, 1000d
24 18 61 00 and v1,at
 
  FB FF 61 10 beq v1,at, -0x10
{{Boxcomm|id=0x20|name=Unknown|data=1x uint64_t}}
  00 00 00 00 nop
Default 0x3C
  Config value is used as multiplier for some value, and result is used in vsync related runtimes.
  Is worth to note that 0x3C is default multiplier even for PAL titles, so is not stricly related to framerate,
but to vsync counters (where 0x3C is still wrong anyway..). Result of multiply is also compared at some point to vsync delay value.
*Valid values found: 10d, 60d, 100d, 120d, 200d, 240d
 
{{Boxcomm|id=0x21|name=Unknown|data=1x uint32_t}}
  Option one default value = 1, when set to 0: r5900 CACHE opcode IXLTG store 0 in COP0 TagLo register. More than that recompiler skip function responsible for analyze and emitting costly iCache checks.
This drastically reduce emitted code size, and practically disable iCache emulation. Additionally CACHE IXIN/IHIN opcodes use different very long code path (this can be skipped with cmd 0x03).
  Option two default value = 0, when set to 1: Emit some kind of check for current r5900 PC with possible trap (tw opcode) at the end. 1 is valid only when option one is 0.
   
   
  0 = sets an option one to 0 and option two to 0
  Original opcodes
  1 = sets an option one to 0 and option two to 1
FF FF 01 24 li at,-0x1
  2 = sets an option one to 1 and option two to 0 (default)
04 00 61 14 bne at,v1, +0x14
  [Fatal Frame II] uses 0
00 80 01 3C lui at,0x8000
  [Grand Theft Auto Vice City] uses 1
02 00 41 14 bne at,v0, +0x0C
  [Grand Theft Auto III (EU)] uses 1
  00 00 00 00 nop
  [SMT Persona 3 FES] uses 0
  0D 00 06 00 break 
 
|-
{{Boxcomm|id=0x22|name=Unknown|data=N/A}}
|SLUS_201.74 ||0x23D92589C5|| Rumble Racing || Patch data - fixes black screen after Playstation 2 logo. Patch apply to AUDIO.IRX file in MODULES folder || 0x3AEDA (sector), 0x120 (offset)
Sets something 1
Replace opcodes
 
06 00 80 14 bnez a0, +0x1C
{{Boxcomm|id=0x23|name=Unknown|data=N/A}}
21 20 43 00 addu a0,v0,v1
Copy VIF1 command 01h STCYCL handler struct into unused 08h slot (slots are 100 bytes per command, include pointer to function that handle command, and other data). Then patch slot 08h function pointers to function at 0x14E00. 08h is normally unused, and handled as a NOP. This command is useful only with additional 0x01 (0x13-0x15) hooks, which inject 08h VIF1 command into game code when other conditions are met.
21 10 A0 00 move v0,a1
 
02 00 A0 14 bnez a1, +0x0C
{{Boxcomm|id=0x24|name=Unknown|data=1x uint64_t}}
00 00 00 00 nop
SIO2 related
01 00 05 24 li a1,0x1
*Valid values found: 12000d, 48000d
EB FF 40 10 beqz v0, -0x50
04 00 84 24 addiu a0,0x4
FC FF 90 24 addiu s0,a0,-0x4
Original opcodes
07 00 80 14 bnez a0, +0x20
21 80 43 00 addu s0,v0,v1
21 10 A0 00 move v0,a1
02 00 A0 14 bnez a1, +0x0C
00 00 00 00 nop
01 00 05 24 li a1,0x1
FC FF 40 10 beqz v0, -0x0C
00 00 00 00 nop
04 00 04 26 addiu a0,s0,0x4
|-
|SLUS_211.96||0x24D92589D5|| Indigo Prophecy || new SPU2 params || 1
|-
|SLPM_661.93||0x608634992D|| <abbr title="https://www.gamefaqs.com/ps2/544598-indigo-prophecy/data">Fahrenheit (NTSC-J)</abbr> || new SPU2 params || 1
|-
|SLUS_212.96||0x5CA15DF14D|| Dance Factory ||Setting mecha HACK to show GODZCD as GODZCDDA ||
|}


{{Boxcomm|id=0x25|name=N/A|data=N/A}}
====Inside ps2_gxemu.self/ps2_softemu.self====
Command not available in ps2_netemu.self
There are hundreds of configs hidden in ps2_gxemu, and ps2_softemu self files. Internal config structure is basing on custom hash based on Title ID, internal memory offset pointing to place where true patch instruction is, and count of used commands. When disc/iso is started emulator search for configs, and if config for selected ID exist, then emulator apply it by itself. Is not perfect way of applying patches, because some games use the same ID, but different content. Good example here is Star Wars Battlefront II SLUS-21240, where some versions of game can refuse to work because it apply bad patch.


{{Boxcomm|id=0x26|name=FPU Accurate ADD/SUB range|data=List <uint32_t Param,uint32_t Param>}}
{| class="wikitable sortable"
Improves FPU accuracy for selected memory range. Efective only on:
! PS2 Title !! Hash !! Game !! Patch Type !! Data
  ADD.s, SUB.s, ADDA.s, SUBA.s, MADD.s, MSUB.s, MADDA.s, MSUBA.s
|-
  For M(UL) opcodes, command is active only on ADD/SUB stage.
|| || ||   || 
   
|}
   [Bloodrayne 2] uses 0x340000, 0x350000
  [Gradius V] uses 0x3046E0, 0x0x305E44
Maximum Amount of Usage: 32 (if there is no additional 0x0F command)


