PS2 Emulation: Difference between revisions

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==Description==
==Description==
[[File:Ps2_block_diagram.png|200px|thumb|right|Simplified block diagram of a PS2<br />[http://www.philvaz.com/games/PS2.htm source]]]
Emulation of Playstation 2 is currently handled by 3 kind of emulators. CECH-A/B models use ps2_emu.self able to use built-in PS2 hardware (EE/GS/Rambus memory), and have best compatibility. CECH-C/E use ps2_gxemu, this emulator use physical Graphic Synthesizer found in this ps3 model, but Emotion Engine is fully emulated here, also there is no Rambus memory. All other models emulate PS2 thru fully software based ps2_netemu used for ps2 classics, and hacked now to use decrypted ISO files. Earlier before Sony provided ps2 classics on PS Store there was another soft only emulator strongly based on ps2_gxemu. It was called ps2_softemu, and had support for original PS2 CDVD. Only emulator not able to run physical discs is ps2_netemu.  
Emulation of Playstation 2 is currently handled by 3 kind of emulators. CECH-A/B models use ps2_emu.self able to use built-in PS2 hardware (EE/GS/Rambus memory), and have best compatibility. CECH-C/E use ps2_gxemu, this emulator use physical Graphic Synthesizer found in this ps3 model, but Emotion Engine is fully emulated here, also there is no Rambus memory. All other models emulate PS2 thru fully software based ps2_netemu used for ps2 classics, and hacked now to use decrypted ISO files. Earlier before Sony provided ps2 classics on PS Store there was another soft only emulator strongly based on ps2_gxemu. It was called ps2_softemu, and had support for original PS2 CDVD. Only emulator not able to run physical discs is ps2_netemu.  


Emulators are self files, but not typical one. Emulators are not truly PS3 Game OS elf executables, but Guest OS'es running on LV1 of PS3. This mean that LV2, or more friendly Game OS is unloaded before emulator is loaded. This also mean that while emulators are running we can't call any LV2 function. Also LV1 syscalls are limited to call from all emulators, but can be fully unlocked.  
Emulators are self files, but not typical one. Emulators are not truly PS3 Game OS elf executables, but Guest OS'es running on LV1 of PS3. This mean that LV2, or more friendly Game OS is unloaded before emulator is loaded. This also mean that while emulators are running we can't call any LV2 function. Also LV1 syscalls are limited to call from all emulators, but can be fully unlocked.
 
All emulators use built-in stripped developement version of PS2 BIOS with disabled debug functions that can affect some games. This is done because some games print debug info on screen when found that are run on dev bios. Bios between ps2_emu, and ps2_gxemu/ps2_netemu are different. Ps2_emu BIOS is able to run only on ps2emu version of emulator due to RDRAM check.


All emulators use built-in stripped developement version of PS2 BIOS with disabled debug functions that can affect some games. This is done because some games print debug info on screen when found that are run on dev bios. Bios between ps2_emu, ps2_gxemu, and ps2_netemu are different. Although bios from gxemu run fine on netemu, and vice-versa. While ps2_emu BIOS is able to run only on ps2emu version of emulator.      
PS3 models without Emotion Engine unit use "SPE-compatible SIMD graphics-rounding mode for VMX/Altivec Instructions" for FPU, and VU0 emulated floats calculations. This is set on emulator init by HV call 97 with param 1. VU1 actually run at SPE core so no compatibility mode need (or can) to be set. SPE compatible mode for PPE mean that rounding mode is set as round to zero, denormals are treated as zero, and there are no infinities or NaNs. So theoretically what PS2 FPU/VU was originally. Although SPE and PPE SPE compatibility mode is still inaccurate comparing to PS2, because Sony decided to cut off 2 guard bits from calculations on PS2. Probably because there was no need for round and sticky bits (no Nan/Inf, one round mode, etc.). Additionally float divide algorithm is custom and not fully understood up to this day. Good example here are TriAce games, or Castlevania COD where SPE calculation is wrong by 1 bit making games unplayable without patch. This are PS2 math algo specific inaccuracies in FPU/VU implementation that are not present on any other hardware.


[[File:Ps2_block_diagram.png|200px|thumb|right|Simplified block diagram of a PS2<br />[http://www.philvaz.com/games/PS2.htm source]]]
Note:  
Note:  
* not available in early Tool/DECR and Debug/DEX firmwares. But available in AV TOOL firmware since 1.00
* not available in early Tool/DECR and Debug/DEX firmwares. But available in AV TOOL firmware since 1.00
* Emulation is based on a SCPH-50000/SCPH-20401 Playstation 2 Model.
* Emulation is based on a SCPH-50000/SCPH-20401 Playstation 2 Model.
* [http://unina.stidue.net/Universita'%20di%20Trieste/Ingegneria%20Industriale%20e%20dell'Informazione/Tuzzi/Architetture_Avanzate_dei_Calcolatori/Emotion_2.pdf Introduction to PlayStation2 Architecture.pdf]
* [https://web.archive.org/web/20211118050305/http://unina.stidue.net/Universita'%20di%20Trieste/Ingegneria%20Industriale%20e%20dell'Informazione/Tuzzi/Architetture_Avanzate_dei_Calcolatori/Emotion_2.pdf Introduction to PlayStation2 Architecture.pdf]
 
* ps2tek docs - https://psi-rockin.github.io/ps2tek/
==PS2 Emulators types and versions==
  ps2_emu.self      (1.02++)
  ps2_gxemu.self    (1.50++)
  ps2_softemu.self  (1.90++)  1.90-1.94 (11065), 2.00-2.10 (11830), 3.15 (12840), 3.41-3.65 (13474), 3.66-3.70 (15435), 3.72-4.21 (15529)
                              (Changes: -2.50] [2.52-2.60] [2.70] [2.80] [3.00-3.65] [3.66-3.70] [3.74])
  ps2_netemu.self    (3.70++)
 
<s>
*http://www.crocko.com/651925F44E444D8390E41A39A577BE48/ps2emu.rar
*http://filerio.in/2xjqscjklj72
*http://freakshare.com/files/bp53qpcy/ps2emu.rar.html
*http://www.mirrorcreator.com/files/4BNITIXD/ps2_netemu.7z_links
</s>


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


===ps2_emu.self===
==PS2 Emulator Types and Revisions==


====Self System Table Offset====
<div>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
<div style="float:top; text-align:center;">'''PS2 Emulator Types and Revisions'''</div>
<div style="float:left; width:28%;">
{| class="wikitable" style="font-size:xx-small;"
|+ ps2_emu.elf (decrypted)
! Firmware !! Bytes !! MD5 !! Timestamp !! <abbr title="Revision">Rev</abbr> !! <abbr title="Maximun number of supported commands">Comm</abbr>
|-
|-
! FW version !! TOC !!  Notes
! [[1.00_AV|1.00 AV]]
| 8 258 328 || 19DC714F1109FF772BEF5B00C4AF2CF7 || 06/10/04/12:15 || ? || ?
|-
|-
| 1.00 AV || 0x7C3150 ||
! [[1.02_CEX|1.02]]
| 8.258.504 || FF9C1C465DF6F501E418602A488CBD40 || 06/10/21/00:01 || ? || ?
|-
|-
| 1.02 || 0x7C31F0 ||
! [[1.10_CEX|1.10]]
| 8.254.568 || 72EFF1FB3E9A175253687634B698CC91 || 06/11/09/06:08 || ? || ?
|-
|-
| 1.10 || 0x7C2168 ||
! [[1.11_CEX|1.11]]
| 8.255.192 || 98BCC06ACA07971DFE57A126000B6DEE || 06/11/21/17:54 || ? || ?
|-
|-
| 1.11 || 0x7C23C8 ||
! [[1.30_CEX|1.30]]
| 8.787.800 || 3F1E943139329E8AD5461FA43DB4DD0E || 06/12/05/05:33 || rowspan="2" | same || rowspan="2" | ?
|-
|-
| 1.30 || 0x8442E8 ||
! [[1.30_AV|1.30 AV]]
| 8.787.800 || F2CE2D8CF41FF38E586AE7A91A13980C || 06/12/05/07:15
|-
|-
| 1.30 AV || 0x8442E8 ||
! [[1.31_CEX|1.31]]
| 8.790.440 || CF13D31F202DA3C55009C06B6A2B27A0 || 06/12/12/18:47 || ? || ?
|-
|-
| 1.31 || 0x844C98 ||
! [[1.32_CEX|1.32]]
| 8.794.664 || 6DD631EEDE321AC7F59C85BC6AC0DCA9 || 06/12/18/05:54 || ? || ?
|-
|-
| 1.32 || 0x845CA0 ||
! [[1.50_CEX|1.50]]
| 8.805.912 || 81B38EE824E460385B44FADE78CAA5DC || 07/01/18/22:52 || ? || ?
|-
|-
| 1.50 || 0x848728 ||
! ?
| ? || ? || ? || ? || ?
|-
|-
| 1.90 || 0x4D7ED8 ||
! [[1.70_CEX|1.70]]
| 8.854.680 || CEACBB22EB450C5CC587C193CE7BBE91 || 07/04/16/16:11 || ? || ?
|-
|-
| 3.66 - 3.74 || 0x4E9A20 ||
! ?
| ? || ? || ? || ? || ?
|-
|-
| 4.00 - 4.01 || 0x4EADB8 ||
! [[1.90_CEX|1.90]]
| 5.190.280 || 88B26FDC910B8633613BC366D39F439D || 07/07/21/06:44 || ? || ?
|-
|-
| 4.10 - 4.11 || 0x4EAD28 ||
! ?
| ? || ? || ? || ? || ?
|-
|-
| 4.20 - 4.21 || 0x4EAE30 ||
! [[2.10_CEX|2.10]]
| 5.223.112 || CB1924E7163F01EA2DD3965918BACCE4 || 07/12/15/05:29 || ? || ?
|-
|-
| 4.23 || 0x4EACE0 ||
! ?
| ? || ? || ? || ? || ?
|-
|-
| 4.25 || 0x4EAE30 || Reverted to 4.20 - 4.21 version?
! [[3.40_CEX|3.40]]
| 5.267.128 || 916603300F798139456FCF1A40384A97 || 10/06/23/15:44 || ? || ?
|-
|-
| 4.78 - 4.82 || 0x4EB8C0 ||
! ?
|}
| ? || ? || ? || ? || ?
 
|-{{cellcolors|#ddddff}}
===ps2_gxemu.self===
! [[3.66_CEX|3.66]]
 
| rowspan="3" | 5.267.112 || BE20230D091F5C8AB8364607D49A6992 || 11/06/16/03:51 || rowspan="3" | same || rowspan="3" | ?
====Self System Table Offset====
|-{{cellcolors|#ddddff}}
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! ~
| colspan="2" style="text-align:center; background-color:#ddddff;" | ''Any''
|-{{cellcolors|#ddddff}}
! [[3.74_CEX|3.74]]
| 5B2CA12EE08298094177667C681BC75F || 11/10/25/00:30
|-{{cellcolors|#bbbbff}}
! [[4.00_CEX|4.00]]
| rowspan="2" | 5.272.152 || 08516640BE636F3E633C0416F09EF941 || 11/11/22/03:10 || rowspan="2" | same || rowspan="2" | ?
|-{{cellcolors|#bbbbff}}
! [[4.01_CEX|4.01]]
| 61ECD51036247547736274EEB52FA4C4 || 11/12/23/01:02
|-{{cellcolors|#ddddff}}
! [[4.10_CEX|4.10]]
| rowspan="2" | 5.272.008 || 88CFD465D2F412C075C69531278BB3A9 || 12/02/05/23:08 || rowspan="2" | same || rowspan="2" | ?
|-{{cellcolors|#ddddff}}
! [[4.11_CEX|4.11]]
| 2B45F72675B844C08E1735059F9826E3 || 12/02/11/07:05
|-{{cellcolors|#bbbbff}}
! [[4.20_CEX|4.20]]
| rowspan="2" | 5.272.264 || 23D3F9909EBA3F1AB0D757850C5D6809 || 12/06/15/02:01 || rowspan="2" | same || rowspan="2" | ?
|-{{cellcolors|#bbbbff}}
! [[4.21_CEX|4.21]]
| 110F0D01B39193F1A2031BBC7ADBBC2F || 12/06/30/01:06
|-
|-
! FW version !! TOC !!  Notes
! [[4.23_SEX|4.23 S]]
| 5.271.912 || 783201F2541117E545B8E01B3A0B1955 || 12/07/31/00:17 || ? || ?
|-
|-
| 1.50 || 0x5BDFC8 ||
! [[4.25_CEX|4.25]]
| 5.272.264 || C895EAA3F79BA2040D6C828A5B811139 || 12/09/07/06:55 || ? || ?
|-
|-
| 1.90 || 0x666C78 ||
! ?
| ? || ? || ? || ? || ?
|-
|-
| 3.66 - 3.74 || 0x6766B8 ||
! ?
| ? || ? || ? || ? || ?
|-
|-
| 4.00 - 4.11 || 0x677990 ||
! ?
| ? || ? || ? || ? || ?
|-
! colspan="6" style="background:#80ff80; line-height:75%" | Abandoned (last revision)
|-{{cellcolors|#ddddff}}
! [[4.78_CEX|4.78]]
| rowspan="3" | 5.274.984 || ABC9228FCEA0E779E3157CA546A1FD02 || 15/12/17/01:14 || rowspan="3" | same || rowspan="3" | ?
|-{{cellcolors|#ddddff}}
! ~
| colspan="2" style="text-align:center; background-color:#ddddff;" | ''Any''
|-{{cellcolors|#ddddff}}
! [[4.89_CEX|4.89]]
| 7523DE6D38B13B9C4B9F72419C50D4A7 || 22/02/04/14:35
|}
<span style="font-size:small">
{{dot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares the only difference is the build label">every firmware version</abbr><br>
{{dot}}'''<abbr title="0x20 bytes">Build label</abbr>''': yes, with timestamp, search for '''ps2ver:'''<br>
{{dot}}'''Target Firmware''': no/unknown<br>
{{dot}}'''Revision''': unknown
</span>
</div>
<div style="float:left; width:24%;">
{| class="wikitable" style="font-size:xx-small;"
|+ ps2_gxemu.elf (decrypted)
! Firmware !! Bytes !! MD5 !! <abbr title="Revision">Rev</abbr> !! <abbr title="Maximun number of supported commands">Comm</abbr>
|-
! [[1.00_CEX|1.00]] ~ [[1.32_CEX|1.32]]
| colspan="4" {{no}}
|-
! [[1.50_CEX|1.50]]
| 6.106.040 || BACC208C8A793F82D71F85B02DD2D318 || ? || ?
|-
! ?
| ? || ? || ? || ?
|-
|-
| 3.66 - 3.74 || 0x677AA8 ||
! [[1.70_CEX|1.70]]
| 6.763.336 || B70A15512EF9FA74B798A5E9241FE571 || ? || ?
|-
|-
| 4.78 - 4.82 || 0x678548 ||  
! ?
| ? || ? || ? || ?
|-
|-
|}
! [[1.90_CEX|1.90]]
 
| 6.802.720 || B9E2CC8D72779650D9B500B75AE552EB || ? || ?
===ps2_softemu.self===
 
====Self System Table Offset====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
|-
|-
! FW version !! TOC !!  Notes
! ?
| ? || ? || ? || ?
|-
|-
| 1.90 || 0x5C7B10 ||
! [[2.10_CEX|2.10]]
| 6.822.576 || E34C4EB587CCE44AB4B92D848DC391A7 || ? || ?
|-
|-
| 2.50 || 0x5C7ED8 ||
! ?
| ? || ? || ? || ?
|-
|-
| 3.41 || 0x5C8C00 ||  
! [[3.40_CEX|3.40]]
| 6.866.424 || 80091C68E2F8D2385A2125AB38085A3C || ? || ?
|-
|-
| 3.66 - 3.71 || 0x5C8EC0 ||
! ?
| ? || ? || ? || ?
|-
|-
| 3.72 - 4.01 || 0x5C8E40 ||
! [[3.66_CEX|3.66]] ~ [[3.74_CEX|3.74]]
|}
| 6.867.024 || E04FA0FE63A968C53AE366B3AAD0141A || ? || ?
 
===ps2_netemu.self===
[[PS2_Classics_Emulator_Compatibility_List|PS2 Classics Emulator Compatibility List]]
 
====Self System Table Offset====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
|-
|-
! FW version !! TOC !!  Notes
! [[4.00_CEX|4.00]] ~ [[4.11_CEX|4.11]]
| 6.871.848 || D5E97019132848203970213FF96F2AAB || ? || ?
|-
|-
| 3.73 - 3.74 || 0x7D8B00 ||
! [[4.20_CEX|4.20]] ~ [[4.25_CEX|4.25]]
| 6.872.128 || 678F16283CAA8CFBC03A5FBCB6ABA41E || ? || ?
|-
|-
| 4.00 - 4.01 || 0x7DA200 ||
! ?
| ? || ? || ? || ?
|-
|-
| 4.10 - 4.11 || 0x7DA180 ||
! ?
| ? || ? || ? || ?
|-
|-
| 4.20 - 4.25 || 0x7DA500 ||
! ?
| ? || ? || ? || ?
|-
|-
| 4.78 - 4.83 || 0x751280 ||  
! colspan="6" style="background:#80ff80; line-height:75%" | Abandoned (last revision)
|-
|-
! [[4.78_CEX|4.78]] ~ [[4.89_CEX|4.89]]
| 6.874.848 || C7681420A7B3A2A6E3BF89F4A12A3DD6 || ? || 0x2B ?
|}
|}
<span style="font-size:small">
{{dot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares there are no differences">every emu revision</abbr><br>
{{dot}}'''<abbr title="0x20 bytes">Build label</abbr>''': no/unknown<br>
{{dot}}'''Target Firmware''': no/unknown<br>
{{dot}}'''Revision''': unknown
</span>
</div><div style="float:left; width:24%;">
{| class="wikitable" style="font-size:xx-small;"
|+ ps2_softemu.elf (decrypted)
! Firmware !! Bytes !! MD5 !! <abbr title="Revision">Rev</abbr> !! <abbr title="Maximun number of supported commands">Comm</abbr>
|-
! [[1.00_CEX|1.00]] ~ [[1.82_CEX|1.82]]
| colspan="4" {{no}}
|-
! [[1.90_CEX|1.90]] ~ [[1.94_CEX|1.94]]
| 6.142.080 || 812330515D01291488315BBE7E0F339E || 11065 || ?
|-
! [[1.97_CEX|1.97]]
| ? || ? || ? || ?
|-
! [[2.00_CEX|2.00]] ~ [[2.10_CEX|2.10]]
| 6.143.048 || C0964350E3E8EA80EB5C7CB34901E9DE || 11830 || ?
|-
! [[2.16_CEX|2.16]]
| ? || ? || ? || ?
|-
! ? ~ ?
| ? || ? || ? || ?
|-
! [[3.10_CEX|3.10]]
| ? || ? || ? || ?
|-
! [[3.15_CEX|3.15]]
| ? || ? || 12840 || ?
|-
! [[3.16_CEX|3.16]]
| ? || ? || ? || ?
|-
! ? ~ ?
| ? || ? || ? || ?
|-
! [[3.40_CEX|3.40]]
| 6.146.424 || 97C33E83E14399EED1BD4F5351443E1C || ? || ?
|-
! [[3.41-1_CEX|3.41]] ~ [[3.65_CEX|3.65]]
| ? || ? || 13474 || ?
|-
! [[3.66_CEX|3.66]] ~ [[3.71_CEX|3.71]]
| 6.147.120 || 513B9160AD8C199CAEFC82C1B7D9D794 || 15435 || ?
|-
! [[3.72_CEX|3.72]] ~ [[4.01_CEX|4.01]]
| 6.146.992 || 1232D3EEB48F301CBB61D76EB3046111 || 15529 || ?
|-
! [[4.10_CEX|4.10]]  ~ {{latestPS3}}
| colspan="4" {{no}}
|}
<span style="font-size:small">
{{dot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares there are no differences">every emu revision</abbr><br>
{{dot}}'''<abbr title="0x20 bytes">Build label</abbr>''': no/unknown<br>
{{dot}}'''Target Firmware''': no/unknown<br>
{{dot}}'''Revision''': unknown
</span>
</div><div style="float:left; width:24%;">
{| class="wikitable" style="font-size:xx-small;"
|+ ps2_netemu.elf (decrypted)
! Firmware !! Bytes !! MD5 !! <abbr title="Revision">Rev</abbr> !! <abbr title="Maximun number of supported commands">Comm</abbr>
|-
! [[1.00_CEX|1.00]] ~ [[3.66_CEX|3.66]]
| colspan="4" {{no}}
|-
! [[3.70_CEX|3.70]] ~ [[3.71_CEX|3.71]]
| 11.036.504 || 0D021D18CC63DDBDA530A93C41ABF865 || <abbr title="build r15686-gif-xdr-user2-usb3">15686</abbr> || rowspan="5" | 0x41
|-
! [[3.72_CEX|3.72]]
| 11.036.504 || 38EABD7E5F998BC04922CA3B70211208 || <abbr title="build r15842-target370">15842</abbr>
|-
! [[3.73_CEX|3.73]] ~ [[3.74_CEX|3.74]]
| 11.036.504 || F21110A93BBEA416749283E6BF3D3C6B || <abbr title="build r15936-target370">15936</abbr>
|-
! [[4.00_CEX|4.00]] ~ [[4.01_CEX|4.01]]
| 11.033.048 || F770442DFA626282B01FEBE3DDFFC477 || <abbr title="build r16195-target400">16195</abbr>
|-
! [[4.10_CEX|4.10]] ~ [[4.11_CEX|4.11]]
| 11.033.216 || 8F0885BCC80A3617E654BB6151F4F718 || <abbr title="build r16361-target410">16361</abbr>
|-
! [[4.20_CEX|4.20]] ~ [[4.23_SEX|4.23]]
| 11.033.728 || 8EB5492E453C50B6D728E7999A57A689 || <abbr title="build r16604-target420">16604</abbr> || rowspan="2" | 0x43
|-
! [[4.25_CEX|4.25]] ~ [[4.26_SEX|4.26]]
| 11.033.728 || E38059300E31432A62967770C3E99EF6 || <abbr title="build r16740-target420">16740</abbr>
|-
! [[4.30_CEX|4.30]] ~ [[4.31_CEX|4.31]]
| ? || ? || 16808 || 0x45
|-
! [[4.40_CEX|4.40]] ~ [[4.41_CEX|4.41]]
| ? || ? || 16916 || 0x46
|-
! [[4.45_CEX|4.45]] ~ [[4.46_CEX|4.46]]
| ? || ? || 17041 || 0x48
|-
! [[4.50_CEX|4.50]]
| ? || ? || 17179 || 0x4A
|-
! [[4.55_CEX|4.55]]
| ? || ? || 17277 || rowspan="2" | 0x4D
|-
! [[4.60_CEX|4.60]] ~ [[4.76_CEX|4.76]]
| ? || ? || 17314
|-
! colspan="6" style="background:#80ff80; line-height:75%" | Abandoned (last revision)
|-
! [[4.78_CEX|4.78]] ~ [[4.89_CEX|4.89]]
| 10.442.536 || 8B2DBD1AAD22A0EDCF9C867A1A1FB94D || <abbr title="build r17495-main-rel">17495</abbr> || 0x50
|}
<span style="font-size:small">
{{dot}}'''Decrypted (elf)''': changes <abbr title="when comparing two decrypted files of the same revision from different firmwares there are no differences">every emu revision</abbr><br>
{{dot}}'''<abbr title="0x20 bytes">Build label</abbr>''': yes, without timestamp, search for '''build r'''<br>
{{dot}}'''Target Firmware''': included in the build label<br>
{{dot}}'''Revision''': yes, <abbr title="the location can be seen by comparing 4.23 (value 0x40DC) with 4.25 (value 0x4164) at offset 0x3E4BA in both">'''one''' time</abbr>, and included in the build label
</span>
</div>
</div>
<br style="clear: both;" />


