PS2 Emulation: Difference between revisions

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| SCES-50885 || Ape Escape 2 ||  
| SCES-50885 || Ape Escape 2 ||  

Revision as of 17:57, 13 September 2021

Description

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.

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 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.

Simplified block diagram of a PS2
source

Note:

PS2 emulators workload comparison

PS2 (GS+EE)
Core Job Source Notes
SPU0 Spu2 SPU Assembly Spu2 emulator
SPU1 Sif SPU Assembly Some kind of bridge to IOP, since SIF is part of EE hardware.
SPU2 Timer SPU Assembly IOP timers.
SPU3-6 - - Unknown, emulator seems to not use them
SPU7 - - Unavailable: Factory disabled SPU
PPU:0 PS2-Devices C++ and PPU ASM
PPU:1 IOP PPU ASM Interpreter, dmas, iop hw regs, etc.
PS2-EE Emotion Engine Hardware CXD2953AGB Only in CECHAxx and CECHBxx PS3 models with COK-001 motherboard
PS2-GS Graphic Synthesizer
PS2_GX
Core Job Source Notes
SPU0 IOP SPU ASM I/O Processor (originally PS1 main processor)
SPU1 PS2-SPU2 SPU ASM Sound processing unit 2
SPU2 IPU SPU ASM Image Processing Unit
SPU3 VU1 SPU ASM Vector Unit 1
SPU4 EEDMA SPU ASM EE DMA plus VIF1 handler
SPU5 GSGIF SPU ASM GIF (GS Interface, very limited since GS is on board)
SPU6 ? ? Emulator never access it directly but can be possibly used for MagicGate. Emulator sends/receives MG data thru virtual uart port 10.
SPU7 - - Unavailable: Factory disabled SPU
PPU:0 PS2-Devices C++ and PPU ASM
PPU:1 Emotion Engine C++ and PPU ASM
PS2-GS Graphic Synthesizer Hardware CXD2972GB Only in CECHCxx PS3 models with COK-002 motherboard
PS2 Software
Core Job Source Notes
SPU0 IOP SPU ASM I/O Processor (originally PS1 main processor)
SPU1 SPU2 SPU ASM Sound Processing Unit 2
SPU2 VU1 SPU ASM Vector Unit 1
SPU3 EEDMA SPU ASM Emotion Engine DMA Controller
SPU4 GSEGIF SPU ASM GIF
SPU5 GSE SPU ASM
SPU6 IPU SPU ASM Image Processing Unit
SPU7 - - Unavailable: Factory disabled SPU
PPU:0 PS2-Devices C++ and PPU ASM
PPU:1 Emotion Engine C++ and PPU ASM
PS2 Netemu
Core Job Source Notes
SPU0 IOP SPU ASM I/O Processor (originally PS1 main processor)
SPU1 SPU2 SPU ASM Sound processing unit 2 (originally SPU from PS1)
SPU2 VU1 SPU ASM Running VU1 code translated previously on PPU side.
SPU3 EEDMA SPU ASM Partial DMAC, mostly channels 1/2, and VU1 CODE r/w. Also process VIF1 commands (incl. Unpacks).
SPU4 FE SPU ASM GIF unit, processing GIF tags, handling GS internal registers, etc.
SPU5 BE SPU ASM
SPU6 IPU SPU ASM EE Image Processing Unit
SPU7 BE PPU/SPU ASM Factory disabled SPU. Emulator set name for JOB, but never try to start/set it as active. Although a lot of code in emulator is ready to use it.
PPU:0 - -
PPU:1 - -

PS2 Emulators types and versions

PS2_EMU
FW version TOC Notes
1.00 AV 0x7C3150
1.02 0x7C31F0
1.10 0x7C2168
1.11 0x7C23C8
1.30 0x8442E8
1.30 AV 0x8442E8
1.31 0x844C98
1.32 0x845CA0
1.50 0x848728
1.90 0x4D7ED8
3.66 - 3.74 0x4E9A20
4.00 - 4.01 0x4EADB8
4.10 - 4.11 0x4EAD28
4.20 - 4.21 0x4EAE30
4.23 0x4EACE0
4.25 0x4EAE30 Reverted to 4.20 - 4.21 version?
4.78 - 4.82 0x4EB8C0
PS2_GXEMU
FW version TOC Notes
1.50 0x5BDFC8
1.90 0x666C78
3.66 - 3.74 0x6766B8
4.00 - 4.11 0x677990
3.66 - 3.74 0x677AA8
4.78 - 4.82 0x678548
PS2_SOFTEMU
FW version TOC Notes
1.90 0x5C7B10
2.50 0x5C7ED8
3.41 0x5C8C00
3.66 - 3.71 0x5C8EC0
3.72 - 4.01 0x5C8E40
PS2_NETEMU
FW version TOC Notes
3.73 - 3.74 0x7D8B00
4.00 - 4.01 0x7DA200
4.10 - 4.11 0x7DA180
4.20 - 4.25 0x7DA500
4.78 - 4.83 0x751280

General observations regarding PS2 Classics emulator (ps2_netemu)

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

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

folder/file layout

(in this example GTA San Andreas Classic)

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

Virtual PS2 (emulated machine) usage and features

Video Modes

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

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

Memory Mapping

ps2netemu

Mapping ELF @ 0x200000000
Name ea lpar2(netemu 4.81) size flags lpar1(lv1 4.81)
text 0x0 0x3D00000 0x300000( 3 MB) 0x8000000000000003 0000000000000003 0x7D00000
ro_work 0x300000 0x300000 0x500000( 5 MB) 0x0000000000000003 0000000000000003 0x4300000
rw_work 0x800000 0x800000 0x2A00000( 42 MB) 0x0000000000000001 0000000000000003 0x4800000
negmem 0x1FFF0000 0x3210000 0x10000( 64 KB) 0x0000000000000001 0000000000000000 0x7210000
ee_ram 0x100000000 0x64000E000000 0x2000000( 32 MB) 0x0000000000000001 0000000000000000 0x3C00000 - 0x3F00000, 0x8000000 - 0x9B00000
ee_jit_code 0xD00000000 0x680024000000 0x3000000( 48 MB) 0x8000000000000001 0000000000000003 0xBC00000 - 0xEB00000
vu0_jit_code 0xD08000000 0x580000800000 0x400000( 4 MB) 0x8000000000000001 0000000000000003 0x900000 - 0xC00000
vu0_jit_data 0xD0C000000 0x3700000 0x400000( 4 MB) 0x0000000000000002 0000000000000003 0x7700000
eeram_jit_lut 0xE00000000 0x640010000000 0x2000000( 32 MB) 0x0000000000000001 0000000000000003 0x9C00000 - 0xBB00000
eerom_jit_lut 0xE0FC00000 0x580000C00000 0x400000( 4 MB) 0x0000000000000001 0000000000000003 0xD00000 - 0x1000000
ee_dbg_ram 0x90FFF8000 0x64000E078000 0x8000( 32 KB) 0x0000000000000001 0000000000000000
iop_ram 0x400000000 0x3300000 0x200000( 2 MB) 0x0000000000000001 0000000000000000 0x7300000
iop_rom 0x50FC00000 0x580001000000 0x400000( 4 MB) 0x0000000000000001 0000000000000002 0x1100000 - 0x1400000
iop_spad 0x50F800000 0x3220000 0x10000( 64 KB) 0x0000000000000001 0000000000000002 0x7220000
spu2_ram 0x600000000 0x3500000 0x200000( 2 MB) 0x0000000000000001 0000000000000000 0x7500000
spu2_ram2 0x600200000 0x3500000 0x200000( 2 MB) 0x0000000000000001 0000000000000000 0x7500000
spu2_pcm 0x1000000000 0x3230000 0x10000( 64 KB) 0x0000000000000001 0000000000000000 0x7230000
ee_spr_lo 0x700000000 0x3201000 0x2000( 8 KB) 0x0000000000000001 0000000000000000 0x7201000
ee_spr 0x800000000 0x3203000 0x6000( 24 KB) 0x0000000000000001 0000000000000000 0x7203000
ee_vu0_dmem0 0x301004000 0x3200000 0x1000( 4 KB) 0x0000000000000001 0000000000000001 0x7200000
ee_vu0_dmem1 0x301005000 0x3200000 0x1000( 4 KB) 0x0000000000000001 0000000000000001 0x7200000
ee_vu0_dmem2 0x301006000 0x3200000 0x1000( 4 KB) 0x0000000000000001 0000000000000001 0x7200000
ee_vu0_dmem3 0x301007000 0x3200000 0x1000( 4 KB) 0x0000000000000001 0000000000000001 0x7200000
ee_rom 0x30FC00000 0x580001000000 0x400000( 4 MB) 0x0000000000000001 0000000000000001 0x1100000 - 0x1400000
vrc 0xC00000000 0x600005000000 0x1000000( 16 MB) 0x0000000000000001 0000000000000000 0x1500000 - 0x2400000
/dev/zero 0x4000000000 0x3240000 0x10000( 64 KB) 0x0000000000000001 0000000000000001 0x7240000
dma_vu0_dmem0 0x4001004000 0x3200000 0x1000( 4 KB) 0x0000000000000001 0000000000000001 0x7200000
dma_vu0_dmem1 0x4001005000 0x3200000 0x1000( 4 KB) 0x0000000000000001 0000000000000001 0x7200000
dma_vu0_dmem2 0x4001006000 0x3200000 0x1000( 4 KB) 0x0000000000000001 0000000000000001 0x7200000
dma_vu0_dmem3 0x4001007000 0x3200000 0x1000( 4 KB) 0x0000000000000001 0000000000000001 0x7200000
imm_vu0_dmem0 0x30000000 0x3200000 0x1000( 4 KB) 0x0000000000000001 0000000000000001 0x7200000
imm_vu0_dmem1 0x30001000 0x3200000 0x1000( 4 KB) 0x0000000000000001 0000000000000001 0x7200000
imm_vu0_dmem2 0x30002000 0x3200000 0x1000( 4 KB) 0x0000000000000001 0000000000000001 0x7200000
imm_vu0_dmem3 0x30003000 0x3200000 0x1000( 4 KB) 0x0000000000000001 0000000000000001 0x7200000
SGSXdr 0x1904000000 0x64000C000000 0x1700000( 23 MB) 0x0000000000000001 0000000000000000 0x2500000 - 0x3B00000
iopTrace 0x1400000000 0x3250000 0x10000( 64 KB) 0x0000000000000001 0000000000000000 0x7250000

PS2 Memory and Hardware Mapped Registers Layout

EE Virtual/Physical Memory Map
  KUSEG: 00000000h-7FFFFFFFh User segment
  KSEG0: 80000000h-9FFFFFFFh Kernel segment 0
  KSEG1: A0000000h-BFFFFFFFh Kernel segment 1
  KSSEG: C0000000h-DFFFFFFFh Supervisor segment
  KSEG3: E0000000h-FFFFFFFFh Kernel segment 3
  
  Virtual    Physical
  00000000h  00000000h  32 MB    Main RAM (first 1 MB reserved for kernel)
  20000000h  00000000h  32 MB    Main RAM, uncached
  30100000h  00100000h  31 MB    Main RAM, uncached and accelerated
  10000000h  10000000h  64 KB    I/O registers
  11000000h  11000000h  4 KB     VU0 code memory
  11004000h  11004000h  4 KB     VU0 data memory
  11008000h  11008000h  16 KB    VU1 code memory
  1100C000h  1100C000h  16 KB    VU1 data memory
  12000000h  12000000h  8 KB     GS privileged registers
  1C000000h  1C000000h  2 MB     IOP RAM
  1FC00000h  1FC00000h  4 MB     BIOS, uncached (rom0)
  9FC00000h  1FC00000h  4 MB     BIOS, cached (rom09)
  BFC00000h  1FC00000h  4 MB     BIOS, uncached (rom0b)
  70000000h  ---------  16 KB    Scratchpad RAM (only accessible via virtual addressing)

IOP Physical Memory Map
  KUSEG: 00000000h-7FFFFFFFh User segment
  KSEG0: 80000000h-9FFFFFFFh Kernel segment 0
  KSEG1: A0000000h-BFFFFFFFh Kernel segment 1
  
  Physical
  00000000h  2 MB     Main RAM (same as on PSX)
  1D000000h           SIF registers
  1F800000h  64 KB    Various I/O registers
  1F900000h  1 KB     SPU2 registers
  1FC00000h  4 MB     BIOS (rom0) - Same as EE BIOS
  
  FFFE0000h (KSEG2)   Cache control

Additional Memory
  4 MB   GS VRAM (used for framebuffer, textures, zbuffer, etc)
  2 MB   SPU2 work RAM - quadrupled from PSX's SPU
  8 MB   Memory card


Hardware Mapped Registers
EE Map
EE Timers
  100000xxh        Timer 0
  100008xxh        Timer 1
  100010xxh        Timer 2
  100018xxh        Timer 3
Image Processing Unit (IPU)
  10002000h 8h     IPU Command
  10002010h 4h     IPU Control
  10002020h 4h     IPU bit pointer control
  10002030h 8h     Top of bitstream
  10007000h 10h    Out FIFO (read)
  10007010h 10h    In FIFO (write)
Graphics Interface (GIF)
  10003000h 4h     GIF_CTRL - Control register
  10003010h 4h     GIF_MODE - Mode setting
  10003020h 4h     GIF_STAT - Status
  10003040h 4h     GIF_TAG0 - Bits 0-31 of tag before
  10003050h 4h     GIF_TAG1 - Bits 32-63 of tag before
  10003060h 4h     GIF_TAG2 - Bits 64-95 of tag before
  10003070h 4h     GIF_TAG3 - Bits 96-127 of tag before
  10003080h 4h     GIF_CNT - Transfer status counter
  10003090h 4h     GIF_P3CNT - PATH3 transfer status counter
  100030A0h 4h     GIF_P3TAG - Bits 0-31 of PATH3 tag when interrupted
  10006000h 10h    GIF FIFO
DMA Controller (DMAC)
  100080xxh        VIF0 - channel 0
  100090xxh        VIF1 - channel 1
  1000A0xxh        GIF - channel 2
  1000B0xxh        IPU_FROM - channel 3
  1000B4xxh        IPU_TO - channel 4
  1000C0xxh        SIF0 - channel 5
  1000C4xxh        SIF1 - channel 6
  1000C8xxh        SIF2 - channel 7
  1000D0xxh        SPR_FROM - channel 8
  1000D4xxh        SPR_TO - channel 9
  1000E000h 4h     D_CTRL - DMAC control
  1000E010h 4h     D_STAT - DMAC interrupt status
  1000E020h 4h     D_PCR - DMAC priority control
  1000E030h 4h     D_SQWC - DMAC skip quadword
  1000E040h 4h     D_RBSR - DMAC ringbuffer size
  1000E050h 4h     D_RBOR - DMAC ringbuffer offset
  1000E060h 4h     D_STADR - DMAC stall address
  1000F520h 4h     D_ENABLER - DMAC disabled status
  1000F590h 4h     D_ENABLEW - DMAC disable
Interrupt Controller (INTC)
  1000F000h 4h     INTC_STAT - Interrupt status
  1000F010h 4h     INTC_MASK - Interrupt mask
Subsystem Interface (SIF)
  1000F200h 4h     MSCOM - EE->IOP communication
  1000F210h 4h     SMCOM - IOP->EE communication
  1000F220h 4h     MSFLAG - EE->IOP flags
  1000F230h 4h     SMFLAG - IOP->EE flags
  1000F240h 4h     Control register
Privileged GS registers
  12000000h 8h     PMODE - various PCRTC controls
  12000010h 8h     SMODE1
  12000020h 8h     SMODE2
  12000030h 8h     SRFSH
  12000040h 8h     SYNCH1
  12000050h 8h     SYNCH2
  12000060h 8h     SYNCV
  12000070h 8h     DISPFB1 - display buffer for output circuit 1
  12000080h 8h     DISPLAY1 - output circuit 1 control
  12000090h 8h     DISPFB2 - display buffer for output circuit 2
  120000A0h 8h     DISPLAY2 - output circuit 2 control
  120000B0h 8h     EXTBUF
  120000C0h 8h     EXTDATA
  120000D0h 8h     EXTWRITE
  120000E0h 8h     BGCOLOR - background color
  12001000h 8h     GS_CSR - control register
  12001010h 8h     GS_IMR - GS interrupt control
  12001040h 8h     BUSDIR - transfer direction
  12001080h 8h     SIGLBLID - signal

IOP Map
Subsystem Interface (SIF)
  1D000000h 4h     MSCOM - EE->IOP communication
  1D000010h 4h     SMCOM - IOP->EE communication
  1D000020h 4h     MSFLAG - EE->IOP flags
  1D000030h 4h     SMFLAG - IOP->EE flags
  1D000040h 4h     Control register
CDVD Drive
  1F402004h 1h     Current N command
  1F402005h 1h     N command status (R)
  1F402005h 1h     N command params (W)
  1F402006h 1h     Error
  1F402007h 1h     Send BREAK command
  1F402008h 1h     CDVD I_STAT - interrupt register
  1F40200Ah 1h     Drive status
  1F40200Fh 1h     Disk type
  1F402016h 1h     Current S command
  1F402017h 1h     S command status
  1F402018h 1h     S command params
Interrupt Control
  1F801070h 4h     I_STAT - Interrupt status
  1F801074h 4h     I_MASK - Interrupt mask
  1F801078h 1h     I_CTRL - Global interrupt disable
DMA registers
  1F80108xh        MDECin - channel 0
  1F80109xh        MDECout - channel 1
  1F8010Axh        SIF2 (GPU) - channel 2
  1F8010Bxh        CDVD - channel 3
  1F8010Cxh        SPU2 Core0 - channel 4
  1F8010Dxh        PIO - channel 5
  1F8010Exh        OTC - channel 6
  1F80150xh        SPU2 Core1 - channel 8
  1F80151xh        ??? - channel 9
  1F80152xh        SIF0 - channel 10
  1F80153xh        SIF1 - channel 11
  1F80154xh        SIO2in - channel 12
  1F80155xh        SIO2out - channel 13
  
  1F8010F0h 4h     DPCR - DMA priority control
  1F8010F4h 4h     DICR - DMA interrupt control
  1F801570h 4h     DPCR2 - DMA priority control 2
  1F801574h 4h     DICR2 - DMA priority control 2
IOP Timers
  1F80110xh        Timer 0
  1F80111xh        Timer 1
  1F80112xh        Timer 2
  1F80148xh        Timer 3
  1F80149xh        Timer 4
  1F8014Axh        Timer 5
Serial Interface (SIO2)
  1F808200h 40h    SEND3 buffer
  1F808240h 20h    SEND1/2 buffers
  1F808260h 1h     In FIFO
  1F808264h 1h     Out FIFO
  1F808268h 4h     SIO2 control
  1F80826Ch 4h     RECV1
  1F808270h 4h     RECV2
  1F808274h 4h     RECV3
Sound Processing Unit (SPU2)
  1F900000h 180h   Core0 Voice 0-23 registers
  1F900190h 4h     Key ON 0/1
  1F900194h 4h     Key OFF 0/1
  1F90019Ah 2h     Core attributes
  1F90019Ch 4h     Interrupt address H/L
  1F9001A8h 4h     DMA transfer address H/L
  1F9001ACh 2h     Internal transfer FIFO
  1F9001B0h 2h     AutoDMA status
  1F9001C0h 120h   Core0 Voice 0-23 start/loop/next addresses
  1F900340h 4h     ENDX 0/1
  1F900344h 2h     Status register
  
  ... above addresses repeat for Core1 starting at 1F900400h ...
  
  1F900760h 2h     Master Volume Left
  1F900762h 2h     Master Volume Right
  1F900764h 2h     Effect Volume Left
  1F900766h 2h     Effect Volume Right
  1F900768h 2h     Core1 External Input Volume Left
  1F90076Ah 2h     Core1 External Input Volume Right
 

Memory Allocation

ps2_netemu

Name Size page_log2 lpar2(netemu 4.81) lpar1(lv1 4.81)
ra_vu0_dmem 0x1000 (4 KB) 12 (4 KB) 0x3200000 0x7200000
ra_ee_spr_lo 0x2000 (8 KB) 12 (4 KB) 0x3201000 0x7201000
ra_ee_sprx 0x6000 (24 KB) 12 (4 KB) 0x3203000 0x7203000
ra_negmem 0x10000 (64 KB) 16 (64 KB) 0x3210000 0x7210000
ra_iop_spad 0x10000 (64 KB) 16 (64 KB) 0x3220000 0x7220000
ra_spu2_pcm 0x10000 (64 KB) 16 (64 KB) 0x3230000 0x7230000
ra_nulls 0x10000 (64 KB) 16 (64 KB) 0x3240000 0x7240000
ra_itrace 0x10000 (64 KB) 16 (64 KB) 0x3250000 0x7250000
ra_iop_ram 0x200000 (2 MB) 20 (1 MB) 0x3300000 0x7300000
ra_spu2_ram 0x200000 (2 MB) 20 (1 MB) 0x3500000 0x7500000
ra_vu0_code 0x400000 (4 MB) 20 (1 MB) 0x580000800000 0x900000 - 0xC00000
ra_vu0_data 0x400000 (4 MB) 20 (1 MB) 0x3700000 0x7700000
ra_ee_rom_pc 0x400000 (4 MB) 20 (1 MB) 0x580000C00000 0xD00000 - 0x1000000
ra_ps2_rom 0x400000 (4 MB) 20 (1 MB) 0x580001000000 0x1100000 - 0x1400000
ra_vrc_mem 0x1000000 (16 MB) 20 (1 MB) 0x600005000000 0x1500000 - 0x2400000
ra_sgs_xdr 0x1700000 (23 MB) 20 (1 MB) 0x64000C000000 0x2500000 - 0x3B00000
ra_ee_ram 0x2000000 (32 MB) 20 (1 MB) 0x64000E000000 0x3C00000 - 0x3F00000, 0x8000000 - 0x9B00000
ra_ee_ram_pc 0x2000000 (32 MB) 20 (1 MB) 0x640010000000 0x9C00000 - 0xBB00000
ra_trans_code 0x3000000 (48 MB) 20 (1 MB) 0x680024000000 0xBC00000 - 0xEB00000


Controller

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

Peripheral support

ps2_emu.self / ps2_gxemu.self

  1. Hub
  2. Mouse
  3. Keyboard
  4. EyeToy
  5. Head Mount Display
  6. Mic
  7. Ascii Mic
  8. Socom USB Headset
  9. Usb Headset
  10. Sea Mic Controller
  11. Force Feedback device
  12. GT Force
  13. Momo Force
  14. Driving Force Pro
  15. G25/G27
  16. Momo Racing
  17. Flight Force
  18. Force 3D Pro
  19. Modem
  20. Guncon2
  21. Densya de GO! controller type 2
  22. Densya de GO! Sincansen senyou controller
  23. Capture Eye
  24. Flight Stick
  25. Flight Stick 2
  26. Pop Egg
  27. Trance Vibrator
  28. PSP
  29. Compact Flight Controller
  30. Flash Memory
  31. Buzz!
  32. Pachi-Slot Controller Kurouto
  33. Usb Adapter
  34. Guncon3
  35. Multi Train Controller
  36. Para Para Paradise controller

ps2_netemu.self

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


Unknown:

  1. Vendor ID 0xF0D (Hori), Product ID 0x4A
  2. Vendor ID 0x54C (Sony), Product ID 0x5AF

BIOS

ps2_netemu.self

Ps2_netemu use integrated PS2 bios included in ps2netemu.elf, not additional file like in ps1emu case. In 4.81 firmware BIOS is located from 0x820A00 to 0x9F09FF (0x820900 to 0x9F08FF in fw4.50). Bios version is to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.