{{Boxcomm|id=0x27|name=VU0 macromode accurate range|data=List <uint32_t Param,uint32_t Param>}}
==Known Emulation Bugs==
Improves COP2 operations accuracy for selected memory range. Effective only for opcodes:
This list known bugs inside emulator code that make emulation inaccurate. Since those are only EE side bugs for now, ps2_gxemu/ps2_netemu/ps_softemu share the same issues.  
VSUBAxyzw, VSUBAq, VSUBAi, VSUBA, VSUBxyzw, VSUBq, VSUBi, VSUB, VMSUBAxyzw,
{| class="wikitable sortable"
VMSUBAq, VMSUBAi, VMSUBA, VMSUBxyzw, VMSUBq, VMSUBi, VMSUB, VMADDAxyzw,
! Bug !! Description !! Known Affected Games
VMADDAq, VMADDAi, VMADDA, VMADDxyzw, VMADDq, VMADDi, VMADD, VADDAxyzw,
|-
VADDAq, VADDAi, VADDA, VADDxyzw, VADDq, VADDi, VADD
| Missing Emotion Engine Cache emulation || Emulating that is literally not possible without making games run at 3 fps. Fixed by patches to game image, or EE code. || Ice Age 2, DOA2: Extreme, Nascar 2009 (luckily fixed by instant VIF bug).
|-
Maximum Amount of Usage: 32 (if there is no additional 0x0F command)
| Branch delay slot violation not supported on EE || Some games have Branch instruction inside Branch delay slots, this is not emulated correctly on EE (VU have proper emulation of that). This is patched in configs by rearangging MIPS code. || WRC 3,4,Rally Evolved, one of Action Replay discs.   
Seems to affect only ADD/SUB part of opcode.  
|-
 
| VIF is instant || There is no correct timing, or even attempt to emulate that. Everyting done by VIF0/1 is done right when pushed || Nascar 2009 is affected in possitive way, game don't have time to corrupt transfer. Probably many more games.  
{{Boxcomm|id=0x28|name=Unknown|data=1x uint32_t}}
|-
<=3
| XGKick is instant || Some games expect to XGKick happen few cycles in future, on PS3 is done instant. Fixed by config 0x07 which delay XGKick by selected value || WRC series, Wakeboarding Unleashed, TriAce games, World of Outlaws - Sprint Cars, Ty - The Tazmanian Tiger, dot Hack - G.U. series, and more
*Valid values found: 0, 1, 2, 3
|-
 
| COP2 instructions are instant || Some games rely on fact that COP2 operations can take some time, on PS3 emulators they are done instantly due to lack of correctly emulated pipeline Patched by rearranging mips code || FFX, FFX-2, Ghost in The Shell SAC, Ace Combat series, Sprint Cars 1/2, Black, Run Like Hell, Everblue 2, Dragon Quest - Shounen Yangus no Fushigi na Daibouken, and many more
{{Boxcomm|id=0x29|name=Unknown|data=2x uint32_t}}
Seek time modifier. Exact values meaning is unknown for now, they are used as multiplier. First param affect fast seek time, second param affect full seek time. Default value is 0x1F40, 0xBB80 (8000, 48000). Config affect only CDVD N Command Seek, read command that "SeekToSector" is not affected.
 
{{Boxcomm|id=0x2A|name=Unknown|data=N/A}}
Sets something 1.
All-Star Baseball 2004
 
{{Boxcomm|id=0x2B|name=Unknown|data=N/A}}
When enabled emulated register 0x1F40200F (disc type) is set to 0x13 (PS2CDDA) when media type detected by emu is 0x12 (PS2CD), confirmed in emu code/assembly. Ps2_emu do same thing in "Setting mecha HACK to show GODZCD as GODZCDDA", but due to real media support this is done in little bit different way (but still, 1F40200F is set to 0x13). During testing Dance Factory game, still no tracks are detected regardless of the command. Could be a netemu or Cobra issue (single, mixed mode .bin/.cue loaded).
Dance Factory
 
{{Boxcomm|id=0x2C|name=Unknown|data=1x uint32_t}}
Store (value | value << 32 | value << 64 | value << 96) on 0x2B4F0 of SPE 0 (IOP) LS.
In summoner config it will be 0x00000001000000010000000100000001 stored at 0x2B4F0.
Value is later used in clgt compare as rb register. Default seems to be 0x00000020000000200000002000000020.
Summoner uses 0x1
 
{{Boxcomm|id=0x2D|name=N/A|data=N/A}}
Command not available in ps2_netemu.self
 
{{Boxcomm|id=0x2E|name=Unknown|data=1x uint32_t}}
*Valid values found: 0x172
 
{{Boxcomm|id=0x2F|name=Unknown|data=1x uint32_t}}
Store value on 0x2E784 in SPE 1 (PS2 SPU2) LS. Used values are 1, and 2 (after andi, so 3 trigger both configs).
* Infamous Final Fantasy confirmation sound issue (in fact it does affect every sound effect using the reverb and only in the ps2_netemu) is fixed by 0x2 value.
Indigo Prophecy/Fahrenheit uses 0x1
  Kengo 3 uses 0x2
 
{{Boxcomm|id=0x30|name=N/A|data=N/A}}
Command not available in ps2_netemu.self
 
{{Boxcomm|id=0x31|name=N/A|data=N/A}}
Command not available in ps2_netemu.self
 
{{Boxcomm|id=0x32|name=N/A|data=N/A}}
Command not available in ps2_netemu.self
 
{{Boxcomm|id=0x33|name=N/A|data=N/A}}
Command not available in ps2_netemu.self
 
{{Boxcomm|id=0x34|name=N/A|data=N/A}}
Command not available in ps2_netemu.self
 
{{Boxcomm|id=0x35|name=Enable Force Flip Field|data=N/A}}
Described in emu setting as "''Fix for [Hang] for soft-lock''"
 
{{Boxcomm|id=0x36|name=N/A|data=N/A}}
Command not available in ps2_netemu.self
 
{{Boxcomm|id=0x37|name=N/A|data=N/A}}
Command not available in ps2_netemu.self
 
{{Boxcomm|id=0x38|name=N/A|data=N/A}}
Command not available in ps2_netemu.self
 
{{Boxcomm|id=0x39|name=N/A|data=N/A}}
Command not available in ps2_netemu.self
 
{{Boxcomm|id=0x3A|name=N/A|data=N/A}}
Command not available in ps2_netemu.self
 
{{Boxcomm|id=0x3B|name=N/A|data=N/A}}
Command not available in ps2_netemu.self
 
{{Boxcomm|id=0x3C|name=N/A|data=N/A}}
Command not available in ps2_netemu.self
 
{{Boxcomm|id=0x3D|name=Config revision|data=1x uint32_t}}
Used by debug menu to print config revision. While every official and unofficial config use it, command is not mandatory. Debug menu will just print '''None''' as a config revision if command is missing. Official configs use this as a kind of debugging info to know minimal required emu revision.
 