====General observations regarding PS2 Classics emulator====
*Alternative tables<!-- What means TOC ?, is needed to explain it and/or include this TOC info in the other tables -->
* 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"
{| class="wikitable" style="float:left; margin:5px"
* Loads an epilepsy warning before PS2 logo (PS button menu appears during epilepsy warning if controller is synced)
|+ps2_emu.self
* 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).
! FW version !! TOC !! Notes
 
|-
- 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.
| 1.00 AV || 0x7C3150 ||
 
|-
====folder/file layout====
| 1.02 || 0x7C31F0 ||
(in this example GTA San Andreas Classic)
|-
<pre>
| 1.10 || 0x7C2168 ||
[NPUD20946]
|-
      [USRDIR]
| 1.11 || 0x7C23C8 ||
            [CONTENT]
|-
                    001.dxt
| 1.30 || 0x8442E8 ||
                    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
</pre>
 
==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
 
{| class="wikitable"
|-
|-
! Name !! ea !! lpar2(netemu 4.81) !! size !! flags !! lpar1(lv1 4.81)
| 1.30 AV || 0x8442E8 ||
|-
|-
| text          ||         0x0 ||     0x3D00000 ||  0x300000(  3 MB) || 0x8000000000000003  0000000000000003 || 0x7D00000
| 1.31 || 0x844C98 ||
|-                                                                                                                
|-
| ro_work      ||     0x300000 ||       0x300000 ||  0x500000(  5 MB) || 0x0000000000000003  0000000000000003 || 0x4300000
| 1.32 || 0x845CA0 ||
|-                                                                                                                
|-
| rw_work      ||    0x800000 ||      0x800000 || 0x2A00000( 42 MB) || 0x0000000000000001  0000000000000003 || 0x4800000
| 1.50 || 0x848728 ||
|-                                                                                                                
|-
| negmem        ||  0x1FFF0000 ||      0x3210000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000000 || 0x7210000
| 1.90 || 0x4D7ED8 ||
|-                                                                                                                
|-
| ee_ram        || 0x100000000 || 0x64000E000000 || 0x2000000( 32 MB) || 0x0000000000000001  0000000000000000 || 0x3C00000 - 0x3F00000, 0x8000000 - 0x9B00000
| 3.66 - 3.74 || 0x4E9A20 ||
|-                                                                                                                
|-
| ee_jit_code  ||  0xD00000000 || 0x680024000000 || 0x3000000( 48 MB) || 0x8000000000000001  0000000000000003 || 0xBC00000 - 0xEB00000
| 4.00 - 4.01 || 0x4EADB8 ||
|-                                                                                                                
|-
| vu0_jit_code  ||  0xD08000000 || 0x580000800000 ||  0x400000(  4 MB) || 0x8000000000000001  0000000000000003 || 0x900000 - 0xC00000
| 4.10 - 4.11 || 0x4EAD28 ||
|-                                                                                                                
|-
| vu0_jit_data  ||  0xD0C000000 ||      0x3700000 ||  0x400000(  4 MB) || 0x0000000000000002  0000000000000003 || 0x7700000
| 4.20 - 4.21 || 0x4EAE30 ||
|-                                                                                                                
|-
| eeram_jit_lut || 0xE00000000 || 0x640010000000 || 0x2000000( 32 MB) || 0x0000000000000001  0000000000000003 || 0x9C00000 - 0xBB00000
| 4.23 || 0x4EACE0 ||
|-                                                                                                                
|-
| eerom_jit_lut ||  0xE0FC00000 || 0x580000C00000 ||  0x400000(  4 MB) || 0x0000000000000001  0000000000000003 || 0xD00000 - 0x1000000
| 4.25 || 0x4EAE30 || Reverted to 4.20 - 4.21 version?
|-                                                                                                                 
|-
| ee_dbg_ram    ||  0x90FFF8000 || 0x64000E078000 ||    0x8000( 32 KB) || 0x0000000000000001  0000000000000000 ||  
| 4.78 - 4.82 || 0x4EB8C0 ||
|-                                                                                                                
|}
| iop_ram      ||  0x400000000 ||      0x3300000 ||  0x200000(  2 MB) || 0x0000000000000001  0000000000000000 || 0x7300000
 
|-                                                                                                                
{| class="wikitable" style="float:left; margin:5px"
| iop_rom      || 0x50FC00000 || 0x580001000000 ||  0x400000(  4 MB) || 0x0000000000000001  0000000000000002 || 0x1100000 - 0x1400000
|+ps2_gxemu.self
|-                                                                                                                
! FW version !! TOC !! Notes
| iop_spad      ||  0x50F800000 ||      0x3220000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000002 || 0x7220000
|-
|-                                                                                                                
| 1.50 || 0x5BDFC8 ||
| spu2_ram      || 0x600000000 ||     0x3500000 ||  0x200000(  2 MB) || 0x0000000000000001  0000000000000000 || 0x7500000
|-
|-                                                                                                                 
| 1.90 || 0x666C78 ||
| spu2_ram2    ||  0x600200000 ||      0x3500000 ||  0x200000(  2 MB) || 0x0000000000000001  0000000000000000 || 0x7500000
|-
|-                                                                                                                 
| 3.66 - 3.74 || 0x6766B8 ||
| spu2_pcm      || 0x1000000000 ||      0x3230000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000000 || 0x7230000
|-
|-                                                                                                                 
| 4.00 - 4.11 || 0x677990 ||
| ee_spr_lo    ||  0x700000000 ||      0x3201000 ||    0x2000(  8 KB) || 0x0000000000000001 0000000000000000 || 0x7201000
|-
|-                                                                                                                
| 3.66 - 3.74 || 0x677AA8 ||
| ee_spr        ||  0x800000000 ||     0x3203000 ||   0x6000( 24 KB) || 0x0000000000000001  0000000000000000 || 0x7203000
|-
|-                                                                                                                
| 4.78 - 4.82 || 0x678548 ||  
| ee_vu0_dmem0  || 0x301004000 ||     0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
|}
|-                                                                                                                
 
| ee_vu0_dmem1  ||  0x301005000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
{| class="wikitable" style="float:left; margin:5px"
|-                                                                                                                
|+ps2_softemu.self
| ee_vu0_dmem2  ||  0x301006000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
! FW version !! TOC !! Notes
|-                                                                                                                
|-
| ee_vu0_dmem3  ||  0x301007000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
| 1.90 || 0x5C7B10 ||
|-                                                                                                                
|-
| ee_rom        ||  0x30FC00000 || 0x580001000000 ||  0x400000(  4 MB) || 0x0000000000000001  0000000000000001 || 0x1100000 - 0x1400000
| 2.50 || 0x5C7ED8 ||
|-                                                                                                                
|-
| vrc          ||  0xC00000000 || 0x600005000000 || 0x1000000( 16 MB) || 0x0000000000000001  0000000000000000 || 0x1500000 - 0x2400000
| 3.41 || 0x5C8C00 ||  
|-                                                                                                                 
|-
| /dev/zero    || 0x4000000000 ||      0x3240000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000001 || 0x7240000
| 3.66 - 3.71 || 0x5C8EC0 ||
|-                                                                                                                
|-
| dma_vu0_dmem0 || 0x4001004000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
| 3.72 - 4.01 || 0x5C8E40 ||
|-                                                                                                                
| 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===
{| class="wikitable" style="float:left; margin:5px"
|+ps2_netemu.self
! 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 ||
|}{{clear}}
 
==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.
 
===LIMG Segment===
The ISO.BIN.ENC has a block of 0x4000 bytes added at the end codenamed "LIMG" that works as a descriptor for the ISO structure


Logical Address Range Physical Address Range Description Size
{| class="wikitable"
--------------------- ---------------------- ----------- -----
|-
0x80000000-0x800FFFFF 0x00000000-0x000FFFFF EE Kernel   1 MB
! Offset !! Length !! Name !! Example !! Description
0x00100000-0x01FFFFFF 0x00100000-0x01FFFFFF EE RAM (Cached) 31 MB
|-
0x20100000-0x21FFFFFF 0x00100000-0x01FFFFFF EE RAM (Uncached) 31 MB
| 0x00 || 0x4 || '''magic''' || LIMG || '''L'''ogical '''IM'''a'''G'''e (layout) ?
0x30100000-0x31FFFFFF 0x00100000-0x01FFFFFF EE RAM (Uncached&accelerated) 31 MB
|-
0x10000000-0x11FFFFFF 0x10000000-0x11FFFFFF EE Registers (uncached) 32 MB
| 0x04 || 0x4 || '''img_type''' || 0x00000001 || 1=DVD<br>2=CD
0x12000000-0x13FFFFFF 0x12000000-0x13FFFFFF GS Registers (uncached) 32 MB
|-
0x1FC00000-0x1FFFFFFF 0x1FC00000-0x1FFFFFFF? Boot ROM0 (uncached)   4 MB
| 0x08 || 0x4 || '''sector_count''' || 0x00279890 || ''sector_count = img_size / sector_size''
0x9FC00000-0x9FFFFFFF 0x1FC00000-0x1FFFFFFF? Boot ROM09 (cached)   4 MB
|-
0xBFC00000-0xBFFFFFFF 0x1FC00000-0x1FFFFFFF? Boot ROM0b (uncached)   4 MB
| 0x0C || 0x4 || '''sector_size''' || 0x0000800 || ''sector_size = img_size / sector_count''<br>0x800=DVD (Mode1/2048)<br>0x930=CD (Mode2/2352)
0xBE000000-0xBE040000 0x1E000000-0x1E03FFFF? Boot ROM1 256 KB
|-
0xBE400000-0xBE440000 0x1E400000-0x1E43FFFF? Boot ROM2 256 KB
| 0x10 || 0x3FF0 || ''padding'' || 0x00000000... ||  
0xBC000000-0xBC1FFFFF 0x1C000000-0x1C1FFFFF? IOP RAM   2 MB
|}
0x70000000-0x70003FFF ---------------------- Scratch Pad 16 KB 
 
===folder/file layout===
Kernel empty and unused areas (NB: On non-modded consoles)
(in this example GTA San Andreas Classic)
----------------------------------------------------------
<pre>
Area Logical Address Range Physical Address Range Size
[NPUD20946]
---- --------------------- ---------------------- ----
      [USRDIR]
#1 0x80030000-0x80074FFF 0x00030000-0x00074FFF 282624 Bytes
            [CONTENT]
#2 0x80078250-0x8007FFFF 0x00078250-0x0007FFFF 32176 Bytes
                    001.dxt
                    002.dxt
RAM Mirror Modes Logical Address Range Physical Address Range Size
                    003.dxt
---------------- --------------------- ---------------------- ----
                    004.dxt
Cached 0x00100000-0x01FFFFFF 0x00100000-0x01FFFFFF 31 MB
                    005.dxt
Uncached 0x20100000-0x21FFFFFF 0x00100000-0x01FFFFFF 31 MB
                    006.dxt
Uncached&accelerated 0x30100000-0x31FFFFFF 0x00100000-0x01FFFFFF 31 MB
                    007.dxt
                    008.dxt
Operating Modes Logical Address Range Physical Address Range Size
                    009.dxt
--------------- --------------------- ---------------------- ----
                    010.dxt
USEG 0x00000000-0x01FFFFFF 0x00000000-0x01FFFFFF 32 MB
                    011.dxt
KSEG0 0x80000000-0x81FFFFFF 0x00000000-0x01FFFFFF 32 MB
                    012.dxt
KSEG1 0xA0000000-0xA1FFFFFF 0x00000000-0x01FFFFFF 32 MB
                    013.dxt
                    014.dxt
Hardware Mapped Registers
                    015.dxt
-------------------------
                    016.dxt
                    017.dxt
COUNTERS' REGISTERS
                    Others.dxt
-------------------
                    Manual.idx
10000000 T0_COUNT Timer Count
            [SAVEDATA]
10000010 T0_MODE Timer Mode
                    SCEVMC0.VME
10000020 T0_COMP Timer Compare value
                    SCEVMC1.VME
10000030 T0_HOLD Timer Pause
            CONFIG
 
            ISO.BIN.EDAT
10000800 T1_COUNT Timer Count
            ISO.BIN.ENC
10000810 T1_MODE Timer Mode
      PS3LOGO.DAT
10000820 T1_COMP Timer Compare value
      PARAM.SFO
10000830 T1_HOLD Timer Pause
      ICON0.PNG
      PIC0.PNG
10001000 T2_COUNT Timer Count
      PIC1.PNG
10001010 T2_MODE Timer Mode
      PIC2.PNG
10001020 T2_COMP Timer Compare value
</pre>
 
10001810 T3_COUNT Timer Count
==Virtual PS2 (emulated machine) usage and features==
10001820 T3_MODE Timer Mode
10001830 T3_COMP Timer Compare value
IPU REGISTERS (MPEG2 DECODER)
-----------------------------
10002000 IPU_CMD
10002010 IPU_CTRL
10002020 IPU_BP
10002030 IPU_TOP
GIF REGISTERS
-------------
10003000 GIF_CTRL
10003010 GIF_MODE
10003020 GIF_STAT
10003040 GIF_TAG0
10003050 GIF_TAG1
10003060 GIF_TAG2
10003070 GIF_TAG3
10003080 GIF_CNT
10003090 GIF_P3CNT
100030a0 GIF_P3TAG
VIF0 REGISTERS
--------------
10003800 VIF0_STAT VIF0 Status
10003810 VIF0_FBRST
10003820 VIF0_ERR
10003830 VIF0_MARK
10003840 VIF0_CYCLE
10003850 VIF0_MODE
10003860 VIF0_NUM
10003870 VIF0_MASK
10003880 VIF0_CODE
10003890 VIF0_ITOPS
100038d0 VIF0_ITOP
10003900 VIF0_R0
10003910 VIF0_R1
10003920 VIF0_R2
10003930 VIF0_R3
10003940 VIF0_C0
10003950 VIF0_C1
10003960 VIF0_C2
10003970 VIF0_C3
VIF1 REGISTERS
--------------
10003c00 VIF1_STAT
10003c10 VIF1_FBRST
10003c20 VIF1_ERR
10003c30 VIF1_MARK
10003c40 VIF1_CYCLE
10003c50 VIF1_MODE
10003c60 VIF1_NUM
10003c70 VIF1_MASK
10003c80 VIF1_CODE
10003c90 VIF1_ITOPS
10003ca0 VIF1_BASE
10003cb0 VIF1_OFST
10003cc0 VIF1_TOPS
10003cd0 VIF1_ITOP
10003ce0 VIF1_TOP
10003d00 VIF1_R0
10003d10 VIF1_R1
10003d20 VIF1_R2
10003d30 VIF1_R3
10003d40 VIF1_C0
10003d50 VIF1_C1
10003d60 VIF1_C2
10003d70 VIF1_C3
FIFO
----
10004000 VIF0_FIFO(write)
10005000 VIF1_FIFO(read/write)
10006000 GIF_FIFO0
10006010 GIF_FIFO1
10006020 GIF_FIFO2
10007000 IPU_out_FIFO(read)
10007010 IPU_in_FIFO(write)
DMA CH0 REGISTERS (Linked to VIF0)
----------------------------------
10008000 D0_CHCR DMA-0 Channel Control
10008010 D0_MADR Memory Address
10008020 D0_SIZE Transfer Size (they call it D0_QWC)
10008030 D0_TAG DMA Tag (they call it D0_TADR)
10008040 D0_??LO they call it D0_ASR0
10008050 D0_??HI they call it D0_ASR1
DMA CH1 REGISTERS (Linked to VIF1)
----------------------------------
10009000 D1_CHCR DMA-1 Channel Control
10009010 D1_MADR Memory Address
10009020 D1_SIZE Transfer Size (they call it D1_QWC)
10009030 D1_TAG DMA Tag (they call it D1_TADR)
10009040 D1_??LO they call it D1_ASR0
10009050 D1_??HI they call it D1_ASR1
DMA CH2 REGISTERS (Linked to GIF)
---------------------------------
1000A000 D2_CHCR DMA-2 Channel Control
1000A010 D2_MADR Memory Address
1000A020 D2_SIZE Transfer Size (they call it D2_QWC)
1000A030 D2_TAG DMA Tag (they call it D2_TADR)
1000A040 D2_??LO they call it D2_ASR0
1000A050 D2_??HI they call it D2_ASR1
1000A080 D2_SADR
DMA CH3 REGISTERS (Linked to IPU (FROM???))
--------------------------------------------
1000B000 D3_CHCR DMA-3 Channel Control
1000B010 D3_MADR Memory Address
1000B020 D3_QWC Transfer Size
DMA CH4 REGISTERS (Linked to IPU (TO???))
-----------------------------------------
1000B400 D4_CHCR DMA-4 Channel Control
1000B410 D4_MADR Memory Address
1000B420 D4_QWC Transfer Size
1000B430 D4_TADR DMA Tag
DMA CH5 REGISTERS (Linked to SIF0)
----------------------------------
1000C000 D5_CHCR DMA-4 Channel Control
1000C010 D5_MADR Memory Address
1000C020 D5_QWC Transfer Size
DMA CH6 REGISTERS (Linked to SIF1)
----------------------------------
1000C400 D6_CHCR DMA-6 Channel Control
1000C410 D6_MADR Memory Address
1000C420 D6_QWC Transfer Size
1000C430 D6_TADR DMA Tag
DMA CH7 REGISTERS (Linked to SIF2)
----------------------------------
1000C800 D7_CHCR DMA-7 Channel Control
1000C810 D7_MADR Memory Address
1000C820 D7_QWC Transfer Size
DMA CH8 REGISTERS (Linked to SPR  (form SCRATCH PAD to RAM???)
--------------------------------------------------------------
1000D000 D8_CHCR DMA-8 Channel Control
1000D010 D8_MADR Memory Address
1000D020 D8_QWC Transfer Size
1000D080 D8_MCR  ???
DMA CH9 REGISTERS (Linked to SPR  (form RAM to SCRATCH PAD???)
--------------------------------------------------------------
1000D400 D9_CHCR DMA-9 Channel Control
1000D410 D9_MADR Memory Address
1000D420 D9_QWC Transfer Size
1000D430 D9_TADR DMA Tag
1000D480 D9_MCR? ???
DMA CONTROL REGISTERS
---------------------
1000E000 D_CTRL                  DMA Control
1000E010 D_STAT DMA Status
1000E020 D_PCR
1000E030 D_SQWC
1000E040 D_RBSR
1000E050 D_RBOR
1000E060 D_STADR
1000F000 INTC_STAT
1000F010 INTC_MASK
1000F100
1000F120
1000F130 STD-OUT STATUS???
1000F140
1000F150
1000F180 STD-OUT DATA???
1000F230 SBUS_SMFLG
1000F410
1000F430
1000F440
1000F480
1000F490
1000F500
1000f520 D_ENABLEW
1000f590 D_ENABLER
VU MAPPED MEMORY REGISTERS
--------------------------
11000000 VU0 PROGRAM MEMORY Program Memory (4K ROM)
11001000 VU0 MEMORY Memory (4K ROM)
11008000 VU1 PROGAM MEMORY VU1 Program Memory (16K ROM)
1100C000 VU1 MEMORY VU1 Memory (16K ROM)
GS
--
12000000 GS_PMODE
12000010 GS_SMODE1
12000020 GS_SMODE2
12000030 GS_SRFSH
12000040 GS_SYNCH1
12000050 GS_SYNCH2
12000060 GS_SYNCV
12000070 GS_DISPFB1
12000080 GS_DISPLAY1
12000090 GS_DISPFB2
120000a0 GS_DISPLAY2
120000b0 GS_EXTBUF
120000c0 GS_EXTDATA
120000d0 GS_EXTWRITE
120000e0 GS_BGCOLOR
12001000 GS_CSR
12001010 GS_IMR
12001040 GS_BUSDIR
12001080 GS_SIGLBLID
Scratch Pad RAM Address Range
-----------------------------
0x70000000-0x70003FFF
ROM BIOS Mirror Address Range Logical Address Range Physical Address Range
----------------------------- --------------------- ----------------------
Uncached 0x1FC00000-0x1FFFFFFF 0x1FC00000-0x1FFFFFFF
Cached 0x9FC00000-0x9FFFFFFF 0x1FC00000-0x1FFFFFFF
Uncached 0xBFC00000-0xBFFFFFFF 0x1FC00000-0x1FFFFFFF
Some Acronyms
--------
EE    - Emotion Engine (main CPU)
GS    - Graphics Synthesizer
IOP  - Input/Output Processor
SPU  - Sound Processor Unit
USEG  - User Mode Segment
KSEG0 - Kernel Mode, Segment 0
KSEG1 - Kernel Mode, Segment 1
Sources
-------
TX System RISC TX79 Core Architecture (Symmetric 2-way superscalar 64-bit CPU) Rev. 2.0
(http://lukasz.dk/files/tx79architecture.pdf)
PS2 MEMORY & HARDWARE MAPPED REGISTERS LAYOUT, by Minmei    (https://web.archive.org/web/20080722165353/http://ps2dev.org/ps2/Technical_Documentation/Other/PS2_Memory_and_Hardware_Mapped_Registers_Layout.download)
Kernel empty and unused areas, by GTLCPIMP (https://artemis.bountysource.com/task/show/2270)
dump2mass, by misfire (https://artemis.bountysource.com/solution/show/1074)
... and others ones spreaded out on the World Wide Web which I can't remember
 