Notable thing is that ps2_netemu use the same bios as ps2_gxemu, and ps2onps4. ps2_netemu not boot using ps2_emu bios because of failing RDRAM check.

File Offset in fw4.81 ps2_netemu Offset in exported bin Description File type (exportable)
RESET 0x820A00 0x00 Bootstrap code for the EE and IOP. BIN
ROMDIR 0x823180 0x2780 The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. BIN
EXTINFO 0x8236C0 0x2CC0 Contains the "EXTINFO" for all files in the ROM image. BIN
SBIN 0x823D30 0x3330 Seems to be the pad controller library for the PS1 monitor. BIN
LOGO 0x82ACD0 0xA2D0 PS1 logo? BIN
IOPBTCONF 0x83F420 0x1EA20 Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF. BIN
IOPBTCON2 0x83F510 0x1EB10 Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). BIN
SYSMEM 0x83F5E0 0x1EBE0 System Memory Manager. ELF
LOADCORE 0x840800 0x1FE00 The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. ELF
EXCEPMAN 0x842D80 0x22380 Exception manager. ELF
INTRMANP 0x843960 0x22F60 Interrupt Manager. According to wisi, it is for PS mode. ELF
INTRMANI 0x845370 0x24970 Interrupt Manager. According to wisi, it is for IOP mode. ELF
SSBUSC 0x8471B0 0x267B0 SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. ELF
TIMEMANP 0x847920 0x26F20 Timer Manager (PS mode) ELF
TIMEMANI 0x848500 0x27B00 Timer Manager (IOP mode) ELF
DMACMAN 0x849130 0x28730 DMA Controller Manager. ELF
SYSCLIB 0x84C830 0x2BE30 System C Library. ELF
HEAPLIB 0x84EF90 0x2E590 Memory HEAP LIBrary (i.e. thvpool, thfpool) ELF
THREADLIB 0x84FC90 0x2F290 Multi_Thread_Manager ELF
VBLANK 0x858A20 0x38020 V-Blank management ELF
IOMAN 0x8597B0 0x38DB0 IO Manager ELF
MODLOAD 0x85B720 0x3AD20 IOP module loader. ELF
ROMDRV 0x85DA70 0x3D070 ROM driver. Provides access to the boot ROM (rom0). ELF
ADDDRV 0x85E960 0x3DF60 Adds support for the DVD ROM (rom1:), via ROMDRV. ELF
STDIO 0x85DDC0 0x3D3C0 Standard I/O library. ELF
SIFMAN 0x85F9B0 0x3EFB0 SIF manager. ELF
SIFINIT 0x860F50 0x40550 Initializes the SIF. ELF
EESYNC 0x861370 0x40970 For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. ELF
EENULL 0x861810 0x40E10 The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. BIN
PS1ID 0x861850 0x40E50 Only found in newer boot ROMs BIN
LIBFI 0x861860 0x40E60 Not present in the boot ROM of the SCPH-10000 and SCPH-15000. BIN
PS1VERJ 0x861950 0x40F50 BIN
PS1VERA 0x861960 0x40F60 BIN
PS1VERE 0x861970 0x40F70 BIN
PS1VERC 0x861980 0x40F80 BIN
PS1VERH 0x861990 0x40F90 BIN
OSDSYS 0x8619A0 0x40FA0 The browser BIN
- 0x8619B0 0x40FB0 BIN
RDRAM 0x861A00 0x41000 Provides a RDRAM test for the EE at power-on. This is run from RESET. BIN
EELOADCNF 0x864750 0x43D50 Contains the IOP boot configuration file for EELOAD. BIN
SIFCMD 0x864900 0x43F00 SIF command module. Contains the SIF command and SIF RPC functions. ELF
REBOOT 0x866B40 0x46140 The reboot service. Receives IOP reset packets from the EE, from across the SIF. ELF
LOADFILE 0x867310 0x46910 The RPC server for MODLOAD ELF
EECONF 0x869A70 0x49070 Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. ELF
- 0x86A9F0 0x49FF0 BIN
IOPBOOT 0x86AA00 0x4A000 IOP bootup program BIN
- 0x86BB60 0x4B160 BIN
TBIN 0x86C200 0x4B800 The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. BIN
XSHA1 0x87A170 0x59770 sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related? ELF
XLOADFILE 0x87B140 0x5A740 Updated module ELF
SIO2MAN 0x87E1F0 0x5D7F0 SIO2 manager. Provides access to the SIO2 interface. ELF
- 0x87FE20 0x5F420 BIN
MCSERV 0x881D40 0x61340 RPC server for MCMAN. ELF
- 0x883A40 0x63040 BIN
KROMG 0x884A00 0x64000 BIN
- 0x8866C0 0x65CC0 BIN
KROM 0x886A00 0x66000 Kanji ROM? Not sure where this is used. BIN
- 0x8A0870 0x7FE70 BIN
ROMVER 0x8A0900 0x7FF00 ROM version. BIN
- 0x8A0910 0x7FF10 BIN
VERSTR 0x8A0930 0x7FF30 Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. BIN
- 0x8A0990 0x7FF90 BIN
ROMGSCRT 0x8A0A00 0x80000 BIN
NCDVDMAN 0x8A3730 0x82D30 It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. ELF
SECRMAN 0x8B0170 0x8F770 Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. ELF
MCMAN 0x8B4630 0x93C30 Memory Card Manager. ELF
PADMAN 0x8C3AC0 0xA30C0 Pad manager. ELF
CDVDMAN 0x8CD210 0xAC810 The CD/DVD manager. ELF
CDVDFSV 0x8D55C0 0xB4BC0 The RPC server for CDVDMAN. ELF
FILEIO 0x8DD980 0xBCF80 RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. ELF
CLEARSPU 0x8DFA80 0xBF080 Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. ELF
UDNL 0x8E16C0 0xC0CC0 It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. ELF
IGREETING 0x8E35C0 0xC2BC0 Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed ELF
EELOAD 0x8E4620 0xC3C20 The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. BIN
XCDVDMAN 0x8F37A0 0xD2DA0 cdvd_driver - Updated module ELF
XCDVDFSV 0x902530 0xE1B30 cdvd_ee_driver - Updated module ELF
OSDSND 0x910960 0xEFF60 OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. ELF
PS2LOGO 0x93B5B0 0x11ABB0 Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. ELF
XPARAM2 0x957F00 0x137500 Store IOP emulation settings/flags ELF
OSDSYS 0x95A400 0x139A00 The browser, in ps3 is stripped to parse xparam2. No real browser here. BIN
PIOPRP 0x998280 0x177880 Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root). BIN
KERNEL 0x9DC1E0 0x1BB7E0 The EE kernel BIN

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

Virtual PS2 HDD

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

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

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

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

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

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

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

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

PS2 System Data (PSN HDD Tool package)

A direct link to the package can be found in NoPayStation database in DLCs

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

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

Titles supporting HDD installation

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

( non-official ps2hdd gameslist )

TitleID/DiscID in game_ext_plugin.sprx

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

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

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

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

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

Emulators management from GameOS

Mountpoints

 dev_ps2disc
 dev_ps2disc1 

ps2_netemu syscalls

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

LPAR / AUTH ID's

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

Getting compatibility hardware info

See: PS2_Compatibility#Software

ps2bootparam.dat

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

Cobra core

taken from storage_ext.c

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

Game CONFIG

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

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

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

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

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

Config Commands

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

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

CMD ID Example Notes
0x00 Copy following title id for enforcing if available.
0x01 2x uint32_t Params ( addr, func_id 0-0x3B) - EE_ADD_HOOK
Most of 0x01 commands are strictly per game fixes, or at least per game engine. 
 [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)
Function ID Notes
0x00
0x01 FIFA 2000 use it as hook for EE kernel at 0x80001858 (DMAC related).
0x02

Max Payne sets some sync off?

0x03

Max Payne sets some sync on?

0x04 Used by Castle Shikigami II store 0 on 0x94A290 (EMU Memory)
0x05
0x06
0x07
0x08 Harry Potter - Quidditch World Cup US use it at offset 0x2BD45C (EE)
0x09 Harry Potter - Quidditch World Cup US use it at offset 0x2BD620 (EE)
0x0A
0x0B
0x0C Used by Piglet's Big Game
0x0D usleep(100)
0x0E Used 3 times in Need for Speed - Carbon [Collector's Edition] US
0x0F

GTA 3 (US)

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

GTA 3 (EU)

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

GTA 3 (EU different ver.)

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's Finding Nemo use it
if condition met...
store 0 in [ 0x204FC500 + 200000000 base] 0x4FC500 EE memory
0x13
0x14
0x15
0x16
store 0x01114BA8 in [ 0x208EAB4C + 200000000 base]
store 0x010C9E40 in [ 0x208EAB6C + 200000000 base]
0x17
condition r18 == 0x8000
setting:
 stores 0x40490FDA somewhere 

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

0x18
condition [ 0x20183F04 + 200000000 base ] == 0x0C060F2C 
setting:
 stores 0 in address 0x20183F04, 0x20183F34, 0x20183F3C ( + 0x200000000 base )
 0x183F0C, sub_46334 (4.70)
 0x183F3C, sub_45DA4 (4.70)
 0x183D74, sub_47B50 (4.70)
0x19
0x1A
store 0 in [ 0x209FD560 + 200000000 base]
store 0 in [ 0x209F9550 + 200000000 base]
store 0 in [ 0x20A01570 + 200000000 base]
store 0 in [ 0x209F9540 + 200000000 base]
store 0 in [ 0x209F5540 + 200000000 base]
store 0 in [ 0x209F1530 + 200000000 base]
0x1B store 0 in [ 0x20552168 + 200000000 base]
0x1C store 1 in [ 0x20552168 + 200000000 base]
0x1D store 0 in [ 0x20556C08 + 200000000 base]
0x1E store 1 in [ 0x20556C08 + 200000000 base]
0x1F store 0 in [ 0x205243D8 + 200000000 base]
0x20 store 1 in [ 0x205243D8 + 200000000 base]
0x21 store 0 in [ 0x20524F88 + 200000000 base]
0x22 store 1 in [ 0x20524F88 + 200000000 base]
0x23 store 0 in [ 0x2047E7F8 + 200000000 base]
0x24 store 1 in [ 0x2047E7F8 + 200000000 base]
0x25 store 0 in [ 0x204802B8 + 200000000 base]
0x26 store 1 in [ 0x204802B8 + 200000000 base]
0x27 store 0 in [ 0x20586348 + 200000000 base]
0x28 store 1 in [ 0x20586348 + 200000000 base]
0x29 store 0 in [ 0x205868A8 + 200000000 base]
0x2A store 1 in [ 0x205868A8 + 200000000 base]
0x2B
0x2C Shin Onimusha - Dawn of Dreams Fix ingame IPU runtime - JPN/US release bug
0x2D Shin Onimusha - Dawn of Dreams Fix ingame IPU runtime - PAL release bug
0x2E
0x2F condition [ 0x37B0C4 + 200000000 base ] == 0 -> 00 10 0B 98
0x30 condition [ 0x37B704 + 200000000 base ] == 0 -> 00 10 0B 98
0x31 condition [ 0x37630C + 200000000 base ] == 0 -> 00 10 0B A8
0x32 condition [ 0x37BB0C + 200000000 base ] == 0 -> 00 10 0B A8
0x33
0x34 not filled
0x35
0x36
0x37
0x38
0x39
0x3A
0x3B GTA 3 (JP/AS) ? using 0x351210, 0x18F590, 0x351568 ( + 200000000 base )
0x02 1 Param, Config file revision ?
0x03 0 Param, sets something 0 (Fire Pro Wrestling Returns)
0x04 1 Param uint32_t index (i*0x80, special 0x12345: 0x91a280?)
0x05 read next command
0x06 0 Param, sets something 0x14F80 (85888'd)
0x07 1 Param uint32_t (default 1)
Delay VU xgkick by X cycles
0x08 8 Param uint32_t (read mask,read mask, original opcode, original opcode, write mask, write mask, replace opcode, replace opcode)
Maximum Amount of Usage: 3 times
Patch VU memory by mask 
0x09 uint32_t count, <list> (offset, original opcode, original opcode, replace opcode, replace opcode) - EE_INSN_REPLACE64
  [Dark Cloud] uses 1
  [Dead Or Alive 2 Hardcore] uses 1
Maximum List Count: 32
0x0A uint32_t count, <List> (offset, original opcode, replace opcode) - EE_INSN_REPLACE32
  [Deadly Strike] uses 1
  [Dragon Force] uses 2
Maximum List Count: 32
0x0B 1 Param uint32_t count, <List> {sector id, offset, sizeof present opcodes, replace opcodes, original opcodes} - MECHA_SET_PATCH
offset on disc = sector id * sector size + offset (-0xC for DVD, -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
0x0C 1 Param (uint16_t, uint16_t) --- 0/1/2,<0x63>
0x0D 1 Param, true/false
Default Init = 1?
0 == skip some code, 
1 == some code + checks
0x0E 1 Param offset --- Improves ADD/SUB accuracy for selected offset (incl. Floats)
 [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: 31 times
0x0F List <uint32_t Param, uint32_t Param> --- More accurate memory range (FPU mul/div/sub/add accuracy related)
 [Dark Cloud] uses 0x239334, 0x1FFFFFF
 [Grand Theft Auto SA] uses 0x1E46DC, 0x1E4AE8
Maximum List Count: 31 
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 
0x11 1x uint32_t Param. ADD/SUB accuracy related, all emulated ADD/SUB instruction variations check that value. Param seems to be VU memory offset (need confirmation).
Used in official configs: SLUS21172=0x208, SLUS20878=0x140,0x368,0x570
Maximum Amount of Usage: 31 times
0x12 <List> (uint32_t count,
 [Primal] uses 0xD
 [Rayman Arena] uses 0x11
 [Syphon Filter: The Omega Strain] uses 0x5
00 00 00 0?
00 00 00 00
type? count?
...  
Maximum List Count: 63 
0x13 1x uint64_t Param - Memory card timing related
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)
0x14 0 Param, sets something 1
0x15 4 1 Param ( <1, >1 ), different settings/mode?
[Bloodrayne 2] uses 4
[GRIMgRiMoiRe] uses 4
[Mana Khemia 2] uses 4
[Odin Sphere] uses 4
[SMT Persona 3 FES] uses 4
0x16 = 0x05 (next id)
0x17 1 1 Param, true/false?
[Bully] uses 1
0x18 = 0x16 = 0x05 (next id)
0x19 0 Param, sets something 1 --- SB_SIO2 related?
[Grand Theft Auto III]
[Red Faction 2]
[Siren]
0x1A 0 Param, sets something 1
0x1B 0 Param, sets something 1
[Mana Khemia 2]
0x1C read uint32_t (use uint8_t) Param (default 3)
0x1D read uint32_t (use uint8_t) Param
0x1E read uint32_t (use uint8_t) Param
0x1F uint32_t Param (default 0x3E8?)
0x20 uint64_t Param (default 0x3C)
0x21 1 1 Param:
0 = sets an option from 1 to 0 and another one to 0,
1 = sets an option from 1 to 0 and another one to 1,
2 = sets an option from 1 to 1 and another one to 0
 [Fatal Frame II] uses 0
 [Grand Theft Auto Vice City] uses 1
 [Grand Theft Auto III (EU)] uses 1
 [SMT Persona 3 FES] uses 0
0x22 0 Param, sets something 1
0x23 0 Param --- memcpy 0x100 Bytes and sets 0x14E00
0x24 uint64_t Param
0x25 = 0x18 = 0x16 = 0x05 (next id)
0x26 List <uint32_t Param,uint32_t Param> --- Improves ADD/SUB accuracy for selected memory range (incl. Floats) - FPU_Accurate_range
 [Bloodrayne 2] uses 0x340000, 0x350000
 [Gradius V] uses 0x3046E0, 0x0x305E44
Maximum List Count: 31 
Maximum Amount of Usage: ??
 The command is used 4 times consecutively by [Strawberry Shortcake: The Sweet Dreams]
  SLES-54309 (EU) and
  SLUS-21497 (US) game configs hardcoded inside ps2_gxemu.self
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
0x2B 0 Param, sets something 1 --- Allow disc eject/swap?
Dance Factory
0x2C 1 Param, uint32_t
Summoner uses 0x1
0x2D = 0x25 = 0x18 = 0x16 = 0x05 (next id)
0x2E 1 Param, uint32_t
0x2F 1 Param, uint32_t --- SPU2 related?
Indigo Prophecy/Fahrenheit uses 0x1 
0x30 (nothing)
0x31 (nothing)
0x32 (nothing)
0x33 (nothing)
0x34 (nothing)
0x35 0 Param --- Enables Force Flip Field, described in emu setting as "Fix for [Hang] for soft-lock"
0x36 (nothing)
0x37 (nothing)
0x38 (nothing)
0x39 (nothing)
0x3A (nothing)
0x3B (nothing)
0x3C (nothing)
0x3D 1 Param, uint32_t Config file revision
Firmware ps2_netemu Revision Max Supported Commands
3.70 15686 0x41
3.73 15936 0x41
3.74 15936 0x41
4.00 16195 0x41
4.01 16195 0x41
4.10 16361 0x41
4.11 16361 0x41
4.20 16604 0x43
4.21 16604 0x43
4.23 16604 0x43
4.25 16740 0x43
4.26 16740 0x43
4.30 16808 0x45
4.31 16808 0x45
4.40 16916 0x46
4.41 16916 0x46
4.45 17041 0x48
4.46 17041 0x48
4.50 17179 0x4A
4.55 17277 0x4D
4.60

4.70
4.75
4.76

17314 0x4D
4.78

4.80
4.81

17495 0x50
0x3E 0 Params --- Sets something 1
Default Init = 0
0 == do set some stuff, 
1 == skip
Similar to 0x0D with param 0. Affect the same code path, but skips more code. 
0x3F 1 Param, uint32_t
0x40 0 Param --- Sets something 1
Grand Theft Auto SA
Silent Hill Origins - unofficial fix
0x41 0 Param --- Sets something 1 (Disables some lwsync - speedhack?)
Dragon Force
God Hand
Gradius V
Katamari Damacy
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.
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.
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.
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).
0x43 1 Param --- Equal to 0x40, but with Parameter:
0 = Default
1 = (like 0x40)
param = 
-1 = failure?
0x44 0 Param --- Disables Smoothing and Smoothing option
0x45 0 Param --- Sets something 1
Phantasy Star Complete Collection
0x46 0 Param --- Enables L2H Improvement, [Performance] related setting for titles using L2H
SMT Digital Devil Saga 1
SMT Nocturne
Fatal Frame II
0x47 0 Param --- Enables XOR CSR - XOR System Status Register (0x12001000)?, [Graphics] related setting, should fix fullscreen line corruption
0x48 VSYNC Delay, 2x uint32_t Param
  • First param possible value are 1 = No IPU, 2 = IPU, 3 = Anytime.
  • Second param is delay (in ms?), and can be also negative value.
    • Emu has standard presets for second param.
      • Agressive = 0x3D090 (250000 decimal),
      • Normal = 0x186A0 (100000 decimal),
      • Conservative = 0x4E20 (20000 decimal),
      • But other values can be used.
[SMT Digital Devil Saga 1] uses 1, 0x3D090
[Fatal Frame II] uses 0x2, 0xFFFFE69C (-6500 decimal)
0x49 0 Param --- Sets something 0xB,0,0
0x4A 0 Param --- Sets something 0x15100
0x4B Redirect SAVEDATA by ID, 2 x uint32_t Params + ID: offset, int, char[12]
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 partially unknown, seems to be size of next param to read * 4 (3 in known configs), or 0xFFFFFFFF for disable redirect command.
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.
0x4C 2x uint32_t Params: offset,int (2 = current path?, 3 = new ISO.BIN.ENC path?, other= ?)
0x4D 1 uint32_t Param (can be -1) --- Sets something (same as 0x49 but) 0xC, Param, 0
0x4E (nothing)
0x4F (nothing)
0x50 0 Param --- Enables pressure sensitive controls

Config file examples (for netemu)