{| class="wikitable" style="font-size:1em; line-height:1em"
|+Config commands supported by emulator revision
! Supported Commands !! ps2_netemu Revision !! PS3 Firmware
|-
|-
| Up to 0x41 || 15686 || 3.70 or newer
| VU0 is not running in sync with EE core || Seems like old pcsx2 mVU approach is used where VU0 is running thousands of cycles ahead of EE. Partially resolved on emu using 0x12 command with 2/3 subcommands.  || 24 The Game, ATV Quad Power Racing 2, Twisted Metal Head-On, Primal, Ghosthunter, Rayman Arena, Rayman 3, All games using M-bit.  
|-
|-
| Unknown || 16040 || Unknown
| M-Bit not supported || Emulator ignore VU0 M-Bit, that cause issues for games that need it to work correctly. This is done because there is no way to sync correctly running VU0 without sync with EE. Partially resolved on emu using 0x12 command with 2/3 subcommands. || Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, TriAce games (speed optimizations only), Super Monkey Ball Adventure, most Eko Software games, and many more.
|-
|-
| Up to 0x43 || 16604 || 4.20 or newer
| Emulator Fail to save correct flag instances while ending VU0 program on Ebit || This cause few games to read bad flag status (not status flag!) on COP2. This is resolved on emu by forcing update of MAC flag on every STATUS flag read (by config 0x12), this cause slowdowns creating a lot of unnesessary operations. || Driving Emotion Type-S, State of Emergency 2, The Getaway Black Monday.
|-
|-
| Up to 0x45 || 16808 || 4.30 or newer
| Not updated status flag when VDIV/VSQRT/VRSQRT is done on COP2 || Potential bad flag state can cause a lot of issues that are not related on first sight || Yanya Caballista (already patched by custom config)
|-
|-
| Up to 0x46 || 16916 || 4.40 or newer
| In corner cases emu select wrong block pipeline state while processing Flag VU opcodes. || This can cause various issues, mostly SPS, missing graphic, specific slowdowns, etc. For now it was only confirmed that FSAND opcode don't ask for exact pipeline state, but looking at assembly of other opcode this rather affect all of them. || Tales of Legendia, more..
|-
|-
| Up to 0x48 || 17041 || 4.45 or newer
|}
===Software emulation bugs===
Related to the GS emulation issues mostly. Apply to the ps2_netemu especially.
{| class="wikitable sortable"
! Bug !! Description !! Known Affected Games
|-
| SCANMSK register ignored || Emulator does ignore the SCANMSK setting responsible for restricting the drawing primitives on the odd or even lines. It is used as a fake transparency effect in some games by merging the two display circuits. || Metal Gear Solid series (heavy used in the MGS2 on the water and reflection effects), Gran Turismo series (ghost cars).
|-
|-
| Up to 0x4A || 17179 || 4.50 or newer
| Lack of support for 4-bit tex GS downloads || L2H (Local to Host / GS to EE) PSMCT4, PSMCT4HL, PSMCT4HH transfers are not supported.
Transfer request for any of that format is just ignored. Same goes for any undocumented PSM.<br>
Note: Apparently PCSX2 also not support 4 bit formats download because they are "forbiden",
but i wasn't able to find any info about that in official PS2 documentation (maybe based on real HW tests?).
|| None.
|-
|-
| Up to 0x4D || 17277 || 4.55 or newer
|-
| Up to 0x50 || 17495 || 4.78 or newer
|}
|}
See: [[PS2_Emulation#PS2 Emulator Types and Revisions|PS2 Emulator Types and Revisions]]


{{Boxcomm|id=0x3E|name=Unknown|data=N/A}}
==TitleID/DiscID in ps2_netemu.self==
Similar to 0x0D with param 0. Affect the same IOP related code path, but skips more code.  
There are 193 titleIDs listed inside ps2_netemu.self. More precisely, into XPARAM2.ELF file of PS2 Bios included in ps2_netemu.self. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If title ID match to one of included in the table, different IOP emulation settings are applied.
There are internal flags related to every title ID included inside file, still unknown what they do. Also some arguments, in plain text. File in real ps2 is introduced in SCPH-750XX models so exactly when DECKARD Power PC chip exchanged original IOP chip. This can explain why it is still in PS3 netemu bios. Because PS3 it is ppc that can need the same/similar flags.


{{Boxcomm|id=0x3F|name=Unknown|data=1x uint32_t}}
Original PS2 bios include similar list file called XPARAM.ELF, but Title IDs there are not the same, although some of them exist on both lists.
Store value on 0x2B700 of SPE 0 (IOP) LS. SIF1 DMA related.


{{Boxcomm|id=0x40|name=Unknown|data=N/A}}
{| class="wikitable sortable" ||  
Command change GIF behavior by setting value to 1 at address 0x2F0 LS in SPU4.
|-
Grand Theft Auto SA
! Command !! Name
Silent Hill Origins - unofficial fix
|-
 
| 0x00 || TITLE_MASK
{{Boxcomm|id=0x41|name=Unknown|data=N/A}}
|-
When enabled ignore D_ENABLEW (1000F590) writes from EE on SPE3 (EEDMA). D_ENABLER is updated regardless of cmd on PPE side. Enabling that command nullify 0x01 hooks for Max Payne!
| 0x01 || SIO2_MASK
Dragon Force
|-
God Hand
| 0x02 || DEV9_MASK
Gradius V
|-
Katamari Damacy
| 0x03 || USB_MASK
|-
| 0x04 || SIF_DMA_SYNC
|-
| 0x05 || SIF_DMA_LOAD
|-
| 0x06 || DMAC_CH10_INT_DELAY
|-
| 0x07 || MECHA_RECOGTIME
|-
| 0x08 || CPU_DELAY
|-
| 0x09 || DEV5_INT_SPEED
|-
| 0x0A || CDVD_READ_DELAY
|-
| 0x0B || SPU2_BEHAVIOR
|-
|}