 
== Memory Allocation ==
===ps2_netemu===
{| class="wikitable"
|-
! 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
|}


===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      | ??        | ??        |
----^-----------^---------------^-----------^-----------'


==Controller==
==Memory Mapping==
{| class="wikitable sortable"
 
=== ps2netemu ===  
{| class="wikitable"
|-
|-
! ID !! Controller #Number !! Note
! Name !! ea !! lpar2(netemu 4.81) !! size !! flags !! lpar1(lv1 4.81)
|-
|-
| 1 (1-A) || 1 ||
| text          ||          0x0 ||      0x3D00000 ||  0x300000( 3 MB) || 0x8000000000000003  0000000000000003 || 0x7D00000
|-
|-                                                                                                                
| 2 (2-A) || 2 ||
| ro_work      ||    0x300000 ||      0x300000 ||  0x500000(  5 MB) || 0x0000000000000003  0000000000000003 || 0x4300000
|-
|-                                                                                                                
| 3 (1-B) || 3 ||
| rw_work      ||    0x800000 ||      0x800000 || 0x2A00000( 42 MB) || 0x0000000000000001  0000000000000003 || 0x4800000
|-
|-                                                                                                                
| 4 (2-B) || 4 ||
| negmem        ||  0x1FFF0000 ||      0x3210000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000000 || 0x7210000
|-
|-                                                                                                                
| 5 (1-C) || 5 || Gamepad LED #1 + #4
| ee_ram        ||  0x100000000 || 0x64000E000000 || 0x2000000( 32 MB) || 0x0000000000000001  0000000000000000 || 0x3C00000 - 0x3F00000, 0x8000000 - 0x9B00000
|-
|-                                                                                                                
| 6 (2-C) || 6 || Gamepad LED #2 + #4
| ee_jit_code  ||  0xD00000000 || 0x680024000000 || 0x3000000( 48 MB) || 0x8000000000000001  0000000000000003 || 0xBC00000 - 0xEB00000
|-
|-                                                                                                                
| 7 (1-D) || 7 || Gamepad LED #3 + #4
| vu0_jit_code  ||  0xD08000000 || 0x580000800000 ||  0x400000( 4 MB) || 0x8000000000000001  0000000000000003 || 0x900000 - 0xC00000
|-
|-                                                                                                                
|}
| vu0_jit_data  ||  0xD0C000000 ||      0x3700000 ||  0x400000( 4 MB) || 0x0000000000000002  0000000000000003 || 0x7700000
 
|-                                                                                                                
==Peripheral support==
| eeram_jit_lut ||  0xE00000000 || 0x640010000000 || 0x2000000( 32 MB) || 0x0000000000000001  0000000000000003 || 0x9C00000 - 0xBB00000
===ps2_emu.self / ps2_gxemu.self===
|-                                                                                                                 
#Hub
| eerom_jit_lut ||  0xE0FC00000 || 0x580000C00000 ||  0x400000(  4 MB) || 0x0000000000000001  0000000000000003 || 0xD00000 - 0x1000000
#Mouse
|-                                                                                                                 
#Keyboard
| ee_dbg_ram    ||  0x90FFF8000 || 0x64000E078000 ||    0x8000( 32 KB) || 0x0000000000000001  0000000000000000 ||
#EyeToy
|-                                                                                                                 
#Head Mount Display
| iop_ram      ||  0x400000000 ||      0x3300000 ||  0x200000(  2 MB) || 0x0000000000000001  0000000000000000 || 0x7300000
#Mic
|-                                                                                                                 
#Ascii Mic
| iop_rom      ||  0x50FC00000 || 0x580001000000 ||  0x400000(  4 MB) || 0x0000000000000001  0000000000000002 || 0x1100000 - 0x1400000
#Socom USB Headset
|-                                                                                                                 
#Usb Headset
| iop_spad      ||  0x50F800000 ||      0x3220000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000002 || 0x7220000
#Sea Mic Controller
|-                                                                                                                 
#Force Feedback device
| spu2_ram      ||  0x600000000 ||      0x3500000 ||  0x200000(  2 MB) || 0x0000000000000001  0000000000000000 || 0x7500000
#GT Force
|-                                                                                                                 
#Momo Force
| spu2_ram2    ||  0x600200000 ||      0x3500000 ||  0x200000(  2 MB) || 0x0000000000000001  0000000000000000 || 0x7500000
#Driving Force Pro
|-                                                                                                                 
#G25/G27
| spu2_pcm      || 0x1000000000 ||      0x3230000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000000 || 0x7230000
#Momo Racing
|-                                                                                                                 
#Flight Force
| ee_spr_lo    ||  0x700000000 ||      0x3201000 ||    0x2000(  8 KB) || 0x0000000000000001  0000000000000000 || 0x7201000
#Force 3D Pro
|-                                                                                                                 
#Modem
| ee_spr        ||  0x800000000 ||      0x3203000 ||    0x6000( 24 KB) || 0x0000000000000001  0000000000000000 || 0x7203000
#Guncon2
|-                                                                                                                 
#Densya de GO! controller type 2
| ee_vu0_dmem0  ||  0x301004000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
#Densya de GO! Sincansen senyou controller
|-                                                                                                                 
#Capture Eye
| ee_vu0_dmem1  ||  0x301005000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
#Flight Stick
|-                                                                                                                 
#Flight Stick 2
| ee_vu0_dmem2  ||  0x301006000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
#Pop Egg
|-                                                                                                                 
#Trance Vibrator
| ee_vu0_dmem3  ||  0x301007000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
#PSP
|-                                                                                                                 
#Compact Flight Controller
| ee_rom        ||  0x30FC00000 || 0x580001000000 ||  0x400000(  4 MB) || 0x0000000000000001  0000000000000001 || 0x1100000 - 0x1400000
#Flash Memory
|-                                                                                                                 
#Buzz!
| vrc          ||  0xC00000000 || 0x600005000000 || 0x1000000( 16 MB) || 0x0000000000000001  0000000000000000 || 0x1500000 - 0x2400000
#Pachi-Slot Controller Kurouto
|-                                                                                                                 
#Usb Adapter
| /dev/zero    || 0x4000000000 ||      0x3240000 ||  0x10000( 64 KB) || 0x0000000000000001  0000000000000001 || 0x7240000
#Guncon3
|-                                                                                                                
#Multi Train Controller
| dma_vu0_dmem0 || 0x4001004000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
 
|-                                                                                                                 
===ps2_netemu.self===
| dma_vu0_dmem1 || 0x4001005000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
#BD Remote Control
|-                                                                                                                 
#PLAYSTATION(R)3 Controller (Vendor ID 0x54C, Product ID 0x268),
| dma_vu0_dmem2 || 0x4001006000 ||      0x3200000 ||    0x1000(  4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
#Motion Controller - Move (Vendor ID 0x54C, Product ID 0x3D5),
|-                                                                                                                 
#Navigation Controller (Vendor ID 0x54C, Product ID 0x42F)
| dma_vu0_dmem3 || 0x4001007000 ||      0x3200000 ||    0x1000( 4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
#"guncon3"
|-                                                                                                                 
<br/>
| imm_vu0_dmem0 ||  0x30000000 ||      0x3200000 ||    0x1000( 4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
Unknown:
|-                                                                                                                        
#Vendor ID 0xF0D (Hori), Product ID 0x4A
| imm_vu0_dmem1 ||  0x30001000 ||      0x3200000 ||    0x1000( 4 KB) || 0x0000000000000001  0000000000000001 || 0x7200000
#Vendor ID 0x54C (Sony), Product ID 0x5AF
|-                                                                                                                         
| 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
|}


==BIOS==
====SPE local storage====
===ps2_netemu.self===
Emulator access SPE LS by accessing special addresses. Mapping as follows:
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 seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
{| class="wikitable"
 
Notable thing is that ps2_netemu run fine with ps2_gxemu bios, but fail to boot using ps2_emu bios.
 
{| class="wikitable" style="font-size:small;"
|-
|-
! File !! Offset in fw4.81 ps2_netemu !! Offset in exported bin !! Description !! File type (exportable)
! SPE Num. !! SPE task !! Address in netemu !! address in SPE
|-
|-
| RESET || 0x820A00 || 0x00 || Bootstrap code for the EE and IOP. || BIN
| 0 || IOP || 0x40000000 - 0x4003FFFF || 0x0 - 3FFFF
|-
|-
| 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
| 1 || SPU2 || 0x40080000 - 0x400BFFFF || 0x0 - 3FFFF
|-
|-
| EXTINFO || 0x8236C0 || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
| 2 || VU1 || 0x40100000 - 0x4013FFFF || 0x0 - 3FFFF
|-
|-
| SBIN || 0x823D30 || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
| 3 || EEDMA || 0x40180000 - 0x401BFFFF || 0x0 - 3FFFF
|-
|-
| LOGO || 0x82ACD0 || 0xA2D0 || PS1 logo? || BIN
| 4 || FE || 0x40200000 - 0x4023FFFF || 0x0 - 3FFFF
|-
|-
| 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
| 5 || BE || 0x40280000 - 0x402BFFFF ||  0x0 - 3FFFF
|-
|-
| IOPBTCON2 || 0x83F510 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
| 6 || IPU || 0x40300000 - 0x4033FFFF || 0x0 - 3FFFF
|-
|-
| SYSMEM || 0x83F5E0 || 0x1EBE0 || System Memory Manager. || ELF
|}
 
Additionally, emulator access SPU directly with those addresses. <br>
 
{| class="wikitable"
|-
|-
| 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
! Address !! Channel !! Channel description !! Access type !! Notes
|-
|-
| EXCEPMAN || 0x842D80 || 0x22380 || Exception manager. || ELF
| 0x44004 || SPU_Out_Mbox || SPU Outbound Mailbox Register || Read only || Used to read 32 bits of data from the corresponding SPU outbound mailbox queue. Outbound Mailbox Register has a corresponding SPU Write Outbound Mailbox Channel for writing data into outbound mailbox queue.
|-
|-
| INTRMANP || 0x843960 || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
| 0x4400C || SPU_In_Mbox || SPU Inbound Mailbox Register || Write only || Used to write 32 bits of data into the corresponding SPU inbound mailbox queue. Inbound mailbox queue has a corresponding SPU Read Inbound Mailbox Channel for reading data from the queue.
|-
|-
| INTRMANI || 0x845370 || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
| 0x44014 || SPU_Mbox_Stat || SPU Mailbox Status Register || Read only || Contains the current In_Mbox/Out_Mbox/Out_Intr_Mbox count of the mailbox queues in the corresponding SPE. 
|-
|-
| 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
| 0x4401C || SPU_RunCntl || SPU Run Control Register || Read/Write || Used to start and stop the execution of instructions in the SPU.  
The SPU can dynamically change the state of the Run Status bit (that is, SPU_Status[R]).  
|-
|-
| TIMEMANP || 0x847920 || 0x26F20 || Timer Manager (PS mode) || ELF
| 0x44024 || SPU_Status || SPU Status Register || Read only || Used to report the status (state) of an SPU. Emulator use it mostly to check if SPU is running (bit31).
|-
|-
| TIMEMANI || 0x848500 || 0x27B00 || Timer Manager (IOP mode) || ELF
| 0x44034 || SPU_NPC || SPU Next Program Counter Register || Read/Write || Contains the address from which an SPU starts executing when the Run Control bit is set in the SPU Run Control Register.
Used in function that start SPU programs, and in interrupts handlers, plus in few other places.
|-
|-
| DMACMAN || 0x849130 || 0x28730 || DMA Controller Manager. || ELF
| 0x5400C || SPU_Sig_Notify_1 || SPU Signal Notification 1 Register || Read/Write || Used to write data that can be read in SPU_RdSigNotify1 channel corresponding SPE.
|-
|-
| SYSCLIB || 0x84C830 || 0x2BE30 || System C Library. || ELF
| 0x5C00C || SPU_Sig_Notify_2 || SPU Signal Notification 2 Register || Read/Write || Used to write data that can be read in SPU_RdSigNotify2 channel corresponding SPE.
|-
|-
| HEAPLIB || 0x84EF90 || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|}
|-
 
| THREADLIB || 0x84FC90 || 0x2F290 || Multi_Thread_Manager || ELF
Address = SPU base + Address. For example, IPU SPU is mapped to 0x40300000 so accessing SPU_Sig_Notify1 will be done by read/write to 0x4035400C.
|-
 
| VBLANK || 0x858A20 || 0x38020 || V-Blank management || ELF
===PS2 Memory and Hardware Mapped Registers Layout===
|-
<pre>
| IOMAN || 0x8597B0 || 0x38DB0 || IO Manager || ELF
EE Virtual/Physical Memory Map
|-
  KUSEG: 00000000h-7FFFFFFFh User segment
| MODLOAD || 0x85B720 || 0x3AD20 || IOP module loader. || ELF
  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
</pre>
 
== Memory Allocation ==
===ps2_netemu===
{| class="wikitable"
|-
|-
| ROMDRV || 0x85DA70 || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
! Name !! Size !! page_log2 !! lpar2(netemu 4.81) !! lpar1(lv1 4.81)
|-
|-
| ADDDRV || 0x85E960 || 0x3DF60 ||  Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
| ra_vu0_dmem  ||   0x1000 (4 KB) || 12 (4 KB) ||     0x3200000 || 0x7200000
|-
|-                                                                     
| STDIO || 0x85DDC0 || 0x3D3C0 || Standard I/O library. || ELF
| ra_ee_spr_lo ||    0x2000 (8 KB) || 12 (4 KB) ||      0x3201000 || 0x7201000
|-
|-                                                                     
| SIFMAN || 0x85F9B0 || 0x3EFB0 || SIF manager. || ELF
| ra_ee_sprx    ||    0x6000 (24 KB) || 12 (4 KB) ||      0x3203000 || 0x7203000
|-
|-                                                                     
| SIFINIT || 0x860F50 || 0x40550 || Initializes the SIF. || ELF
| ra_negmem    ||  0x10000 (64 KB) || 16 (64 KB) ||     0x3210000 || 0x7210000
|-
|-                                                                      
| 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
| ra_iop_spad  ||   0x10000 (64 KB) || 16 (64 KB) ||     0x3220000 || 0x7220000
|-
|-                                                                      
| EENULL || 0x861810 || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
| ra_spu2_pcm  ||   0x10000 (64 KB) || 16 (64 KB) ||     0x3230000 || 0x7230000
|-
|-                                                                      
| PS1ID || 0x861850 || 0x40E50 ||  Only found in newer boot ROMs || BIN
| ra_nulls      ||   0x10000 (64 KB) || 16 (64 KB) ||     0x3240000 || 0x7240000
|-
|-                                                                      
| LIBFI || 0x861860 || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
| ra_itrace    ||   0x10000 (64 KB) || 16 (64 KB) ||     0x3250000 || 0x7250000
|-
|-                                                                      
| PS1VERJ || 0x861950 || 0x40F50 ||   || BIN
| ra_iop_ram    || 0x200000 (2 MB) || 20 (1 MB) ||      0x3300000 || 0x7300000
|-
|-                                                                     
| PS1VERA || 0x861960 || 0x40F60 ||   || BIN
| ra_spu2_ram  ||  0x200000 (2 MB) || 20 (1 MB) ||     0x3500000 || 0x7500000
|-
|-                                                                      
| PS1VERE || 0x861970 || 0x40F70 ||  || BIN
| ra_vu0_code  || 0x400000 (4 MB) || 20 (1 MB) || 0x580000800000 || 0x900000 - 0xC00000
|-
|-                                                                     
| PS1VERC || 0x861980 || 0x40F80 || || BIN
| 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==
{| class="wikitable sortable"
|-
|-
| PS1VERH || 0x861990 || 0x40F90 ||  || BIN
! ID !! Controller #Number !! Note
|-
|-
| OSDSYS || 0x8619A0 || 0x40FA0 || The browser || BIN
| 1 (1-A) || 1 ||
|-
|-
| - || 0x8619B0 || 0x40FB0 ||  || BIN
| 2 (2-A) || 2 ||
|-
|-
| RDRAM || 0x861A00 || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
| 3 (1-B) || 3 ||
|-
|-
| EELOADCNF || 0x864750 || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
| 4 (2-B) || 4 ||
|-
|-
| SIFCMD || 0x864900 || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
| 5 (1-C) || 5 || Gamepad LED #1 + #4
|-
|-
| REBOOT || 0x866B40 || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
| 6 (2-C) || 6 || Gamepad LED #2 + #4
|-
|-
| LOADFILE || 0x867310 || 0x46910 || The RPC server for MODLOAD || ELF
| 7 (1-D) || 7 || Gamepad LED #3 + #4
|-
|-
| 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
==Peripheral support==
|-
===ps2_emu.self / ps2_gxemu.self===
| IOPBOOT || 0x86AA00 || 0x4A000 || IOP bootup program || BIN
#Hub
|-
#Mouse
| - || 0x86BB60 || 0x4B160 ||  || BIN
#Keyboard
|-
#EyeToy
| 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
#Head Mount Display
|-
#Mic
| 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
#Ascii Mic
|-
#Socom USB Headset
| XLOADFILE || 0x87B140 || 0x5A740 || Updated module || ELF
#Usb Headset
|-
#Sea Mic Controller
| SIO2MAN || 0x87E1F0 || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
#Force Feedback device
|-
#GT Force
| - || 0x87FE20 || 0x5F420 ||  || BIN
#Momo Force
|-
#Driving Force Pro
| MCSERV || 0x881D40 || 0x61340 ||  RPC server for MCMAN. || ELF
#G25/G27
|-
#Momo Racing
| - || 0x883A40 || 0x63040 ||  || BIN
#Flight Force
|-
#Force 3D Pro
| KROMG || 0x884A00 || 0x64000 ||  || BIN
#Modem
|-
#Guncon2
| - || 0x8866C0 || 0x65CC0 ||  || BIN
#Densya de GO! controller type 2
|-
#Densya de GO! Sincansen senyou controller
| KROM || 0x886A00 || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
#Capture Eye
|-
#Flight Stick
| - || 0x8A0870 || 0x7FE70 ||  || BIN
#Flight Stick 2
#Pop Egg
#Trance Vibrator
#PSP
#Compact Flight Controller
#Flash Memory
#Buzz!
#Pachi-Slot Controller Kurouto
#Usb Adapter
#Guncon3
#Multi Train Controller
#Para Para Paradise controller
 
===ps2_netemu.self===
Support for USB devices seems to be limited comparing to other available emulators. Although PS2 side of USB subsystem seems to be fully implemented. IOP emulator in SPU handle USB HW registers addresses and generate interrupt for PPU which later handle RW to mentioned registers in similar fashion to ps2_emu/ps2_gxemu. PS2 side of things can be disabled/enabled using one byte, when disabled USB writes are ignored, and USB reads return 0. Initial state is unknown. Emulator seems to accept HID controllers and use them as DS3.
<br/><br/>
Supported devices:
#BD Remote Control
#PLAYSTATION(R)3 Controller (Vendor ID 0x54C, Product ID 0x268),
#Motion Controller - Move (Vendor ID 0x54C, Product ID 0x3D5),
#Navigation Controller  (Vendor ID 0x54C, Product ID 0x42F)
#"guncon3"
<br/>
Unknown:
#Vendor ID 0xF0D (Hori), Product ID 0x4A
#Vendor ID 0x54C (Sony), Product ID 0x5AF
<br/>
Few peripherals not listed above work fine or with issues.
#PS3 Dance Dance Revolution Dance Pad - not ps2 accessory, opposite arrows can't be pressed at the same time.
#Pop'N Music controllers - Require PS2 to USB converter. Wrong button mappings can be fixed by remap in config file.
#Retro-Bit Official SEGA Mega Drive USB 6-Button Controller. Mapped for PS3 already and also works with this emulator. Lacks analogue sticks and shoulder buttons.
 