Official PS2 Classic

ID Title Config Data Revision Notes
NPUD20461 Bloodrayne
00000000  3D 00 00 00 46 3E 00 00  16 00 00 00 0B 00 00 00  =...F>..........
00000010  04 00 00 00 07 01 00 00  C0 02 00 00 10 00 00 00  ........+.......
00000020  00 09 3C 52 52 3C 09 00  03 1F 90 14 14 90 1F 03  ..<RR<....É..É..
00000030  00 09 3C 52 52 3C 09 00  03 20 C0 04 04 C0 20 03  ..<RR<... +..+ .
00000040  56 A0 09 00 10 00 00 00  04 00 00 00 00 00 90 01  Vá............É.
00000050  FA 0F BD 01 21 39 07 00  B8 06 00 00 28 00 00 00  ·.¢.!9..©...(...
00000060  35 4A 02 02 00 0A 54 38  35 4A 62 7E 34 A5 00 A0  5J....T85Jb~4Ñ.á
00000070  3C 09 00 1B 35 29 FA 00  00 09 4C 38 35 29 02 02  <...5)·...L85)..
00000080  00 09 4C 38 35 29 62 7E  35 4A 02 03 00 0A 54 38  ..L85)b~5J....T8
00000090  35 4A 22 7E 34 A5 00 A0  3C 09 00 1B 35 29 FA 00  5J"~4Ñ.á<...5)·.
000000A0  00 09 4C 38 35 29 02 03  00 09 4C 38 35 29 22 7E  ..L85)....L85)"~
000000B0  27 39 07 00 80 03 00 00  24 00 00 00 35 6B 02 02  '9..Ç...$...5k..
000000C0  00 0B 5C 38 35 6B 62 7E  3C 0C 00 1B 35 8C FA 00  ..\85kb~<...5î·.
000000D0  00 0C 64 38 35 8C 02 02  00 0C 64 38 35 8C 62 7E  ..d85î....d85îb~
000000E0  35 6B 02 03 00 0B 5C 38  35 6B 22 7E 3C 0C 00 1B  5k....\85k"~<...
000000F0  35 8C FA 00 00 0C 64 38  35 8C 02 03 00 0C 64 38  5î·...d85î....d8
00000100  35 8C 22 7E                                       5î"~
15942 (4.00+)
 0x3D => 0x3E46 (15942)
 0x16 => 0xB => 4
  0x107, (sector)
  0x2C0, (offset -> 0x1072B4 in iso)
    0x10, 
                 0x523C0900, (beql s1, gp, ?)
                 0x00093C52, (mflo a3)
                 0x14901F03, (bne a0, s0, ?)
                 0x031F9014, (dsllv s2, ra, t8)
                 0x523C0900, (beql s1, gp, ?)
                 0x00093C52, (mflo a3)
                 0x04C02003, (bltz a2, ?)
                 0x0320C004  (sllv t8, zero, t9)
  0x9A056, (sector)
  0x10, (offset -> 0x4D02B004 in iso)
    0x04, 
                 0x01900000 (sll zero, s0, 0x00?), 
                 0x01BD0FFA (dsrl at,sp,0x1F?)
  0x73921, (sector)
  0x6B8, (offset -> 0x39C90EAC in iso)
    0x28, 
                    21 39 07 00 addi t9,t1,0x0700
                    B8 06 00 00 swr a2,(zero)
                    28 00 00 00 slti zero,0x0000
                    35 4A 02 02 ori t2,0x202
                    00 0A 54 38 dsll t2,0x10
                    35 4A 62 7E ori t2,0x627E
                    34 A5 00 A0 ori a1,0xA0
                    3C 09 00 1B lui t1,0x001B
                    35 29 FA 00 ori t1,0xFA00
                    00 09 4C 38 dsll t1,0x10
                    35 29 02 02 ori t1,0x202
                    00 09 4C 38 dsll t1,0x10
                    35 29 62 7E ori t1,0x627E
                    35 4A 02 03 ori t2,0x203
                    00 0A 54 38 dsll t2,0x10
                    35 4A 22 7E ori t2,0x227E
                    34 A5 00 A0 ori a1,0xA0
                    3C 09 00 1B lui t1,0x001B
                    35 29 FA 00 ori t1,0xFA00
                    00 09 4C 38 dsll t1,0x10
                    35 29 02 03 ori t1,0x203
                    00 09 4C 38 dsll t1,0x10
                    35 29 22 7E ori t1,0x227E
  0x73927, (sector)
  0x380, (offset -> 0x39C93B74 in iso)
    0x24, 
                    35 6B 02 02 ori t3,0x202
                    00 0B 5C 38 dsll t3,0x10
                    35 6B 62 7E ori t3,0x627E
                    3C 0C 00 1B lui t4,0x001B
                    35 8C FA 00 ori t4,0xFA00
                    00 0C 64 38 dsll t4,0x10
                    35 8C 02 02 ori t4,0x202
                    00 0C 64 38 dsll t4,0x10
                    35 8C 62 7E ori t4,0x627E
                    35 6B 02 03 ori t3,0x203
                    00 0B 5C 38 dsll t3,0x10
                    35 6B 22 7E ori t3,0x227E
                    3C 0C 00 1B lui t4,0x001B
                    35 8C FA 00 ori t4,0xFA00
                    00 0C 64 38 dsll t4,0x10
                    35 8C 02 03 ori t4,0x203
                    00 0C 64 38 dsll t4,0x10
                    35 8C 22 7E ori t4,0x227E
NPUD20862 Bloodrayne 2
00000000  3D 00 00 00 3D 3F 00 00  15 00 00 00 04 00 00 00 =...=?..........
00000010  26 00 00 00 00 00 34 00  00 00 35 00 00 00 00 00 &.....4...5.....
00000020  53 4C 55 53 2D 32 30 38  36 32                   SLUS-20862
16189 (4.00+)
0x3D => 0x3F3D (16189)
0x15 => 4
0x26 => 0x340000, 0x350000
NPUD21269 Bully
00000000  3D 00 00 00 89 3D 00 00  17 00 00 00 01 00 00 00 =....=..........
00000010  00 00 00 00 53 4C 55 53  2D 32 31 32 36 39       ....SLUS-21269
15753 (3.73+)
0x3D => 0x3D89 (15753)
0x17 => 1
NPJD00004 Contra Shattered Soldier
00000000  3D 00 00 00 BF 3F 00 00  0A 00 00 00 12 00 00 00  =...+?..........
00000010  A0 FF 0F 00 00 00 00 00  10 00 01 3C A4 FF 0F 00  á .........<ñ ..
00000020  00 00 00 00 90 FF 24 8C  A8 FF 0F 00 00 00 00 00  ....É $î¿ ......
00000030  81 00 85 2C AC FF 0F 00  00 00 00 00 06 00 A0 10  ü.à,¼ ........á.
00000040  B0 FF 0F 00 00 00 00 00  01 00 84 24 B4 FF 0F 00  ¦ ........ä$¦ ..
00000050  00 00 00 00 90 FF 24 AC  B8 FF 0F 00 00 00 00 00  ....É $¼© ......
00000060  81 00 85 2C BC FF 0F 00  00 00 00 00 02 00 A0 14  ü.à,+ ........á.
00000070  C0 FF 0F 00 00 00 00 00  00 00 00 00 C4 FF 0F 00  + ..........- ..
00000080  00 00 00 00 00 07 02 34  C8 FF 0F 00 00 00 00 00  .......4+ ......
00000090  08 00 E0 03 CC FF 0F 00  00 00 00 00 00 00 00 00  ..Ó.¦ ..........
000000A0  D0 FF 0F 00 00 00 00 00  10 00 01 3C D4 FF 0F 00  ð .........<È ..
000000B0  00 00 00 00 08 00 E0 03  D8 FF 0F 00 00 00 00 00  ......Ó.Ï ......
000000C0  90 FF 20 AC DC FF 0F 00  00 00 00 00 00 00 00 00  É  ¼_ ..........
000000D0  C0 72 42 00 08 00 E0 03  E8 FF 03 08 B4 7C 42 00  +rB...Ó.Þ ..¦|B.
000000E0  08 00 E0 03 F4 FF 03 08  00 00 00 00 53 4C 50 4D  ..Ó.¶ ......SLPM
000000F0  2D 36 32 32 34 37                                 -62247
16319 (4.10+)
0x3D => 0x3FBF (16319)
0x0A => 0x12, 
  0xFFFA0,0, 0x3C010010	 lui	at,0x0010 
  0xFFFA4,0, 0x8C24FF90	 lw	a0,-0x70(at) 
  0xFFFA8,0, 0x2C850081	 sltiu	a1,a0,0x0081 
  0xFFFAC,0, 0x10A00006	 beqz	a1,pos_000FFFC8 
  0xFFFB0,0, 0x24840001	 addiu	a0,0x1 
  0xFFFB4,0, 0xAC24FF90	 sw	a0,-0x70(at) 
  0xFFFB8,0, 0x2C850081	 sltiu	a1,a0,0x0081 
  0xFFFBC,0, 0x14A00002	 bnez	a1,pos_000FFFC8 
  0xFFFC0,0, 0x00000000	 nop	 
  0xFFFC4,0, 0x34020700	 li	v0,0x700 
  0xFFFC8,0, 0x03E00008	 jr	t9 
  0xFFFCC,0, 0x00000000	 nop	 
  0xFFFD0,0, 0x3C010010	 lui	at,0x0010 
  0xFFFD4,0, 0x03E00008	 jr	ra 
  0xFFFD8,0, 0xAC20FF90	 sw	zero,-0x70(at) 
  0xFFFDC,0, 0x00000000	 nop	 
  0x4272C0, 0x03E00008 (jr ra), 0x0803FFE8    j pos_000FFFA0
  0x427CB4, 0x03E00008 (jr ra), 0x0803FFF4    j pos_000FFFD0
NPJC00002 Dark Cloud
00000000  3D 00 00 00 07 3F 00 00  0F 00 00 00 34 93 23 00 =....?......4.#.
00000010  FF FF FF 01 09 00 00 00  01 00 00 00 B0 8E 13 00 ................
00000020  20 00 BF 7F B0 FF BD 27  00 00 00 00 08 00 E0 03  ......'........
00000030  00 00 00 00 53 43 50 53  2D 31 35 30 30 34       ....SCPS-15004
16135 (4.00+)
0x3D => 0x3F07 (16135)
0x0F => 0x239334, 0x01FFFFFF
0x09 => 1,
 0x138EB0 , 
   0x7FBF0020 (sq	ra,0x20(sp)),
   0x27BDFFB0 (addiu	sp,-0x50),
   0x00000000 (nop),
   0x03E00008 (jr ra)
0x239334 = end of code segment?
0x138EB0 = Remove function CCharacter::DrawShadow((void))
config   20 00 BF 7F 0x7FBF0020 sq	ra, 0x20(sp)
         B0 FF BD 27 0x27BDFFB0 addiu	sp, -0x50
         00 00 00 00 0x00000000 nop
         08 00 E0 03 0x03E00008 jr	ra
NPUD20071 Dead Or Alive 2 Hardcore
00000000 3D 00 00 00 F0 42 00 00 0A 00 00 00 01 00 00 00 =....B..........
00000010 EC 06 2B 00 01 00 06 24 00 00 06 24 0B 00 00 00 ..+....$...$....
00000020 07 00 00 00 71 6A 18 00 F4 07 00 00 04 00 00 00 ....qj..........
00000030 0C 00 32 B7 0C 00 32 B3 71 6A 18 00 F4 05 00 00 ..2...2.qj......
00000040 08 00 00 00 03 E0 00 08 00 00 00 00 27 BD FF F0 ............'...
00000050 AF BE 00 08 7B 6A 18 00 08 07 00 00 08 00 00 00 ....{j..........
00000060 03 E0 00 08 00 00 00 00 27 BD FF F0 AF BE 00 08 ........'.......
00000070 85 6A 18 00 18 01 00 00 08 00 00 00 03 E0 00 08 .j..............
00000080 00 00 00 00 27 BD FF F0 AF BE 00 08 85 6A 18 00 ....'........j..
00000090 70 01 00 00 08 00 00 00 03 E0 00 08 00 00 00 00 p...............
000000A0 27 BD FF F0 AF BE 00 08 85 6A 18 00 C8 01 00 00 '........j......
000000B0 08 00 00 00 03 E0 00 08 00 00 00 00 27 BD FF F0 ............'...
000000C0 AF BE 00 08 86 6A 18 00 FC 07 00 00 08 00 00 00 .....j..........
000000D0 03 E0 00 08 00 00 00 00 27 BD FF F0 AF BE 00 08 ........'.......
000000E0 00 00 00 00 53 4C 55 53 2D 32 30 30 37 31       ....SLUS-20071  
17136 (4.50+) fixes blackscreen
0x3D => 0x42F0 (17136)
0x0A => 0x01,
  0x2B06EC, 0x24060001 (li a2,0x1), 
            0x24060000 (li a2,0x0)
0x0B => 0x07,
 0x186A71, 0x7F4, 0x04, 
                    0xB732000C (jal -0x2A9B90), 
                    0xB332000C (jal -0x2A9BA0)
 0x186A71, 0x5F4, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x186A7B, 0x708, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x186A85, 0x118, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x186A85, 0x170, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x186A85, 0x1C8, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x186A86, 0x7FC, 0x08, 0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp))
NPJD00011 Dead Or Alive 2 Hardcore
00000000  3D 00 00 00 89 3D 00 00  09 00 00 00 01 00 00 00  =...ë=..........
00000010  6C 66 2B 00 80 00 08 24  01 00 06 24 80 00 08 24  lf+.Ç..$...$Ç..$
00000020  00 00 06 24 0B 00 00 00  07 00 00 00 05 FF 17 00  ...$......... ..
00000030  F0 07 00 00 0C 00 00 00  27 C4 00 10 0C 00 32 B7  ­.......'-....2À
00000040  00 00 00 00 24 04 00 2B  0C 00 32 B3 27 C5 00 10  ....$..+..2¦'+..
00000050  05 FF 17 00 F4 05 00 00  08 00 00 00 03 E0 00 08  . ..¶........Ó..
00000060  00 00 00 00 27 BD FF F0  AF BE 00 08 0F FF 17 00  ....'¢ ­»¥... ..
00000070  08 07 00 00 08 00 00 00  03 E0 00 08 00 00 00 00  .........Ó......
00000080  27 BD FF F0 AF BE 00 08  19 FF 17 00 18 01 00 00  '¢ ­»¥... ......
00000090  08 00 00 00 03 E0 00 08  00 00 00 00 27 BD FF F0  .....Ó......'¢ ­
000000A0  AF BE 00 08 19 FF 17 00  70 01 00 00 08 00 00 00  »¥... ..p.......
000000B0  03 E0 00 08 00 00 00 00  27 BD FF F0 AF BE 00 08  .Ó......'¢ ­»¥..
000000C0  19 FF 17 00 C8 01 00 00  08 00 00 00 03 E0 00 08  . ..+........Ó..
000000D0  00 00 00 00 27 BD FF F0  AF BE 00 08 1A FF 17 00  ....'¢ ­»¥... ..
000000E0  FC 07 00 00 08 00 00 00  03 E0 00 08 00 00 00 00  ³........Ó......
000000F0  27 BD FF F0 AF BE 00 08  00 00 00 00 53 4C 50 53  '¢ ­»¥......SLPS
00000100  2D 32 35 30 32 36                                 -25026
15753 (3.73+) Block TLSDRV rpc (0x09 patch), and fix issues at IOP side (0x0B) in Tick function
0x3D => 0x3D89 (15753)
0x09 => 1,
 0x2B666C, 
   0x24080080 (li t0,0x80), 
   0x24060001 (li a2,0x1), 
   0x24080080 (li t0,0x80), 
   0x24060000 (li a2,0x0)
0x0B => 7, 
 0x17FF05, 0x7F0, 0x0C ,
                    0x1000C427 addiu a0,fp,0x10,
                    0xB732000C jal -0x2A9B90,
                    0x00000000 nop, 
                    0x2B000424 li a0,0x2B,
                    0xB332000C jal -0x2A9BA0,
                    0x1000C527 addiu a1,fp,0x10,
 0x17FF05, 0x5F4, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x17FF0F, 0x708, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x17FF19, 0x118, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x17FF19, 0x170, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x17FF19, 0x1C8, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
 0x17FF1A, 0x7FC, 0x08 ,0x0800E003 (jr ra), 0 (nop), 0xF0FFBD27 (addiu sp,-0x10), 0x0800BEAF (sw fp,0x8(sp)),
NPED00027 Deadly Strike
00000000  3D 00 00 00 96 40 00 00  0A 00 00 00 01 00 00 00 =....@..........
00000010  14 09 1E 00 17 37 01 3C  14 37 01 3C 00 00 00 00 .....7.<.7.<....
00000020  53 4C 45 53 2D 35 32 39  35 35                   SLES-52955
16534 (4.20+)
0x3D => 0x4096 (16534)
0x0A => 1 
  0x1E0914, 17 37 01 3C 0x3C013717 li	at,0x3717
            14 37 01 3C 0x3C013714 li	at,0x3714 
NPED00087 Disneys PK: Out of the Shadows blackscreen
NPUD21944 Doras Big Birthday Adventure
00000000  3D 00 00 00 ED 3F 00 00  0A 00 00 00 0A 00 00 00 =....?..........
00000010  00 FF 0F 00 00 00 00 00  07 00 40 14 04 FF 0F 00 ..........@.....
00000020  00 00 00 00 10 00 01 3C  08 FF 0F 00 00 00 00 00 .......<........
00000030  F0 FF 28 8C 0C FF 0F 00  00 00 00 00 20 01 09 2D ..(......... ..-
00000040  10 FF 0F 00 00 00 00 00  03 00 20 11 14 FF 0F 00 .......... .....
00000050  00 00 00 00 01 00 08 25  18 FF 0F 00 00 00 00 00 .......%........
00000060  F0 FF 28 AC 1C FF 0F 00  00 00 00 00 06 00 02 24 ..(............$
00000070  20 FF 0F 00 00 00 00 00  08 00 E0 03 90 9B 1E 00  ...............
00000080  08 00 E0 03 C0 FF 03 08  00 00 00 00 53 4C 55 53 ............SLUS
00000090  2D 32 31 39 34 34                                -21944
16365 (4.20+)
0x3D => 0x3FED (16365)
0x0A => 0xA,
  0xFFF00,0,0x14400007	bnez	v0,pos_000FFF20
  0xFFF04,0,0x3C010010	lui	at,0x0010
  0xFFF08,0,0x8C28FFF0	lw	t0,-0x10(at)
  0xFFF0C,0,0x2D090120	sltiu	t1,t0,0x0120
  0xFFF10,0,0x11200003	beqz	t1,pos_000FFF20
  0xFFF14,0,0x25080001	addiu	t0,0x1
  0xFFF18,0,0xAC28FFF0	sw	t0,-0x10(at)
  0xFFF1C,0,0x24020006	li	v0,0x6
  0xFFF20,0,0x03E00008	jr	ra
  0x1E9B90, 0x03E00008 (jr ra), 0x0803FFC0    j pos_000FFF00
NPJD00005 Dragon Force
00000000  3D 00 00 00 D6 40 00 00  0A 00 00 00 02 00 00 00 =....@..........
00000010  B4 41 10 00 1C 00 40 10  F9 FF 40 14 BC 41 10 00 .A....@[email protected]..
00000020  1D 00 02 3C 1A 00 40 10  41 00 00 00 00 00 00 00 ...<[email protected].......
00000030  53 4C 50 4D 2D 36 35 37  37 38                   SLPM-65778
16598 (4.20+)
0x3D => 0x40D6 (16598)
0x0A => 2, 
  0x1041B4, 0x1040001C beqz	v0,pos_00104228
            0x1440FFF9 bnez	v0,pos_0010419C
  0x1041BC, 0x3C02001D lui	v0,0x001D
            0x1040001A	beqz	v0,pos_00104228
0x41 => (sets some value 1, sync? - speedhack?)
NPUD20766 Fatal Frame II
00000000  3D 00 00 00 AF 42 00 00  21 00 00 00 00 00 00 00 =....B..!.......
00000010  48 00 00 00 02 00 00 00  9C E6 FF FF 0A 00 00 00 H...............
00000020  01 00 00 00 1C 70 17 00  41 01 0F 24 61 01 0F 24 .....p..A..$a..$
00000030  46 00 00 00 0B 00 00 00  01 00 00 00 DD 04 00 00 F...............
00000040  E8 02 00 00 04 00 00 00  00 42 73 84 00 00 02 FF .........Bs.....
00000050  00 00 00 00 53 4C 55 53  2D 32 30 37 36 36       ....SLUS-20766  
17071 (4.50+) Fix textures problems + performance improvement (0x0B patch VU microcode).
0x3D => 0x42AF (17071)
0x21 => 0
0x48 => 0x2, 0xFFFFE69C
0x0A => 1, 
  0x17701C, 0x240F0141 (li	t7,0x141)
            0x240F0161 (li	t7,0x161)
0x46
0x0B => 1
  0x4DD, (sector)
  0x2E8, (offset -> 0x26EADC in iso)
    0x04,
                  0x84734200 lq.z	vf2,0x3840(vi14),
                  0x000002FF nop
NPED00052 God Hand
00000000  3D 00 00 00 5F 3F 00 00  41 00 00 00 0A 00 00 00  =..._?..A.......
00000010  14 00 00 00 A0 FF 0F 00  00 00 00 00 01 00 02 3C  ....á .........<
00000020  A4 FF 0F 00 00 00 00 00  21 20 82 00 A8 FF 0F 00  ñ ......! é.¿ ..
00000030  00 00 00 00 4D 00 02 24  AC FF 0F 00 00 00 00 00  ....M..$¼ ......
00000040  0E 00 45 14 B4 FF 0F 00  00 00 00 00 3E 18 06 00  ..E.¦ ......>...
00000050  B8 FF 0F 00 00 00 00 00  FF 3F 63 38 BC FF 0F 00  © ...... ?c8+ ..
00000060  00 00 00 00 60 00 02 24  C0 FF 0F 00 00 00 00 00  ....`..$+ ......
00000070  0A 10 03 00 C4 FF 0F 00  00 00 00 00 00 00 83 8C  ....- ........âî
00000080  C8 FF 0F 00 00 00 00 00  00 00 62 FC CC FF 0F 00  + ........b³¦ ..
00000090  00 00 00 00 15 00 02 24  D0 FF 0F 00 00 00 00 00  .......$ð ......
000000A0  08 00 62 FC D4 FF 0F 00  00 00 00 00 10 00 63 24  ..b³È ........c$
000000B0  D8 FF 0F 00 00 00 00 00  00 00 83 AC DC FF 0F 00  Ï ........â¼_ ..
000000C0  00 00 00 00 10 00 83 8C  E0 FF 0F 00 00 00 00 00  ......âîÓ ......
000000D0  01 00 63 24 E4 FF 0F 00  00 00 00 00 10 00 83 AC  ..c$õ ........â¼
000000E0  E8 FF 0F 00 00 00 00 00  A6 67 0A 08 90 9E 29 00  Þ ......ªg..É×).
000000F0  01 00 02 3C E8 FF 03 08  94 9E 29 00 21 20 82 00  ...<Þ ..ö×).! é.
00000100  00 00 00 00 00 00 00 00  53 4C 45 53 2D 35 34 34  ........SLES-544
00000110  39 30                                             90
16223 (4.10+)
0x3D => 0x3F5F (16223)
0x41 => (sets some value 1, sync? - speedhack?)
0x0A => 0x14
  0xFFFA0,0,0x3C020001	lui	v0,0x0001
  0xFFFA4,0,0x00822021	addu	a0,v0
  0xFFFA8,0,0x2402004D	li	v0,0x4D
  0xFFFAC,0,0x1445000E	bne	v0,a1,pos_000FFFE8
  0xFFFB4,0,0x0006183E	dsrl32	v1,a2,0x00
  0xFFFB8,0,0x38633FFF	xori	v1,0x3FFF
  0xFFFBC,0,0x24020060	li	v0,0x60
  0xFFFC0,0,0x0003100A	movz	v0,zero,v1
  0xFFFC4,0,0x8C830000	lw	v1,(a0)
  0xFFFC8,0,0xFC620000	sd	v0,(v1)
  0xFFFCC,0,0x24020015	li	v0,0x15
  0xFFFD0,0,0xFC620008	sd	v0,0x8(v1)
  0xFFFD4,0,0x24630010	addiu	v1,0x10
  0xFFFD8,0,0xAC830000	sw	v1,(a0)
  0xFFFDC,0,0x8C830010	lw	v1,0x10(a0)
  0xFFFE0,0,0x24630001	addiu	v1,0x1
  0xFFFE4,0,0xAC830010	sw	v1,0x10(a0)
  0xFFFE8,0,0x080A67A6	j	pos_00299E98
  0x299E90,0x3C020001 (lui v0,0x0001),0x0803FFE8 j	pos_000FFFA0
  0x299E94,0x00822021 (addu	a0,v0),0x00000000 nop
NPUD21503 God Hand
00000000  3D 00 00 00 80 3D 00 00 41 00 00 00 0B 00 00 00  =...€=..A.......
00000010  06 00 00 00 54 04 00 00 C4 06 00 00 04 00 00 00  ....T...Ä.......
00000020  00 00 30 2D 24 06 00 60 55 04 00 00 50 01 00 00  ..0-$..`U...P...
00000030  04 00 00 00 00 00 30 2D 24 06 00 60 55 04 00 00  ......0-$..`U...
00000040  E0 03 00 00 04 00 00 00 00 00 30 2D 24 06 00 60  ŕ.........0-$..`
00000050  5E 04 00 00 CC 07 00 00 04 00 00 00 00 00 30 2D  ^...Ě.........0-
00000060  24 06 00 60 5F 04 00 00 40 02 00 00 04 00 00 00  $..`_...@.......
00000070  00 00 30 2D 24 06 00 60 5F 04 00 00 B8 04 00 00  ..0-$..`_...¸...
00000080  04 00 00 00 00 00 30 2D 24 06 00 60              ......0-$..`
15744 (3.73+)
0x3D => 0x3D80 (15744)
0x41 => (sets some value 1, sync? - speedhack?)
0x0B => 0x06
 0x454, 0x6C4. 0x04,
0x2D300000 (daddu a2, zero, zero),
0x60000624 (addiu a2, zero, 0x60),
 0x455, 0x150, 0x04,
0x2D300000 (daddu a2, zero, zero),
0x60000624 (addiu a2, zero, 0x60),
 0x455, 0x3E0, 0x04,
0x2D300000 (daddu a2, zero, zero),
0x60000624 (addiu a2, zero, 0x60),
 0x45E, 0x7CC, 0x04,
0x2D300000 (daddu a2, zero, zero),
0x60000624 (addiu a2, zero, 0x60),
 0x45F, 0x240, 0x04,
0x2D300000 (daddu a2, zero, zero),
0x60000624 (addiu a2, zero, 0x60),
 0x45F, 0x4B8, 0x04,
0x2D300000 (daddu a2, zero, zero),
0x60000624 (addiu a2, zero, 0x60)
NPUD20712 Gradius V
00000000  3D 00 00 00 37 3E 00 00  0B 00 00 00 01 00 00 00 =...7>..........
00000010  D3 05 00 00 10 03 00 00  08 00 00 00 03 E0 00 08 ................
00000020  00 00 00 00 27 BD FF C0  3C 03 00 4C 41 00 00 00 ....'...<..LA...
00000030  26 00 00 00 E0 46 30 00  44 5E 30 00 00 00 00 00 &....F0.D^0.....