{{Boxcomm|id=0x42|name=EE Overlay patch|data=2 main Params + patch data: uint32_t address, uint32_t count, opcode,opcode,opcode...}}
{| class="wikitable sortable" ||
Applied on game start (more precisely while executing ps2 bios syscall 7 ExecPS2), if game overwrite selected part of memory, it will wipe 0x42 patch. See [[Special:Diff/67828/67858]]
|-
Start address can be (in theory) anywhere, but Sony used the 0xFF000 - 0xFFFFC range for this purpose.
! ID !! Title !! Command !! Value !! Remarks
Count is size of patch in 4 bytes opcodes. So 5 opcode patch = count 5.
|-
Opcodes will be placed on selected address, we use only patch code, no need for original opcode.
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Next opcode addresses are auto calculated (+4..) so we need to specify only patch start address.
|-
Remember we need to jump to our new code, best way is command 0x0A with j (jump) opcode.
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Also is important to add return jump if required. That one need to be added in our 0x42 patch.
|-
Maximum opcodes count seems to be 0x3FF (1023 opcodes).
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
 
|-
{{Boxcomm|id=0x43|name=Unknown|data=1x int32}}
|PBPX_952.06 || DVD Player (Version 2.01)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Equal to command 0x40, but with Parameter:
|-
Command change GIF behavior by setting value at address 0x2F0 LS in SPU4, correct values are:
|PBPX_952.07 || DVD Player (Version 2.10)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
0 = Default
|-
1 = More agressive changes (like 0x40)
|PBPX_952.08 || DVD Player (Version 2.10)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
anything other = less agressive changes
|-
Code on SPU side check for non zero value, and in few places explicitly for 1 (ceqi rxx,rxx,1) without mask.
|PBPX_952.09 || DVD Player (Version 2.10)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Config have weird behavior. When there is no param, and config end (no more bytes after 43 00 00 00), then param 0xFFFFFFFF is set automatically. 
|-
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Shin Sangoku Musou uses 0xFFFFFFFF
|-
 
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
{{Boxcomm|id=0x44|name=Disables Smoothing and Smoothing option|data=N/A}}
|-
 
|PBPX_952.21 || DVD Player (Version 2.12)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
{{Boxcomm|id=0x45|name=Unknown|data=N/A}}
|-
Sets something 1
|PBPX_952.22 || DVD Player (Version 2.14)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Prevent  display_mode 2 (CELL_GCM_DISPLAY_576_unk)        [640x576]
|-
and      display_mode 0 (CELL_GCM_DISPLAY_480_unk) (60Hz?) [640x480]
|PBPX_952.24 || DVD Player (Version 2.16)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
from beign set.
|-
|PBPX_952.28 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Allow  display_mode 1 (CELL_GCM_DISPLAY_480_unk2) (59Hz?) [640x480]
|-
and    display_mode 5 (CELL_GCM_DISPLAY_720P_59)          [1280x720]
|PBPX_952.35 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
depending on sys_info.video_mode & 0x200 is 0 or not.
|-
Both 480 modes can be either I or P, so is something else, probably 59/60Hz.
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
This config possibly affect only in-emu UI, but this require testing.
|-
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Phantasy Star Complete Collection
|-
 
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)               || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
{{Boxcomm|id=0x46|name=Enable L2H Improvement|data=N/A}}
|-
Performance related setting for titles using L2H (Local to Host, so called GS download (from GS to  EE))
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SMT Digital Devil Saga 1 - Crazy amount of GS downloads used to draw characters in-game
|-
SMT Nocturne
|PBPX_955.18 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Fatal Frame II
|-
Other games affected (not in official config)
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Soul Calibur 2 - When looking at the sun
|-
GT4 - When looking at the sun
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Valkyrie Profile 2 - Similar situation to SMT DDS1, in Solde game literally do thousands of 30QWC downloads all the time.
|-
Tak and the Power of JuJu - Fix freeze during loading of the Burial Ground level in the NTSC version. This probably getting lucky with VIF1/GIF timing, normally command is not supposed to fix hang issues.
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
 
|-
{{Boxcomm|id=0x47|name=Enables XOR CSR|data=N/A}}
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Graphics related setting.<br>
|-
XOR  bit 13 of GS CSR register (CSR.FIELD). Should fix fullscreen line corruption, maybe some interlacing issues. Long shot, but can possibly affect SCANMSK games.
|PTPX_970.38 ||                                                                      || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
 
|-
{{Boxcomm|id=0x48|name=VSYNC Delay|data=2x uint32_t}}
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
*First param possible value are 1 = No IPU, 2 = IPU, 3 = Anytime.
|-
*Second param is delay (in ms?), and can be also negative value.
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
**Emu has standard presets for second param.
|-
***Agressive = 0x3D090 (250000 decimal),
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
***Normal = 0x186A0 (100000 decimal),
|-
***Conservative = 0x4E20 (20000 decimal),
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
***But other values can be used.
[SMT Digital Devil Saga 1] uses 1, 0x3D090
[Fatal Frame II] uses 0x2, 0xFFFFE69C (-6500 decimal)
 
{{Boxcomm|id=0x49|name=Unknown|data=N/A}}
Skip part of code which use GS XYOFFSET_1 register, possibly ignore it at all. 
Trapt
 
{{Boxcomm|id=0x4A|name=Unknown|data=N/A}}
Change VIF1 command 14h MSCAL behavior to use 15h MSCALF (VIF1) instead. MSCALF behavior is the same as MSCAL, but also waits for PATH1 and PATH2 to not be active before starting a microprogram. This is hack, and MSCAL should be fixed instead to wait in queue instead of triggering early.
Applies to the Snowblind Engine games. Fixes the rest of flickering textures.
Meant to be used in conjunction with the GX/SOFT Snowblind Engine's specific commands (double 0x01 and 0x23 combo).
 
{{Boxcomm|id=0x4B|name=Redirect SAVEDATA by ID|data=2x uint32_t + ID: offset, int, char[]}}
For proper config we need at least 2 (can be more if needed) 0x4B commands, one to enable redirect, one to disable.
First param is EE memory offset that when is hit enable/disable redirection.
Second param is used to select which card will be redirected:
  0x00 do nothing
  0x01 for SCEVMC0.VME
  0x02 for SCEVMC1.VME
  0x03 for SCEVMC0.VME and SCEVMC1.VME
  0xFFFFFFFF to disable redirection, and use original VMEs.
Third param is ID of SAVEDATA we want to use padded with 00 to match 12 bytes, or all 00 in disable redirect config.
Important note here is that config have own 00 00 00 00 terminator at the end.
So after 12 bytes of ID we need to add 4 bytes of 00. That apply also to disable redirect version.
Under the hood config also setup 0x01 hook commands with 0x39 subcommand on selected addresses.
 