==BIOS==
===ps2_netemu.self===
Ps2_netemu use integrated PS2 bios included in ps2netemu.elf, not additional file like in ps1_emu. In 4.81 firmware BIOS is located from 0x820A00 to 0x9F09FF (0x820900 to 0x9F08FF in fw4.50). Bios version is Developement v2.20 (22/01/2007).
 
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.
 
===Content===
Files included in ps2_netemu/ps2_gxemu bios.
 
{| class="wikitable" style="font-size:small;"
|-
|-
| ROMVER || 0x8A0900 || 0x7FF00 || ROM version. || BIN
! File !! Offset in fw4.81 ps2_netemu !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
| - || 0x8A0910 || 0x7FF10 ||   || BIN
| RESET || 0x820A00 || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
|-
| VERSTR || 0x8A0930 || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || 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
|-
|-
| - || 0x8A0990 || 0x7FF90 ||   || BIN
| EXTINFO || 0x8236C0 || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|-
|-
| ROMGSCRT || 0x8A0A00 || 0x80000 ||   || BIN
| SBIN || 0x823D30 || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || 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
| LOGO || 0x82ACD0 || 0xA2D0 || PS1 logo? || BIN
|-
|-
| 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
| 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
|-
|-
| MCMAN || 0x8B4630 || 0x93C30 || Memory Card Manager. || ELF
| IOPBTCON2 || 0x83F510 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|-
|-
| PADMAN || 0x8C3AC0 || 0xA30C0 || Pad manager. || ELF
| SYSMEM || 0x83F5E0 || 0x1EBE0 || System Memory Manager. || ELF
|-
|-
| CDVDMAN || 0x8CD210 || 0xAC810 || The CD/DVD 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
|-
|-
| CDVDFSV || 0x8D55C0 || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
| EXCEPMAN || 0x842D80 || 0x22380 || Exception manager. || 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
| INTRMANP || 0x843960 || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || 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
| INTRMANI || 0x845370 || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || 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
| 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
|-
|-
| 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
| TIMEMANP || 0x847920 || 0x26F20 || Timer Manager (PS mode) || ELF
|-
|-
| EELOAD || 0x8E4620 || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
| 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
|-
|-
| XCDVDMAN || 0x8F37A0 || 0xD2DA0 || cdvd_driver - Updated module || ELF
| VBLANK || 0x858A20 || 0x38020 || V-Blank management || ELF
|-
|-
| XCDVDFSV || 0x902530 || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
| IOMAN || 0x8597B0 || 0x38DB0 || IO Manager || ELF
|-
|-
| OSDSND || 0x910960 || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
| MODLOAD || 0x85B720 || 0x3AD20 || IOP module loader. || 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
| ROMDRV || 0x85DA70 || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|-
|-
| XPARAM2 || 0x957F00 || 0x137500 || Store IOP emulation settings/flags || ELF
| ADDDRV || 0x85E960 || 0x3DF60 || Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|-
|-
| OSDSYS || 0x95A400 || 0x139A00 || The browser, in ps3 is stripped to parse xparam2. No real browser here. || BIN
| STDIO || 0x85EDC0 || 0x3D3C0 || Standard I/O library. || ELF
|-
|-
| 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
| SIFMAN || 0x85F9B0 || 0x3EFB0 || SIF manager. || ELF
|-
|-
| KERNEL || 0x9DC1E0 || 0x1BB7E0 || The EE kernel || BIN
| SIFINIT || 0x860F50 || 0x40550 || Initializes the SIF. || ELF
|}
|-
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
| 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
 
|-
==Virtual PS2 HDD==
| EENULL || 0x861810 || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
There are 2 different "PS2 game" contents that can be installed in PS3 HDD (CATEGORY's [[PARAM.SFO#CATEGORY_For_HDD_contents | 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'''.
| PS1ID || 0x861850 || 0x40E50 || Only found in newer boot ROMs || BIN
 
|-
This games can be installed in real PS2 (in the internall HDD of a PS2 fat)... later this same installation was used in the [http://en.wikipedia.org/wiki/PSX_(DVR) 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.
| LIBFI || 0x861860 || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
 
|-
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.
| PS1VERJ || 0x861950 || 0x40F50 ||  || BIN
 
|-
This '''IMAGE.DAT''' is placed in the "install folder" (inside USRDIR folder) and his size can vary up to 10+GB
| PS1VERA || 0x861960 || 0x40F60 ||  || BIN
 
|-
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''')
| PS1VERE || 0x861970 || 0x40F70 ||  || BIN
 
|-
'''PS2_system_data.pkg''' itself uses an '''IMAGE.DAT''' file (6.43 MB)
| PS1VERC || 0x861980 || 0x40F80 ||  || BIN
 
|-
The structure of this "virtual PS2 HDD" uses an "APA header" and a "APA MBR" + several "APA partitions", some of them containing "PFS filesystems".
| PS1VERH || 0x861990 || 0x40F90 || || BIN
 
|-
  Error message trying to boot a CATEGORY "2G" game with hand-made SFO's and invalid IMAGE.DAT file:
| OSDSYS || 0x8619A0 || 0x40FA0 || The browser || BIN
'''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.'''
| - || 0x8619B0 || 0x40FB0 ||  || BIN
 
|-
*Notes
| RDRAM || 0x861A00 || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
**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''' ?
| - || 0x864190 || 0x43A30 ||  || BIN
 
|-
===PS2 System Data (PSN HDD Tool package)===
| EELOADCNF || 0x864200 || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
A direct link to the package can be found in NoPayStation database in DLCs
|-
 
| SIFCMD || 0x864900 || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
Content ID: IP9100-NPIA00001_00-PS2HDDSYSDAT0001
|-
  QA Digest: 2A876715D42678BB7A6E00C030C0121B
| REBOOT || 0x866B40 || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
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
([[Talk:Emulation#PS2_HDD | 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? )
 
{| class="wikitable sortable"
! flags !! DiscID !! Alternative? DiscID !! GigaByte !! Title !! 0 = VMC<br>1 = IMAGE.DAT !! Internal Name? !! GigaByte
|-
|-
|0xFFFF || "SLPS20200" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
| LOADFILE || 0x867310 || 0x46910 || The RPC server for MODLOAD || ELF
|-
|-
|0xFFFF || "SLPM65705" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
| 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
|-
|-
|0xFFFF || "SLPM65706" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
| - || 0x86A9F0 || 0x49FF0 ||   || BIN
|-
|-
|0xFFFF || "SLPM65953" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
| IOPBOOT || 0x86AA00 || 0x4A000 || IOP bootup program || BIN
|-
|-
|0xFFFF || "SLPM66393" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
| - || 0x86BB60 || 0x4B160 ||   || BIN
|-
|-
|0xFFFF || "SLPM66394" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
| 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
|-
|-
|0xFFFF || "SLPM66893" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
| 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
|-
|-
|0xFFFF || "SLPM66894" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
| XLOADFILE || 0x87B140 || 0x5A740 || Updated module || ELF
|-
|-
|0xFFFF || "SLPM55229" || "SLPS25200" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SLPM-25200.MAGIC.APPLICATION" || 0x15
| SIO2MAN || 0x87E1F0 || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
|-
|-
|0x0001 || "SLPM65197" || "SLPM65197" || 0x07 || "信長の野望 Online" || 1 || "PP.SLPM-65197.MAGIC.APPLICATION" || 0x07
| - || 0x87FE20 || 0x5F420 ||   || BIN
|-
|-
|0x0001 || "SLPM65783" || "SLPM65197" || 0x07 || "信長の野望 Online" || 1 || "PP.SLPM-65197.MAGIC.APPLICATION" || 0x07
| BNNETCNF || 0x881D00 || 0x61300 || Network configuration. Used by BB Navigator Network Configuration Library. || BIN
|-
|-
|0x0001 || "SLPM66539" || "SLPM65197" || 0x07 || "信長の野望 Online" || 1 || "PP.SLPM-65197.MAGIC.APPLICATION" || 0x07
| MCSERV || 0x881D40 || 0x61340 || RPC server for MCMAN. || ELF
|-
|-
|0x0001 || "SLPM66954" || "SLPM65197" || 0x07 || "信長の野望 Online" || 1 || "PP.SLPM-65197.MAGIC.APPLICATION" || 0x07
| - || 0x883A40 || 0x63040 ||   || BIN
|-
|-
|0xFFFF || "SCUS97269" || "SCUS97269" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SCUS-97266.MAGIC.APPLICATION" || 0x15
| KROMG || 0x884A00 || 0x64000 ||   || BIN
|-
|-
|0xFFFF || "SLUS21070" || "SCUS97269" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SCUS-97266.MAGIC.APPLICATION" || 0x15
| - || 0x8866C0 || 0x65CC0 ||   || BIN
|-
| KROM || 0x886A30 || 0x66030 || Kanji ROM? Not sure where this is used. || BIN
|-
| - || 0x8A0870 || 0x7FE70 ||  || BIN
|-
|-
|0xFFFF || "SLUS21404" || "SCUS97269" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SCUS-97266.MAGIC.APPLICATION" || 0x15
| ROMVER || 0x8A0900 || 0x7FF00 || ROM version. || BIN
|-
|-
|0xFFFF || "SLUS21694" || "SCUS97269" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SCUS-97266.MAGIC.APPLICATION" || 0x15
| - || 0x8A0910 || 0x7FF10 ||   || BIN
|-
|-
|0xFFFF || "SLUS21704" || "SCUS97269" || 0x15 || "FINAL FANTASY XI" || 1 || "PP.SCUS-97266.MAGIC.APPLICATION" || 0x15
| VERSTR || 0x8A0930 || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|-
|-
|0xFFFF || "SCUS97275" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
| - || 0x8A0990 || 0x7FF90 ||   || BIN
|-
|-
|0xFFFF || "SCUS97474" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
| 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
|-
|-
|0xFFFF || "SCUS97340" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
| PADMAN || 0x8C3AC0 || 0xA30C0 || Pad manager. || ELF
|-
|-
|0xFFFF || "SCUS97341" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
| CDVDMAN || 0x8CD210 || 0xAC810 || The CD/DVD manager. || ELF
|-
|-
|0xFFFF || "SCUS97342" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
| CDVDFSV || 0x8D55C0 || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|-
|-
|0xFFFF || "SCUS97442" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
| 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
|-
|-
|0xFFFF || "SCUS97545" || "SCUS97275" || 0x02 || "SOCOM" || 0 || "PP.SCUS-97275..SOCOM_II" || 0x02
| 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
In PS2 Emulator same Title IDs are present with following information:
|-
  SLPS25200 FINAL FANTASY XI          : 0x100000000 (4 GB?)
| 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
  SCUS97269 FINAL FANTASY XI          : 0x300000000 (12GB?)
|-
SLPM65981 Front Mission Online      : 0x100000000 (4 GB?)
| EELOAD || 0x8E4620 || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
SLPM65197 Nobunagas Ambition Online : 0x200000000 (8 GB?)
|-
 
| XCDVDMAN || 0x8F37A0 || 0xD2DA0 || cdvd_driver - Updated module || ELF
==Emulators management from GameOS==
|-
 
| XCDVDFSV || 0x902530 || 0xE1B30 ||  cdvd_ee_driver - Updated module || ELF
===Mountpoints===
|-
  dev_ps2disc
| OSDSND || 0x910960 || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
  dev_ps2disc1
|-
| 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
 
===Bios region patch===


===ps2_netemu syscalls ===
Emulator patch loaded bios image to set proper region based on target_id, and string (separated for readability):
   
  JJjpnJJ  AAengAUU EEengEEE EEengEOA HHengJAG ERengERD CCschJCC HKkorJAG HHtchJAG AAspaAMM
  0x0 - 0 = exec smth,  
Note: Additional space after first set is intentional and exist also in full string.<br><br>
      1 = 0x132 panic,  
'''Target id to region pairing:'''
      2 = 0x133 panic,  
  * JJjpnJJ  for 0x83
      3 = 0x134 panic,
* AAengAUU for 0x84 , others (DECR, etc.)
      4 = 0x135 panic,  
* EEengEEE for 0x85 , 0x87 (also forced if game id from SYSTEM.CNF is xxEx_yy.zzz)
      else = 0x136 panic)
* HHengJAG for 0x86 , 0x8A , 0x8E
  0xC - exec smth
* AAspaAMM for 0x88 , 0x8F
  0x5 - exec smth
* EEengEOA for 0x89
  0x6 - exec smth
  * HHtchJAG for 0x8B
  0x10 - panic
  * ERengERD for 0x8C
  * CCschJCC for 0x8D (unreleased PS3 Chinese model)
  * HKkorJAG unused


Basically are [[HV_Syscalls#HV_Syscalls|hvsc syscalls]] (xoris    r11, r11, 0x8000)
Bios is patched using EE memory mapping addresses, so offset in file + 0x1FC00000.
 
Using HKkorJAG example, addresses below are set to:
  0x80000000 - [[HV_Syscall_Reference#lv1_allocate_memory]]
 
  0x80000001 - [[HV_Syscall_Reference#lv1_write_htab_entry]]
  * 0x1FC7FF04 = H (x in "0220xD20121227" string)
  0x80000002 - [[HV_Syscall_Reference#lv1_construct_virtual_address_space]]
  * 0x1FC7FF14 = K
  0x80000007 - [[HV_Syscall_Reference#lv1_select_virtual_address_space]]
  * 0x1FC7FF15 = k
  0x80000009 - [[HV_Syscall_Reference#lv1_pause]]
  * 0x1FC7FF16 = o
  0x8000000F - [[HV_Syscall_Reference#lv1_put_iopte]]
  * 0x1FC7FF17 = r
  0x80000012 - [[HV_Syscall_Reference#lv1_construct_event_receive_port]]
  * 0x1FC7FF52 = J (x in "System ROM Version 5.0 12/27/12 x" string)
  0x8000001A - [[HV_Syscall_Reference#lv1_detect_pending_interrupts]]
  * 0x1FC7FF20 = A
0x8000001B - [[HV_Syscall_Reference#lv1_end_of_interrupt]]
  * 0x1FC7FF90 = G
0x8000001C - [[HV_Syscall_Reference#lv1_connect_irq_plug]]
 
0x80000039 - [[HV_Syscall_Reference#lv1_construct_logical_spe]]
==Virtual PS2 HDD==
0x8000003D - [[HV_Syscall_Reference#lv1_set_spe_interrupt_mask]]
There are 2 different "PS2 game" contents that can be installed in PS3 HDD (CATEGORY's [[PARAM.SFO#CATEGORY_For_HDD_contents | 2P and 2G ]]).
0x80000042 - [[HV_Syscall_Reference#lv1_clear_spe_interrupt_status]]
'''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'''.
0x80000043 - [[HV_Syscall_Reference#lv1_get_spe_interrupt_status]]
 
0x80000045 - [[HV_Syscall_Reference#lv1_get_logical_ppe_id]]
This games can be installed in real PS2 (in the internall HDD of a PS2 fat)... later this same installation was used in the [http://en.wikipedia.org/wiki/PSX_(DVR) 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.
0x80000049 - [[HV_Syscall_Reference#lv1_set_interrupt_mask]]
 
0x8000004A - [[HV_Syscall_Reference#lv1_get_logical_partition_id]]
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.
0x8000004E - [[HV_Syscall_Reference#lv1_get_spe_irq_outlet]]
 
0x8000005B - [[HV_Syscall_Reference#lv1_get_repository_node_value]]
This '''IMAGE.DAT''' is placed in the "install folder" (inside USRDIR folder) and his size can vary up to 10+GB
0x8000005F - [[HV_Syscall_Reference#lv1_read_htab_entries]]
 
0x80000061 - [[HV_Syscall_Reference#lv1_set_vmx_graphics_mode]]
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''')
0x80000062 - [[HV_Syscall_Reference#lv1_set_thread_switch_control_register]]
 
0x80000074 - [[HV_Syscall_Reference#lv1_allocate_io_segment]]
'''PS2_system_data.pkg''' itself uses an '''IMAGE.DAT''' file (6.43 MB)
0x80000076 - [[HV_Syscall_Reference#lv1_allocate_ioid]]
 
0x80000078 - [[HV_Syscall_Reference#lv1_construct_io_irq_outlet]]
The structure of this "virtual PS2 HDD" uses an "APA header" and a "APA MBR" + several "APA partitions", some of them containing "PFS filesystems".
  0x8000007C - [[HV_Syscall_Reference#lv1_undocumented_function_124]]
 
  0x8000007D - [[HV_Syscall_Reference#lv1_undocumented_function_125]]
  Error message trying to boot a CATEGORY "2G" game with hand-made SFO's and invalid IMAGE.DAT file:
  0x8000007E - [[HV_Syscall_Reference#lv1_undocumented_function_126]]
  '''The game partition for this game cannot be created because the installed game is corrupted.'''
0x80000088 - [[HV_Syscall_Reference#lv1_undocumented_function_136]]
  '''To perform this operation, delete the game, and then reinstall the game using the disc.'''
0x8000008C - [[HV_Syscall_Reference#lv1_construct_lpm]]
 
0x8000008D - [[HV_Syscall_Reference#lv1_destruct_lpm]]
*Notes
0x8000008E - [[HV_Syscall_Reference#lv1_start_lpm]]
**List of PS2 disc games compatibles with PS3 HDD installation hardcoded in '''dev_flash/vsh/module/[[game_ext_plugin]].sprx'''
0x8000008F - [[HV_Syscall_Reference#lv1_stop_lpm]]
**Virtual PS2 HDD support module '''dev_flash/vsh/module/[[libps2hdd]].sprx''' ?
0x80000090 - [[HV_Syscall_Reference#lv1_copy_lpm_trace_buffer]]
 
0x80000091 - [[HV_Syscall_Reference#lv1_add_lpm_event_bookmark]]
===PS2 System Data (PSN HDD Tool package)===
0x80000092 - [[HV_Syscall_Reference#lv1_delete_lpm_event_bookmark]]
A direct link to the package can be found in NoPayStation database in DLCs
0x80000093 - [[HV_Syscall_Reference#lv1_set_lpm_interrupt_mask]]
 
0x80000094 - [[HV_Syscall_Reference#lv1_get_lpm_interrupt_status]]
  Content ID: IP9100-NPIA00001_00-PS2HDDSYSDAT0001
0x80000095 - [[HV_Syscall_Reference#lv1_set_lpm_general_control]]
  QA Digest: 2A876715D42678BB7A6E00C030C0121B
  0x80000096 - [[HV_Syscall_Reference#lv1_set_lpm_interval]]
  HASH: E1B0DBE46FC44190DC7A140681D8B9D4
0x80000097 - [[HV_Syscall_Reference#lv1_set_lpm_trigger_control]]
 
  0x80000098 - [[HV_Syscall_Reference#lv1_set_lpm_counter_control]]
http://manuals.playstation.net/document/en/ps3/current/game/hddinstall.html
  0x80000099 - [[HV_Syscall_Reference#lv1_set_lpm_group_control]]
 