00000040  53 4C 55 53 2D 32 30 37  31 32                   SLUS-20712      
15927 (3.71+)
0x3D => 0x3E37 (15927)
0x0B => 1
  0x5D3, (sector)
  0x310, (offset -> 0x2E9B28 in a RAW/2352 image)
    0x08, 
                  03 E0 00 08 jr ra
                  00 00 00 00 nop
                  27 BD FF C0 addiu	sp,-0x40
                  3C 03 00 4C lui	v1,0x004C
0x41 => (sets some value 1, sync? - speedhack?)
0x26 => 0x3046E0, 0x0x305E44
NPUD20552 Grand Theft Auto - Vice City
00000000  3D 00 00 00 A5 41 00 00  21 00 00 00 01 00 00 00 =....A..!.......
00000010  0A 00 00 00 0D 00 00 00  A0 FF 0F 00 00 00 00 00 ................
00000020  17 00 01 24 A4 FF 0F 00  00 00 00 00 08 00 24 14 ...$..........$.
00000030  AC FF 0F 00 00 00 00 00  10 00 01 3C B0 FF 0F 00 ...........<....
00000040  00 00 00 00 90 FF 22 8C  B4 FF 0F 00 00 00 00 00 ......".........
00000050  FF FF 42 24 B8 FF 0F 00  00 00 00 00 05 00 40 1C ..B$..........@.
00000060  C0 FF 0F 00 00 00 00 00  04 00 02 24 C4 FF 0F 00 ...........$....
00000070  00 00 00 00 90 FF 22 AC  C8 FF 0F 00 00 00 00 00 ......".........
00000080  C1 3A 0B 08 CC FF 0F 00  00 00 00 00 D0 FF BD 27 .:.............'
00000090  D0 FF 0F 00 00 00 00 00  08 00 E0 03 D4 FF 0F 00 ................
000000A0  00 00 00 00 90 FF 22 AC  00 EB 2C 00 D0 FF BD 27 ......"...,....'
000000B0  E8 FF 03 08 00 00 00 00  53 4C 55 53 2D 32 30 35 ........SLUS-205
000000C0  35 32                                            52
16805 (4.30+) 0x0A patch does diminish the amount of teargas particles.
0x3D => 0x41A5 (16805)
0x21 => 1
0x0A = 0xD
  0xFFFA0,0,0x24010017	li	at,0x17
  0xFFFA4,0,0x14240008	bne	at,a0,pos_000FFFC8
  0xFFFAC,0,0x3C010010	lui	at,0x0010
  0xFFFB0,0,0x8C22FF90	lw	v0,-0x70(at)
  0xFFFB4,0,0x2442FFFF	addiu	v0,-0x1
  0xFFFB8,0,0x1C400005	bgtz	v0,pos_000FFFD0
  0xFFFC0,0,0x24020004	li	v0,0x4
  0xFFFC4,0,0xAC22FF90	sw	v0,-0x70(at)
  0xFFFC8,0,0x080B3AC1	j	pos_002CEB04
  0xFFFCC,0,0x27BDFFD0	addiu	sp,-0x30
  0xFFFD0,0,0x03E00008	jr	ra
  0xFFFD4,0,0xAC22FF90	sw	v0,-0x70(at)
  0x2CEB00,0x27BDFFD0 ( addiu	sp,-0x30 ),0x0803FFE8	j	pos_000FFFA0
NPED00063 Grand Theft Auto III
00000000  3D 00 00 00 89 3D 00 00  01 00 00 00 90 97 34 00 =....=........4.
00000010  10 00 00 00 21 00 00 00  01 00 00 00 00 00 00 00 ....!...........
00000020  53 4C 45 53 2D 35 30 33  33 30                   SLES-50330
15753 (3.73+)
0x3D => 0x3D89 (15753)
0x01 => 0x349790, 0x10
0x21 => 1
NPUD20062 Grand Theft Auto III
00000000  3D 00 00 00 48 3F 00 00 19 00 00 00 01 00 00 00 =...H?..........
00000010  40 8B 34 00 0F 00 00 00 21 00 00 00 01 00 00 00 @.4.....!.......
00000020  0B 00 00 00 01 00 00 00 71 6D 0F 00 EC 04 00 00 ........qm......
00000030  B0 00 00 00 03 E0 00 08 00 00 00 00 3C 01 00 10 ............<...
00000040  8C 21 FE F0 14 20 00 25 00 00 00 00 27 BD FF 50 .!... .%....'..P
00000050  08 0B 64 B9 7F BF 00 50 00 00 00 00 34 02 00 03 ..d....P....4...
00000060  34 01 00 43 10 81 00 15 34 03 00 00 34 01 00 20 4..C....4...4.. 
00000070  10 81 00 12 34 03 00 01 34 01 00 1F 10 81 00 0F ....4...4.......
00000080  34 03 00 02 34 01 00 1D 10 81 00 0C 34 03 00 03 4...4.......4...
00000090  34 02 00 02 34 01 00 39 10 81 00 08 34 03 00 04 4...4..9....4...
000000A0  34 02 00 01 34 01 00 1A 10 81 00 04 34 03 00 05 4...4.......4...
000000B0  27 BD FE F0 08 0B 1D 05 7F BF 00 90 3C 01 00 10 '...........<...
000000C0  00 23 18 21 90 79 FE E0 27 39 00 01 03 22 08 2A .#.!.y..'9...".*
000000D0  00 01 C8 0A 13 20 FF F6 A0 79 FE E0 03 E0 00 08 ..... ...y......
000000E0  00 00 00 00 27 BD FE D0 7F BF 00 B0 7F BE 00 A0 ....'...........
000000F0  7F B7 00 90 7F B6 00 80 7F B5 00 70 7F B4 00 60 ...........p...`
00000100  7F B3 00 50 7F B2 00 40 7F B1 00 30 7F B0 00 20 [email protected]... 
00000110  E7 B7 00 1C E7 B6 00 18 E7 B5 00 14 E7 B4 00 10 ................
00000120  27 B7 00 F4 46 00 65 06 E7 AC 00 F0 24 07 00 01 '...F.e.....$...
00000130  46 00 75 86 27 B0 00 F8 46 00 7D 46 E6 ED 00 00 F.u.'...F.}F....
00000140  3C 02 C4 7A AE 02 00 00 3C 02 44 7A FF A0 00 00 <..z....<.Dz....
00000150  44 82 60 00 27 A4 00 F0 46 00 6D C6 27 A5 00 C0 D.`.'...F.m.'...
00000160  27 A6 01 2C 70 00 46 28 70 00 4E 28 70 00 56 28 '..,p.F(p.N(p.V(
00000170  70 E0 5E 28 0C 0A A8 34 FF A0 00 08 27 B1 00 C8 p.^(...4....'...
00000180  C6 20 00 00 3C 02 40 00 44 82 08 00 24 07 00 01 . ..<[email protected]...$...
00000190  3C 02 44 7A 0A 00 00 00 07 00 00 00 40 7D 24 00 <.Dz........@}$.
000001A0  08 00 E0 03 10 00 01 3C 44 7D 24 00 00 00 00 00 .......<D}$.....
000001B0  08 00 E0 03 48 7D 24 00 00 00 00 00 F0 FE 22 AC ....H}$.......".
000001C0  E0 92 2D 00 50 FF BD 27 1A 2B 0D 08 E4 92 2D 00 ..-.P..'.+....-.
000001D0  50 00 BF 7F 00 00 00 00 10 74 2C 00 F0 FE BD 27 P........t,....'
000001E0  22 2B 0D 08 14 74 2C 00 90 00 BF 7F 00 00 00 00 "+...t,.........
000001F0  00 00 00 00 53 4C 55 53 2D 32 30 30 36 32       ....SLUS-20062  
16200 (4.10+)
0x3D => 0x3F48 (16200)
0x19 => (sets some value 1)
0x01 => 0x348B40, 0xF
0x21 => 1
0x0B => 1
  0xF6D71, (sector)
  0x4EC, (offset -> 0x7B6B8CE0 in iso)
    0xB0, 
                    03 E0 00 08 jr ra
                    00 00 00 00 nop
                    3C 01 00 10 lui	at,0x0010
                    8C 21 FE F0 lw	at,-0x110(at)
                    14 20 00 25 bnez at,+0x98
                    00 00 00 00 nop
                    27 BD FF 50 addiu sp,-0xB0
                    08 0B 64 B9 j +0x22C78
                    7F BF 00 50 sq ra,0x50(sp)
                    00 00 00 00 nop
                    34 02 00 03 li v0,0x3
                    34 01 00 43 li at,0x43
                    10 81 00 15 beq a0,at,+0x5C
                    34 03 00 00 li v1,0x0
                    34 01 00 20 li at,0x20
                    10 81 00 12 beq a0,at,+0x4C
                    34 03 00 01 li v1,0x1
                    34 01 00 1F li at,0x1F
                    10 81 00 0F beq a0,at,+0x3C
                    34 03 00 02 li v1,0x2
                    34 01 00 1D li at,0x1D
                    10 81 00 0C beq a0,at,+0x2C
                    34 03 00 03 li v1,0x3
                    34 02 00 02 li v0,0x2
                    34 01 00 39 li at,0x39
                    10 81 00 08 beq a0,at,+0x24
                    34 03 00 04 li v1,0x4
                    34 02 00 01 li v0,0x1
                    34 01 00 1A li at,0x1A
                    10 81 00 04 beq a0,at,+0x14
                    34 03 00 05 li v1,0x5
                    27 BD FE F0 addiu sp,-0x110
                    08 0B 1D 05 j +0x10D54
                    7F BF 00 90 sq ra,0x90(sp)
                    3C 01 00 10 lui at,0x0010
                    00 23 18 21 addu v1,at
                    90 79 FE E0 lbu t9,-0x120(v1)
                    27 39 00 01 addiu t9,0x1
                    03 22 08 2A slt at,t9,v0
                    00 01 C8 0A movz t9,zero,at
                    13 20 FF F6 beqz t9,-0x24
                    A0 79 FE E0 sb t9,-0x120(v1)
                    03 E0 00 08 jr ra
                    00 00 00 00 nop
                    27 BD FE D0 addiu sp,-0x130
                    7F BF 00 B0 sq ra,0xB0(sp)
                    7F BE 00 A0 sq fp,0xA0(sp)
                    7F B7 00 90 sq s7,0x90(sp)
                    7F B6 00 80 sq s6,0x80(sp)
                    7F B5 00 70 sq s5,0x70(sp)
                    7F B4 00 60 sq s4,0x60(sp)
                    7F B3 00 50 sq s3,0x50(sp)
                    7F B2 00 40 sq s2,0x40(sp)
                    7F B1 00 30 sq s1,0x30(sp)
                    7F B0 00 20 sq s0,0x20(sp)
                    E7 B7 00 1C swc1 f23,0x1C(sp)
                    E7 B6 00 18 swc1 f22,0x18(sp)
                    E7 B5 00 14 swc1 f21,0x14(sp)
                    E7 B4 00 10 swc1 f20,0x10(sp)
                    27 B7 00 F4 addiu s7,sp,0xF4
                    46 00 65 06 mov.s f20,f12
                    E7 AC 00 F0 swc1 f12,0xF0(sp)
                    24 07 00 01 li a3,0x1
                    46 00 75 86 mov.s f22,f14
                    27 B0 00 F8 addiu s0,sp,0xF8
                    46 00 7D 46 mov.s f21,f15
                    E6 ED 00 00 swc1 f13,(s7)
                    3C 02 C4 7A lui v0,0xC47A
                    AE 02 00 00 sw v0,(s0)
                    3C 02 44 7A lui v0,0x447A
                    FF A0 00 00 sd zero,(sp)
                    44 82 60 00 mtc1 v0,f12
                    27 A4 00 F0 addiu a0,sp,0xF0
                    46 00 6D C6 mov.s f23,f13
                    27 A5 00 C0 addiu a1,sp,0xC0
                    27 A6 01 2C addiu a2,sp,0x12C
                    70 00 46 28 paddub t0,zero,zero
                    70 00 4E 28 paddub t1,zero,zero
                    70 00 56 28 paddub t2,zero,zero
                    70 E0 5E 28 paddub t3,a3,zero
                    0C 0A A8 34 jal 0x2AA0D0
                    FF A0 00 08 sd zero,0x8(sp)
                    27 B1 00 C8 addiu s1,sp,0xC8
                    C6 20 00 00 lwc1 f00,(s1)
                    3C 02 40 00 lui v0,0x4000
                    44 82 08 00 mtc1 v0,f01
                    24 07 00 01 li a3,0x1
                    3C 02 44 7A lui v0,0x447A
0x0A => 7
  0x247D40, 0x03E00008 (jr ra), 0x3C010010 lui	at,0x0010
  0x247D44, 0x00000000 (nop), 0x03E00008 jr ra
  0x247D48, 0x00000000 (nop), 0xAC22FEF0 sw v0,-0x110(at)
  0x2D92E0, 0x27BDFF50 (addiu sp,-0xB0), 0x080D2B1A j pos_0034AC68
  0x2D92E4, 0x7FBF0050 (sq ra,0x50(sp)), 0x00000000 nop
  0x2C7410, 0x27BDFEF0 (addiu sp,-0x110), 0x080D2B22 j pos_0034AC88
  0x2C7414, 0x7FBF0090 (sq ra,0x90(sp)), 0x00000000 nop
NPED00070 Grand Theft Auto - San Andreas
00000000  3D 00 00 00 60 40 00 00  0F 00 00 00 B0 45 1E 00 =...`@.......E..
00000010  08 51 1E 00 40 00 00 00  00 00 00 00 53 4C 45 53 [email protected]
00000020  2D 35 32 39 32 37                                -52927
16480 (4.20+)
0x3D => 0x4060 (16480)
0x0F => 0x1E45B0, 0x1E5108
0x40 => (sets some value 1)
NPUD20946 Grand Theft Auto - San Andreas
00000000  3D 00 00 00 60 40 00 00  0F 00 00 00 DC 46 1E 00 =...`@.......F..
00000010  E8 4A 1E 00 40 00 00 00  00 00 00 00 53 4C 55 53 [email protected]
00000020  2D 32 30 39 34 36                                -20946
16480 (4.20+)
0x3D => 0x4060 (16480)
0x0F => 0x1E46DC, 0x1E4AE8
0x40 => (sets some value 1)
NPUD21334 Grandia III
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...
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...
16040 (4.00+) Example of a multi-disc config.
0x3D => 0x3EA8 (16040)
0x00 => 0x534C55532D3231333334 (SLUS-21334), 0x000200 (00 - separator?, 02 - total discs, 00 - first disc),
0x00 => 0x534C55532D3231333435 (SLUS-21345), 0x000201 (00 - separator?, 02 - total discs, 01 - second disc)
NPUD21604 GRIMgRiMoiRe
00000000  3D 00 00 00 12 3D 00 00  15 00 00 00 04 00 00 00 =....=..........
15634 (3.70+)
0x3D => 0x3D12 (15634)
0x15 => 4
NPJD00020 Katamari Damacy
00000000  3D 00 00 00 46 40 00 00  41 00 00 00 0B 00 00 00 [email protected].......
00000010  01 00 00 00 29 04 00 00  40 00 00 00 04 00 00 00 ....)...@.......
00000020  00 24 77 68 00 00 00 00  00 00 00 00 53 4C 50 53 .$wh........SLPS
00000030  2D 32 35 33 36 30                                -25360
16454 (4.20+)
0x3D => 0x4046 (16454)
0x41 => (sets some value 1, sync? - speedhack?)
0x0B => 1
  0x429, (sector)
  0x40, (offset -> 0x214834 in iso)
    0x04,
                 0x00247768 (pointer) 
                 0x00000000 
NPUD21008 Katamari Damacy
00000000  3D 00 00 00 89 3D 00 00  41 00 00 00 0B 00 00 00 =....=..A.......
00000010  01 00 00 00 71 04 00 00  80 02 00 00 04 00 00 00 ....q...........
00000020  00 26 B8 D8 00 00 00 00  00 00 00 00 53 4C 55 53 .&..........SLUS
00000030  2D 32 31 30 30 38                               -21008
15753 (3.70+)
0x3D => 0x3D89 (15753)
0x41 => (sets some value 1, sync? - speedhack?)
0x0B => 1
  0x471, (sector)
  0x280, (offset -> 0x238A74 in iso)
    0x04,
                 0x0024B8D8 (pointer)
                 0x00000000
NPUD20847 La Pucelle: Tactics
00000000 3D 00 00 00 DB 3F 00 00 0A 00 00 00 0B 00 00 00 =....?..........
00000010 40 FA 0F 00 00 00 00 00 0C 01 0A 3C 44 FA 0F 00 @..........<D...
00000020 00 00 00 00 04 DE 4A 35 48 FA 0F 00 00 00 00 00 ......J5H.......
00000030 04 00 45 11 4C FA 0F 00 00 00 00 00 00 00 00 00 ..E.L...........
00000040 50 FA 0F 00 00 00 00 00 10 00 0A 8E 54 FA 0F 00 P...........T...
00000050 00 00 00 00 9A E2 04 08 58 FA 0F 00 00 00 00 00 ........X.......
00000060 14 00 0B 8E 5C FA 0F 00 00 00 00 00 9C E2 04 08 ....\...........
00000070 60 FA 0F 00 00 00 00 00 00 00 00 00 60 8A 13 00 `...........`...
00000080 10 00 0A 8E 90 FE 03 08 64 8A 13 00 14 00 0B 8E ........d.......
00000090 00 00 00 00 00 00 00 00 53 4C 55 53 2D 32 30 38 ........SLUS-208
000000A0 34 37                                           47              
16347 (4.10+) Fixes blackscreen
0x3D => 0x3FDB (16347)
0x0A => 0xB
  0xFFA40,0,0x3C0A010C lui t2, 0x010C
  0xFFA44,0,0x354ADE04 ori t2, 0xDE04
  0xFFA48,0,0x11450004 beq t2, a1, 0x000FFA5C
  0xFFA4C,0,0          nop
  0xFFA50,0,0x8E0A0010 lw t2, 0x10(s0)
  0xFFA54,0,0x0804E29A j  0x00138A68
  0xFFA58,0,0x8E0B0014 lw t3, 0x14(s0)
  0xFFA5C,0,0x0804E29C j  0x00138A70
  0xFFA60,0,0          nop
  0x138A60,0x8E0A0010 (lw t2, 0x10(s0)),0x0803FE90 j 0x000FFA40
  0x138A64,0x8E0B0014 (lw t3, 0x14(s0)),0 (nop)
NPUD20275 Kessen II
00000000 3D 00 00 00 89 3D 00 00 0B 00 00 00 03 00 00 00 =....=..........
00000010 10 76 00 00 BC 07 00 00 10 00 00 00 48 43 88 00 .v..........HC..
00000020 4B E5 21 AC 30 84 80 00 4B E7 2B 3C 4B E5 21 AC K.!.0...K.+<K.!.
00000030 30 84 80 00 4B E7 2B 3C 48 43 88 00 64 76 00 00 0...K.+<HC..dv..
00000040 10 05 00 00 0C 00 00 00 4B C0 10 9C 4B C0 18 DC ........K...K...
00000050 4A 68 03 BE 4A 68 03 BE 4B C0 10 9C 4B C0 18 DC Jh..Jh..K...K...
00000060 64 76 00 00 C8 06 00 00 0C 00 00 00 4B C0 10 9C dv..........K...
00000070 4B C0 18 DC 4A 68 03 BE 4A 68 03 BE 4B C0 10 9C K...Jh..Jh..K...
00000080 4B C0 18 DC 00 00 00 00 53 4C 55 53 2D 32 30 32 K.......SLUS-202
00000090 37 35                                           75              
15753 (3.73+) fixes spickey polygon syndrome problems for characters in cutscenes/selection/..
0x3D => 0x3D89 (15753)
0x0B => 3
  0x7610, 0x07BC, 0x10, 
                       Patched Bytes:
                       0x00884348 00 88 43 48 cfc2    $v1, $17 (cfc2	v1,MACflag)
                       0xAC21E54B AC 21 E5 4B cop2    (vsub.xyzw vf06, vf04, vf05)
                       0x00808430 00 80 84 30 andi    $a0, 0x8000
                       0x3C2BE74B 3C 2B E7 4B cop2    (vmove.xyzw, vf07, vf05)
                       Original Bytes:
                       0xAC21E54B AC 21 E5 4B cop2    (vsub.xyzw vf06, vf04, vf05)
                       0x00808430 00 80 84 30 andi    $a0, 0x8000
                       0x3C2BE74B 3C 2B E7 4B cop2    (vmove.xyzw, vf07, vf05)
                       0x00884348 00 88 43 48 cfc2    $v1, $17 (cfc2	v1,MACflag)
  0x7664, 0x0510, 0x0C,
                       Patched Bytes:
                       0x9C10C04B 9C 10 C0 4B cop2    (vmulq.xyz vf02,vf02,Q)
                       0xDC18C04B DC 18 C0 4B cop2    (vmulq.xyz vf03,vf03,Q)
                       0xBE03684A BE 03 68 4A cop2    (vrsqrt Q, vf00w, vf08x)
                       Original Bytes:
                       0xBE03684A BE 03 68 4A cop2    (vrsqrt Q, vf00w, vf08x)
                       0x9C10C04B 9C 10 C0 4B cop2    (vmulq.xyz vf02,vf02,Q)
                       0xDC18C04B DC 18 C0 4B cop2    (vmulq.xyz vf03,vf03,Q)
  0x7664, 0x06C8, 0x0C, 
                       Patched Bytes:
                       0x9C10C04B 9C 10 C0 4B cop2    (vmulq.xyz vf02,vf02,Q)
                       0xDC18C04B DC 18 C0 4B cop2    (vmulq.xyz vf03,vf03,Q)
                       0xBE03684A BE 03 68 4A cop2    (vrsqrt Q, vf00w, vf08x)
                       Original Bytes:
                       0xBE03684A BE 03 68 4A cop2    (vrsqrt Q, vf00w, vf08x)
                       0x9C10C04B 9C 10 C0 4B cop2    (vmulq.xyz vf02,vf02,Q)
                       0xDC18C04B DC 18 C0 4B cop2    (vmulq.xyz vf03,vf03,Q)
NPJD00040 Mana Khemia 2
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
00000010  04 00 00 00 00 00 00 00  53 4C 50 4D 2D 35 35 31 ........SLPM-551
00000020  31 34                                            14
16792 (4.30+) fixes blackscreen
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4
NPUD20827 Manhunt
00000000  3D 00 00 00 89 3D 00 00 0A 00 00 00 0F 00 00 00 =....=..........
00000010  A0 FF 0F 00 00 00 00 00 2D 68 A0 00 A4 FF 0F 00 ........-h......
00000020  00 00 00 00 14 00 AE 8D A8 FF 0F 00 00 00 00 00 ................
00000030  10 00 AC 8D AC FF 0F 00 00 00 00 00 50 00 AF 8D ............P...
00000040  B0 FF 0F 00 00 00 00 00 08 00 8F 15 B4 FF 0F 00 ................
00000050  00 00 00 00 54 00 AB 8D B8 FF 0F 00 00 00 00 00 ....T...........
00000060  06 00 CB 15 BC FF 0F 00 00 00 00 00 00 80 8F 25 ...............%
00000070  C0 FF 0F 00 00 00 00 00 00 80 CE 25 C4 FF 0F 00 ...........%....
00000080  00 00 00 00 54 00 AE AD C8 FF 0F 00 00 00 00 00 ....T...........
00000090  50 00 AF AD CC FF 0F 00 00 00 00 00 10 00 AF AD P...............
000000A0  D0 FF 0F 00 00 00 00 00 14 00 AE AD D4 FF 0F 00 ................
000000B0  00 00 00 00 04 68 10 08 D8 FF 0F 00 00 00 00 00 .....h..........
000000C0  5F 00 03 3C 0B 00 00 00 01 00 00 00 22 0D 00 00 _..<........"...
000000D0  14 01 00 00 08 00 00 00 08 03 FF E8 27 BD FF F0 ............'...
000000E0  3C 03 00 5F 27 BD FF F0 00 00 00 00 53 4C 55 53 <.._'.......SLUS
000000F0  2D 32 30 38 32 37                               -20827
15753 (3.73+) fixes graphical issues
0x3D => 0x3D89 (15753)
0x0A => 0x0F
  0xFFFA0,0, 0x00A0682D 2D 68 A0 00	dmove	t5,a1
  0xFFFA4,0, 0x8DAE0014 14 00 AE 8D	lw	t6,0x14(t5)
  0xFFFA8,0, 0x8DAC0010 10 00 AC 8D	lw	t4,0x10(t5)
  0xFFFAC,0, 0x8DAF0050 50 00 AF 8D	lw	t7,0x50(t5)
  0xFFFB0,0, 0x158F0008 08 00 8F 15	bne	t4,t7,pos_000FFFD4
  0xFFFB4,0, 0x8DAB0054 54 00 AB 8D	lw	t3,0x54(t5)
  0xFFFB8,0, 0x15CB0006 06 00 CB 15	bne	t6,t3,pos_000FFFD4
  0xFFFBC,0, 0x258F8000 00 80 8F 25	addiu	t7,t4,-0x8000
  0xFFFC0,0, 0x25CE8000 00 80 CE 25	addiu	t6,-0x8000
  0xFFFC4,0, 0xADAE0054 54 00 AE AD	sw	t6,0x54(t5)
  0xFFFC8,0, 0xADAF0050 50 00 AF AD	sw	t7,0x50(t5)
  0xFFFCC,0, 0xADAF0010 10 00 AF AD	sw	t7,0x10(t5)
  0xFFFD0,0, 0xADAE0014 14 00 AE AD	sw	t6,0x14(t5)
  0xFFFD4,0, 0x08106804 04 68 10 08	j	pos_0041A010
  0xFFFD8,0, 0x3C03005F 5F 00 03 3C	lui	v1,0x005F
0x0B => 1
  0xD22, (disc sector)
  0x114, (offset -> 0x691108 in iso)
  0x08,
                  0x0803FFE8 E8 FF 03 08 j	pos_000FFFA0
                  0x27BDFFF0 F0 FF BD 27 addiu	sp,-0x10
                  0x3C03005F 5F 00 03 3C lui	v1,0x005F
                  0x27BDFFF0 F0 FF BD 27 addiu	sp,-0x10
z_un_0041a008:

	lui	v1,0x005F           <- gets overwritten (hook)
	addiu	sp,-0x10
	lw	v0,-0x5C14(v1)
	sd	ra,(sp)
	jalr	v0
	nop	
	ld	ra,(sp)
	jr	ra
	addiu	sp,0x10
	nop	
NPED00145 Max Payne
00000000  3D 00 00 00 89 3D 00 00  01 00 00 00 F4 E9 52 00 =....=........R.
00000010  03 00 00 00 01 00 00 00  78 EB 52 00 02 00 00 00 ........x.R.....
00000020  00 00 00 00 53 4C 45 53  2D 35 30 33 32 35       ....SLES-50325
15753 (3.73+) fixes game hang on first cutscene/cutscenes
0x3D => 0x3D89 (15753)
0x01 => 0x52E9F4, 3   (applies to main_p.run ELF on disc: 0x52E9F4 dmove a1,v0 )
0x01 => 0x52EB78, 2   (applies to main_p.run ELF on disc: 0x52EB78 lq s1,0x10(sp) )
NPUD20230 Max Payne
00000000  3D 00 00 00 89 3D 00 00  01 00 00 00 E4 E6 52 00 =....=........R.
00000010  03 00 00 00 01 00 00 00  68 E8 52 00 02 00 00 00 ........x.R.....
00000020  00 00 00 00 53 4C 55 53 2D 32 30 32 33 30        ....SLUS-20230
15753 (3.73+) fixes game hang on first cutscene/cutscenes
0x3D => 0x3D89 (15753)
0x01 => 0x52E6E4, 3   (applies to main.run ELF on disc: 0x52E6E4 dmove a1,v0 )
0x01 => 0x52E868, 2   (applies to main.run ELF on disc: 0x52E868 lq s1,0x10(sp) )
NPED00104 Medal of Honor: European Assault
00000000  3D 00 00 00 A1 40 00 00 1C 00 00 00 01 00 00 00  =...ˇ@..........
00000010  1D 00 00 00 01 00 00 00 00 00 00 00 53 4C 45 53  ............SLES
00000020  2D 35 33 33 33 32                                -53332
16545 (4.20+)
0x3D => 40A1 (16545)
0x1C => 1
0x1D => 1
NPUD21577 Odin Sphere
00000000  3D 00 00 00 10 3D 00 00  0B 00 00 00 02 00 00 00 =....=..........
00000010  52 04 00 00 F8 03 00 00  04 00 00 00 2D 02 49 0C R...........-.I.
00000020  2D 02 49 14 52 04 00 00  70 04 00 00 04 00 00 00 -.I.R...p.......
00000030  2D 03 49 0C 2D 03 49 14  15 00 00 00 04 00 00 00 -.I.-.I.........
15632 (3.70+)
0x3D => 0x3D10 (15632)
0x0B => 2
  0x452, (sector)
  0x3F8, (offset -> 0x2293EC in iso)
    0x04,
                  0x0C49022D sltiu v0,t0,0x490C,
                  0x1449022D sltiu v0,t0,0x4914,
  0x452, (sector)
  0x470, (offset -> 0x229464 in iso)
    0x04,
                  0x0C49032D sltiu v1,t0,0x490C,
                  0x1449032D sltiu v1,t0,0x4914
0x15 => 4
NPJD00028 Phantasy Star Complete Collection
00000000  3D 00 00 00 B8 41 00 00  45 00 00 00 00 00 00 00 =....A..E.......
00000010  53 4C 50 4D 2D 36 32 37  37 35                   SLPM-62775
16824 (4.40+)
0x3D => 0x41B8 (16824)
0x45 => (sets some value 1)
NPUC97142 Primal
00000000  3D 00 00 00 65 3D 00 00  12 00 00 00 0D 00 00 00 =...e=..........
00000010  00 00 00 04 00 00 00 00  02 00 03 00 5F 01 00 00 ............_...
00000020  8D BD 6F 2C 67 03 00 00  02 00 03 00 6B 01 00 00 ..o,g.......k...
00000030  31 35 70 E9 72 03 00 00  03 00 02 00 60 9B 39 10 15p.r.......`.9.
00000040  18 9C 39 10 0B 00 00 00  01 00 00 00 47 07 00 00 ..9.........G...
00000050  6C 04 00 00 04 00 00 00  80 5F 03 3C 80 00 03 3C l........_.<...<
15717 (3.73+) Same issue as 24 The game described in Custom Configs, fixes loading screen freezing
0x3D => 0x3D65 (15717)
0x12 => 0x0D, (fixes freezing)
  00 00 00 04 0x04000000 (64 MB?)
  00 00 00 00  
  02 00>03 00< Count, Type 2
  5F 01 00 00 	0x15F
  8D BD 6F 2C 	0x2C6FBD8D
  67 03 00 00  0x367
  02 00>03 00< Count, Type 2
  6B 01 00 00 	0x16B
  31 35 70 E9 	0xE9703531
  72 03 00 00  0x372
  03 00>02 00< Count
  60 9B 39 10 	-> 0x399B60  ctc2    $zero, $5
  18 9C 39 10	-> 0x399C18  ctc2    $zero, $5
0x0B => 1
  0x747, (disc sector)
  0x46C, (offset -> 0x3A3C60 - this patch is for VU microprogram (.vutext) on disc, fix rare SPS
    0x04,
                  0x8000033c nop
                  0x805f033c move.z vf31, vf0
NPUD21120 Psychonauts
00000000  3D 00 00 00 89 3D 00 00  0B 00 00 00 01 00 00 00 =....=..........
00000010  12 01 00 00 58 00 00 00  04 00 00 00 00 00 00 00 ....X...........
00000020  11 CF FF F9 00 00 00 00  53 4C 55 53 2D 32 31 31 ........SLUS-211
00000030  32 30                                            20
15753 (3.73+)
0x3D => 0x3D89 (15753)
0x0B => 1
  0x112, (sector)
  0x58, (offset -> 0x8904C in iso)
    0x04,
                 0x00000000 nop, 
                 0xF9FFCF11 beq t6,t7,-0x18
NPUD20272 Rayman Arena
00000000 3D 00 00 00 89 3D 00 00 12 00 00 00 11 00 00 00 =....=..........
00000010 00 00 00 04 00 00 00 00 02 00 04 00 00 00 00 00 ................
00000020 AE B3 4E 5D 20 02 00 00 46 02 00 00 03 00 09 00 ..N] ...F.......
00000030 B0 E9 1D 10 94 EB 1D 10 00 EC 1D 10 54 EC 1D 10 ............T...
00000040 A0 EE 1D 10 DC EE 1D 10 78 F0 1D 10 B4 F0 1D 10 ........x.......
00000050 54 F1 1D 10 00 00 00 00 53 4C 55 53 2D 32 30 32 T.......SLUS-202
00000060 37 32                                           72              
15753 (3.73+)
0x3D => 0x3D89 (15753)
0x12 => 0x11
  00 00 00 04 
  00 00 00 00 
  02 00>04 00< Count
  00 00 00 00 
  AE B3 4E 5D 
  20 02 00 00 
  46 02 00 00 
  03 00>09 00< Count
  B0 E9 1D 10 	-> 0x1DE9B0  ctc2    $t0, $6
  94 EB 1D 10 	-> 0x1DEB94  ctc2    $t0, $6
  00 EC 1D 10 	-> 0x1DEC00  ctc2    $t0, $6
  54 EC 1D 10 	-> 0x1DEC54  ctc2    $t0, $6
  A0 EE 1D 10 	-> 0x1DEEA0  ctc2    $t0, $6
  DC EE 1D 10 	-> 0x1DEEDC  ctc2    $t0, $6
  78 F0 1D 10 	-> 0x1DF078  ctc2    $t0, $6
  B4 F0 1D 10 	-> 0x1DF0B4  ctc2    $t0, $6
  54 F1 1D 10 	-> 0x1DF154  ctc2    $t0, $6
NPJD00079 Raw Danger!
00000000  3D 00 00 00 27 44 00 00 46 00 00 00 41 00 00 00  =...'D..F...A...
00000010  0A 00 00 00 02 00 00 00 94 E0 11 00 04 68 06 0C  ........”ŕ...h..
00000020  00 00 00 00 9C E0 11 00 54 A6 08 0C 00 00 00 00  ....śŕ..T¦......
00000030  00 00 00 00 53 4C 50 53 2D 32 35 36 30 36        ....SLPS-25606
17447 (?) Fix fps problem by removing problematic effects
NPUD20442 Red Faction 2
00000000  3D 00 00 00 42 3F 00 00  19 00 00 00 00 00 00 00 =...B?..........
00000010  53 4C 55 53 2D 32 30 34  34 32                   SLUS-20442
16194 (4.00+)
0x3D => 0x3F42 (16194)
0x19 => (sets some value 1)
NPUD20471 Rygar
00000000  3D 00 00 00 89 3D 00 00  0E 00 00 00 A8 7D 14 00 =....=.......}..
00000010  00 00 00 00 53 4C 55 53  2D 32 30 34 37 31       ....SLUS-20471
15753 (3.73+) fixes hard crash at start when leaving the place
0x3D => 0x3D89 (15753)
0x0E => 0x147DA8 (offset)
.text:00147DA8                 sub.s   $f12, $f20, $f12
NPUD20974 Shin Megami Tensei Digital Devil Saga 1
00000000  3D 00 00 00 EC 42 00 00  46 00 00 00 48 00 00 00 =....B..F...H...
00000010  01 00 00 00 90 D0 03 00  00 00 00 00 53 4C 55 53 ............SLUS
00000020  2D 32 30 39 37 34                                -20974
17132 (4.50+) fixes screen shakes/framerate cracks
0x3D => 0x42EC (17132)
0x46 => (sets some value 1)
0x48 => 0x1 , 0x3D090
NPUD20911 Shin Megami Tensei Nocturne
00000000  3D 00 00 00 F6 41 00 00  46 00 00 00 00 00 00 00 =....A..F.......
00000010  53 4C 55 53 2D 32 30 39  31 31                   SLUS-20911
16886 (4.40+) fixes screen shakes/flickers (and much more importantly, game crashes)
0x3D => 0x41F6 (16886)
0x46 => (sets some value 1)
NPUD21621 Shin Megami Tensei Persona 3 FES
00000000  3D 00 00 00 48 41 00 00  0A 00 00 00 20 00 00 00  =...HA...... ...
00000010  00 FA 0F 00 00 00 00 00  E0 00 A4 8F 04 FA 0F 00  .·......Ó.ñÅ.·..
00000020  00 00 00 00 6C 01 03 24  08 FA 0F 00 00 00 00 00  ....l..$.·......
00000030  0A 00 83 14 0C FA 0F 00  00 00 00 00 FF 00 04 24  ..â..·...... ..$
00000040  10 FA 0F 00 00 00 00 00  B8 26 04 00 14 FA 0F 00  .·......©&...·..
00000050  00 00 00 00 27 20 84 00  18 FA 0F 00 00 00 00 00  ....' ä..·......
00000060  D0 00 A3 DF 1C FA 0F 00  00 00 00 00 24 18 83 00  ð.ú¯.·......$.â.
00000070  20 FA 0F 00 00 00 00 00  0B 00 63 64 24 FA 0F 00   ·........cd$·..
00000080  00 00 00 00 33 00 04 24  28 FA 0F 00 00 00 00 00  ....3..$(·......
00000090  B8 26 04 00 2C FA 0F 00  00 00 00 00 25 18 83 00  ©&..,·......%.â.
000000A0  30 FA 0F 00 00 00 00 00  D0 00 A3 FF 34 FA 0F 00  0·......ð.ú 4·..
000000B0  00 00 00 00 E1 B3 11 08  38 FA 0F 00 00 00 00 00  ....ߦ..8·......
000000C0  50 00 64 8E 7C CF 46 00  50 00 64 8E 80 FE 03 08  P.dÄ|¤F.P.dÄǦ..
000000D0  40 FA 0F 00 00 00 00 00  00 3C 04 3C 44 FA 0F 00  @·.......<.<D·..
000000E0  00 00 00 00 18 3F 05 3C  48 FA 0F 00 00 00 00 00  .....?.<H·......
000000F0  20 00 24 AE 4C FA 0F 00  00 00 00 00 24 00 24 AE   .$«L·......$.$«
00000100  50 FA 0F 00 00 00 00 00  60 00 25 AE 54 FA 0F 00  P·......`.%«T·..
00000110  00 00 00 00 64 00 24 AE  58 FA 0F 00 00 00 00 00  ....d.$«X·......
00000120  A0 00 24 AE 5C FA 0F 00  00 00 00 00 A4 00 25 AE  á.$«\·......ñ.%«
00000130  60 FA 0F 00 00 00 00 00  E0 00 25 AE 64 FA 0F 00  `·......Ó.%«d·..
00000140  00 00 00 00 E4 00 25 AE  68 FA 0F 00 00 00 00 00  ....õ.%«h·......
00000150  04 00 04 24 6C FA 0F 00  00 00 00 00 39 9B 10 08  ...$l·......9ø..
00000160  70 FA 0F 00 00 00 00 00  10 00 25 26 DC 6C 42 00  p·........%&_lB.
00000170  04 00 04 24 90 FE 03 08  E0 6C 42 00 10 00 25 26  ...$ɦ..ÓlB...%&
00000180  00 00 00 00 30 6A 4C 00  80 3F 02 3C 7F 3F 02 3C  ....0jL.Ç?.<??.<
00000190  21 00 00 00 00 00 00 00  15 00 00 00 04 00 00 00  !...............
000001A0  00 00 00 00 53 4C 55 53  2D 32 31 36 32 31        ....SLUS-21621
16712 (4.25+)
0x3D => 0x4148 (16712)
0x0A => 0x20
  0xFFA00,0,0x8FA400E0	lw	a0,0xE0(sp)
  0xFFA04,0,0x2403016C	li	v1,0x16C
  0xFFA08,0,0x1483000A	bne	a0,v1,pos_000FFA34
  0xFFA0C,0,0x240400FF	li	a0,0xFF
  0xFFA10,0,0x000426B8	dsll	a0,0x1A
  0xFFA14,0,0x00842027	nor	a0,a0
  0xFFA18,0,0xDFA300D0	ld	v1,0xD0(sp)
  0xFFA1C,0,0x00831824	and	v1,a0,v1
  0xFFA20,0,0x6463000B	daddiu	v1,0x000B
  0xFFA24,0,0x24040030	li	a0,0x30
  0xFFA28,0,0x000426B8	dsll	a0,0x1A
  0xFFA2C,0,0x00831825	or	v1,a0,v1
  0xFFA30,0,0xFFA300D0	sd	v1,0xD0(sp)
  0xFFA34,0,0x0811B3E1	j	pos_0046CF84
  0xFFA38,0,0x8E640050	lw	a0,0x50(s3)
  0x46CF7C,0x8E640050 (lw	a0,0x50(s3),0x0803FE80 j pos_000FFA00
  0xFFA40,0,0x3C043C00	lui	a0,0x3C00
  0xFFA44,0,0x3C053F18	lui	a1,0x3F18
  0xFFA48,0,0xAE240020	sw	a0,0x20(s1)
  0xFFA4C,0,0xAE240024	sw	a0,0x24(s1)
  0xFFA50,0,0xAE250060	sw	a1,0x60(s1)
  0xFFA54,0,0xAE240064	sw	a0,0x64(s1)
  0xFFA58,0,0xAE2400A0	sw	a0,0xA0(s1)
  0xFFA5C,0,0xAE2500A4	sw	a1,0xA4(s1)
  0xFFA60,0,0xAE2500E0	sw	a1,0xE0(s1)
  0xFFA64,0,0xAE2500E4	sw	a1,0xE4(s1)
  0xFFA68,0,0x24040004	li	a0,0x4
  0xFFA6C,0,0x08109B39	j	pos_00426CE4
  0xFFA70,0,0x26250010	addiu	a1,s1,0x10
  0x426CDC,0x24040004(li a0,0x4),0x0803FE90 j pos_000FFA40
  0x426CE0,0x26250010(addiu a1,s1,0x10),0 nop
  0x4C6A30,0x3C023F80(lui v0,0x3F80),0x3C023F7F lui v0,0x3F7F
0x21 => 0
0x15 => 4
NPUD21782 Shin Megami Tensei Persona 4
00000000  3D 00 00 00 89 3D 00 00  0A 00 00 00 01 00 00 00 =....=..........
00000010  60 9C 18 00 80 3F 02 3C  7F 3F 02 3C 00 00 00 00 `....?.<.?.<....
00000020  53 4C 55 53 2D 32 31 37  38 32                   SLUS-21782
15753 (3.73+) Dungeon name in the corner is glitched (shows black bar).
0x3D => 0x3D89 (15753)
0x0A => 1
  0x189C60, 0x3C023F80 lui	v0,0x3F80 
            0x3C023F7F lui	v0,0x3F7F
NPUC97355 Siren
00000000  3D 00 00 00 15 41 00 00  19 00 00 00 00 00 00 00 =....A..........
00000010  53 43 55 53 2D 39 37 33  35 35                   SCUS-97355
16661 (4.25+)
0x3D => 0x4115 (16661)
0x19 => (sets some value 1)
NPED00272 Summoner
00000000 3D 00 00 00 89 3D 00 00 2C 00 00 00 01 00 00 00 =....=..,.......
00000010 00 00 00 00 53 4C 45 53 2D 38 32 30 30 35       ....SLES-82005  
15753 (3.73+) fixes blackscreen
0x3D => 0x3D89 (15753)
0x2C => 0x1
NPUC97264 Syphon Filter The Omega Strain
00000000  3D 00 00 00 1F 40 00 00 12 00 00 00 05 00 00 00 =....@..........
00000010  00 00 00 00 00 00 00 00 01 00 02 00 31 00 99 18 ............1...
00000020  32 00 B6 18 0B 00 00 00 01 00 00 00 F5 05 00 00 2...............
00000030  8C 02 00 00 04 00 00 00 00 00 00 00 0C 0D C1 54 ...............T
00000040  0A 00 00 00 0B 00 00 00 F8 35 37 00 1B 52 06 4B .........57..R.K
00000050  00 80 43 48 FC 35 37 00 00 80 43 48 1B 52 06 4B ..CH.57...CH.R.K
00000060  EC 6F 3A 00 00 00 00 00 00 00 11 64 F8 6F 3A 00 .o:........d.o:.
00000070  78 A1 0E 0C 80 FE 03 0C 00 FA 0F 00 00 00 00 00 x...............
00000080  02 00 08 3C 04 FA 0F 00 00 00 00 00 2B 40 28 02 ...<........+@(.
00000090  08 FA 0F 00 00 00 00 00 02 00 00 15 0C FA 0F 00 ................
000000A0  00 00 00 00 54 00 01 3C 10 FA 0F 00 00 00 00 00 ....T..<........
000000B0  00 28 20 AC 14 FA 0F 00 00 00 00 00 78 A1 0E 08 .( .........x...
000000C0  18 FA 0F 00 00 00 00 00 01 00 31 26 00 00 00 00 ..........1&....
000000D0  53 43 55 53 2D 39 37 32 36 34                   SCUS-97264
16415 (4.20+) fixes texture bugs
0x3D => 0x401F (16415)
0x12 => 0x5 
  00 00 00 00 
  00 00 00 00 
  01 00>02 00< Count
  31 00 99 18 -> 0x18990
  32 00 B6 18 -> 0x18B60
0x0B => 1
  0x5F5, (sector)
  0x28C, (offset -> 0x2FAA80 in iso)
    0x04,
                  0x00000000 (nop), 
                  0x0C0DC154 (jal sub_370550)
0x0A => 0xB
  0x3735F8, 0x4B06521B (cop2 vmulw.x vf08,vf10,vf06w), 0x48438000	cfc2	v1,Status
  0x3735FC, 0x48438000 (cfc2 v1,Status)              , 0x4B06521B	cop2 (vmulw.x vf08,vf10,vf06w)
  0x3A6FEC, 0 (nop), 0x64110000 li      $s1, 0
  0x3A6FF8, 0x0C0EA178 (jal	pos_003A85E0), 0x0c03FE80 jal pos_000FFA00
  0xFFA00,  0 (nop), 0x3C080002 lui	t0,0x0002
  0xFFA04,  0 (nop), 0x0228402B sltu	t0,s1,t0
  0xFFA08,  0 (nop), 0x15000002 bnez	t0,pos_000FFA14
  0xFFA0C,  0 (nop), 0x3C010054 lui	at,0x0054
  0xFFA10,  0 (nop), 0xAC202800 sw	zero,0x2800(at)
  0xFFA14,  0 (nop), 0x080EA178 j	pos_003A85E0
  0xFFA18,  0 (nop), 0x26310001 addiu	s1,0x1
NPUD21255 Trapt
00000000  3D 00 00 00 2C 43 00 00 46 00 00 00 49 00 00 00  =...,C..F...I...
00000010  48 00 00 00 01 00 00 00 20 4E 00 00 00 00 00 00  H....... N......
00000020  53 4C 55 53 2D 32 31 32 35 35                    SLUS-21255
17196 (4.55+)
0x3D => 0x432C (17196)
0x46 => Enable L2H Improvement
0x49 => Sets something 0xB,0,0
0x48 => 0x1, 0x4E20
NPJD00080 Zettaizetsumei Toshi (Disaster Report)
00000000  3D 00 00 00 26 44 00 00  44 00 00 00 00 00 00 00 =...&D..D.......
00000010  53 4C 50 53 2D 32 35 31  31 33                   SLPS-25113
17446 (4.78+)
0x3D => 0x4426 (17446)
0x44 => (disables smoothing and smoothing option)