{{Boxcomm|id=0x4C|name=Unknown|data=2x uint32_t + ID: offset, int, char[]}}
Used to redirect to different ISO without game reset. First param is EE offset to hook, second param is some kind of mode selector, depending on that
emulator later set mecha switch disc state:
  mode 0x01 = set disc switch state to 1 (on next mecha main loop it will emulate opening the tray).
  mode 0x02 = set disc switch state to 3.
  mode 0x03 = set disc switch state to 3. This state repeats because it work different way depending that emulated tray is closed or no.
  mode 0x04 = set disc switch state to 2.
  mode anything else = do nothing.
Third value is ID in big endian hex ascii (eg. NPJD12345), additionally 0x4C expect own 00 00 00 00 terminator. To eventually end redirection use
another 0x4C but with (offset, 0xFFFFFFFF, 4 * 0x00000000 . This config have very similar usage to 0x4B, just redirect to different iso, instead to
different MC. Currently is unknown that cobra patched emulators support that config properly, and swap disc thru 0x00 command seems to be easier.
This config don't work if 0x00 multidisc config is detected. Config under the hood setup 0x01 hooks with subcommand 0x3A
 
{{Boxcomm|id=0x4D|name=Unknown|data=1x uint32_t}}
Param is floating point value. Default value 0.
if Q in GS RGBAQ write is 0.0 or -0.0 then
    Q = Q | value from config
else
    Q = Q
 
Wild Arms: The Fifth Vanguard uses 0x3F800000 (1.0)
 
{{Boxcomm|id=0x4E|name=Unknown|data=Unknown}}
 
{{Boxcomm|id=0x4F|name=Unknown|data=Unknown}}
 
{{Boxcomm|id=0x50|name=Enable pressure sensitive controls|data=N/A}}
 
===Config file examples (for netemu)===
 
====Official PS2 Classic====
See: [[PS2 Official Configs]]
 
====Official GXEMU/SOFTEMU extracted====
See: [[PS2 Official Configs]]
 
==== Custom Configs ====
See: [[PS2 Custom Configs]]
 
===Config data examples (hardcoded)===
====Inside ps2_emu.self====
Embedded patches are based on Checksum/Hash of title. ps2_emu is only emulator version where patches are described inside self file in ascii. Known patch types described in ascii are: Patch data, new SPU2 params, and Setting mecha HACK to show GODZCD as GODZCDDA.
 
{| class="wikitable sortable"
! PS2 Title !! Hash !! Game !! Patch Type !! Data
|-
|-
| SCUS_971.46|| 0x6B1ADE00D||Disney's Treasure Planet || Patch data - Fixes black screen at start, it apply to STREAM_D.IRX file in IOP folder. || 0x147C (sector) , 0x580 (offset) (- 0xC on disc)
|SCPM_621.15 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
Replace opcodes
|-
00 01 01 3C lui at,0x0100
|SCPM_621.16 ||                                                                      || 0x00 ||  0x1000000 || TITLE_MASK
80 BF 03 3C lui v1,0xBF80
|-
C8 10 63 8C lw v1,0x10C8(v1)
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                             || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
24 18 61 00 and v1,at
|-
FB FF 61 10 beq v1,at, -0x10
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                             || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
00 00 00 00 nop
|-
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                             || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Original opcodes
|-
FF FF 01 24 li at,-0x1
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
04 00 61 14 bne at,v1, +0x14
|-
00 80 01 3C lui at,0x8000
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
02 00 41 14 bne at,v0, +0x0C
00 00 00 00 nop
0D 00 06 00 break 
|-
|-
|SLUS_201.74 ||0x23D92589C5|| Rumble Racing || Patch data - fixes black screen after Playstation 2 logo. Patch apply to AUDIO.IRX file in MODULES folder || 0x3AEDA (sector), 0x120 (offset)
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
Replace opcodes
|-
06 00 80 14 bnez a0, +0x1C
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||    0x1800 || SIO2_MASK
21 20 43 00 addu a0,v0,v1
|-
21 10 A0 00 move v0,a1
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||    0x1800 || SIO2_MASK
02 00 A0 14 bnez a1, +0x0C
00 00 00 00 nop
01 00 05 24 li a1,0x1
EB FF 40 10 beqz v0, -0x50
04 00 84 24 addiu a0,0x4
FC FF 90 24 addiu s0,a0,-0x4
Original opcodes
07 00 80 14 bnez a0, +0x20
21 80 43 00 addu s0,v0,v1
21 10 A0 00 move v0,a1
02 00 A0 14 bnez a1, +0x0C
00 00 00 00 nop
01 00 05 24 li a1,0x1
FC FF 40 10 beqz v0, -0x0C
00 00 00 00 nop
04 00 04 26 addiu a0,s0,0x4
|-
|-
|SLUS_211.96||0x24D92589D5|| Indigo Prophecy || new SPU2 params || 1
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPM_661.93||0x608634992D|| <abbr title="https://www.gamefaqs.com/ps2/544598-indigo-prophecy/data">Fahrenheit (NTSC-J)</abbr> || new SPU2 params || 1
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLUS_212.96||0x5CA15DF14D|| Dance Factory ||Setting mecha HACK to show GODZCD as GODZCDDA ||
|SCPS_150.38 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|}
 
====Inside ps2_gxemu.self/ps2_softemu.self====
There are hundreds of configs hidden in ps2_gxemu, and ps2_softemu self files. Internal config structure is basing on custom hash based on Title ID, internal memory offset pointing to place where true patch instruction is, and count of used commands. When disc/iso is started emulator search for configs, and if config for selected ID exist, then emulator apply it by itself. Is not perfect way of applying patches, because some games use the same ID, but different content. Good example here is Star Wars Battlefront II SLUS-21240, where some versions of game can refuse to work because it apply bad patch.
 