0x8000009A - [[HV_Syscall_Reference#lv1_set_lpm_debug_bus_control]]
'''Titles supporting HDD installation'''
0x8000009B - [[HV_Syscall_Reference#lv1_set_lpm_counter]]
* Nobunaga's Ambition Online and Expansion Packs
0x8000009C - [[HV_Syscall_Reference#lv1_set_lpm_signal]]
* Final Fantasy XI (disc1=SCUS97266 disc2=SCUS97269)and Expansion Discs
0x8000009D - [[HV_Syscall_Reference#lv1_set_lpm_spr_trigger]]
* SOCOM II: U.S. NAVY SEALs and Related discs included with OPM Issue 87, OPM Issue 88, OPM Issue 89, OPM Issue 90
0x800000A3 - [[HV_Syscall_Reference#lv1_write_virtual_uart]]
* SOCOM 3: U.S. NAVY SEALs
0x800000A4 - [[HV_Syscall_Reference#lv1_set_virtual_uart_param]]
* SOCOM: U.S. NAVY SEALs Combined Assault
0x800000A5 - [[HV_Syscall_Reference#lv1_get_virtual_uart_param]]
* Front Mission Online
0x800000A6 - [[HV_Syscall_Reference#lv1_configure_virtual_uart_irq]]
* Official PlayStation Magazine Issue 87, 88, 89, 90 Discs
0x800000AA - [[HV_Syscall_Reference#lv1_open_device]]
([[Talk:Emulation#PS2_HDD | non-official ps2hdd gameslist ]])
0x800000AB - [[HV_Syscall_Reference#lv1_close_device]]
 
0x800000AC - [[HV_Syscall_Reference#lv1_map_device_mmio_region]]
===TitleID/DiscID in game_ext_plugin.sprx===
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===
Mainly Final Fantasy 11, Nobunaga Ambition Online, Socom IDs and the required HDD Gigabyte amount for install onto the internal hdd.
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"  
 
|- bgcolor="#cccccc"
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? )
! Name !! Auth ID !! Self<br />(/dev_flash/ps2emu) !! Notes
 
{| class="wikitable" style="font-size:small;"
! Flags !! DiscID !! Alternative? DiscID !! GigaByte !! Title !! 0 = VMC<br>1 = IMAGE.DAT !! Internal Name? !! GigaByte
|-
| rowspan="9" | 0xFFFF || SLPS20200 || rowspan="9" | SLPS25200 || rowspan="9" | 0x15 || rowspan="9" | FINAL FANTASY XI || rowspan="9" | 1 || rowspan="9" | PP.SLPM-25200.MAGIC.APPLICATION || rowspan="9" | 0x15
|-
| SLPM65705
|-
| SLPM65706
|-
| SLPM65953
|-
| SLPM66393
|-
| SLPM66394
|-
| SLPM66893
|-
|-
| PS2_LPAR  || 0x1020000003000001 || rowspan="2" | ps2_emu.self ||
| SLPM66894
|-
|-
| *SCE_CELLOS_SYSTEM_MGR_PS2  || 0x107000001D000001 ||
| SLPM55229
|-
|-
| PS2_GX_LPAR || 0x1020000003000001 || rowspan="2" | ps2_gxemu.self ||  
|rowspan="4" | 0x0001 || SLPM65197 || rowspan="4" | SLPM65197 || rowspan="4" | 0x07 || rowspan="4" | 信長の野望 Online || rowspan="4" | 1 || rowspan="4" | PP.SLPM-65197.MAGIC.APPLICATION || rowspan="4" | 0x07
|-
|-
| *SCE_CELLOS_SYSTEM_MGR_PS2_GX || 0x107000001D000001 ||
| SLPM65783
|-
|-
| PS2_SW_LPAR || 0x1020000003000001 || rowspan="2" | ps2_softemu.self ||
| SLPM66539
|-
|-
| *SCE_CELLOS_SYSTEM_MGR_PS2_SW || 0x107000001D000001 ||
| SLPM66954
|-
|-
| PS2_NE_LPAR || 0x1020000003000001 || rowspan="2" | ps2_netemu.self ||  
|rowspan="5" | 0xFFFF || SCUS97269 || rowspan="5" | SCUS97269 || rowspan="5" | 0x15 || rowspan="5" | FINAL FANTASY XI || rowspan="5" | 1 || rowspan="5" | PP.SCUS-97266.MAGIC.APPLICATION || rowspan="5" | 0x15
|-
|-
| *SCE_CELLOS_SYSTEM_MGR_PS2_NE || 0x107000001D000001 ||
| SLUS21070
|-
|-
|}
| SLUS21404
 
|-
====boot_ps2====
| SLUS21694
http://foxbrew.org/ps3/otheros-utils/boot_ps2.git <br />
|-
http://www.multi...upload.com/QKK7ETPHXZ boot_ps2-src.rar (1.43 KB) <br />
| SLUS21704
http://www.multi...upload.com/YCZ63Y6TQ5 boot_ps2.pkg (69.17 KB) <br />
|-
 
|rowspan="7" | 0xFFFF || SCUS97275 || rowspan="7" | SCUS97275 || rowspan="7" | 0x02 || rowspan="7" | SOCOM || rowspan="7" | 0 || rowspan="7" | PP.SCUS-97275..SOCOM_II || rowspan="7" | 0x02
any chance of having this package resigned for 4.21 cfw? might be useful to see if it'll boot ps2_netemu.self LPAR.
|-
 
| SCUS97474
(can boot ps2lpar, but also petitboot if otheros installed! 50:50 chance)
|-
 
| SCUS97340
[http://rghost.net/42586725 boot_ps2 4.xx eboots.zip (153 KB)] <br /> installing 3.55 pkg and replacing the eboot and editing the sfo should work.
|-
 
| SCUS97341
===Getting compatibility hardware info===
|-
See: [[PS2_Compatibility#Software]]
| SCUS97342
|-
| SCUS97442
|-
| SCUS97545
|}


===ps2bootparam.dat===
In PS2 Emulator same Title IDs are present with following information:
A file created at path: dev_hdd0/tmp/game/'''ps2bootparam.dat'''
SLPS25200 FINAL FANTASY XI          : 0x100000000 (4 GB?)
*See: [[ps2bootparam.dat]]<!--we need this page because we have others like that in wiki-->
SCUS97269 FINAL FANTASY XI          : 0x300000000 (12GB?)
SLPM65981 Front Mission Online      : 0x100000000 (4 GB?)
SLPM65197 Nobunagas Ambition Online : 0x200000000 (8 GB?)


===Cobra core===
==Emulators management from GameOS==
taken from storage_ext.c
<pre> patch_ps2emu_entry(ps2emu_type); </pre>
*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==
===Mountpoints===
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"
  dev_ps2disc
  dev_ps2disc1


This "game config" data seems to work in the same way for all the PS2 emulator types but can be located in different places, some are hardcoded inside the emulators itself (inside the .self), and at the time the "PS2 classics" emulator (ps2_netemu.self) was developed this config can be loaded from an external file<!--and there is some more inside some .sprx or inside the ps2 hdd data pkg ?-->
===ps2_netemu syscalls ===
Vector at 0xC00 address.
0x00 -
      0 = return ((unk from 0x1C30/0x1C38 << 56) | thread_number << 48 | ctrl_CT1 (in bit 30) | srr1_EE (in bit 15) | srr1_PS (in bit 14) | srr1_DR (in bit 4))
          Where 0x1C30/0x1C38 is selected depending on current HW thread.
          Thread number is current SW thread
          ctrl_CT1 is lower bit of CT (Current Thread) from PPC Control Register (0 for HW0, 1 for HW1)
          srr1_EE is MSR Enable External Interrupts bit from time when exception occurred (from before syscall was executed)
          srr1_PS is MSR Problem State bit from time when exception occurred (from before syscall was executed)
          srr1_DR is MSR Data Relocate bit from time when exception occurred (from before syscall was executed)
      1 = 0x132 lv1 panic
      2 = 0x133 lv1 panic
      3 = 0x134 lv1 panic
      4 = 0x135 lv1 panic
      else = 0x136 lv1 panic
0x02 - Destroy init code and perform illegal instructions check. Memzero following addresses:
      CODE: 0x16000 - 0x20B80
      DATA: 0x930F80 - 0x933F80
      UNK:  0x3D016000 - 0x3D020B80
0x03 - Enable additional code related to VU0/COP2.
      3 = Patch 0x186C10 to NOP
      4 = Patch 0x186C40 to NOP
      anything else = LV1 panic
0x04 - Unknown. Available for HW0 only.
0x05 - External interrupts disable (48 bit in MSR). Returns previous MSR state.
0x06 - External interrupts enable (48 bit in MSR) if param & 0x8000 is not 0, otherwise disable them.
      This sc is more like restore 48th bit of MSR, but many times emu use it to enable bit without using old state.
      Also, emulator panic LV1 if syscall is called while external interrupts are already enabled.
0x0A - IPU emulation related syscall
0x0B - IPU emulation related syscall
0x0C - Used in PS2 COP0 MTC0/MFC0 r9/r25 (count/perf), decrementer/timing related, return value in r15.
        Config CMD 0x17 disable that syscall for r9 (count) r/w, and alternative path is used. Perf r/w still use it.
0x0E - PS2 counters/timers related (also used on vsync related functions).
0x0F - PS2 counters/timers related (also used on vsync related functions).
0x10 - lv1 panic.
0x11 - Wrapper for lv1_read_virtual_uart(port_number, buffer, bytes) [HW0 only, only ports 0 and 2 available, else panic]
0x12 - Wrapper for lv1_storage_send_device_command(dev_id, cmd_id, cmd_block, cmd_size, data_buffer, blocks)
      [HW0 only, Available only for threads: VRC, MECHA, HDD, else panic]
      params are rearranged:
      r3 = cmd_block (0x245E000 is added to this value internally)
      r4 = data_buffer (0x245E000 is added to this value internally)
      r5 = blocks
      dev_id is taken from 0x245D008 and it is 0(HDD) for my dump.
      cmd_id = 0x88 and cmd_size is 8.
0x13 - Set thread info unknown byte to 1 for respective thread and set unknown byte to 1 in USB thread.
      [HW0 only, else panic. Available only for threads: BL2MAIN and BL2LNK, else do nothing in exception handler]
0x14 - Same as 0x13 but set all bits to 0 regardless which thread called it.
      [HW0 only, else panic. Available only for threads: BL2MAIN and BL2LNK, else do nothing in exception handler]
0x1002 - Invalidate gpu hvcalls.
0x800000XX - HV Syscall where XX is syscall nr.
else (other syscalls) - jump to 0x12670 (FW4.78 - current) for HW_0
                        jump to 0x12050 (FW4.78 - current) for HW_1


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)
List of used HV syscalls:


The config data consists in a list of concatenated values of 8 bytes lenght (uint32_t), and can be processed like this:
0x80000000 - [[HV_Syscall_Reference#lv1_allocate_memory]]
  union{
  0x80000001 - [[HV_Syscall_Reference#lv1_write_htab_entry]]
  uint32_t command
0x80000002 - [[HV_Syscall_Reference#lv1_construct_virtual_address_space]]
  ...data...
0x80000007 - [[HV_Syscall_Reference#lv1_select_virtual_address_space]]
  }
  0x80000009 - [[HV_Syscall_Reference#lv1_pause]]
 
0x8000000F - [[HV_Syscall_Reference#lv1_put_iopte]]
===Config Commands===
0x80000012 - [[HV_Syscall_Reference#lv1_construct_event_receive_port]]
  ps2_netemu.self fw4.50 sub_12D7D8, fw4.81 sub_12E050
  0x8000001A - [[HV_Syscall_Reference#lv1_detect_pending_interrupts]]
  params are uint32_t unless noted.
  0x8000001B - [[HV_Syscall_Reference#lv1_end_of_interrupt]]
 
0x8000001C - [[HV_Syscall_Reference#lv1_connect_irq_plug]]
At the time of writing this, most of the commands are completely or partially unknown.<br />
0x80000039 - [[HV_Syscall_Reference#lv1_construct_logical_spe]]
If you want to read some speculation and brainstorming about them, please join the {{talk}} page
0x8000003D - [[HV_Syscall_Reference#lv1_set_spe_interrupt_mask]]
 
0x80000042 - [[HV_Syscall_Reference#lv1_clear_spe_interrupt_status]]
{| class="wikitable sortable"
0x80000043 - [[HV_Syscall_Reference#lv1_get_spe_interrupt_status]]
|-
0x80000045 - [[HV_Syscall_Reference#lv1_get_logical_ppe_id]]
! CMD ID !! Example !! Notes
0x80000049 - [[HV_Syscall_Reference#lv1_set_interrupt_mask]]
|-
0x8000004A - [[HV_Syscall_Reference#lv1_get_logical_partition_id]]
| 0x00|||| Copy following title id for enforcing if available + end config
0x8000004E - [[HV_Syscall_Reference#lv1_get_spe_irq_outlet]]
|-
0x8000005B - [[HV_Syscall_Reference#lv1_get_repository_node_value]]
| 0x01|||| 2x uint32_t Params ( addr, func_id 0-0x3B) - EE_ADD_HOOK
0x8000005F - [[HV_Syscall_Reference#lv1_read_htab_entries]]
  [Grand Theft Auto 3 (EU)] uses 0x349790, 0x10 (somewhat floats related)
0x80000061 - [[HV_Syscall_Reference#lv1_set_vmx_graphics_mode]]
  [Max Payne] uses 0x52E9F4, 3 and 0x52EB78, 2 (set lwsync 0)
0x80000062 - [[HV_Syscall_Reference#lv1_set_thread_switch_control_register]]
  Maximum Amount of Usage: ?
0x80000074 - [[HV_Syscall_Reference#lv1_allocate_io_segment]]
  (The command is used 3 times consecutively by SLUS-20565 (Champions of Norrath) and SLUS-21494 (Need for Speed Carbon)
  0x80000076 - [[HV_Syscall_Reference#lv1_allocate_ioid]]
  game configs hardcoded inside ps2_gxemu.self)
  0x80000078 - [[HV_Syscall_Reference#lv1_construct_io_irq_outlet]]
{| class="wikitable sortable"
0x8000007C - [[HV_Syscall_Reference#lv1_undocumented_function_124]]
|-
  0x8000007D - [[HV_Syscall_Reference#lv1_undocumented_function_125]]
!Function ID!! Notes
0x8000007E - [[HV_Syscall_Reference#lv1_undocumented_function_126]]
|-
0x80000088 - [[HV_Syscall_Reference#lv1_undocumented_function_136]]
|0x00||
0x8000008C - [[HV_Syscall_Reference#lv1_construct_lpm]]
|-
0x8000008D - [[HV_Syscall_Reference#lv1_destruct_lpm]]
|0x01||
0x8000008E - [[HV_Syscall_Reference#lv1_start_lpm]]
|-
0x8000008F - [[HV_Syscall_Reference#lv1_stop_lpm]]
|0x02||
0x80000090 - [[HV_Syscall_Reference#lv1_copy_lpm_trace_buffer]]
Max Payne
0x80000091 - [[HV_Syscall_Reference#lv1_add_lpm_event_bookmark]]
sets some sync off?
0x80000092 - [[HV_Syscall_Reference#lv1_delete_lpm_event_bookmark]]
|-
0x80000093 - [[HV_Syscall_Reference#lv1_set_lpm_interrupt_mask]]
|0x03||
0x80000094 - [[HV_Syscall_Reference#lv1_get_lpm_interrupt_status]]
Max Payne
0x80000095 - [[HV_Syscall_Reference#lv1_set_lpm_general_control]]
sets some sync on?
0x80000096 - [[HV_Syscall_Reference#lv1_set_lpm_interval]]
|-
0x80000097 - [[HV_Syscall_Reference#lv1_set_lpm_trigger_control]]
|0x04||
0x80000098 - [[HV_Syscall_Reference#lv1_set_lpm_counter_control]]
|-
0x80000099 - [[HV_Syscall_Reference#lv1_set_lpm_group_control]]
|0x05||
0x8000009A - [[HV_Syscall_Reference#lv1_set_lpm_debug_bus_control]]
|-
0x8000009B - [[HV_Syscall_Reference#lv1_set_lpm_counter]]
|0x06||
0x8000009C - [[HV_Syscall_Reference#lv1_set_lpm_signal]]
|-
0x8000009D - [[HV_Syscall_Reference#lv1_set_lpm_spr_trigger]]
|0x07||
0x800000A3 - [[HV_Syscall_Reference#lv1_write_virtual_uart]]
|-
0x800000A4 - [[HV_Syscall_Reference#lv1_set_virtual_uart_param]]
|0x08||
0x800000A5 - [[HV_Syscall_Reference#lv1_get_virtual_uart_param]]
|-
0x800000A6 - [[HV_Syscall_Reference#lv1_configure_virtual_uart_irq]]
|0x09||
  0x800000AA - [[HV_Syscall_Reference#lv1_open_device]]
|-
  0x800000AB - [[HV_Syscall_Reference#lv1_close_device]]
|0x0A||
  0x800000AC - [[HV_Syscall_Reference#lv1_map_device_mmio_region]]
|-
  0x800000AE - [[HV_Syscall_Reference#lv1_allocate_device_dma_region]]
|0x0B||
  0x800000AF - [[HV_Syscall_Reference#lv1_free_device_dma_region]]
|-
0x800000B0 - [[HV_Syscall_Reference#lv1_map_device_dma_region]]
|0x0C||
0x800000B1 - [[HV_Syscall_Reference#lv1_unmap_device_dma_region]]
|-
0x800000B2 - [[HV_Syscall_Reference#lv1_read_pci_config]]
|0x0D|| usleep(100)
0x800000B3 - [[HV_Syscall_Reference#lv1_write_pci_config]]
|-
  0x800000C5 - [[HV_Syscall_Reference#lv1_connect_interrupt_event_receive_port]]
|0x0E||
  0x800000CF - [[HV_Syscall_Reference#lv1_enable_logical_spe]]
|-
0x800000D2 - [[HV_Syscall_Reference#lv1_gpu_open]]
|0x0F||
  0x800000D4 - [[HV_Syscall_Reference#lv1_gpu_device_map]]
GTA 3 (US)
  0x800000D6 - [[HV_Syscall_Reference#lv1_gpu_memory_allocate]]
  using 0x348B40, 0x18E1F0, 0x348EC8 ( + 200000000 base )
  0x800000D9 - [[HV_Syscall_Reference#lv1_gpu_context_allocate]]
|-
  0x800000DD - [[HV_Syscall_Reference#lv1_gpu_context_iomap]]
|0x10||
0x800000E1 - [[HV_Syscall_Reference#lv1_gpu_context_attribute]]
GTA 3 (EU)
  0x800000E3 - [[HV_Syscall_Reference#lv1_gpu_context_intr]]
  using 0x349790, 0x18E1F0, 0x349B18 ( + 200000000 base )
  0x800000E4 - [[HV_Syscall_Reference#lv1_gpu_attribute]]
|-
  0x800000F5 - [[HV_Syscall_Reference#lv1_storage_read]]
|0x11||
  0x800000F6 - [[HV_Syscall_Reference#lv1_storage_write]]
GTA 3 (JP/AS)?
  0x800000F9 - [[HV_Syscall_Reference#lv1_storage_get_async_status]]
  using 0x3495C0, 0x18E1F0, 0x349948 ( + 200000000 base )
  0x800000FF - [[HV_Syscall_Reference#lv1_panic]]
|-
 
|0x12||
===LPAR / AUTH ID's===
  condition ...
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
  store 0 in [ 0x204FC500 + 200000000 base]
|- bgcolor="#cccccc"
|-
! Name !! Auth ID !! Self<br />(/dev_flash/ps2emu) !! Notes
|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.<br />
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]
| PS2_LPAR  || 0x1020000003000001 || rowspan="2" | ps2_emu.self ||  
|-
|-
|0x1C|| store 1 in [ 0x20552168 + 200000000 base]
| *SCE_CELLOS_SYSTEM_MGR_PS2  || 0x107000001D000001 ||  
|-
|-
|0x1D|| store 0 in [ 0x20556C08 + 200000000 base]
| PS2_GX_LPAR || 0x1020000003000001 || rowspan="2" | ps2_gxemu.self ||  
|-
|-
|0x1E|| store 1 in [ 0x20556C08 + 200000000 base]
| *SCE_CELLOS_SYSTEM_MGR_PS2_GX || 0x107000001D000001 ||  
|-
|-
|0x1F|| store 0 in [ 0x205243D8 + 200000000 base]
| PS2_SW_LPAR || 0x1020000003000001 || rowspan="2" | ps2_softemu.self ||  
|-
|-
|0x20|| store 1 in [ 0x205243D8 + 200000000 base]
| *SCE_CELLOS_SYSTEM_MGR_PS2_SW || 0x107000001D000001 ||  
|-
|-
|0x21|| store 0 in [ 0x20524F88 + 200000000 base]
| PS2_NE_LPAR || 0x1020000003000001 || rowspan="2" | ps2_netemu.self ||  
|-
|-
|0x22|| store 1 in [ 0x20524F88 + 200000000 base]
| *SCE_CELLOS_SYSTEM_MGR_PS2_NE || 0x107000001D000001 ||  
|-
|-
|0x23|| store 0 in [ 0x2047E7F8 + 200000000 base]
|}
|-
 
|0x24|| store 1 in [ 0x2047E7F8 + 200000000 base]
===Getting compatibility hardware info===
|-
See: [[PS2_Compatibility#Software]]
|0x25|| store 0 in [ 0x204802B8 + 200000000 base]
 
|-
===ps2bootparam.dat===
|0x26|| store 1 in [ 0x204802B8 + 200000000 base]
A file created at path: dev_hdd0/tmp/game/'''ps2bootparam.dat'''
|-
*See: [[ps2bootparam.dat]]<!--we need this page because we have others like that in wiki-->
|0x27|| store 0 in [ 0x20586348 + 200000000 base]
 
|-
===Cobra core===
|0x28|| store 1 in [ 0x20586348 + 200000000 base]
taken from storage_ext.c
|-
<pre> patch_ps2emu_entry(ps2emu_type); </pre>
|0x29|| store 0 in [ 0x205868A8 + 200000000 base]
*sets proper ps2_(gx/soft)emu.self path for reboot
|-
*patches ss_storage service 0x5004 disc checks on ss_server3.self inside lv1
|0x2A|| store 1 in [ 0x205868A8 + 200000000 base]
  (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.
|0x2B||
 
|-
==Game CONFIG==
|0x2C||
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"
|-
 
|0x2D||
This "game config" data seems to work in the same way for all the PS2 emulator types but can be located in different places, some are hardcoded inside the emulators itself (inside the .self), and at the time the "PS2 classics" emulator (ps2_netemu.self) was developed this config can be loaded from an external file<!--and there is some more inside some .sprx or inside the ps2 hdd data pkg ?-->
|-
 
|0x2E||
In short, the "game configs" can modify the game image (by patching it) and can be used to configure the virtual PS2 (the emulated machine). And can be loaded from hardcoded data (inside the .self) or from an external file (this feature is supported only by ps2_netemu.self). Maximum CONFIG size for ps2_netemu is 16384 bytes.
|-
 
|0x2F|| condition [ 0x37B0C4 + 200000000 base ] == 0 -> 00 10 0B 98
The config data consists in a list of concatenated values of 8 bytes length (uint32_t), and can be processed like this:
|-
union{
|0x30|| condition [ 0x37B704 + 200000000 base ] == 0 -> 00 10 0B 98
  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.<br />
If you want to read some speculation and brainstorming about them, please join the {{talk}} page
 