Official GXEMU/SOFTEMU extracted

ID Title Config Data Revision Notes
ALL .hack series
3D 00 00 00 89 3D 00 00 08 00 00 00 FF FF FF FF
FF FF FF FF 8D 94 11 01 FC 0E 00 80 FF FF FF FF
FF FF FF FF 8D 94 11 01 03 02 03 10 08 00 00 00
FF FF FF FF FF FF FF FF 40 A7 E0 01 3C 03 00 80
FF FF FF FF FF FF FF FF 40 A7 E0 01 FC 1E 00 80
00 00 00 00
                    Alternative
3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00
00 00 00 00
15753 (3.73+) Freeze fix. Alternative config found in the GX NTSC configs of the .hack//G.U.
SLUS-21268 24: The Game
3D 00 00 00 65 3D 00 00 12 00 00 00 0D 00 00 00
00 00 00 04 00 00 00 00 02 00 03 00 E7 00 00 00
45 AD 6E AA EF 02 00 00 02 00 03 00 F3 00 00 00
E4 A0 6E 47 FA 02 00 00 03 00 02 00 B0 55 41 10
68 56 41 10 00 00 00 00
15717 (3.73+) Fixes loading screen freezing caused by VU looping at ibne vi05, vi00. Problem occur when EE try to run microprogram by vcallmsr CMSAR0, right after qmtc2 a0, vf9 something seems to cause situation where data for vf9 can't be fetched that moment, and vcallmsr need to wait for it, next instruction should clear loop state on VU side by setting vi05 to 0. But that never happen because vcallmsr wait for execution. This made VU1 looping all the time at the same address, VU0 to not start, and permanent EE stall.
0x3D => 0x3D65 (15717)
0x12 => 0x0D, 
  00 00 00 04 
  00 00 00 00  
  02 00>03 00< Count, Type 2
  E7 00 00 00 < Value of TPC register	
  45 AD 6E AA < CRC (unknown)	
  EF 02 00 00  
  02 00>03 00< Count, Type 2
  F3 00 00 00 	< Value of TPC register
  E4 A0 6E 47 	< CRC (unknown)
  FA 02 00 00  
  03 00>02 00< Count, Type 3
  B0 55 41 10 	-> 0x4155B0 < EE memory offset with problematic stall
  68 56 41 10	-> 0x415668 < EE memory offset with problematic stall
ALL Castlevania: Curse of Darkness
3D 00 00 00 89 3D 00 00 08 00 00 00 00 00 00 80
FF FF FF FF 00 00 00 80 00 80 FF FF 00 00 00 80
FF FF FF FF 00 00 00 80 01 80 FF FF 00 00 00 00
15753 (3.73+) Fixes Graphic issues with Spiky Polygons, by patching VU memory directly. Replace 0xFF800000 (-qnan) with FF800001 (-qnan). Seems PS3 SPE miss calculation by really small amount, but is enough to break graphic. (PCSX2 due to IEEE754 miss it a lot).
SLUS-21574 Dawn of Mana
3D 00 00 00 65 3D 00 00 12 00 00 00 04 00 00 00
00 00 00 00 00 00 00 00 01 00 01 00 0C 00 DF 0D
00 00 00 00
15717 (3.70+)

fix? (untested)

0x3D => 0x3D65 (15717)
0x12 => 0x04, 
 00 00 00 00 
 00 00 00 00  
 01 00>01 00< Count, Type 1
 0C 00 DF 0D
SLUS-20758 Growlanser Generations (Disc 1)
3D 00 00 00 57 44 00 00 0B 00 00 00 01 00 00 00
F8 03 00 00 7C 05 00 00 04 00 00 00 00 00 00 00
10 40 FF FC 2E 00 00 00 72 01 00 00 00 00 00 00
53 4C 55 53 2D 32 30 37 35 38
17495 (4.78+)

Fixes the freeze at the start of random battles.

0x3D => 0x4457 (17495)
0x0B => 1,
 0x3F8 (sector),
 0x57C (offset -> 0x247C14 in a RAW/2352 image),
 0x04 (bytes to replace)
  Replaced opcodes:
  0x00000000 nop
  Original opcodes:
  0x1040FFFC beqz v0,0x267CF0
0x2E => 172
SLES-53585 Marvel Nemesis: Rise of the Imperfects
3D 00 00 00 89 3D 00 00 12 00 00 00 0D 00 00 00
00 F0 FF 04 00 00 00 00 02 00 03 00 11 00 00 00
7A 7F CE 5D 14 02 00 00 03 00 06 00 EC 8F 55 10
C0 45 55 10 28 49 55 10 40 4A 55 10 60 7F 55 10
C0 8F 55 10 00 00 00 00 53 4C 45 53 2D 35 33 35
38 35
15753 (3.73+) Fixes loading/crash, game still unplayable due to other issues.
0x3D => 0x3D89 (15753)
0x12 => 0x0D
 00 F0 FF 04
 00 00 00 00
 02 00 >03 00< Count, Type 2
  11 00 00 00
  7A 7F CE 5D
  14 02 00 00
 03 00 >06 00< Count, Type 3
  EC 8F 55 10 0x558fec (EE memory offset with problematic stall)
  C0 45 55 10 0x5545c0 (EE memory offset with problematic stall)
  28 49 55 10 0x554928 (EE memory offset with problematic stall)
  40 4A 55 10 0x554a40 (EE memory offset with problematic stall)
  60 7F 55 10 0x557f60 (EE memory offset with problematic stall)
  C0 8F 55 10 0x558fc0 (EE memory offset with problematic stall)
SLUS-21281 Marvel Nemesis: Rise of the Imperfects
3D 00 00 00 89 3D 00 00 12 00 00 00 09 00 00 00
00 F0 FF 04 00 00 00 00 02 00 03 00 11 00 00 00
7A 7F CE 5D 14 02 00 00 03 00 02 00 88 76 55 10
08 87 55 10 00 00 00 00 53 4C 55 53 2D 32 31 32
38 31
15753 (3.73+) Fixes loading/crash, game still unplayable due to other issues.
0x3D => 0x3D89 (15753)	
0x12 => 0x09	
 00 F0 FF 04	
 00 00 00 00	
 02 00 >03 00< Count, Type 2	
  11 00 00 00	
  7A 7F CE 5D	
  14 02 00 00	
 03 00 >02 00< Count, Type 3	
  88 76 55 10 0x557688 (EE memory offset with problematic stall)
  08 87 55 10 0x558708 (EE memory offset with problematic stall)
ALL Superman Returns
3D 00 00 00 89 3D 00 00 08 00 00 00 00 00 00 00
00 00 00 FE 00 00 00 00 00 00 00 2C 00 00 00 00
00 00 00 FE 00 00 00 00 00 00 00 10 00 00 00 00
15753 (3.73+) Fixes graphical issues.

Unofficial

ID Title Config Data Revision Notes
SCES-50885 Ape Escape 2
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00 =...WD..........
00000010  E0 E0 34 00 16 00 40 14 00 00 00 00 00 00 00 00 ŕŕ4...@.........
17495 (4.78+) Force game to not create Mipmaps. Fix flickering textures completely.
0x3D => 0x4457 (17495)
0x0A => 0x01 (1 Patch to EE memory) 
 0x34E0E0, 0x14400016 (bnez loc_0063a0c4), 0x00000000 (nop) 
Ar Tonelico - Melody of Elemia,
Ar tonelico II - Melody of Metafalica,
Atelier Iris 1,2,3,
Mana Khemia: Alchemists of Al-Revis, other games developed by Gust
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
00000010  04 00 00 00 00 00 00 00                          ........
16792 (4.30+) fixes blackscreen, additionally to GX config this one use 0x15 command
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4
SLES-50771 Blood Omen 2: Legacy of Kain
00000000  3d 00 00 00 11 11 00 00 0a 00 00 00 01 00 00 00  =...WD..........
00000010  30 24 2f 00 06 00 02 45 06 00 00 10 00 00 00 00  „Ő%....E........
4369

Trick game to not produce mipmaps. Ignore Coprocessor 1 compare result, and branch(likely) always. Fix graphical issues.

0x3D => 0x1111 (4369)
 0x0A => 0x01 (1 patch to EE memory)
  0x2F2430, 0x45020006 (bc1fl +6), 0x10000006 (b +6)
SLES-51044 Burnout 2: POI
00000000  3D 00 00 00 46 40 00 00 0A 00 00 00 05 00 00 00  =...F@..........
00000010  B8 85 24 00 18 0D 80 C6 16 43 01 3C CC 85 24 00  ¸…$...€Ć.C.<Ě…$.
00000020  00 00 40 E4 00 00 41 AC 04 26 26 00 80 97 80 C7  ..@ä..A¬.&&.€—€Ç
00000030  16 43 01 3C 18 26 26 00 00 00 40 E4 00 00 41 AC  .C.<.&&...@ä..A¬
00000040  B8 64 25 00 64 97 82 8F 00 00 02 24 00 00 00 00  ¸d%.d—‚Ź...$....
16454

Fixes all white rendered textures/shadows (Big thanks to Maori-Jigglypuff for patch code! )

0x3D => 0x4046 (16454)
 0x0A => 0x5 (5 Patches to EE memory)
 // Remove the whitish Car-Parts from the Racer Cars
 // [Control Address and Value: 2039917C 43160000]
 0x2485B8, 0xC6800D18 (lwc1	$f0, 0xD18(s4)), 0x3C014316 (lui	at, 0x4316)
 0x2485СС, 0xE4400000 (swc1	$f0, 0(v0)), 0xAC410000 (sw	at, 0(v0))
 // Remove the whitish Car-Parts from the Traffic Cars
 0x262604, 0xC7809780 (lwc1	$f0, 0x9780(gp)), 0x3C014316 (lui	at, 0x4316)
 0x262618, 0xE4400000 (swc1	$f0, 0(v0)), 0xAC410000 (sw	at, 0(v0))
 // Remove whitish Reflections on Anything!!!
 // (on Buildings, Bridges, Streets)
 0x2564B8, 0x8F829764 (lw	v0, 0x9764(gp)), 0x24020000 (li	v0, 0)
SLUS-21050 Burnout 3: Takedown
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 04 00 00 00  =...WD..........
00000010  28 5F 66 00 01 01 01 01 00 00 01 01 30 5F 66 00  (_f.........0_f.
00000020  41 70 00 00 00 00 00 00 3C 5F 66 00 41 A0 00 00  Ap......<_f.A ..
00000030  00 00 00 00 80 53 13 00 A8 BA 60 AC A8 BA 43 AC  ....€S..¨º`¬¨ºC¬
00000040  13 00 00 00 00 00 00 00 60 F9 00 00 00 00 00 00  ........`ù......
17495 (4.78+)

Fixes slow motion bug, fixes VMC bug, and applies all speedhacks from user UlsterRose (disable bloom, fog, lower car and traffic detail). Keeps motion blur and environment maps (reflections).

SCUS-97146 Disney's Treasure Planet
00000000  3D 00 00 00 F0 42 00 00  0B 00 00 00 01 00 00 00 =...đB..........
00000010  7C 14 00 00 80 05 00 00  18 00 00 00 3C 01 01 00 |...€.......<...
00000020  3C 03 BF 80 8C 63 10 C8  00 61 18 24 10 61 FF FB <.ż€Śc.Č.a.$.a˙ű
00000030  00 00 00 00 24 01 FF FF  14 61 00 04 3C 01 80 00 ....$.˙˙.a..<.€.
00000040  14 41 00 02 00 00 00 00  00 06 00 0D 00 00 00 00 .A..............
17136 (4.50+) Fixes black screen at start, it apply to STREAM_D.IRX file in IOP folder.
0x3D => 0x42F0 (17136)
0x0B => 1
  0x147C, (sector)
  0x580, (offset)
    0x18 (bytes to replace), 
                 
                  Replaced opcodes
                  00 01 01 3C	lui	at,0x0100
                  80 BF 03 3C 	lui	v1,0xBF80
                  C8 10 63 8C	lw	v1,0x10C8(v1)
                  24 18 61 00	and	v1,at
                  FB FF 61 10	beq	v1,at, -0x10
                  00 00 00 00 	nop	
                  Original opcodes
                  FF FF 01 24	li	at,-0x1
                  04 00 61 14 	bne	at,v1, +0x14
                  00 80 01 3C	lui	at,0x8000
                  02 00 41 14	bne	at,v0, +0x0C
                  00 00 00 00	nop	
                  0D 00 06 00 	break   
ALL Dynasty Warriors 3/Dynasty Warriors 3 Xtreme Legends
00000000  3D 00 00 00 89 3D 00 00  35 00 00 00 00 00 00 00 =...‰=..5.......
15753 (3.73+)

fix blackscreen

0x3D => 0x3D89 (15753)
0x35 => (enable Force Flip Field)
SLES-53539
SLUS-21196
Fahrenheit / Indigo Prophecy
00000000  3D 00 00 00 F6 41 00 00  40 00 00 00 00 00 00 00 =....A..@.......
                             Alternative
00000000  3D 00 00 00 89 3D 00 00  2F 00 00 00 01 00 00 00 =....=../.......
00000010  00 00 00 00                                      ....
16886 (4.40+) /

Fixes freeze after Lucas' apartment. This bug have random trigger related to DECI2

0x3D => 0x41F6 (16886)
0x40 => (sets some value 1)
SLUS-20658
SLES-51467
SLPM-65548
SLPM-65803
Freedom Fighters
00000000 3D 00 00 00 65 3D 00 00  1F 00 00 00 E8 03 00 00 =...e=......č...
00000010 00 00 00 00                                      ....          
15717 (3.70+)

fix freeze when you get control at start

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

fixes interlaced artifacts

0x3D => 0x41F6 (16886)
0x03 => (sets some value 0)
SLES-52065 Flipnic
00000000  3D 00 00 00 57 44 00 00 46 00 00 00 47 00 00 00 =...WD..F...G...
00000010  00 00 00 00                                     ....
17495 (4.78+) Remove horizontal lines at full screen, and reducing screen shakes little bit
0x3D => 0x4457 (17495)
0x46 => Enable L2H Improvement
0x47 => Enable XOR CSR
SCES-53851 Forbidden Siren 2
00000000 3D 00 00 00 F6 41 00 00 0A 00 00 00 02 00 00 00 =....A..........
00000010 44 2B 2E 00 FF 49 C9 4B 00 90 44 48 4C 2B 2E 00 D+...I.K..DHL+..
00000020 00 90 44 48 FF 49 C9 4B 00 00 00 00             ..DH.I.K....    
16886 (4.40+) Graphic issues with Spiky Polygons
0x3D => 0x41F6 (16886)
0x0A => 0x2
  0x2E2B44, 0x4BC949FF (vclip vf09xyz, vf09w), 0x48449000 (cfc2    $a1, $18)
  0x2E2B4C, 0x48449000 (cfc2    $a1, $18)    , 0x4BC949FF (vclip vf09xyz, vf09w)
SLUS-20343 Forever Kingdom
00000000  3D 00 00 00 46 40 00 00 26 00 00 00 00 DC 21 00  =...F@..&....Ü!.
00000010  00 DD 21 00 00 00 00 00                          .Ý!.....
16454

Fix for bridge that can't be crossed after opening.

0x3D => 0x4046 (16454)
0x26 => 0x21DC00, 0x21DD00 (Improve floats calculation)
SLES-51343 Galerians Ash
00000000  3D 00 00 00 11 11 00 00 0A 00 00 00 05 00 00 00  =...............
00000010  30 71 1E 00 00 00 00 00 50 71 01 3C 38 71 1E 00  0q......Pq.<8q..
00000020  43 01 05 46 00 28 81 44 50 71 1E 00 83 01 06 46  C..F.(.DPq.....F
00000030  00 30 81 44 60 71 1E 00 C3 01 07 46 00 38 81 44  .0.D`q..Ă..F.8.D
00000040  70 71 1E 00 03 00 01 46 00 00 81 44 00 00 00 00  pq.....F...D....
4369 (any)

Fixes missing texts/animations. Game generate very high float number (0x7F7FFFFF) on FPU, and use it for calculations, that finally make GS Q register to get bad value, most likely interpreted as Nan. Fix force lowered float on fpu, making later calculations to fit in range.