{| class="wikitable sortable"
! PS2 Title !! Hash !! Game !! Patch Type !! Data
|-
|-
| || || ||   ||
|SCPS_150.39 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|}
 
==Known Emulation Bugs==
This list known bugs inside emulator code that make emulation inaccurate. Since those are only EE side bugs for now, ps2_gxemu/ps2_netemu/ps_softemu share the same issues.
{| class="wikitable sortable"
! Bug !! Description !! Known Affected Games
|-
|-
| Missing Emotion Engine Data Cache emulation || Emulating that is literally not possible without making games run at 3 fps. Fixed by patches to game image, or EE code. Instruction Cache (not Data) seems to be implemented, at least partially. || Ice Age 2, DOA2: Extreme, Nascar 2009.
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|-
|-
| Branch delay slot violation not supported on EE || Some games have Branch instruction inside Branch delay slots, this is not emulated correctly on EE (VU have proper emulation of that). This is patched in configs by rearangging MIPS code. || WRC 3,4,Rally Evolved, one of Action Replay discs. 
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| Unmapped write only EE memory (confirmed only for SIF) || Reads/Writes to 0x2000000+ shouldn't throw bus error on dma transfers. Write should be performed as successful, memory should stay unchanged. Reads should return 0. || Games developed by In Utero, while creating initial save file, send DMA where address is EE stack pointer. At the time of transfer start $sp is too high, and requested transfer size make MADR overflow above 0x2000000 at some point. This is game bug, and happen also on real hardware. Fixed by config.
|SCPS_200.39 ||                                                                      || 0x00 ||  0x4000000 || TITLE_MASK
|-
|-
| VIF bugs || There is no correct timing, and queuing for some VIF commands like MSCAL. || Snowblind Engine games. Probably more.
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||     0x2000 || SIF_DMA_SYNC
|-
|-
| XGKick is instant || Some games expect to XGKick happen few cycles in future, on PS3 is done instant. Fixed by config 0x07 which delay XGKick by selected value || WRC series, Wakeboarding Unleashed, TriAce games, World of Outlaws - Sprint Cars, Ty - The Tazmanian Tiger, dot Hack - G.U. series, and more
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
| COP2 instructions are instant || Some games rely on fact that COP2 operations can take some time, on PS3 emulators they are done instantly due to lack of correctly emulated pipeline Patched by rearranging mips code || FFX, FFX-2, Ghost in The Shell SAC, Ace Combat series, Sprint Cars 1/2, Black, Run Like Hell, Everblue 2, Dragon Quest - Shounen Yangus no Fushigi na Daibouken, and many more
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| VU0 is not running in sync with EE core || VU0 is running program "at once", which mean that VU0 run until it hits E bit. From EE perspective it looks like whole VU0 program run in 1 cycle. Games that expect VU0 registers to be changed from EE side while VU0 is running are broken due to that. Partially resolved using 0x12 command with 2/3 subcommands, or by code rearranging.|| 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.
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||      0xC1C || CPU_DELAY
|-
|-
| M-Bit not supported || Emulator ignore VU0 M-Bit, that cause issues for games that need it to work correctly. This is done because there is no way to sync correctly running VU0 without sync with EE. Partially resolved on emu using 0x12 command with 2/3 subcommands, or direct VU0/MIPS code rearranging. || Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, TriAce games (speed optimizations only), Super Monkey Ball Adventure, most Eko Software games, and many more.
|SLES_503.64 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|-
|-
| T-Bit not supported on VU0 || Emulator ignore VU0 T-Bit, that cause issues for games that need it to work. Note: T-Bit is correctly handled for VU1. || Spiderman 3 set T-Bit, then do cfc2 from TPC (address where VU0 stopped). Since T-Bit is ignored, TPC is wrong. Value is later copied to CMSAR0, and program continue at wrong address. Well that's what should happen, but T-Bit also not signalize correct bit in VPU-STAT. Causing another issue, also in Spiderman 3.
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|-
| Emulator do not update correct flag instances for COP2 while ending VU0 program on Ebit || This cause few games to read bad flag status (not status flag!) on COP2. This is resolved on emu by forcing update of MAC flag on every STATUS flag read (by config 0x12), this cause slowdowns creating a lot of unnecessary operations. || Driving Emotion Type-S, State of Emergency 2, The Getaway Black Monday.
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| Not updated status flag when VDIV/VSQRT/VRSQRT is done on COP2 || Potential bad flag state can cause a lot of issues that are not related on first sight || Yanya Caballista (already patched by custom config)
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|-
| In corner cases emu select wrong block flags pipeline state (both VU0/EEonBE and VU1/VRC affected). || This can cause various issues, mostly SPS, missing graphic, specific slowdowns, etc. Issue seems to occur when branch/jump delay slot have opcode important for flags calculation. Theory is that cached microprogram don't include modified flags state from delay slot instruction. So when already recompiled program is fetched from pool, it will miss one cycle in fmac flags pipeline. This can be crucial in games that rely on it. || Tales of Legendia and Klonoa 2 set sticky flag bits to 0 and branch with sub.xyzw in delay slot (expecting that sub change status flag), Tamsoft engine games set sticky bits to 0 in branch delay slot, this was most ridiculous bug, because problematic branch was pointing to next opcode after delay slot, removing branch was enough. True Crime: NY is only known game where VU0 is affected by this bug. more..
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| CTC2 opcode write whole value to R register, while only 23 bits are writable. Rest is hardcoded to 0x3F800000. || Can cause many weird issues like broken physics, broken graphics. PCSX2 was also affected [[https://github.com/PCSX2/pcsx2/pull/6611 more]]. || The one game that is known to be affected, and is already patched, is Musashi: Samurai Legend.
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| CFC2 from R register should return only 23 lower bits. || CFC2 from R on real PS2 return only lower 23 bits. Originally found out by PCSX2 team  [[https://github.com/PCSX2/pcsx2/pull/8409 more]] and later confirmed to affect ps2_netemu in emu assembly. || There is only one game that is known to be affected, Onimusha Dawn of Dreams.
|SLES_507.29 ||                                                                     || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
| Missing floating point result overflow/underflow detection (U/O flags not set) || Since this affect all units (FPU/VU), many issues can occur. But in reality it seems to not affect any games. While this is easier to implement than on x86 system (full floats range, compared to ieee754), there is no way to do that by hardware way. Because SPU add/sub don't set those flags on single precision operations, and vmx have them disabled in spu compatibility mode. || Superman Returns.
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
| DMA between SPR and VU1 memory cause emulator panic. || Currently cause is unknown. It seems that functions responsible for transfer don't check that VU is running. Manual state that dma can be performed only when VU is not active, and pcsx2 wait until VU end. Games affected in emulators on ps3 display this warning in pcsx2 if mtvu is enabled: "MTVU: SPR Accessing VU1 Memory". Affected games are fixed by rearranging code to do lq/sq loop instead of DMA. || Summoner 2 (SPRfrom to VU1 data mem), Kaena (SPRto from VU1 data mem).
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
|-
|-
| IOP SIF0/1 DMA IRQs can be disabled (masked), which is not true on real hardware. || IOP interrupts 0x2A and 0x2B should always trigger. Fixed by patches to IOP code. Ps2_emu seems to be unfacted, probably handled on real hw in CXD9208GP. || Knockout Kings 2001, DOA2: Hardcore.
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|}
===Software emulation bugs===
Related to the GS emulation issues mostly. Apply to the ps2_netemu especially.
{| class="wikitable sortable"
! Bug !! Description !! Known Affected Games
|-
|-
| No mipmapping support || Emulator does ignore the mipmap layers, probably for performance reasons. It is processing only the level 0 texture base pointer specified in the TEX0 register. There are games writing garbage data into that memory area, when the mipmap level is different than zero. As a result, a garbled texture is shown instead of a correct one. || Ace Combat series, Ape Escape 2, EA Sports F1 series, Harry Potter series, ICO (psuedo volumetric rays), Jak and Daxter series, Nickelodeon Barnyard and Nicktoons Unite (very strange implementation), Ratchet and Clank series and more.
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
| SCANMSK register ignored || Emulator does ignore the SCANMSK setting responsible for restricting the drawing primitives on the odd or even lines. It is used as a fake transparency effect in some games by merging the two display circuits. || Metal Gear Solid series (water and reflection effects), Gran Turismo series (ghost cars), Raw Danger! (depth of field effect)
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
| Missing PCRTC feedback write support || PCRTC feature that writes back the image to the frame buffer is not supported or broken. Additional RGB to YCbCr conversion could be performed there. || Xenosaga Episode I: Der Wille zur Macht (black and white cut scenes)
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|}
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||     0x802 || SIO2_MASK
 