{| class="wikitable" style="font-size:85%; line-height:100%; text-align:center"
|+PS2 Emulators Config Commands Overview
! rowspan="2" | Command Name !! colspan="3" | Command ID !! rowspan="2" style="padding:1px" | Max<br>Usage !! colspan="4" | Command Data
|-
! style="padding:1px" | gxemu !! style="padding:1px" | softemu !! style="padding:1px" | netemu !! Length !! colspan="3" | Params
|-
|-
|0x31|| condition [ 0x37630C + 200000000 base ] == 0 -> 00 10 0B A8
! {{cellcolors|#c96|#000}} TitleID enforce
| {{NA}} || {{NA}} || 0x00
| 1 || style="text-align:left" | char[10]
| colspan="3" {{cellcolors|#c96|#000|center}} titleid
|-
|-
|0x32|| condition [ 0x37BB0C + 200000000 base ] == 0 -> 00 10 0B A8
! {{cellcolors|#555|#fff}} Hook EE memory offset with emu function ID
| 0x00 || 0x00 || 0x01
| 3 ? || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#555|#fff|center}} offset || colspan="2" {{cellcolors|#555|#fff|center}} functionid
|-
|-
|0x33||  
! {{cellcolors|#fff|#000}} Set something
| 0x01 || 0x01 || 0x02
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
! {{cellcolors|#fff|#000}} Switch something
| 0x02 || 0x02 || 0x03
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
|0x34|| not filled
! {{cellcolors|#bd5|#000}} Patch something in SP3 EEDMA
| 0x03 || 0x03 || 0x04
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
|0x35||  
! {{cellcolors|#bd5|#000}} Set DIRECT/DIRECTHL VIF1 in SP3 EEDMA
| 0x04 || 0x04 || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x05</abbr>
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
|0x36||  
! {{cellcolors|#fff|#000}} Switch something
| 0x05 || 0x05 || 0x06
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
|0x37||  
! {{cellcolors|#c96|#000}} Delay VU xgkick by X cycles
| 0x06 || 0x06 || 0x07
| 1 || style="text-align:left" | uint32_t
| colspan="3" {{cellcolors|#c96|#000|center}} <abbr title="2=2cycles, 4=4cycles, 8=8cycles">cycles</abbr>
|-
|-
|0x38||
! {{cellcolors|#c96|#000}} Patch VU memory by <abbr title="two bit masks for original and patched data">bitmask</abbr>
| 0x07 || 0x07 || 0x08
| 3 || style="text-align:left" | 8&nbsp;*&nbsp;uint32_t
| colspan="3" {{cellcolors|#c96|#000|center}} <abbr title="read mask, read mask, original opcode, original opcode, write mask, write mask, replace opcode, replace opcode">MASK</abbr>
|-
|-
|0x39||  
! {{cellcolors|#9f9|#000}} Patch EE memory with 2 opcodes
| 0x08 || 0x08 || 0x09
| <abbr title="command">1</abbr>→<abbr title="list">32</abbr> || style="text-align:left" | uint32_t&nbsp;+&nbsp;LIST
| {{cellcolors|#9f9|#000|center}} <abbr title="amount of patches in the LIST">count</abbr> || colspan="2" {{cellcolors|#9f9|#000|center}} <abbr title="offset, original opcode, original opcode, replace opcode, replace opcode">LIST</abbr>
|-
|-
|0x3A||  
! {{cellcolors|#9f9|#000}} Patch EE memory with 1 opcode
| {{NA}} || {{NA}} || 0x0A
| <abbr title="command">1</abbr>→<abbr title="list">32</abbr> || style="text-align:left" | uint32_t&nbsp;+&nbsp;LIST
| {{cellcolors|#9f9|#000|center}} <abbr title="amount of patches in the LIST">count</abbr> || colspan="2" {{cellcolors|#9f9|#000|center}} <abbr title="offset, original opcode, replace opcode">LIST</abbr>
|-
|-
|0x3B|| GTA 3 (JP/AS) ? using 0x351210, 0x18F590, 0x351568 ( + 200000000 base )
! {{cellcolors|#9f9|#000}} Patch game disc by sector & offset
|}
| 0x09 || 0x09 || 0x0B
| <abbr title="command">1</abbr>→<abbr title="list">47</abbr> || style="text-align:left" | uint32_t&nbsp;+&nbsp;LIST
| {{cellcolors|#9f9|#000|center}} <abbr title="amount of patches in the LIST">count</abbr> || colspan="2" {{cellcolors|#9f9|#000|center}} <abbr title="sector id, offset, sizeof present opcodes, replace opcodes, original opcodes">LIST</abbr>
|-
|-
|0x02|||| 1 Param, Config file revision ?
! {{cellcolors|#fff|#000}} Set something
| 0x0A || 0x0A || 0x0C
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint16_t
| <abbr title="0=?, 1=?, 2=?">unk_mode</abbr> || colspan="2" | <abbr title="min 0x0, max 0xFFFF">unk_range</abbr>
|-
|-
|0x03|||| 0 Param, sets something 0 (Fire Pro Wrestling Returns)
! {{cellcolors|#fff|#000}} Set something
| 0x0B || 0x0B || 0x0D
| 1 || style="text-align:left" | uint32_t
| colspan="3" | <abbr title="0=skip, 1=don't skip (default)">skip</abbr>
|-
|-
|0x04|||| 1 Param uint32_t index (i*0x80, special 0x12345: 0x91a280?)
! {{cellcolors|#f93|#000}} COP2 and FPU accurate ADD/SUB address
| 0x0C || 0x0C || 0x0E
| 32 || style="text-align:left" | uint32_t
| colspan="3" {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000 ?, max 0x1FFFFFFF ?">offset</abbr>
|-
|-
|0x05|||| read next command
! {{cellcolors|#f93|#000}} COP2 and FPU accurate ADD/SUB range
| 0x0D || 0x0D || 0x0F
| 32 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000">start&nbsp;offset</abbr> || colspan="2" {{cellcolors|#f93|#000|center}} <abbr title="max 0x1FFFFFFF">end&nbsp;offset</abbr>
|-
|-
|0x06|||| 0 Param, sets something 0x14F80 (85888'd)
! {{cellcolors|#f93|#000}} COP2 accurate MUL/DIV range
| 0x0E || 0x0E || 0x10
| 32 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000">start&nbsp;offset</abbr> || colspan="2" {{cellcolors|#f93|#000|center}} <abbr title="max 0x1FFFFFFF">end&nbsp;offset</abbr>
|-
|-
|0x07|||| 1 Param uint32_t (default 1)
! {{cellcolors|#f93|#000}} VU0 accurate ADD/SUB address
Delay VU xgkick by X cycles
| 0x0F || 0x0F || 0x11
| 32 || style="text-align:left" | uint32_t
| colspan="3" {{cellcolors|#f93|#000|center}} <abbr title="min 0x000, max 0xFF8">offset</abbr>
|-
|-
|0x08|||| 8 Param uint32_t (read mask,read mask, original opcode, original opcode, write mask, write mask, replace opcode, replace opcode)
! {{cellcolors|#588|#fff}} VU related ?
Maximum Amount of Usage: 3 times
| 0x10 || 0x10 || 0x12
Patch VU memory by mask
| <abbr title="command">1</abbr>→<abbr title="list">63</abbr> || style="text-align:left" | uint32_t&nbsp;+&nbsp;LIST
Mask = F - read/write, 0 - Not read/write, 8 - ignore 4 bytes, E - seems to be used as last character before wildcards (Superman returns).
| {{cellcolors|#588|#fff|center}} flags ? || colspan="2" {{cellcolors|#588|#fff|center}} LIST
|-
|-
|0x09|||| uint32_t count, <list> (offset, original opcode, original opcode, replace opcode, replace opcode) - EE_INSN_REPLACE64
! {{cellcolors|#dda|#000}} Memory Card Delay
  [Dark Cloud] uses 1
| 0x11 || 0x11 || 0x13
  [Dead Or Alive 2 Hardcore] uses 1
| 1 || style="text-align:left" | uint64_t
Maximum List Count: 32
| colspan="3" {{cellcolors|#dda|#000|center}} time ?
|-
|-
|0x0A|||| uint32_t count, <List> (offset, original opcode, replace opcode) - EE_INSN_REPLACE32
! {{cellcolors|#f93|#000}} VU1 transform ADD/SUB
  [Deadly Strike] uses 1
| 0x12 || 0x12 || 0x14
  [Dragon Force] uses 2
| 1 || style="text-align:left" | 0
Maximum List Count: 32
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
|0x0B|||| 1 Param uint32_t count, <List> {sector id, offset, sizeof present opcodes, replace opcodes, original opcodes} - MECHA_SET_PATCH
! {{cellcolors|#fff|#000}} Set something with bit flags
offset on disc = sector id * sector size + offset (-0xC)
| 0x13 || 0x13 || 0x15
  [Dead Or Alive 2 Hardcore] uses 7
| 1 || style="text-align:left" | uint32_t
  [Gradius V] uses 1
| colspan="3" | ?
  [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>
! {{cellcolors|#fff|#000}} Unknown
| 0x14? || 0x14? || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x16</abbr>
| ? || style="text-align:left" | ?
| colspan="3" | ?
|-
|-
|0x0D|||| 1 Param, true/false?
! {{cellcolors|#9cf|#000}} COP0 configure MTC0/MFC0
Default Init = 1?
| 0x15 || 0x15 || 0x17
0 == skip some code,  
| 1 || style="text-align:left" | uint8_t ?
1 == some code + checks
| colspan="3" {{cellcolors|#9cf|#000|center}} <abbr title="0=disabled, 1=enabled">status</abbr>
|-
|-
|0x0E|||| 1 Param offset --- Improves ADD/SUB accuracy for selected offset (incl. Floats)
! {{cellcolors|#fff|#000}} Switch something
  [Rygar] only has 0x147DA8 sub.s  $f12, $f20, $f12
| 0x16 || 0x16 || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x18</abbr>
Maximum Amount of Usage: 31 times
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
|0x0F|||| List <uint32_t Param, uint32_t Param> --- More accurate memory range (FPU mul/div/sub/add accuracy related)
! {{cellcolors|#ff9|#000}} Force analog controller mode
  [Dark Cloud] uses 0x239334, 0x1FFFFFF
| {{NA}} || 0x17 || 0x19
  [Grand Theft Auto SA] uses 0x1E46DC, 0x1E4AE8
| 1 || style="text-align:left" | 0
Maximum List Count: 31
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
|0x10|||| List <uint32_t Param, uint32_t Param> --- More accurate memory range (COP2, mul/div/sub/add accuracy related) - MULDIV_Accurate_range
! {{cellcolors|#fff|#000}} Switch something
Maximum List Count: 31
| 0x17 || 0x18 || 0x1A
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
|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).
! {{cellcolors|#fff|#000}} Switch something
Maximum Amount of Usage: 31 times
| 0x18 || 0x19 || 0x1B
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
|0x12|||| <List> (uint32_t count,
! {{cellcolors|#ff9|#000}} Emulate Multitap
  [Primal] uses 0xD
| 0x19? || 0x1A? || 0x1C
  [Rayman Arena] uses 0x11
| 1 || style="text-align:left" | uint8_t
  [Syphon Filter: The Omega Strain] uses 0x5
| colspan="3" {{cellcolors|#ff9|#000|center}} port
00 00 00 0?
00 00 00 00
type? count?
... 
Maximum List Count: 63
|-
|-
| 0x13|||| 1x uint64_t Param
! {{cellcolors|#ff9|#000}} Set Multitap
Jak X: Combat Racing uses 0xf960 (63840)
| 0x1A || 0x1B || 0x1D
Netsu Chu! Pro Yakyuu 2004 uses 0xf960 (63840)
| 1 || style="text-align:left" | uint8_t
Phantasy Star Universe uses 0x9bdc (39900)
| colspan="3" {{cellcolors|#ff9|#000|center}} order
WRC II Extreme uses 0x9bdc (39900)
Burnout Dominator uses 0x9bdc (39900)
Jissen Pachi-Slot Hisshouhou! Kemono-Oh uses 0x1d394 (119700)
|-
|-
| 0x14|||| 0 Param, sets something 1
! {{cellcolors|#ff9|#000}} Multitap related
| 0x1B || {{NA}} || 0x1E
| 1 || style="text-align:left" | uint8_t
| colspan="3" | ?
|-
|-
| 0x15|| 4 || 1 Param ( <1, >1 ), different settings/mode?
! {{cellcolors|#fff|#000}} Set something
[Bloodrayne 2] uses 4
| 0x1C || 0x1C || 0x1F
[GRIMgRiMoiRe] uses 4
| 1 || style="text-align:left" | uint32_t
[Mana Khemia 2] uses 4
| colspan="3" | ?
[Odin Sphere] uses 4
[SMT Persona 3 FES] uses 4
|-
|-
| 0x16|||| = 0x05 (next id)
! {{cellcolors|#fff|#000}} Set something
| 0x1D || 0x1D || 0x20
| 1 || style="text-align:left" | uint64_t
| colspan="3" | ?
|-
|-
| 0x17||1 || 1 Param, true/false?
! {{cellcolors|#fff|#000}} Set something
[Bully] uses 1
| 0x1E || 0x1E || 0x21
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
| 0x18|||| = 0x16 = 0x05 (next id)
! {{cellcolors|#fff|#000}} Switch something
| {{NA}} || 0x1F || 0x22
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x19 |||| 0 Param, sets something 1 --- SB_SIO2 related?
! {{cellcolors|#fff|#000}} Switch something
[Grand Theft Auto III]
| 0x1F || 0x20 || 0x23
[Red Faction 2]
| 1 || style="text-align:left" | 0
[Siren]
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x1A|||| 0 Param, sets something 1
! {{cellcolors|#ddf|#000}} Internal image aspect ratio ?
| 0x20 || 0x21 || 0x24
| 1 || style="text-align:left" | uint64_t
| colspan="3" | ?
|-
|-
| 0x1B|||| 0 Param, sets something 1
! {{cellcolors|#fff|#000}} Switch something
[Mana Khemia 2]
| 0x21 || 0x22 || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x25</abbr>
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x1C |||| read uint32_t (use uint8_t) Param (default 3)
! {{cellcolors|#f93|#000}} FPU accurate ADD/SUB range
| 0x22 || 0x23 || 0x26
| 32 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000">start&nbsp;offset</abbr> || colspan="2" {{cellcolors|#f93|#000|center}} <abbr title="max 0x1FFFFFFF">end&nbsp;offset</abbr>
|-
|-
| 0x1D |||| read uint32_t (use uint8_t) Param
! {{cellcolors|#f93|#000}} COP2 accurate ADD/SUB range
| 0x23 || 0x24 || 0x27
| 32 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#f93|#000|center}} <abbr title="min 0x100000">start&nbsp;offset</abbr> || colspan="2" {{cellcolors|#f93|#000|center}} <abbr title="max 0x1FFFFFFF">end&nbsp;offset</abbr>
|-
|-
| 0x1E |||| read uint32_t (use uint8_t) Param
! {{cellcolors|#aaf|#000}} Set something <abbr title="PS2 MECHACON related">(CDVD)</abbr>
| 0x24 || 0x25? || 0x28
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
| 0x1F |||| uint32_t Param (default 0x3E8?)
! {{cellcolors|#aaf|#000}} CDVD read/seek timings ?
| 0x25 || 0x26? || 0x29
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| ? || colspan="2" | ?
|-
|-
| 0x20|||| uint64_t Param (default 0x3C)
! {{cellcolors|#fff|#000}} Switch something
| 0x26 || 0x27 || 0x2A
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x21|| 1 || 1 Param:
! {{cellcolors|#aaf|#000}} Switch something <abbr title="PS2 MECHACON related">(CDVD)</abbr>
0 = sets an option from 1 to 0 and another one to 0,
| 0x27? || 0x28 || 0x2B
1 = sets an option from 1 to 0 and another one to 1,
| 1 || style="text-align:left" | 0
2 = sets an option from 1 to 1 and another one to 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
  [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
! {{cellcolors|#fff|#000}} Set something
| 0x28 || 0x29 || 0x2C
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
| 0x23|||| 0 Param --- memcpy 0x100 Bytes and sets 0x14E00
! {{cellcolors|#fff|#000}} Switch something
| 0x29? || 0x2A || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x2D</abbr>
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x24|||| uint64_t Param
! {{cellcolors|#fff|#000}} Set something
| 0x2A || 0x2B || 0x2E
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
| 0x25|||| = 0x18 = 0x16 = 0x05 (next id)
! {{cellcolors|#fff|#000}} Set something
| 0x2B || {{NA}} || 0x2F
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
| 0x26|||| List <uint32_t Param,uint32_t Param> --- Improves ADD/SUB accuracy for selected memory range (incl. Floats) - FPU_Accurate_range
! {{cellcolors|#eee|#b44|left}} Reserved
| {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A</abbr> || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A</abbr> || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x30<br>0x31<br>0x32<br>0x33<br>0x34</abbr>
  [Bloodrayne 2] uses 0x340000, 0x350000
| 0 || style="text-align:left" | 0
  [Gradius V] uses 0x3046E0, 0x0x305E44
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
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
! {{cellcolors|#f66|#000}} Enable Force Flip Field
Maximum List Count: 31
| {{NA}} || {{NA}} || 0x35
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x28|||| 1x uint32_t Param (<=3)
! {{cellcolors|#eee|#b44|left}} Reserved
| {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A</abbr> || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A<br>N&thinsp;/&thinsp;A</abbr> || {{cellcolors|#eee|#b44|center}} <abbr style="cursor:help; text-decoration:none" title="Not Available">0x36<br>0x37<br>0x38<br>0x39<br>0x3A<br>0x3B<br>0x3C</abbr>
| 0 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x29 |||| 2x uint32_t Param,
! {{cellcolors|#c96|#000}} Config revision
| {{NA}} || {{NA}} || 0x3D
| 1 || style="text-align:left" | uint32_t
| colspan="3" {{cellcolors|#c96|#000|center}} revision
|-
|-
| 0x2A|||| 0 Param, sets something 1 --- Allow online downloadable content (HDD)? Multitap? Local 2 player?
! {{cellcolors|#fff|#000}} Switch something
All-Star Baseball 2004
| {{NA}} || {{NA}} || 0x3E
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x2B|||| 0 Param, sets something 1 --- Allow disc eject/swap?
! {{cellcolors|#fff|#000}} Set something
Dance Factory
| {{NA}} || {{NA}} || 0x3F
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
| 0x2C |||| 1 Param, uint32_t
! {{cellcolors|#fff|#000}} Switch something
Summoner uses 0x1
| {{NA}} || {{NA}} || 0x40
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x2D |||| = 0x25 = 0x18 = 0x16 = 0x05 (next id)
! {{cellcolors|#fff|#000}} Switch something
| {{NA}} || {{NA}} || 0x41
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x2E |||| 1 Param, uint32_t
! {{cellcolors|#9f9|#000}} Patch EE memory by overlay
| {{NA}} || {{NA}} || 0x42
| <abbr title="command">1</abbr>→<abbr title="list">1023</abbr> || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t&nbsp;+&nbsp;LIST
| {{cellcolors|#9f9|#000|center}} offset || {{cellcolors|#9f9|#000|center}} count || {{cellcolors|#9f9|#000|center}} <abbr title="opcode,opcode,opcode, etc...">LIST</abbr>
|-
|-
| 0x2F |||| 1 Param, uint32_t --- SPU2 related?
! {{cellcolors|#fff|#000}} Set something
Indigo Prophecy/Fahrenheit uses 0x1
| {{NA}} || {{NA}} || 0x43
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
| 0x30|||| (nothing)
! {{cellcolors|#fcc|#000}} Disable smoothing filter
| {{NA}} || {{NA}} || 0x44
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x31|||| (nothing)
! {{cellcolors|#fff|#000}} Switch something
| {{NA}} || {{NA}} || 0x45
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x32|||| (nothing)
! {{cellcolors|#f66|#000}} Enable L2H Improvement
| {{NA}} || {{NA}} || 0x46
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x33|||| (nothing)
! {{cellcolors|#f66|#000}} Enable XOR CSR
| {{NA}} || {{NA}} || 0x47
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x34|||| (nothing)
! {{cellcolors|#f66|#000}} Set VSYNC IPU & Delay
| {{NA}} || {{NA}} || 0x48
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| {{cellcolors|#f66|#000|center}} <abbr title="1=No IPU, 2=IPU, 3=Anytime">ipu</abbr> || colspan="2" {{cellcolors|#f66|#000|center}} <abbr title="20000=Conservative, 100000=Normal, 250000=Agressive, Any other">delay</abbr>
|-
|-
| 0x35|||| 0 Param --- Enables Force Flip Field, described in emu setting as "''Fix for [Hang] for soft-lock''"
! {{cellcolors|#fff|#000}} Switch something
| {{NA}} || {{NA}} || 0x49
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x36|||| (nothing)
! {{cellcolors|#fff|#000}} Switch something
| {{NA}} || {{NA}} || 0x4A
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|-
|-
| 0x37|||| (nothing)
! {{cellcolors|#fff|#000}} Set something
| {{NA}} || {{NA}} || 0x4B
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| ? || colspan="2" | ?
|-
|-
| 0x38|||| (nothing)
! {{cellcolors|#fff|#000}} Set something
| {{NA}} || {{NA}} || 0x4C
| 1 || style="text-align:left" | 2&nbsp;*&nbsp;uint32_t
| ? || colspan="2" | ?
|-
|-
| 0x39 |||| (nothing)
! {{cellcolors|#fff|#000}} Set something
| {{NA}} || {{NA}} || 0x4D
| 1 || style="text-align:left" | uint32_t
| colspan="3" | ?
|-
|-
| 0x3A|||| (nothing)
! {{cellcolors|#fff|#000}} Unknown
| {{NA}} || {{NA}} || 0x4E
| 1 || style="text-align:left" | ?
| colspan="3" | ?
|-
|-
| 0x3B|||| (nothing)
! {{cellcolors|#fff|#000}} Unknown
| {{NA}} || {{NA}} || 0x4F
| 1 || style="text-align:left" | ?
| colspan="3" | ?
|-
|-
| 0x3C |||| (nothing)
! {{cellcolors|#ff9|#000}} Enable pressure sensitive controls
|-
| {{NA}} || {{NA}} || 0x50
| 0x3D |||| 1 Param, uint32_t Config file revision
| 1 || style="text-align:left" | 0
| colspan="3" {{cellcolors|#ddd|#666|center}} ''Nothing''
|}
 