0x3D => 0x1111 (4369)
0x0A => 5 patches to EE, first replace nop with lui at, 0x7150, next 4 patches move that value to $f00,$f05,$f06,$f07
SLUS-20993 Ghosthunter
00000000  3D 00 00 00 57 44 00 00 0E 00 00 00 84 2B 29 00  =...WD......„+).
00000010  0B 00 00 00 01 00 00 00 A7 06 00 00 98 02 00 00  ........§.......
00000020  14 00 00 00 4A 00 02 FF 48 45 88 00 4B E0 19 BF  ....J..˙HE..Kŕ.ż
00000030  4B EA 48 BC 4B EA 18 8C 4B E0 19 BF 4B EA 48 BC  KęHĽKę.ŚKŕ.żKęHĽ
00000040  4B EA 18 8C 4A 00 02 FF 48 45 88 00 00 00 00 00  Kę.ŚJ..˙HE......
17495 (4.78+)

fixes random minor flickering, and ladder bug (see: [1] )

0x3D => 0x4457 (17495)
0x0E => 0x292B84 (Improve floating point subtract accuracy)
0x0B => Disc patch for hidden elf
SLES-54317 Ghost Rider
00000000  3D 00 00 00 F6 41 00 00  40 00 00 00 00 00 00 00 =....A..@.......
16886 (4.40+)

texture fix: white overblending ingame

0x3D => 0x41F6 (16886)
0x40 => (sets some value 1)
SLES-54971 ?
SLUS-21628
Hot Wheels: Beat That!
00000000 3D 00 00 00 89 3D 00 00 15 00 00 00 04 00 00 00 =....=..........
00000010 00 00 00 00                                     ....
15753 (3.73+)

Fix for turning off ps3 after selecting track

SLUS-21307 Ice Age 2 The Meltdown
00000000 3D 00 00 00 89 3D 00 00 0B 00 00 00 01 00 00 00 =....=..........
00000010 31 05 00 00 8C 03 00 00 40 00 00 00 27 BD FE E0 1.......@...'...
00000020 24 06 00 6C FF BF 00 70 03 A0 20 2D 7F B0 00 80 $..l...p.. -....
00000030 8C B0 00 00 0C 0C 88 B5 00 00 28 2D 02 00 20 2D ..........(-.. -
00000040 0C 0A 84 CE 03 A0 28 2D 7B B0 00 80 03 A0 10 2D ......(-{......-
00000050 DF BF 00 70 03 E0 00 08 27 BD 01 20 27 BD FF 70 ...p....'.. '..p
00000060 24 06 00 6C FF BF 00 70 03 A0 20 2D 7F B0 00 80 $..l...p.. -....
00000070 8C B0 00 00 0C 0C 88 B5 00 00 28 2D 02 00 20 2D ..........(-.. -
00000080 0C 0A 84 CE 03 A0 28 2D 7B B0 00 80 03 A0 10 2D ......(-{......-
00000090 DF BF 00 70 03 E0 00 08 27 BD 00 90 00 00 00 00 ...p....'.......
000000A0 53 4C 55 53 2D 32 31 33 30 37                   SLUS-21307
15753 (3.73+) Fix freeze at the game logo. Function allocate too small stack, causing issues later. This patch fix it.
SLUS-21307 Ice Age 2 The Meltdown
00000000  3D 00 00 00 64 41 00 00 0A 00 00 00 02 00 00 00  =...............
00000010  80 EB 2F 00 70 FF BD 27 00 FC 03 08 84 EB 2F 00  €ë/.p˙˝'.ü..„ë/.
00000020  6C 00 06 24 00 00 00 00 42 00 00 00 00 F0 0F 00  l..$....B....đ..
00000030  10 00 00 00 E0 FE BD 27 6C 00 06 24 70 00 BF FF  ....ŕţ˝'l..$p.ż˙
00000040  2D 20 A0 03 80 00 B0 7F 00 00 B0 8C B5 88 0C 0C  -  .€.°...°Śµ...
00000050  2D 28 00 00 2D 20 00 02 CE 84 0A 0C 2D 28 A0 03  -(..- ..΄..-( .
00000060  80 00 B0 7B 2D 10 A0 03 70 00 BF DF 08 00 E0 03  €.°{-. .p.żß..ŕ.
00000070  20 01 BD 27 00 00 00 00                           .˝'....
16740 Alternative patch to show 0x42 command usage, as a bonus is using less code than original to do the same.
0x3D => 0x4164 (16740)
0x0A => 0x2
  0x2FEB80, 0x27BDFF70  addiu $sp,-0x90,  0x0803FC00  j 0xFF000 [address of patch area from 0x42]
  0x2FEB84, 0x2406006C  li    $a2, 0x6C,  0x00000000  nop
0x42 => 0xFF000, 0x10
  0x27BDFEE0  addiu   $sp, -0x120
  0x2406006C  li      $a2, 0x6C
  0xFFBF0070  sd      $ra, 0x90+var_20($sp)
  0x03A0202D  move    $a0, $sp
  0x7FB00080  sq      $s0, 0x90+var_10($sp)
  0x8CB00000  lw      $s0, 0($a1)
  0x0C0C88B5  jal     sub_3222D4
  0x0000282D  move    $a1, $zero
  0x0200202D  move    $a0, $s0
  0x0C0A84CE  jal     sub_2A1338
  0x03A0282D  move    $a1, $sp
  0x7BB00080  lq      $s0, 0x90+var_10($sp)
  0x03A0102D  move    $v0, $sp
  0xDFBF0070  ld      $ra, 0x90+var_20($sp)
  0x03E00008  jr      $ra 
  0x27BD0120  addiu   $sp, 0x120
SCES-53286
SCUS-97429
Jak X
00000000  3D 00 00 00 57 3D 00 00 24 00 00 00 00 00 00 00  =...W=..$.......
00000010  80 BB 00 00 13 00 00 00 00 00 00 00 60 F9 00 00  €»..........`ů..
00000020  00 00 00 00                                      .... 
15753 (3.73+) Fixes freeze while saving game, official config not work properly.
SLPM-66675 Kingdom Hearts II Final Mix
00000000 3D 00 00 00 89 3D 00 00 26 00 00 00 58 A5 1D 00 =....A..&...XĄ..
00000010 F4 AE 1D 00 00 00 00 00                         ô®......
15753 (3.73+)

Fixes Hostile Program Boss issue.

SLUS-21007 Kuon
00000000  3D 00 00 00 57 44 00 00 0F 00 00 00 24 41 10 00  =...WD......$A..
00000010  24 41 10 00 00 00 00 00                          $A......
17495 (4.78+)

Fixes bugged Sugoroku minigame.

SLES-50196 Legacy of Kain: Soul Reaver 2
00000000  3D 00 00 00 43 21 00 00 0A 00 00 00 01 00 00 00  =...C!..........
00000010  80 1F 2A 00 01 00 00 00 00 00 00 00 00 00 00 00  €.*.............
15753 (3.73+)

Turn off mipmapping in game engine. Completely fix flickering, and bad texturing.

SLUS-20671 Mafia
00000000  3D 00 00 00 89 3D 00 00 09 00 00 00 05 00 00 00  =...‰=..........
00000010  B0 68 3E 00 34 A3 0F 0C 9C 90 84 8F 00 10 01 3C  °h>.4Ł..ś.„Ź...<
00000020  08 00 02 24 B8 68 3E 00 08 00 02 24 01 00 05 24  ...$¸h>....$...$
00000030  9C 90 84 8F 10 3C 22 AC C0 68 3E 00 10 3C 22 AC  ś.„Ź.<"¬Ŕh>..<"¬
00000040  00 10 01 3C 01 00 05 24 34 A3 0F 0C B4 2B 3E 00  ...<...$4Ł..´+>.
00000050  FF FF 02 24 0A 00 50 10 FF FF 02 24 00 00 00 00  ˙˙.$..P.˙˙.$....
00000060  4C F0 16 00 00 60 80 44 50 07 42 8E 00 60 80 44  Lđ...`€DP.BŽ.`€D
00000070  0D 00 00 10 00 00 00 00                          ........ 
15753 (3.73+) Fix freeze at start. Additional two patches comparing to gxemu included here allow to avoid tlb misses in some places, and are required to finish game.
SLES-50134
SLES-50176
SLES-50177
SLES-50178
SLES-50179
Oni
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00 =...WD..........
00000010  7C EF 1C 00 FF FF 00 41 00 00 00 00 00 00 00 00 |ď..˙˙.A........
17495 (4.78+)

fixes black screen at start

0x3D => 0x4457 (17495)	
0x0A => 0x1	
  0x1CEF7C 0x4100FFFF (bc0f +0), 0x00000000 (nop)	
SLUS-20064 Oni
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00 =...WD..........
00000010  CC F3 1C 00 FF FF 00 41 00 00 00 00 00 00 00 00 Ěó..˙˙.A........
17495 (4.78+)

fixes black screen at start

0x3D => 0x4457 (17495)	
0x0A => 0x1	
  0x1CF3CC 0x4100FFFF (bc0f +0), 0x00000000 (nop)
SCPS-15005 Phase Paradox
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 12 00 00 00  =...WD..........
00000010  00 C0 0F 00 00 00 00 00 4C 00 5B 3C 04 C0 0F 00  .À......L.[<.À..
00000020  00 00 00 00 4C 0C 7B 37 08 C0 0F 00 00 00 00 00  ....L.{7.À......
00000030  02 00 71 17 10 C0 0F 00 00 00 00 00 2D 18 00 00  ..q..À......-...
00000040  14 C0 0F 00 00 00 00 00 00 00 23 AE 18 C0 0F 00  .À........#®.À..
00000050  00 00 00 00 00 00 5B 3C 1C C0 0F 00 00 00 00 00  ......[<.À......
00000060  A6 E4 0B 08 20 C0 0F 00 00 00 00 00 00 00 7B 37  ¦ä.. À........{7
00000070  90 92 2F 00 00 00 23 AE 00 F0 03 08 E0 8A 27 00  .’/...#®.ð..àŠ'.
00000080  00 00 62 AC 00 00 60 AC CC 21 2C 00 2C 00 07 3C  ..b¬..`¬Ì!,.,..<
00000090  08 00 E0 03 D0 21 2C 00 00 00 B0 FF 20 00 BD 27  ..à.Ð!,...°ÿ .½'
000000A0  00 00 00 00                                      ....            
17495 (4.78+) Disables shadows, blur, and color overlay effects to fix frame rate/desync.
SLUS-21037 Project: Snowblind
00000000  3D 00 00 00 39 05 00 00 0B 00 00 00 03 00 00 00  =...9...........
00000010  69 02 00 00 78 00 00 00 04 00 00 00 10 00 00 07  i...x...........
00000020  45 00 00 07 00 0C 0D 00 78 05 00 00 04 00 00 00  E.......x.......
00000030  10 00 00 07 45 00 00 07 BB 15 0D 00 F8 05 00 00  ....E...»...ř...
00000040  04 00 00 00 10 00 00 07 45 00 00 07 00 00 00 00  ........E.......

fixes mipmap/texturing issues

SLUS-20167 Quake III: Revolution
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 02 00 00 00  =...WD..........
00000010  98 03 2D 00 40 FF BD 27 08 00 E0 03 9C 03 2D 00  ..-.@˙˝'..ŕ.ś.-.
00000020  A0 00 BE 7F 00 00 00 00 00 00 00 00        
17495 (4.78+) Breaks creation of mipmaps to fix graphical issues / flickering (ps2_netemu not support mipmapping)
0x3D => 4457 (17495)
0x0A => 2
 0x002D0398 (EngineTextureManager::GenerateMipMapChain)
  0x27BDFF40 addiu sp,sp,$ff40 -> 0x03E00008 jr ra
 0x002D039C
  0x7FBE00A0 sq fp,$00a0(sp) -> 0x00000000 nop
SLUS-21262 Radiata Stories
00000000  3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00  =...‰=..........
00000010  01 00 00 00 94 4D 12 00 0A 00 00 00 01 00 00 00  ....”M..........
00000020  18 F6 1A 00 0B 00 00 00 44 00 00 00 00 00 00 00  .ö......D.......
00000030  53 4C 55 53 2D 32 31 32 36 32                    SLUS-21262
15753 (3.73+) Fix black screen and ghosting/gfx
SLUS-20174 Rumble Racing
00000000  3D 00 00 00 F0 42 00 00  0B 00 00 00 01 00 00 00 =...đB..........
00000010  DA AE 03 00 20 01 00 00  24 00 00 00 14 80 00 06 Ú®.. ...$....€..
00000020  00 43 20 21 00 A0 10 21  14 A0 00 02 00 00 00 00 .C !. .!. ......
00000030  24 05 00 01 10 40 FF EB  24 84 00 04 24 90 FF FC $....@˙ë$„..$.˙ü
00000040  14 80 00 07 00 43 80 21  00 A0 10 21 14 A0 00 02 .€...C€!. .!. ..
00000050  00 00 00 00 24 05 00 01  10 40 FF FC 00 00 00 00 ....$....@˙ü....
00000060  26 04 00 04 00 00 00 00                          &.......	
17136 (4.50+) fixes black screen after Playstation 2 logo. Patch apply to AUDIO.IRX file in MODULES folder
0x3D => 0x42F0 (17136)	
0x0B => 1	
  0x03AEDA, (sector)	
  0x120, (offset)	
    0x24 (bytes to replace), 	
                 		
                  Replaced opcodes	
                  06 00 80 14	bnez	a0, +0x1C	
                  21 20 43 00 	addu	a0,v0,v1	
                  21 10 A0 00	move	v0,a1	
                  02 00 A0 14 	bnez	a1, +0x0C	
                  00 00 00 00	nop		
                  01 00 05 24 	li	a1,0x1	
                  EB FF 40 10	beqz	v0, -0x50	
                  04 00 84 24 	addiu	a0,0x4	
                  FC FF 90 24	addiu	s0,a0,-0x4	
                  Original opcodes	
                  07 00 80 14	bnez	a0, +0x20	
                  21 80 43 00 	addu	s0,v0,v1
                  21 10 A0 00	move	v0,a1	
                  02 00 A0 14	bnez	a1, +0x0C	
                  00 00 00 00	nop		
                  01 00 05 24 	li	a1,0x1	
                  FC FF 40 10	beqz	v0, -0x0C
                  00 00 00 00	nop	
                  04 00 04 26	addiu	a0,s0,0x4
SLES-51345 Run Like Hell
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 04 00 00 00 =...WD..........
00000010  34 45 1D 00 0B FA 07 4B FF 02 00 4A 44 45 1D 00 4E...ú.K˙..JDE..
00000020  FF 02 00 4A 0B FA 07 4B 20 47 1D 00 BE F8 07 4B ˙..J.ú.K G..ľř.K
00000030  FF 02 00 4A 30 47 1D 00 AC F7 FE 4B 0B FA 07 4B ˙..J0G..¬÷ţK.ú.K
00000040  00 00 00 00                                     ....
17495 (4.78+) fixes main character flickering/texturing
0x3D => 0x4457 (17495)
0x0A => 0x4

  0x1D4534 0x4B07FA0B (vmaddw.x vf8, vf31, vf7w) , 0x4A0002FF (vnop)
  0x1D4544 0x4A0002FF (vnop)                     , 0x4B07FA0B (vmaddw.x vf8, vf31, vf7w)
  0x1D4720 0x4B07F8BE (vmaddaz.x ACC, vf31, vf7z), 0x4A0002FF (vnop)
  0x1D4750 0x4BFEF7AC (vsub.xyzw vf31,vf31,vf31) , 0x4B07FA0B (vmaddw.x vf8, vf31, vf7w)
SLUS-20228 Silent Hill 2
00000000  3D 00 00 00 57 44 00 00 0E 00 00 00 D4 35 17 00  =...WD......Ô5..
00000010  0E 00 00 00 B4 53 17 00 0F 00 00 00 34 3F 17 00  ....´S......4?..
00000020  54 3F 17 00 0F 00 00 00 14 5D 17 00 34 5D 17 00  T?.......]..4]..
00000030  50 00 00 00 00 00 00 00                          P.......
Fixes the missing polygons on characters and the inaccurate camera angles. Enables the pressure sensitivity for melee attack differentiation.
0x0E => 0x1735D4 (offset in the original version)
0x0E => 0x1753B4 (offset in the Greatest Hits version)
0x0F => 0x173F34, 0x173F54 (range in the original version)
0x0F => 0x175D14, 0x175D34 (range in the Greatest Hits version)
0x50 => (Enables pressure sensitive controls)
SLUS-20622 Silent Hill 3
00000000  3D 00 00 00 57 44 00 00 0F 00 00 00 34 AC 19 00  =...WD......4¬..
00000010  34 AC 19 00 00 00 00 00                          4¬......
Fixes camera inaccuracies
SLES-55147
SLUS-21731
Silent Hill: Origins
00000000  3D 00 00 00 F6 41 00 00  40 00 00 00 00 00 00 00 =....A..@.......
16886 (4.40+)

fixes white overblending at burning house

0x3D => 0x41F6 (16886)
0x40 => (sets some value 1)
ALL Snowblind Engine games (Baldur's Gate, Champions, The Bard's Tale, Justice League Heroes, Combat Elite)
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
17179 (4.50+)

Fixes backgrounds not rendering properly (see:[2]) Universal fix, but produces flickering glitches here and there. Works best when used in conjunction with the official GX config.

0x3D => 0x431B (17179)
0x4A => (sets something 0x15100, VIF MSCAL timing value?)
SLUS-20488 Star Ocean - Till the End of Time
00000000 3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00 =....=..........
00000010 01 00 00 00 48 09 10 00 0A 00 00 00 2C 00 00 00 ....H.......,...
00000020 72 01 00 00 00 00 00 00 53 4C 55 53 2D 32 30 34 r.......SLUS-204
00000030 38 38                                           88
15753 (3.73+) Fix black screen
SLUS-21240 Star Wars: Battlefront II
00000000  3D 00 00 00 89 3D 00 00 01 00 00 00 84 B7 49 00  =...‰=......„·I.
00000010  05 00 00 00 01 00 00 00 04 97 49 00 05 00 00 00  .........—I.....
00000020  00 00 00 00                                      ....
15753 (3.73+) Fixes the freeze. Works with both versions of the game. Patch applies to SWBFRNT2.ELF file.
0x3D => 3D89 (15753)
0x01 => 0x49B784 (lui v0,$1000), 0x05 (hook for the v1.01)
0x01 => 0x499704 (lui v0,$1000), 0x05 (hook for the v2.01)
SLES-50371 Star Wars: Jedi Starfighter
00000000  3D 00 00 00 65 3D 00 00 0A 00 00 00 01 00 00 00  =...e=..........
00000010  98 33 32 00 B4 6B 11 0C 00 00 00 00 00 00 00 00  .32.´k..........
15717 (3.73+) Without it title calls PS2::Exit() at the end of a bonus stage.
SLUS-21913 Star Wars: The Clone Wars – Republic Heroes
00000000  3D 00 00 00 39 05 00 00 0A 00 00 00 01 00 00 00  =...9...........
00000010  28 33 17 00 FF FF 64 34 FD FF 64 34 00 00 00 00  „Ë..˙˙d4đ˙d4.Ë..
1337 (ALL) Fix graphical gliches, subtitles, QTE buttons, missing HUD