==TitleID/DiscID in ps2_netemu.self==
There are 193 titleIDs listed inside ps2_netemu.self. More precisely, into XPARAM2.ELF file of PS2 Bios included in ps2_netemu.self. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If title ID match to one of included in the table, different IOP emulation settings are applied.
There are internal flags related to every title ID included inside file, still unknown what they do. Also some arguments, in plain text. File in real ps2 is introduced in SCPH-750XX models so exactly when DECKARD Power PC chip exchanged original IOP chip. This can explain why it is still in PS3 netemu bios. Because PS3 it is ppc that can need the same/similar flags.
 
Original PS2 bios include similar list file called XPARAM.ELF, but Title IDs there are not the same, although some of them exist on both lists.
 
{| class="wikitable sortable" ||  
|-
! Command !! Name
|-
|-
| 0x00 || TITLE_MASK
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||      0x801 || SIO2_MASK
|-
|-
| 0x01 || SIO2_MASK
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||      0x10 || SIF_DMA_SYNC
|-
|-
| 0x02 || DEV9_MASK
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
| 0x03 || USB_MASK
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||    0x3000 || SIO2_MASK
|-
|-
| 0x04 || SIF_DMA_SYNC
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||    0x80540 || CDVD_READ_DELAY
|-
|-
| 0x05 || SIF_DMA_LOAD
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
| 0x07 || MECHA_RECOGTIME
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||      0xC1C || CPU_DELAY
|-
|-
| 0x08 || CPU_DELAY
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|-
|-
| 0x09 || DEV5_INT_SPEED
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
| 0x0A || CDVD_READ_DELAY
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||    0x1A5E || CPU_DELAY
|-
|-
| 0x0B || SPU2_BEHAVIOR
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
|}
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                     || 0x08 ||     0x1388 || CPU_DELAY
 
{| class="wikitable sortable" ||
|-  
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.07 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.28 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.35 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                       || 0x08 ||     0x1F40 || CPU_DELAY
|-
|-
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||     0x2000 || SIF_DMA_SYNC
|-
|-
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PBPX_955.18 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|PTPX_970.38 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-
|-
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||     0x300 || CDVD_READ_DELAY
|-
|-
|SCPM_621.15 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|-
|-
|SCPM_621.16 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||     0xFA0 || CPU_DELAY
|-
|-
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||   0x80380 || CDVD_READ_DELAY
|-
|-
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                             || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)               || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                             || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)           || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||     0x1C00 || SIO2_MASK
|-
|-
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                             || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                             || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||     0x2400 || SIO2_MASK
|-
|-
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                          || 0x01 ||     0x1800 || SIO2_MASK
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||     0x1800 || SIO2_MASK
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||     0x1800 || SIO2_MASK
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||     0x1800 || SIO2_MASK
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SCPS_150.38 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|SCPS_150.39 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPM_660.57 || Taito Memories Vol.1                                                 || 0x08 ||     0xCE4 || CPU_DELAY
|-
|-
|SCPS_200.39 ||                                                                     || 0x00 || 0x4000000 || TITLE_MASK
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||     0x2000 || SIF_DMA_SYNC
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||       0x60 || CPU_DELAY
|-
|-
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||       0xB || DEV9_MASK
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||   0x2001C || SPU2_BEHAVIOR
|-
|-
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||     0xC1C || CPU_DELAY
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLES_503.64 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
|SLPM_664.36 || Aria the Natural                                                    || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLES_507.29 ||                                                                     || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_665.74 || Detective Evangelion                                                || 0x00 || 0x2000000 || TITLE_MASK
|-
|-
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|SLPM_680.10 ||                                                                     || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
|-
|-
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
|-
|-
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||     0x802 || SIO2_MASK
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||     0x801 || SIO2_MASK
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|-
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||       0x10 || SIF_DMA_SYNC
|SLPS_201.01 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||     0x1800 || SIO2_MASK
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||     0x3000 || SIO2_MASK
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||    0x80540 || CDVD_READ_DELAY
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_201.99 || F1 2002                                                              || 0x0B ||   0x20005 || SPU2_BEHAVIOR
|-
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||     0xC1C || CPU_DELAY
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||     0x1B58 || CPU_DELAY
|-
|-
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||    0x1388 || CPU_DELAY
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||    0x1450 || CPU_DELAY
|-
|-
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||    0x1388 || CPU_DELAY
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||    0x1450 || CPU_DELAY
|-
|-
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||   0x805DC || CDVD_READ_DELAY
|-
|-
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||    0x1388 || CPU_DELAY
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||    0x1388 || CPU_DELAY
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||     0xDAC || CPU_DELAY
|-
|-
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||     0x1F40 || CPU_DELAY
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-
|-
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||     0x2000 || SIF_DMA_SYNC
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||         5 || MECHA_RECOGTIME
|-
|-
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||     0x1388 || CPU_DELAY
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||    0x1388 || CPU_DELAY
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||    0x1800 || SIO2_MASK
|-
|-
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||     0x1450 || CPU_DELAY
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                 || 0x08 ||     0x1450 || CPU_DELAY
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                               || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||       0xB || DEV9_MASK
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B || 0x8000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|SLPS_257.27 || Routes PE                                                            || 0x08 ||     0x3E8 || CPU_DELAY
|-
|-
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                       || 0x00 || 0xA000000 || TITLE_MASK
|-
|-
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||     0x300 || CDVD_READ_DELAY
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 || 0x8000010 || DEV5_INT_SPEED
|-
|-
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||      0xFA0 || CPU_DELAY
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||    0x80380 || CDVD_READ_DELAY
|SLUS_202.74 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|-
|-
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||       0xB || DEV9_MASK
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||       0xB || DEV9_MASK
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||     0x1C00 || SIO2_MASK
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||   0x80600 || CDVD_READ_DELAY
|-
|-
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||       0xB || DEV9_MASK
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||    0x2400 || SIO2_MASK
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||       0xB || DEV9_MASK
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||     0x801 || SIO2_MASK
|-
|-
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||   0x80400 || CDVD_READ_DELAY
|-
|-
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
|-
|-
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|-
|-
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||     0xCE4 || CPU_DELAY
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||       0x60 || CPU_DELAY
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||   0x2001C || SPU2_BEHAVIOR
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
|-
|-
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||    0x1800 || SIO2_MASK
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||    0x1388 || CPU_DELAY
|-
|-  
|SLPM_664.36 || Aria the Natural                                                    || 0x00 ||  0xA000000 || TITLE_MASK
|}
|-
 