<!-- We need to find a better way to organize the commands info below, right now all the info is "constricted" inside the same table but is better to take them out of the table to have more freedon when adding comments, etc... Are a lot so by now i prefer to dont make page sections for every command. Im going to try something that visually looks like page sections but are not (so are not going to be displayed in the TOC at top of the page). With this change we are moving forward because the command info is not going to be inside the same table anymore, im going to split them but the visual look and other details are not going to be definitive because later can be converted into page sections if someone insists in it -->
 
 
{{Boxcomm|id=0x00|name=Title ID Enforce / Multidisc config|data=1x String in format: ABCD-12345}}
Restricts the CONFIG to be used only by a specific [[Template:TITLE_ID_for_Physical_Media|Title ID]]
The presence of this command in the CONFIG is optional. If present it needs to be located always at the last position in the CONFIG. When bytes are present after Title ID, emulator read them to setup multidisc info.
Multidisc info bytes:
First byte:  Unknown, seems to be unused. 00 in known configs (Grandia 3).
Second byte: Discs count (0-9), when 0 or 1 emulator don't enable multidisc mode.
Third byte:  Which disc in set is this one (0-8 for discs 1-9)
Fourth byte: That one is optional, but very important. When set to 1,
              disc swap menu will be in "Reset game" menu and disc change will trigger reset (default behavior).
              But when this byte is set to 0, new option in main emu menu called "Switch Discs" will appear. Emulator change disc without reset.
              Keep in mind we don't know how accurate swap emulation is here, games are picky for some details.
              Every iso bin enc in set need to have proper data in separate config.
              Disc 1: ISO.BIN.ENC --> CONFIG --> 00 02 00 00,
              00000000  3D 00 00 00 A8 3E 00 00 00 00 00 00 53 4C 55 53  =...¨>......SLUS
              00000010  2D 32 31 33 33 34 00 02 00                      -21334...
              Disc 2: ISO.BIN.ENC2--> CONFIG2--> 00 02 01 00, etc.
              00000000  3D 00 00 00 A8 3E 00 00 00 00 00 00 53 4C 55 53  =...¨>......SLUS
              00000010  2D 32 31 33 34 35 00 02 01                      -21345...
 
              Grandia 3 DISC.IDX, content:
              00000000  00 00                                            ..
 
 
{{Boxcomm|id=0x01|name=EE_ADD_HOOK|data=2x uint32_t Params (addr, func_id 0-0x3B)}}
Most of the hooks availables in netemu command 0x01 are fixes for a specific game, or a game engine<br>
The Maximum Amount of times netemu command 0x01 can be used consecutivelly in the same config is 255. This is actually limit for EE hooks at all, 0x01 don't have own limit.


{| class="wikitable sortable"
<div style="overflow-x:auto">
{| class="wikitable" style="width:100%; font-size:0.9em; line-height:90%"
|-
|-
! Firmware !! ps2_netemu Revision !! Max Supported Commands
!Function ID!! Notes
|-
|-
| 3.70 || 15686 || 0x41
|0x00|| FIFA 2000 use it as hook for EE kernel at 0x800017E8 (DMAC related). Command backup value from r5900 s0 register.
|-
|-
| 3.73 || 15936 || 0x41
|0x01|| FIFA 2000 use it as hook for EE kernel at 0x80001858 (DMAC related). Command restore previously backed up value to r5900 s0 register.
|-
|-
| 3.74 || 15936 || 0x41
|0x02||
Max Payne
Write 0 to D_ENABLEW in SPE 3 (EEDMA). D_ENABLER is NOT updated on PPE side.
|-
|-
| 4.00 || 16195 || 0x41
|0x03||  
Max Payne
Write 0xFFFFFFFF (0x10000, other bits are ignored anyway) to D_ENABLEW in SPE 3 (EEDMA). D_ENABLER is NOT updated on PPE side.
|-
|-
| 4.01 || 16195 || 0x41
|0x04|| Castle Shikigami II
Skip r5900 CACHE IXIN/IHIN (Index/Hit invalidate) opcodes. Same as 0x03 command, but applied of selected ee offset.
This is probably command from times when 0x03 was non existing, and while it apply on selected ee offset, command never recover default IXIN/IHIN handling.
Note: There is leftover in emulator from command that reenable default behavior, but is unused now, and is not accessible by current config commands.
|-
|-
| 4.10 || 16361 || 0x41
|0x05|| Force events test if D2_CHCR & 0x100 is true (if GIF dma is running). For more info check _cpuEventTest_Shared from pcsx2. Star Wars games developed by Pandemic Studios (freeze fix), Worms 3D and NBA 08.
|-
|-
| 4.11 || 16361 || 0x41
|0x06|| Force events test if D1_CHCR & 0x100 is true (if VIF1 dma is running). For more info check _cpuEventTest_Shared from pcsx2.
|-
|-
| 4.20 || 16604 || 0x43
|0x07||  
|-
|-
| 4.21 || 16604 || 0x43
|0x08|| Backup current unmodified COP0 status register state. Then disable EI bit, and notify emu that cmd 0x09 could be run. Harry Potter - Quidditch World Cup US use it at offset 0x2BD45C (EE)
|-
|-
| 4.23 || 16604 || 0x43
|0x09|| Restore COP0 status register state from previously created backup. Harry Potter - Quidditch World Cup US use it at offset 0x2BD620 (EE)
|-
|-
| 4.25 || 16740 || 0x43
|0x0A|| Fix for TriAce executable unpack function.
Games unpack data using VU0 microruntime (not COP2). Because unpack involve floating points operations result can be inaccurate. And it is,
exactly by 1 byte. Config add 1 to result of unpacked data. This can be confirmed also on pcsx2 with turned off TriAce hack, example for Radiata Stories US release.
Set breakpoint on 0x124D90, and then when it's hit, add 1 to lower 64 bits of vf03 reg (in vu0f tab) and hit run.
Game now work as it should. On PS3 this probably can be fixed also by 0x11 command, but since they had hook already done before 0x11 was a thing, it stayed as is.
|-
|-
| 4.26 || 16740 || 0x43
|0x0B|| Set lower 64 bits of mips $at register to 0
|-
|-
| 4.30 || 16808 || 0x45
|0x0C|| Piglet's Big Game
|-
|-
| 4.31 || 16808 || 0x45
|0x0D|| usleep(100)
|-
|-
| 4.40 || 16916 || 0x46
|0x0E|| Used 3 times in Need for Speed - Carbon [Collector's Edition] US.
Used in place where game load code overlays, and in place where game self modify code.
Config run the same function which is run when PS2 syscall 7 (ExecPS2) hook is triggered (0x1831A8 in latest emu memory).
Only difference is that 0x42 overlay is not reloaded, and check for "cdrom0" string is not performed.
Command could be potentially useful for games that like to change own code. Eg. Load "bin" files with code (HSG/HST), or modify own code by direct writes to memory (NFS Carbon CE...)
|-
|-
| 4.41 || 16916 || 0x46
|0x0F||
Grand Theft Auto 3 (SLUS-20062)
using 0x348B40, 0x18E1F0, 0x348EC8 ( + 200000000 base )
0x348B40 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
0x18E1F0 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
0x348EC8 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
|-
|-
| 4.45 || 17041 || 0x48
|0x10||
Grand Theft Auto 3 (SLES-50330)
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 *))
|-
|-
| 4.46 || 17041 || 0x48
|0x11||
Grand Theft Auto 3 (SLES-50793)
using 0x3495C0, 0x18E1F0, 0x349948 ( + 200000000 base )
0x3495C0 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
0x18E1F0 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
0x349948 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))
|-
|-
| 4.50 || 17179 || 0x4A
|0x12|| Disney/Pixar Finding Nemo (fixes the pause menu freeze)
if COP0 status EI and EXL bits are 0, and other condition related to DMAC is met...
store 0 in [ 0x204FC500 + 200000000 base] 0x4FC500 EE memory, and set lower 64 bits of mips $s0 register to 0.
|-
|-
| 4.55 || 17277 || 0x4D
|0x13|| Snowblind Engine specific fix. Applies to the beginning of function called initLump. Config is responsible for grabbing data from one of registers for use in 0x14/0x15 hooks. Mentioned data is EE memory offset, if data from 0x13 is 0, 0x14/0x15 don't apply.
|-
|4.60<br />
4.70<br />
4.75<br />
4.76<br />
|| 17314 || 0x4D
|-
|4.78<br />
4.80<br />
4.81<br />
|| 17495 || 0x50
|-
|}
|-
|-
| 0x3E |||| 0 Params --- Sets something 1
|0x14|| Snowblind Engine specific fix. Applies to the end of function called initLump. Used in the older version of Snowblind Engine (Dark Alliance duology, The Bard's Tale, Fallout).
Default Init = 0
0 == do set some stuff,  
1 == skip
|-
|-
| 0x3F |||| 1 Param, uint32_t
|0x15|| Snowblind Engine specific fix. Applies to the end of function called initLump. Used in the newer version of Snowblind Engine (Champions duology, Justice League Heroes, Combat Elite).
|-
|-
| 0x40|||| 0 Param --- Sets something 1
|0x16|| Champions of Norrath (SLUS-20565)
  Grand Theft Auto SA
  store 0x01114BA8 in [ 0x208EAB4C + 200000000 base]
  Silent Hill Origins - unofficial fix
  store 0x010C9E40 in [ 0x208EAB6C + 200000000 base]
|-
|-
| 0x41|||| 0 Param --- Sets something 1 (Disables some lwsync - speedhack?)
|0x17|| NFS HP2 fpu rounding fix.
  Dragon Force
Check if a0 == 0x8000 (32768), apply config if true. Config is little bit more complicated than it should, emu flush all fpu regs to memory just to modify one field in altivec vector register.
God Hand
  When condition is met ps2 cop1 f08 register is modified from 0x40490FDB to 0x40490FDA, this result in next operations to end up as negative 0.0 (0x80000000) instead of just 0.0 (0x00000000).
Gradius V
  Seems to trigger when loading of stage or loading of attract mode is close to finish or done.
  Katamari Damacy
|-
|-
| 0x42|||| 2 Param: uint32_t address, uint32_t count --- Overlay area?
|0x18|| Okami PAL specific hook.
Check if opcode at 0x183F04 of EE memory is jal 0x183CB0 (0x0C060F2C). This is used to run additional hook patcher only 1 time.
Later it will be nop here. so it means that new hooks are already applied. So function will just return early.
if opcode at 0x183F04 is still jal 0x183CB0 (0x0C060F2C),
then patch addresses 0x183F04 (jal 0x183CB0), 0x183F34 (jal 0x183CB0), 0x183F3C (jal 0x183D18) to nop.
Finally adds 3 additional EE hooks. Emu addresses for ps2_netemu 4.70+
EE address | EMU address
0x183F0C  | sub_46334
0x183F3C  | sub_45DA4
0x183D74  | sub_47B50
First hook is responsible for grabbing EE addresses from one of EE gpr register. Second hook perform few checks from data in EE gpr registers, and
eventually store data from EE gpr registers on previously grabbed addresses. Hook 3 store one of previosly grabbed EE address on unknown part of memory.
Whole thing looks like HLE version of noped functions.
|-
|-
| 0x43|||| 1 Param --- Equal to 0x40, but with Parameter:
|0x19|| Burnout 2
  0 = Default
  Copy lower 64 bits of $v0 r5900 register to lower 64 bits of $a1 r5900 register.
  1 = (like 0x40)
  All that to make next opcode (hook address + 4) "beq $a1, $v0, addr" always true. Because $a1 and $v0 now have the same value.
  param =
  This in turn skip CTimer::GetTimeSeconds((void)) in function CReplay::NextFrame((CDrivingControls *)). Worth to note that CReplay::NextFrame seems to be not related to replay per se, but to car physics.
-1 = failure?
|-
|-
| 0x44|||| 0 Param --- Disables Smoothing and Smoothing option
|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]
|-
|-
| 0x45|||| 0 Param --- Sets something 1
|0x1B||
  Phantasy Star Complete Collection
  store 0 in [ 0x20552168 + 200000000 base]
|-
|-
| 0x46|||| 0 Param --- Enables L2H Improvement, [Performance] related setting for titles using L2H
|0x1C||
  SMT Digital Devil Saga 1
  store 1 in [ 0x20552168 + 200000000 base]
SMT Nocturne
Fatal Frame II
|-
|-
| 0x47|||| 0 Param --- Enables XOR CSR - XOR System Status Register (0x12001000)?, [Graphics] related setting, should fix fullscreen line corruption
|0x1D||
store 0 in [ 0x20556C08 + 200000000 base]
|-
|-
| 0x48|||| VSYNC Delay, 2x uint32_t Param
|0x1E||
*First param possible value are 1 = No IPU, 2 = IPU, 3 = Anytime.
store 1 in [ 0x20556C08 + 200000000 base]
*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
|0x1F||
store 0 in [ 0x205243D8 + 200000000 base]
|-
|-
| 0x4A|||| 0 Param --- Sets something 0x15100
|0x20||
store 1 in [ 0x205243D8 + 200000000 base]
|-
|-
| 0x4B|||| 2x uint32_t Params: offset,int (-1? selects different titleid?) - /game/ /../ USRDIR/SAVEDATA related
|0x21||
store 0 in [ 0x20524F88 + 200000000 base]
|-
|-
| 0x4C|||| 2x uint32_t Params: offset,int (2 = current path?, 3 = new ISO.BIN.ENC path?, other= ?)
|0x22||
store 1 in [ 0x20524F88 + 200000000 base]
|-
|-
| 0x4D|||| 1 uint32_t Param (can be -1) --- Sets something (same as 0x49 but) 0xC, Param, 0
|0x23||
store 0 in [ 0x2047E7F8 + 200000000 base]
|-
|-
| 0x4E|||| (nothing)
|0x24||
store 1 in [ 0x2047E7F8 + 200000000 base]
|-
|-
| 0x4F|||| (nothing)
|0x25||
store 0 in [ 0x204802B8 + 200000000 base]
|-
|-
| 0x50|||| 0 Param --- Switch to default gamepad config ?
|0x26||
store 1 in [ 0x204802B8 + 200000000 base]
|-
|-
|}
|0x27||
 
store 0 in [ 0x20586348 + 200000000 base]
===Config file examples (for netemu)===
 
====Official====
{| class="wikitable sortable" style="width: 1920px;" |  
|-
|-
! Title ID !! Title !! Config Data !! Revision !! Notes
|0x28||
store 1 in [ 0x20586348 + 200000000 base]
|-
|-
| style="width: 5px;" | NPUD20461 || Bloodrayne || style="width: 650px;" |  
|0x29||
  00000000  3D 00 00 00 46 3E 00 00  16 00 00 00 0B 00 00 00  =...F>..........
  store 0 in [ 0x205868A8 + 200000000 base]
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 ||
|0x2A||
00000000  3D 00 00 00 3D 3F 00 00  15 00 00 00 04 00 00 00 =...=?..........
  store 1 in [ 0x205868A8 + 200000000 base]
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 ||
|0x2B||  
  00000000  3D 00 00 00 89 3D 00 00  17 00 00 00 01 00 00 00 =....=..........
  if ($a1 & 0xF0000000 != 0) a1 = 0
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 ||
|0x2C|| Shin Onimusha - Dawn of Dreams Fix IPU DMA JPN((PlayStation 2 the Best)/US release.
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 ||
|0x2D|| Shin Onimusha - Dawn of Dreams Fix IPU DMA PAL release.
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 ||
|0x2E|| Shin Onimusha - Dawn of Dreams Fix IPU DMA Unk release. Code from emu match SLPM-66275 release. Why it is unused? Hook address will be 0x3BB4EC.
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 ||  
|0x2F||
  00000000  3D 00 00 00 89 3D 00 00  09 00 00 00 01 00 00 00  =...ë=..........
  if value at EE Mem 0x37B0C4 == 0, set mips pc register (program counter) to 0x100B98
00000010  6C 66 2B 00 80 00 08 24  01 00 06 24 80 00 08 24  lf+.Ç..$...$Ç..$
  Config is supposed to repeat chunk of code if EE mem 0x37BB0C == 0.
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 ||
|0x30||
  00000000  3D 00 00 00 96 40 00 00  0A 00 00 00 01 00 00 00 =....@..........
  if value at EE Mem 0x37B704 == 0, set mips pc register (program counter) to 0x100B98
00000010  14 09 1E 00 17 37 01 3C  14 37 01 3C 00 00 00 00 .....7.<.7.<....
  Config is supposed to repeat chunk of code if EE mem 0x37BB0C == 0.
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 ||
|0x31||
 
if value at EE Mem 0x37630C == 0, set mips pc register (program counter) to 0x100BA8
|| || blackscreen
  Config is supposed to repeat chunk of code if EE mem 0x37BB0C == 0.
 