SLES-54658 Star Wars: The Force Unleashed
00000000  3D 00 00 00 39 05 00 00 0A 00 00 00 02 00 00 00  =...9...........
00000010  84 CB 17 00 FF FF 64 34 F0 FF 64 34 90 CB 17 00  „Ë..˙˙d4đ˙d4.Ë..
00000020  FE FF 63 34 FC FF 63 34 00 00 00 00              ţ˙c4ü˙c4....
1337 (ALL) Fix graphical gliches, subtitles, QTE buttons, missing HUD
SLUS-21386 Tales of The Abyss
00000000  3D 00 00 00 65 3D 00 00 26 00 00 00 FC FF 27 00  =...e=..&...ü˙'.
00000010  FF FF 27 00 26 00 00 00 F4 21 29 00 F8 21 29 00  ˙˙'.&...ô!).ř!).
00000020  00 00 00 00                                      ....
15717 (3.73+) Fix freeze at Choral Castle
 Improve add accuracy range => 0x27FFFC , 0x27FFFF
 Improve add accuracy range => 0x2921F4 , 0x2921F8
SLPS-25842 Tales of Destiny (Director's cut)
00000000  3D 00 00 00 57 44 00 00 0F 00 00 00 00 00 1C 00  =...WD..........
00000010  00 00 1D 00 00 00 00 00                          ........
17495 (4.78+) Fix freezes
 Improve FPU accuracy range => 0x1C0000 , 0x1D0000
ALL Tokyo Extreme Racer 3
00000000  3D 00 00 00 91 42 00 00 48 00 00 00 01 00 00 00  =...‘B..H.......
00000010  F0 49 02 00 00 00 00 00                          đI......  
17041 (4.46+) Fix screen jumps
 Vsync Delay -> No IPU 150,000
ALL Tony Hawk's series
00000000 3D 00 00 00 89 3D 00 00 08 00 00 00 00 00 00 80 =....=..........
00000010 FF FF FF FF 00 00 00 80 00 00 40 53 00 00 00 80 ..........@S....
00000020 FF FF FF FF 00 00 00 80 00 00 40 D3 14 00 00 00 ..........@Ó....
00000030 00 00 00 00                                     ....
15753 (3.73+) VU patch fixes graphic issues with Spiky Polygons. Command 0x14 seems to be related to VRC, but is not known what it do.
ALL TY The Tasmanian Tiger
00000000  3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00  =...‰=..........
00000010  00 00 00 00         
15753 (3.73+) Fix graphical glitches, and fix locks up once you're given control.
SLUS-21106 True Crime: NYC
00000000  3D 00 00 00 89 3D 00 00  27 00 00 00 D8 2A 41 00 =...‰=..'...Ř*A.
00000010  50 2E 41 00 00 00 00 00                          P.A.....
15753 (3.73+) fixes freeze when something in 3D appearing
0x3D => 0x3D89 (15753)
0x27 => 0x412AD8, 0x412E50
SLES-51958 Whiplash
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00  =...WD..........
00000010  84 D5 25 00 07 00 02 45 07 00 00 10 00 00 00 00  „Ő%....E........
Trick game to not produce mipmaps. Fix graphical issues.
SLES-54644 Valkyrie Profile 2 - Silmeria
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 04 00 00 00  =...WD..........
00000010  D8 5A 20 00 99 00 83 90 00 FC 03 08 DC 5A 20 00  ØZ .™.ƒ..ü..ÜZ .
00000020  18 D9 23 A0 00 00 00 00 24 6C 24 00 36 00 01 46  .Ù# ....$l$.6..F
00000030  30 00 01 46 28 7C 2B 00 2A 08 83 02 00 00 01 64  0..F(|+.*.ƒ....d
00000040  42 00 00 00 00 F0 0F 00 49 00 00 00 99 00 83 90  B....ð..I...™.ƒ.
00000050  18 D9 23 A0 42 00 02 3C E8 33 43 8C 1E 3C 06 3C  .Ù# B..<è3CŒ.<.<
00000060  10 00 C6 34 0B 00 66 14 2D 10 00 00 42 00 02 3C  ..Æ4..f.-...B..<
00000070  60 AC 07 3C 00 00 E7 34 D4 39 47 AC 42 00 0A 3C  `¬.<..ç4Ô9G¬B..<
00000080  16 24 0B 3C 00 00 6B 35 B4 33 4B AD 68 35 4B AD  .$.<..k5´3K.h5K.
00000090  20 37 4B AD 2D 10 00 00 4A 00 02 3C D0 BA 43 8C   7K.-...J..<кCŒ
000000A0  12 3C 06 3C 10 00 C6 34 03 00 66 14 2D 10 00 00  .<.<..Æ4..f.-...
000000B0  4A 00 02 3C 5C 9F 40 AC 2D 10 00 00 37 00 02 3C  J..<\Ÿ@¬-...7..<
000000C0  AC D2 43 8C 10 0C 06 3C 34 C2 C6 34 26 00 66 14  ¬ÒCŒ...<4ÂÆ4&.f.
000000D0  2D 10 00 00 43 00 02 3C 94 09 40 AC FC 09 40 AC  -...C..<”.@¬ü.@¬
000000E0  43 00 03 3C 40 AC 07 3C 00 00 E7 34 54 1A 67 AC  C..<@¬.<..ç4T.g¬
000000F0  39 00 08 3C B0 7B 00 AD 3B 00 08 3C 00 10 09 3C  9..<°{..;..<...<
00000100  17 00 29 35 70 BE 09 AD 1C F1 00 AD B4 F2 00 AD  ..)5p¾...ñ..´ò..
00000110  74 F3 00 AD 3C 00 08 3C 84 54 00 AD 3D 00 08 3C  tó..<..<„T..=..<
00000120  7C FA 00 AD 09 00 29 25 6C 22 09 AD 54 45 00 AD  |ú....)%l"..TE..
00000130  3B 00 0A 3C 00 10 0B 3C 2E 00 6B 35 B4 CF 4B AD  ;..<...<..k5´ÏK.
00000140  64 D4 4B AD 22 00 6B 25 9C D0 4B AD 3C D2 4B AD  dÔK.".k%œÐK.<ÒK.
00000150  3B 00 08 3C 03 64 09 3C 00 00 29 35 3C D5 09 AD  ;..<.d.<..)5<Õ..
00000160  43 00 08 3C A4 1A 09 AD B8 16 08 08 00 00 00 00  C..<¤...¸.......
00000170  07 00 00 00 08 00 00 00 01 00 00 00 08 98 2B 00  .............˜+.
00000180  0B 00 00 00 01 00 00 00 28 09 10 00 0A 00 00 00  ........(.......
00000190  41 00 00 00 44 00 00 00 00 00 00 00              A...D.......
17495 (4.78+) Fix black screen and ghosting, and fully disable game protection and shadows to fix performance issues.
SLUS-21452 Valkyrie Profile 2 - Silmeria
00000000  3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00  =...‰=..........
00000010  01 00 00 00 28 09 10 00 0A 00 00 00 01 00 00 00  ....(...........
00000020  48 98 2B 00 0B 00 00 00 44 00 00 00 00 00 00 00  H.+.....D.......
00000030  53 4C 55 53 2D 32 31 34 35 32                    SLUS-21452
15753 (3.73+) Fix black screen and ghosting/gfx (requires speed fix)
SLUS-20469 Xenosaga Episode I: Der Wille zur Macht
00000000  3D 00 00 00 57 44 00 00 0F 00 00 00 00 24 32 00  =...WD.......$2.
00000010  00 29 32 00 00 00 00 00                          .)2.....
17495 (4.78+) Fix "erde kaiser" quest. Config cause massive slow down, and should be used only for that part of game, then removed safely.
 Improve FPU accuracy range => 0x322400 , 0x322900
SLUS-21348 Yakuza
00000000  3D 00 00 00 57 44 00 00 10 00 00 00 08 B3 1A 00  =...WD.......³..
00000010  08 B3 1A 00 00 00 00 00                          .³......
17495 (4.78+) Fix chapter 3, 7, 10 (more?) freeze after battle loading screens.
 Improve COP2 accuracy "range" => 0x1AB308

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.

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)
Replace opcodes
00 01 01 3C	lui	at,0x0100
80 BF 03 3C 	lui	v1,0xBF80
C8 10 63 8C	lw	v1,0x10C8(v1)
24 18 61 00	and	v1,at
FB FF 61 10	beq	v1,at, -0x10
00 00 00 00 	nop	

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

Inside ps2_gxemu.self/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.

PS2 Title Hash Game Patch Type Data

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.

Bug Description Known Affected Games
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).
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.
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.
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
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
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.
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, 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.
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.
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)
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..

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.

Command Name
0x00 TITLE_MASK
0x01 SIO2_MASK
0x02 DEV9_MASK
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
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
PBPX_952.03 DVD Utility Disc Version 1.01 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.06 DVD Player (Version 2.01) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.07 DVD Player (Version 2.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.08 DVD Player (Version 2.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.09 DVD Player (Version 2.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.10 DVD Utility Disc Version 2.10 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.11 DVD Utility Disc Version 1.00 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.21 DVD Player (Version 2.12) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.22 DVD Player (Version 2.14) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.24 DVD Player (Version 2.16) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.28 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.35 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.39 Online Start Up Disc v3.0 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.01 Linux for PS2 Beta Release 1 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.07 Playstation 2 Linux Runtime Environment v1.0 (Disc 1) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.09 Linux for PS2 Release 1.0 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.18 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PDPX_991.09 DVD Player (Version 3.04) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PSXC_002.01 PSX Update Disc 1.10 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PSXC_002.02 PSX Update Disc 1.20 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PSXC_002.03 PSX Update Disc 1.31 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PTPX_970.38 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCAJ_201.25 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCAJ_201.26 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCES_532.02 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCKA_200.49 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCPM_621.15 0x00 0x1000000 TITLE_MASK
SCPM_621.16 0x00 0x1000000 TITLE_MASK
SCPN_601.01 PlayStation BB Navigator (Version 0.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.30 PlayStation BB Navigator (Version 0.20) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.40 PlayStation BB Navigator (Version 0.30) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.50 PlayStation BB Navigator (Version 0.31) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.60 PlayStation BB Navigator (Version 0.32) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPS_110.01 I.Q. Remix 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPS_110.10 Yoake no Mariko (Performance Pack Edition) 0x01 0x1800 SIO2_MASK
SCPS_110.18 Yoake no Mariko 0x01 0x1800 SIO2_MASK
SCPS_110.21 Yoake no Mariko 2nd Act (Limited Edition) 0x01 0x1800 SIO2_MASK
SCPS_110.22 Yoake no Mariko 2nd Act 0x01 0x1800 SIO2_MASK
SCPS_150.38 Lifeline 0x0A 0x80300 CDVD_READ_DELAY
SCPS_150.39 Lifeline 0x0A 0x80300 CDVD_READ_DELAY
SCPS_170.01 Gran Turismo 4 0x0B 0x10000000 SPU2_BEHAVIOR
SCPS_175.01 Linux (for PlayStation2) Release 1.0 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPS_200.39 0x00 0x4000000 TITLE_MASK
SCUS_971.67 PaRappa the Rapper 2 0x04 0x2000 SIF_DMA_SYNC
SCUS_972.69 Final Fantasy XI [Disc 2] 0x02 0xB DEV9_MASK
SLES_500.48 Donald Duck: Quack Attack 0x01 0x800 SIO2_MASK
SLES_500.62 Orphen: Scion of Sorcery 0x08 0xC1C CPU_DELAY
SLES_503.64 City Crisis 0x0A 0x80BB8 CDVD_READ_DELAY
SLES_504.46 Shadow Man 2: The Second Coming 0x0A 0x80600 CDVD_READ_DELAY
SLES_505.40 Simpsons: Road Rage 0x01 0x800 SIO2_MASK
SLES_506.08 Shadow Man 2: The Second Coming 0x0A 0x80600 CDVD_READ_DELAY
SLES_506.28 Simpsons: Road Rage 0x01 0x800 SIO2_MASK
SLES_507.28 Tiger Woods PGA Tour 2002 0x0A 0x803E8 CDVD_READ_DELAY
SLES_507.29 0x0A 0x803E8 CDVD_READ_DELAY
SLES_512.82 Tiger Woods PGA Tour 2003 0x0A 0x803E8 CDVD_READ_DELAY
SLES_514.79 Def Jam Vendetta 0x01 0x802 SIO2_MASK
SLES_518.41 SpyHunter 2 0x01 0x800 SIO2_MASK
SLES_518.44 Time Crisis 3 0x01 0x800 SIO2_MASK
SLES_519.97 SWAT: Global Strike Team 0x01 0x800 SIO2_MASK
SLES_520.97 SWAT: Global Strike Force 0x01 0x800 SIO2_MASK
SLES_530.37 Super Monkey Ball Deluxe 0x01 0x802 SIO2_MASK
SLES_536.68 Micro Machines v4 0x01 0x801 SIO2_MASK
SLES_537.55 Castlevania: Curse of Darkness 0x04 0x10 SIF_DMA_SYNC
SLES_537.96 FIFA Street 2 0x01 0x1800 SIO2_MASK
SLPM_620.42 Kurogane no Houkou: Warship Commander 0x01 0x3000 SIO2_MASK
SLPM_620.62 Gitaroo Man One 0x0A 0x80540 CDVD_READ_DELAY
SLPM_621.05 Taikou Risshiden IV 0x09 0x2B47000A DEV5_INT_SPEED
SLPM_621.24 Ready 2 Rumble Boxing: Round 2 0x08 0x1388 CPU_DELAY
SLPM_621.25 Gauntlet: Dark Legacy 0x08 0xC1C CPU_DELAY
SLPM_621.25 Gauntlet: Dark Legacy 0x09 0x2B470005 DEV5_INT_SPEED
SLPM_621.35 Final Fantasy: XI (Beta Version) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SLPM_621.54 DDRMAX Dance Dance Revolution 6thMix 0x08 0x1A5E CPU_DELAY
SLPM_622.39 Supercar Street Challenge 0x0A 0x80300 CDVD_READ_DELAY
SLPM_623.69 Karaoke Revolution: J-Pop Vol.1 0x08 0x1388 CPU_DELAY
SLPM_623.79 Karaoke Revolution: J-Pop Vol.2 0x08 0x1388 CPU_DELAY
SLPM_623.80 Karaoke Revolution: J-Pop Vol.3 0x08 0x1388 CPU_DELAY
SLPM_623.81 Karaoke Revolution: J-Pop Vol.4 0x08 0x1388 CPU_DELAY
SLPM_623.82 Karaoke Revolution: Love & Ballad 0x08 0x1388 CPU_DELAY
SLPM_623.83 Karaoke Revolution: Night Selection 2003 0x08 0x1388 CPU_DELAY
SLPM_624.14 Karaoke Revolution: Dreams & Memories 0x08 0x1388 CPU_DELAY
SLPM_624.37 Suisui Sweet: Amai Ai no Mitsukekata 0x0B 0x40000000 SPU2_BEHAVIOR
SLPM_624.50 Karaoke Revolution: Anime Song Selection 0x08 0x1388 CPU_DELAY
SLPM_624.51 Karaoke Revolution: J-Pop Vol.5 0x08 0x1388 CPU_DELAY
SLPM_624.54 Karaoke Revolution: J-Pop Vol.6 0x08 0x1388 CPU_DELAY
SLPM_624.55 Karaoke Revolution: J-Pop Vol.7 0x08 0x1388 CPU_DELAY
SLPM_624.56 Karaoke Revolution: J-Pop Vol.8 0x08 0x1388 CPU_DELAY
SLPM_624.57 Karaoke Revolution: Snow & Party 0x08 0x1388 CPU_DELAY
SLPM_624.64 Pop'n Taisen Pazurudame Online 0x08 0x1F40 CPU_DELAY
SLPM_624.79 Karaoke Revolution: J-Pop Vol.9 0x08 0x1388 CPU_DELAY
SLPM_624.91 Mega Man: The Power Battle 0x04 0x2000 SIF_DMA_SYNC
SLPM_624.92 Karaoke Revolution: Kids Song Selection 0x08 0x1388 CPU_DELAY
SLPM_625.28 Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition) 0x08 0x1388 CPU_DELAY
SLPM_625.29 Karaoke Revolution: Kazoku Idol Sengen 0x08 0x1388 CPU_DELAY
SLPM_650.86 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1) 0x08 0x1450 CPU_DELAY
SLPM_650.87 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2) 0x08 0x1450 CPU_DELAY
SLPM_650.90 Spy Hunter 0x01 0x1800 SIO2_MASK
SLPM_651.97 Nobunaga's Ambition Online 0x02 0xB DEV9_MASK
SLPM_652.09 Star Ocean: Till the End of Time 0x0B 0x20014 SPU2_BEHAVIOR
SLPM_654.38 Star Ocean: Till the End of Time (Director's Cut) (Disc 1) 0x0B 0x20014 SPU2_BEHAVIOR
SLPM_654.39 Star Ocean: Till the End of Time (Director's Cut) (Disc 2) 0x0B 0x20014 SPU2_BEHAVIOR
SLPM_654.88 Grand Theft Auto: Vice City 0x0A 0x300 CDVD_READ_DELAY
SLPM_654.88 Grand Theft Auto: Vice City 0x09 0x36000200 DEV5_INT_SPEED
SLPM_656.33 I Love Baseball: Pro Yakyu wo Koyonaku 0x08 0xFA0 CPU_DELAY
SLPM_656.98 Love Songs: ADV Futaba Riho 14-sai Natsu 0x0A 0x80380 CDVD_READ_DELAY
SLPM_657.05 Final Fantasy XI: Chains of Promathia (Expansion Disc) 0x02 0xB DEV9_MASK
SLPM_657.06 Final Fantasy XI: Chains of Promathia (All-In-One Edition) 0x02 0xB DEV9_MASK
SLPM_657.19 Burnout 3: Takedown 0x01 0x1C00 SIO2_MASK
SLPM_657.83 Nobunaga no Yabou Online: Tappi no Shou 0x02 0xB DEV9_MASK
SLPM_658.94 Winning Post 6: 2005 Version 0x01 0x2400 SIO2_MASK
SLPM_659.34 Maple Colors 0x0A 0x80300 CDVD_READ_DELAY
SLPM_659.53 Final Fantasy: XI (Entry Disc 2005) 0x02 0xB DEV9_MASK
SLPM_659.84 Grand Theft Auto: San Andreas 0x0A 0x803E8 CDVD_READ_DELAY
SLPM_660.33 The Sword of Etheria 0x08 0xC1C CPU_DELAY
SLPM_660.33 The Sword of Etheria 0x00 0x2000000 TITLE_MASK
SLPM_660.48 The Sword of Etheria 0x08 0xC1C CPU_DELAY
SLPM_660.48 The Sword of Etheria 0x00 0x2000000 TITLE_MASK
SLPM_660.57 Taito Memories Vol.1 0x08 0xCE4 CPU_DELAY
SLPM_661.56 Marheaven: Arm Fight Dream 0x01 0x1800 SIO2_MASK
SLPM_661.75 Akumajo Dracula: Yami no Juin 0x08 0x60 CPU_DELAY
SLPM_661.75 Akumajo Dracula: Yami no Juin 0x0B 0x2001C SPU2_BEHAVIOR
SLPM_663.93 Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) 0x0A 0x803E8 CDVD_READ_DELAY
SLPM_663.93 Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) 0x09 0x2B47000A DEV5_INT_SPEED
SLPM_663.93 Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) 0x02 0xB DEV9_MASK
SLPM_663.94 Final Fantasy XI: Treasures of Aht Urhgan 0x02 0xB DEV9_MASK
SLPM_664.36 Aria the Natural 0x01 0x1800 SIO2_MASK
SLPM_664.36 Aria the Natural 0x00 0xA000000 TITLE_MASK
SLPM_665.39 Nobunaga no Yabou Online: Haten no Shou 0x02 0xB DEV9_MASK
SLPM_665.58 Tomb Raider: Legend 0x08 0x3E8 CPU_DELAY
SLPM_665.74 Detective Evangelion 0x00 0x2000000 TITLE_MASK
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 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.

It contains code for bruting as well. Just call gen_sum with the title id in a specific format to get it.

title_ = "SLUS_200.73"

#patches = [0x6b1ade00dL, 0x23d92589c5L, 0x24d92589d5L, 0x608634992dL, 0x5ca15df14dL]
#patches = [0x37ae1cb18dL, 0x608634999dL, 0x06b1ade00dL, 0x5fc674d915L, 0x178e3c9165L, 0x3889349935L,0x18fe4ce145L,0xc126943985,0xe90ebc11b5,0x58be0ca165L]
patches = [ 0xCD1298155L, 0x12C93199A5L, 0x15C93199ADL, 0x24D92589A5L, 0x2CD12D8125L, 0x34C9359935L, 0x34C93599E5L, 0x34C93599E5L, 0x449961C9E5L, 0x4C9169C1CDL, 0x4C9169C1D5L, 0x4C9169C1DDL, 0x4C9169C1E5L, 0x4C9169C1F5L, 0x4C9169C1FDL, 0x4CB14DE12DL, 0x54A955F915L, 0x5CA15DF165L, 0x5CA15DF1FDL, 0x5CA15DF1FDL, 0x649965C94DL, 0x649965C955L, 0x649965C95DL, 0x649965C965L, 0x649965C96DL, 0x6BB149E15DL, 0x6C916DC165L, 0x6C916DC1A5L, 0x6C916DC1ADL, 0x6C916DC1B5L, 0x6C916DC1D5L, 0x6C916DC1DDL, 0x748975D9DDL, 0x7C817DD125L, 0x7C817DD165L, 0x7C817DD16DL, 0x7C817DD175L, 0x7C817DD1CDL, 0x84798529BDL, 0x8559A109ADL, 0x8579852915L, 0x8579852965L, 0x8D51A90145L, 0x8D51A901B5L, 0x8D51A901BDL, 0x8D718D21BDL, 0x9C619D31E5L, 0x9D41B911ADL, 0x9D619D31C5L, 0x9F29357805L, 0x9F293578E5L, 0xB549B51915L, 0xB549B51925L, 0xB549B5195DL, 0xB549B519A5L, 0xB549B519ADL, 0xBC61793025L, 0xBD41BD1105L, 0xC439C569F5L, 0xC7716D20D5L, 0xC7716D20D5L, 0xCA11E941F5L, 0xCF7965285DL, 0xCF7965285DL, 0xD20911582DL, 0xD7617D308DL, 0xE339C1695DL, 0xE794CCB06DL, 0xEA3129608DL, 0xEC11ED4115L, 0xEF594508D5L, 0xF409F559ADL, 0xF7415D10E5L, 0xF7415D10E5L]

def gen_sum(title):
        var_30 = []
        for i in range(0x1A):
                var_30.append(0)
        r9=5
        r31=0
        #Title 2 decimal
        while r9 != 0xB:
                r11 = r9 + 1
                if r9 == 8:
                        pass
                else:
                        r5 = ord(title[r9:r9+1])
                        r7 = r31 * 0xA
                        r6 = r7 & 0xFFFFFFFF
                        r4 = r5 + r6
                        r9 = r4 - 0x30
                        r31 = r9 & 0xFFFFFFFF
                r9 = r11
        #print r31
        r10 = ord(title[3:4]) # S
        r7 = (r31 >> 10) & 0x7F
        r11 = ord(title[1:2]) # L
        r8 = ord(title[2:3])  # U
        r6 = (r10 >> 1) & 0x3F
        r12 = ord(title[0:1]) # S
        r4 = (r11 >> 3) & 0xF
        r5 = (r8 >> 2) & 0x1F
        r3 = (r12 >> 4) & 7
        r9 = r10 << 7
        r0 = r8 << 6
        r10 = r11 << 5
        r8 = r12 << 4
        r12 = r31 << 3
        r11 = r10 | r5
        r9 = r9 | r7
        r0 = r0 | r6
        var_30[2] = r11 & 0xFF
        r7 = r8 | r4
        var_30[0] = (r9 & 0xFF)
        r10 = r12 | r3
        var_30[1] = (r0 & 0xFF)
        r12 = (r31 >> 2) & 0x3FFFFFF8
        var_30[3] = (r7 & 0xFF)
        r8 = 5
        var_30[4] = (r10 & 0xFF)
        var_30[0x19] = (r12 & 0xFF)
        var_30[0x18] = (r8 & 0xFF)
        var_30 = [int(v) for v in var_30]
        #print [hex(v) for v in var_30]
        r5 = var_30
        r6 = 0
        r4 = 0
        while r6 < 5:
                r12 = r5[r6:r6+1][0]
                r7 = r6 + 1
                r0 = var_30[0x19]
                r3 = r6 + 0x10
                r9 = r12 ^ r0
                r31 = r3
                r5[r6] = r9
                r6 = r7
                r5[r31] = r4
        #print [hex(v) for v in r5]
        r9 = 0
        r10 = 0
        while r10 < 5:
                r11 = r10 + 1
                r6 = r5[r10:r10+1][0]
                r4 = r9 << 8
                r10 = r11
                r9 = r4 | r6
        return r9
'''
print hex(gen_sum(title_))

a1='A'
a2='A'
a3='A'
a4='A'
while a1 <= 'Z':
        a2='A'
        a3='A'
        a4='A'
        while a2 <= 'Z':
                a3='A'
                a4='A'
                while a3 <= 'Z':
                        a4='A'
                        while a4 <= 'Z':
                                #print "%s%s%s%s" % (a1,a2,a3,a4)
                                for i in range(99999):
                                        t = "%s%s%s%s_" % (a1,a2,a3,a4) + '{4}{3}{2}.{1}{0}'.format(i%10,(i/10)%10,(i/100)%10,(i/1000)%10,(i/10000)%10)
                                        if gen_sum(t) in patches:
                                                print t
                                                print True
                                a4=chr(ord(a4)+1)
                                print "%s%s%s%s" % (a1,a2,a3,a4)
                        a3=chr(ord(a3)+1)
                        print "%s%s%s%s" % (a1,a2,a3,a4)
                a2=chr(ord(a2)+1)
        a1=chr(ord(a1)+1)
'''

print hex(gen_sum("SLUS_213.86"))
'''
for i in range(99999):
        t = "SLUS_" + '{4}{3}{2}.{1}{0}'.format(i%10,(i/10)%10,(i/100)%10,(i/1000)%10,(i/10000)%10)
        if gen_sum(t) in patches:
                print "%s %x" % (t, gen_sum(t))

'''


External References


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