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||        0xB || DEV9_MASK
==Other game patches (unofficial)==
|-
There are other unofficial ways to patch the PS2 games such the [https://forums.pcsx2.net/Thread-A-simplistic-guide-to-pnach-files-aka-pnach-for-dummies pnach] format, or the widescreen patches that allows 16:9 screen output for some games by hex editing the ISO, or by applying ppf patches. Games work fine on PS3 with same compatibility like before patching. Also some 480p (aka progressive scan) patches work fine. http://ps2wide.net/
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||      0x3E8 || CPU_DELAY
 
|-
The problem of this methods is the patch is applyed over the ISO and is modifyed permanently, but this problem can be avoided in PS3 because that unofficial patches can be "ported" to the official config format to be used by ps2_netemu.self, by using the official config format the settings and patchs from the config file are applyed "on the fly" and the ISO is not modifyed
|SLPM_665.74 || Detective Evangelion                                                || 0x00 ||  0x2000000 || TITLE_MASK
 
|-
==ps2_title_brute code==
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPM_680.10 ||                                                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||    0x2001 || SIF_DMA_SYNC
|-
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||    0x1194 || CPU_DELAY
|-
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|-
|SLPS_201.01 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|-
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|SLPS_201.99 || F1 2002                                                              || 0x0B ||    0x20005 || SPU2_BEHAVIOR
|-
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||        0xB || DEV9_MASK
|-
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||    0x1B58 || CPU_DELAY
|-
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||      0xC1C || CPU_DELAY
|-
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||    0x1450 || CPU_DELAY
|-
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||    0x1450 || CPU_DELAY
|-
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||    0x805DC || CDVD_READ_DELAY
|-
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
|-
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
|-
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||    0x1800 || SIO2_MASK
|-
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||    0x1800 || SIO2_MASK
|-
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||      0xDAC || CPU_DELAY
|-
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
|-
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||          5 || MECHA_RECOGTIME
|-
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 ||  0xA000000 || TITLE_MASK
|-
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||    0x1800 || SIO2_MASK
|-
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 ||  0xA000000 || TITLE_MASK
|-
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B ||  0x8000000 || SPU2_BEHAVIOR
|-
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||      0x3E8 || CPU_DELAY
|-
|SLPS_257.27 || Routes PE                                                            || 0x08 ||      0x3E8 || CPU_DELAY
|-
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 ||  0xA000000 || TITLE_MASK
|-
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 ||  0x8000010 || DEV5_INT_SPEED
|-
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_202.74 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
|-
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||      0x801 || SIO2_MASK
|-
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||    0x80400 || CDVD_READ_DELAY
|-
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
|-
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
|-
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||        0xB || DEV9_MASK
|-
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||    0x1388 || CPU_DELAY
|-
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
|-
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
|-
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||    0x1388 || CPU_DELAY
|-  
|}
 
==Other game patches (unofficial)==
There are other unofficial ways to patch the PS2 games such the [https://forums.pcsx2.net/Thread-A-simplistic-guide-to-pnach-files-aka-pnach-for-dummies pnach] format, or the widescreen patches that allows 16:9 screen output for some games by hex editing the ISO, or by applying ppf patches. Games work fine on PS3 with same compatibility like before patching. Also some 480p (aka progressive scan) patches work fine. http://ps2wide.net/
 
The problem of this methods is the patch is applyed over the ISO and is modifyed permanently, but this problem can be avoided in PS3 because that unofficial patches can be "ported" to the official config format to be used by ps2_netemu.self, by using the official config format the settings and patchs from the config file are applyed "on the fly" and the ISO is not modifyed


==ps2_title_brute code==
A script to calculate whatever this encode is that is used in ps2emu, gxemu and softemu from given input title id.


A script to calculate cdvd key magic used in ps2emu, gxemu and softemu from given input title id.
On real PS2 this value seems to be stored at 0x1F402020-0x1F402024.
It contains code for bruting as well. Just call gen_sum with the title id in a specific format to get it.
It contains code for bruting as well. Just call gen_sum with the title id in a specific format to get it.


Line 3,338: Line 2,667:
print(hex(gen_sum2(ID)))
print(hex(gen_sum2(ID)))
</syntaxhighlight>
</syntaxhighlight>
Alternative implementation: https://github.com/PCSX2/pcsx2/blob/1a3d77b2c0c6b57313f0dceaf5ecc3f8cb453497/pcsx2/CDVD/CDVD.cpp#L545


==External References==
==External References==
Line 3,353: Line 2,681:
* http://wiki.pcsx2.net/index.php/Category:Software_rendering_only_games
* http://wiki.pcsx2.net/index.php/Category:Software_rendering_only_games


{{Reverse engineering}}<noinclude>
{{Reverse engineering}}<noinclude>[[Category:Main]]</noinclude>
[[Category:Main]]
</noinclude>
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