|-
|-
| NPUD21944 || Doras Big Birthday Adventure ||
|0x32||
  00000000  3D 00 00 00 ED 3F 00 00  0A 00 00 00 0A 00 00 00 =....?..........
  if value at EE Mem 0x37BB0C == 0, set mips pc register (program counter) to 0x100BA8.
00000010  00 FF 0F 00 00 00 00 00  07 00 40 14 04 FF 0F 00 ..........@.....
  Config is supposed to repeat chunk of code if EE mem 0x37BB0C == 0.
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 ||
|0x33||  
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 ||
|0x34|| not filled
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+) || 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 ||
|0x35|| Ninkyouden: Toseinin Ichidaiki
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
|-
|-
| NPUD20712 || Gradius V ||
|0x36||  
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 -> 0x2E9B04 in iso)
    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 ||
|0x37||  
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+) ||
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 ||
|0x38||
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 ||
|0x39|| Used silently in command 0x4B with first param from 0x4B as hook address. Hook seems to be unusable without 0x4B command, because there is no way to setup redirect mode and ID without 0x4B.
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 ||
|0x3A|| Used silently in command 0x4C with first param from 0x4C as hook address. Hook seems to be unusable without 0x4C command, because there is no way to setup mode and ID without 0x4C.
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 ||
|0x3B|| Grand Theft Auto 3 (SLPM-55293 "Rockstar Classics")
  00000000  3D 00 00 00 60 40 00 00  0F 00 00 00 DC 46 1E 00 =...`@.......F..
  using 0x351210, 0x18F590, 0x351568 ( + 200000000 base )
00000010  E8 4A 1E 00 40 00 00 00  00 00 00 00 53 4C 55 53 [email protected]
  0x351210 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))  
00000020  2D 32 30 39 34 36                                -20946
  0x18F590 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
|| 16480 (4.20+) ||
  0x351568 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *))  
  0x3D => 0x4060 (16480)
|}
  0x0F => 0x1E46DC, 0x1E4AE8
</div>
  0x40 => (sets some value 1)
|-
| NPJD00062 || Grandia II ||


|| || texture bugs, clipping issue
{{Boxcomm|id=0x02|name=Unknown|data=1x int32}}
Used in function that handle D6 CHCR writes (SIF1), seems to be some kind of timing command for EE --> IOP DMA.
*Valid values found:
**1000d
**3000d
**6000d


|-
{{Boxcomm|id=0x03|name=Unknown|data=N/A}}
| NPUD21604 || GRIMgRiMoiRe ||
Skip r5900 CACHE IXIN/IHIN (Index/Hit invalidate) opcodes.
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 =...F@..A.......
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
<pre>
z_un_0041a008:


lui v1,0x005F          <- gets overwritten (hook)
{{Boxcomm|id=0x04|name=Unknown|data=1x uint32_t index (i*0x80, special 0x12345: 0x91a280?)}}
addiu sp,-0x10
Patch SPE 3 program (eedma) by searching for ila r4, xxxxx, starting at 0x178A0 and replacing them with (0x42000004 | ((value << 7) & 0x1FFFF80)
lw v0,-0x5C14(v1)
0x42000004 is ila r4 opcode. Due to opcode encoding example result of that patch with value 0x08 will be 0x42000404 (ila r4, 0x08). There is little bit more than that, but main purpose is just to patch SPE program behavior.
sd ra,(sp)
*Valid values found:
jalr v0
**0x08
nop
**0x10
ld ra,(sp)
jr ra
addiu sp,0x10
nop
</pre>
|-
| 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) )
|-
| NPED00055 || MX World Tour: Featuring Jamie Little ||


|| || blackscreen
{{Boxcomm|id=0x05|name=N/A|data=N/A}}
Command not available in ps2_netemu.self


|-
{{Boxcomm|id=0x06|name=Unknown|data=N/A}}
| NPUD21577 || Odin Sphere ||
Change VIF1 command 02h OFFSET behavior by patching pointer to function which process it to different previously unused function.
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


|-
{{Boxcomm|id=0x07|name=Delay VU xgkick by X cycles|data=1x uint32_t}}
| NPUD20442 || Red Faction 2 ||
Default 1
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
{{Boxcomm|id=0x08|name=Patch VU memory by mask |data=8x uint32_t (read mask,read mask, original opcode, original opcode, write mask, write mask, replace opcode, replace opcode)}}
|-
Maximum Amount of Usage: 3 times
| 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...
{{Boxcomm|id=0x09|name=EE_INSN_REPLACE64|data=uint32_t count, <list> (offset, original opcode, original opcode, replace opcode, replace opcode)}}
00000010  01 00 00 00 90 D0 03 00  00 00 00 00 53 4C 55 53 ............SLUS
Maximum List Count: 32
00000020  2D 32 30 39 37 34                                -20974
*Valid values found
|| 17132 (4.50+) || fixes screen shakes/framerate cracks
**1 [Dark Cloud] and [Dead Or Alive 2 Hardcore]
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
|-
| 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)
|}


====Unofficial====
{{Boxcomm|id=0x0A|name=EE_INSN_REPLACE32|data=uint32_t count, <List> (<nowiki>mode | offset</nowiki>, original opcode, replace opcode)}}
{| class="wikitable sortable" style="width: 1920px;" |
Command present only in the ps2_netemu. Maximum List Count: 32. Mode is first 4 bits of address field (Xyyyyyyy), can be either 0, 1, or 2. All known examples use this command in 0 mode, and modes 1 and 2 are here just for documentation purposes.  
|-
! style="width: 10px;" | ID !! Title !! style="width: 600px;" | Config Data !! Revision !! Notes
|-
| ALL || .hack\\infection Part 1 ||  
00000000 3D 00 00 00 89 3D 00 00 08 00 00 00 FF FF FF FF =....=..........
00000010 FF FF FF FF 8D 94 11 01 FC 0E 00 80 FF FF FF FF ................
00000020 FF FF FF FF 8D 94 11 01 03 02 03 10 08 00 00 00 ................
00000030 FF FF FF FF FF FF FF FF 40 A7 E0 01 3C 03 00 80 ........@...<...
00000040 FF FF FF FF FF FF FF FF 40 A7 E1 01 FC 1E 00 80 ........@.......
00000050 00 00 00 00        ....
|| 15753 (3.73+) || fix freeze


|-
*mode 0 - Replace 32 bit of EE memory. Params are EE offset, original opcode, replace opcode.  
| SLUS-21268 || 24 The Game ||
*mode 1 - Write jr ra, li v0, xxxx to selected memory range. Params are EE memory start address, original opcode, u16 counter, u16 value for li, v0 xxxx
00000000 3D 00 00 00 65 3D 00 00 12 00 00 00 0D 00 00 00 =...e=..........
*mode 2 - NOP memory at selected range. Params: start address, end address, unused (can be anything, but is required to align config).
00000010 00 00 00 04 00 00 00 00 02 00 03 00 E7 00 00 00 ................
Problem: Original opcode validity check is performed before testing config for special cases. Thus making mode 2 almost inaccessible.<br>
00000020 45 AD 6E AA EF 02 00 00 02 00 03 00 F3 00 00 00 E.n.............
Solution: We can patch that one line of code by the same 0x0A config. So if we want to nop region from 0x100000 to 0x100080, first we need to patch 0x100000 to 0x100080 opcode. So check will pass, "simple" as that.
00000030 E4 A0 6E 47 FA 02 00 00 03 00 02 00 B0 55 41 10 ..nG.........UA.
00000040 68 56 41 10 00 00 00 00                        hVA.....                                              


|| 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.
{{Boxcomm|id=0x0B|name=MECHA_SET_PATCH|data=1x uint32_t count, <List> {sector id, offset, sizeof present opcodes, replace opcodes, original opcodes)}}
0x3D => 0x3D65 (15717)
Offset on the disc = sector id * sector size + offset + correction [see below]<br>
0x12 => 0x0D,  
Offset correction is based on selected read mode (not on media type):<br><br>
  00 00 00 04
CDRead requested block size (CD disc):
  00 00 00 00 
*2048 = Offset + 0x18 (skip 12 sync bytes, 4 of header, and 8 of subheader)
  02 00>'''03 00'''< Count, Type 2
*2328 = Offset + 0x18 (skip 12 sync bytes, 4 of header, and 8 of subheader)
  E7 00 00 00 < Value of TPC register
*2340 = Offset + 0x0C (skip only 12 bytes of sync data)
  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


|-
DVDRead requested block size (DVD Disc):
| SCES-50885 || Ape Escape 2 ||
*2064 = Offset match, but only until the 349th sector. Otherwise is offset - 0x0C because that read mode see data as ID DATA (4) + ID DATA EDC (2) + Reserved bytes (6) + 2048 data + EDC (4).
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)
|-
| SLUS-21165 || Arc the Lad End of Darkness ||
00000000 3D 00 00 00 60 40 00 00 0F 00 00 00 B8 DD 26 00 =...`@........&.
00000010 AC FE 26 00 00 00 00 00                        ..&.....           
|| 15634 (3.70+) || fixes not displaying/freezing dialogs
0x3D => 0x3D12 (15634)
0x0F => 0x26DDB8, 0x26FEAC
|-
| SLUS-21445 || Ar Tonelico - Melody of Elemia ||
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
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4
|-
| SLUS-21788 || Ar tonelico II - Melody of Metafalica ||
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
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4


|-
"Offset + XX" for CD assume that you use Isobuster RAW mode. "Offset - XX" for DVD assume that you use Isobuster NON RAW mode<br>
|  || Atelier Iris ||
Special case is DVD read on very low sector, here you need to use exact offset without substrating 0x0C. Highest confirmed sector that don't use correction for now is 349.
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
  [Dead Or Alive 2 Hardcore] uses 7
00000010  04 00 00 00 00 00 00 00                          ........
  [Gradius V] uses 1
|| 16792 (4.30+) || fixes blackscreen
  [Grand Theft Auto III] uses 1
0x3D => 0x4198 (16792)
  [Katamari Damacy] uses 1
0x1B => (sets some value 1)
  [Manhunt] uses 1
  0x15 => 4
  [Odin Sphere] uses 2
  [Primal] uses 1
  [Psychonauts] uses 1
  [Syphon Filter The Omega Strain] uses 1
  Maximum List Count: 47


|-
{{Boxcomm|id=0x0C|name=Unknown|data=1x (uint16_t, uint16_t)}}
|  || Atelier Iris 2 ||
First param can be 0, 1, or 2. Second param in range of 0 and 0xFFFF. Second param is used only if first param == 1. Default values are (1, 0x1000) for PS2DVD, and (1, 0x400) for PS2CD and PS2CDDA.<br>
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
Other valid values for the second param (found in oficial configs ?): 0x180, 0x800
00000010  04 00 00 00 00 00 00 00                          ........
|| 16792 (4.30+) || fixes blackscreen
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4


|-
{{Boxcomm|id=0x0D|name=Unknown|data=1x int32}}
| || Atelier Iris 3 ||
True/false. Default = 1
00000000  3D 00 00 00 98 41 00 00  1B 00 00 00 15 00 00 00 =....A..........
  0 = Skip some IOP related code responsible for check value from IOP SPE LS 0x2C0C0 (and skip panic if value is 0 or -1).
00000010  04 00 00 00 00 00 00 00                          ........
  Also skip write of value 0x80000000 to SPU Signal Notification 1 Register of IOP SPE.
|| 16792 (4.30+) || fixes blackscreen
0x3D => 0x4198 (16792)
  0x1B => (sets some value 1)
  0x15 => 4


|-
{{Boxcomm|id=0x0E|name=Improves ADD/SUB accuracy|data=1x int32}}
| SLES-50672/SLUS-20035 || Baldur's Gate - Dark Alliance ||
1 Param offset --- Improves ADD/SUB FPU/COP2 accuracy for selected offset. Work with opcodes from commands 0x26/0x27. Basically command like 0x0F just per offset, no per range.
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
  [Rygar] only has 0x147DA8 sub.s  $f12, $f20, $f12
|| 17179 (4.50+) ||
  Used in official configs: SCUS97501=0x3C458C, SCES53642=0x3C4854, SLUS21026=0x386864, SLUS20916=0x121F64, SLUS20437=0x11EDF0
fixes backgrounds not rendering properly (see: [https://www.dropbox.com/s/92n81uot56czb5v/Datei%2018.08.17%2011%2011%2029.jpeg?dl=0] )
  Maximum Amount of Usage: 32 times
  0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)
|-
|  || Baldur's Gate 2 ||
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
0x3D => 0x431B (17179)
  0x4A => (sets something 0x15100)


|-
{{Boxcomm|id=0x0F|name=More accurate ADD/SUB memory range|data=List <uint32_t Param, uint32_t Param>}}
|  || Bard's Tale ||  
More accurate memory range. This command is combined 0x26, and 0x27 command.
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
  [Dark Cloud] uses 0x239334, 0x1FFFFFF
|| 17179 (4.50+) ||
  [Grand Theft Auto SA] uses 0x1E46DC, 0x1E4AE8
fixes backgrounds not rendering properly
  Maximum Amount of Usage: 32 (if there is no additional 0x26/0x27 command)
0x3D => 0x431B (17179)
  0x4A => (sets something 0x15100)


{{Boxcomm|id=0x10|name=MULDIV Accurate range|data=List <uint32_t Param, uint32_t Param>}}
More accurate MUL/DIV handling on selected memory range for selected FPU opcodes. Effectively work only with:
MUL.s, DIV.s, MULA.s, MADD.s, MSUB.s, MADDA.s, MSUBA.s.
For ADD/SUB opcodes, command is active only on Multiply stage.
Maximum List Count: 32


|-
{{Boxcomm|id=0x11|name=VU0 Accurate ADD/SUB|data=1x uint32_t Param}}
| SLES-50771 || Blood Omen 2: Legacy of Kain ||
Param is VU0 (MICROPROGRAM) memory offset, correct param is in range of 0x000 to 0xFF8.
00000000  3d 00 00 00 11 11 00 00 0a 00 00 00 01 00 00 00  =...WD..........
  Lower pipeline fetch opcode from address, Upper from address + 4. So correct address for config needs to be 8 bytes aligned.
  00000010  30 24 2f 00 06 00 02 45 06 00 00 10 00 00 00 00  „Ő%....E........
  Used in official configs: SLUS21172=0x208, SLUS20878=0x140,0x368,0x570
|| 4369 ||
Maximum Amount of Usage: 32 times
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)


|-
{{Boxcomm|id=0x12|name=Unknown|data=<List> (uint32_t count,}}
| SLES-50772 || Blood Omen 2: Legacy of Kain ||
VU0/COP2 related multicommand.
  00000000 3d 00 00 00 11 11 00 00 0a 00 00 00 01 00 00 00 =...WD..........
First 8 bytes of that command are special flags. Not quite sure about bytes 5-8 yet,
  00000010  a0 30 2f 00 06 00 02 45 06 00 00 10 00 00 00 00  „Ő%....E........
  because at some point they are used to "andc" with first 4 bytes.
|| 4369 ||
  Some examples for first 4 bytes:
Trick game to not produce mipmaps. Ignore Coprocessor 1 compare result, and branch(likely) always. Fix graphical issues.  
  0x1000    = Run additional flag related code after every FMAC operation, VU0 only, COP2 do this by default.
  0x3D => 0x1111 (4369)
0x2000    = Emit some additional code when lower opcode is fsset, this flag require 0x1000 to be enabled. VU0 only.  
   0x0A => 0x01 (1 patch to EE memory)
  0x100000  = When enabled opcodes like MSUB, MADDA, etc, do proper multiply first, then add/sub. When disabled (default) single opcode is used (vmaddfp / vmmsubfp). Not used in COP2 mode.
  0x2F30A0, 0x45020006 (bc1fl +6), 0x10000006 (b +6)
              Note: When this command is disabled, then "Accurate MUL" is skipped for MADDxx/MSUBxx regardless that 0x30000000 is set or not.
|-
              Because there is no way to do correct MUL separately when altivec madd/msub is used.
| SLES-51044 / SLES-52968 || Burnout 2: POI ||
0x200000  = Run some additional code in VU0 load/store opcodes (ILW, LQI, ISWR, etc.) Not used in COP2 mode.
  00000000  3D 00 00 00 46 40 00 00 0A 00 00 00 05 00 00 00 =...F@..........
  0x400000  = Skip emu syscall 3 (3)
  00000010 B8 85 24 00 18 0D 80 C6 16 43 01 3C CC 85 24 00  ¸…$...€Ć.C.<Ě…$.
0x800000   = Skip emu syscall 3 (4)
  00000020  00 00 40 E4 00 00 41 AC 04 26 26 00 80 97 80 C7  ....A¬.&&.€—€Ç
  0x4000000 = Enable type 2 config from cmd 0x12.
  00000030  16 43 01 3C 18 26 26 00 00 00 40 E4 00 00 41 AC  .C.<.&&...@ä..
  0x8000000 = Accurate VU0 DIV opcode, not used in COP2 mode.
00000040  B8 64 25 00 64 97 82 8F 00 00 02 24 00 00 00 00  ¸d%.d—‚Ź...$....
  0x10000000 = Fast Accurate VU0 MUL. Try to round mantissa. Opcodes like MSUB/MADD additionally require 0x100000 to be enabled, otherwise command skip them. Not used in COP2 mode.
|| 16454 ||
  0x20000000 = Full Accurate VU0 MUL. Use runtime from CMD 0x10, but for every matching VU0 opcode, including opcodes like MSUB for mul part.
Fixes all white rendered textures/shadows (Big thanks to Maori-Jigglypuff for patch code! )
              Opcodes like MSUB/MADD additionally require 0x100000 to be enabled, otherwise command skip them.
  0x3D => 0x4046 (16454)
   
  0x0A => 0x5 (5 Patches to EE memory)
Selecting both 0x10000000 and 0x20000000 (0x30000000) work the same way as 0x20000000.
  // Remove the whitish Car-Parts from the Racer Cars
Keep in mind that you still need to use at least 8 bytes for cmd 0x12, just use 00 for bytes 5,6,7,8.
  // [Control Address and Value: 2039917C 43160000]
Later bits are dependent on which subcommand we want to run.
  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
   [Primal] uses 0xD of type 2/3 subcommand (minus 0x2 for flags)
   0x262604, 0xC7809780 (lwc1 $f0, 0x9780(gp)), 0x3C014316 (lui at, 0x4316)
   [Rayman Arena] uses 0x11 of type 2/3 subcommand (minus 0x2 for flags)
   0x262618, 0xE4400000 (swc1 $f0, 0(v0)), 0xAC410000 (sw at, 0(v0))
   [Syphon Filter: The Omega Strain] uses 0x5 of type 1 subcommand (minus 0x2 for flags)
Maximum List Count: 63


  // Remove whitish Reflections on Anything!!!
{{Boxcomm|id=0x13|name=Memory card timing related delay|data=1x uint64_t Param}}
  // (on Buildings, Bridges, Streets)
0x9bdc  (39900)  - Used by "Phantasy Star Universe" (official config for SLPM-66031), "WRC II Extreme", and "Burnout Dominator"
  0x2564B8, 0x8F829764 (lw v0, 0x9764(gp)), 0x24020000 (li v0, 0)
0xf960  (63840) - Used by "Jak X: Combat Racing" (official config for SCUS-97429), and "Netsu Chu! Pro Yakyuu 2004"
0x1d394 (119700) - Used by "Jissen Pachi-Slot Hisshouhou! Kemono-Oh" (official config for SLPS-20131)


|-
{{Boxcomm|id=0x14|name=VU1 transform ADD/SUB|data=N/A}}
| SLUS-20497 || Burnout 2: POI ||  
When enabled ADD/SUB VU1 opcodes are processed differently on recompiling/translation stage. Seems to be very specific hack, most likely not usable outside of THPS 4+ engine games. <br>
00000000  3D 00 00 00 46 40 00 00 0A 00 00 00 05 00 00 00
Note: This setting affects only VU1, and only ADD/SUB. All other opcodes like ADDi,ADDq, MSUB, ADDbc, are not affected.
00000010  A8 85 24 00 18 0D 80 C6 16 43 01 3C BC 85 24 00
00000020  00 00 40 E4 00 00 41 AC F4 25 26 00 80 97 80 C7
00000030  16 43 01 3C 08 26 26 00 00 00 40 E4 00 00 41 AC
00000040  A8 64 25 00 64 97 82 8F 00 00 02 24 00 00 00 00
|| 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]
  0x2485A8, 0xC6800D18 (lwc1 $f0, 0xD18(s4)), 0x3C014316 (lui at, 0x4316)
  0x2485bc, 0xE4400000 (swc1 $f0, 0(v0)), 0xAC410000 (sw at, 0(v0))


  // Remove the whitish Car-Parts from the Traffic Cars
{{Boxcomm|id=0x15|name=Unknown|data=1 Param ( <1, >1 )}}
  0x2625F4, 0xC7809780 (lwc1 $f0, 0x9780(gp)), 0x3C014316 (lui at, 0x4316)
Patch SPE 0 (IOP) program in local memory. Command search for absolute branches in LS 0x3A2C0 - 0x3A6C0 and patch first branch that match to "bi r127". That weird approach was probably used because spe program differ little bit between emu versions, so they don't need to update command on every new emu revision. Currently (4.75+) this command patch branch at address 0x3A3A4 (bra sub_2E600). This command takes partially unused value. Value 0,1 do nothing, values 2 and above run command. Doesn't matter is 2,4, or 10. Nothing will change in command behavior.
  0x262608, 0xE4400000 (swc1 $f0, 0(v0)), 0xAC410000 (sw at, 0(v0))
[Aeon Flux] uses 2 (gxemu config)
[Bloodrayne 2] uses 4
[GRIMgRiMoiRe] uses 4
[Mana Khemia 2] uses 4
[Odin Sphere] uses 4
[SMT Persona 3 FES] uses 4
[Parappa the Rapper 2] uses 0x14 (softemu config) or 0x4 (gxemu config)
{{Boxcomm|id=0x16|name=N/A|data=N/A}}
Command not available in ps2_netemu.self


  // Remove whitish Reflections on Anything!!!
{{Boxcomm|id=0x17|name=COP0 configure MTC0/MFC0|data=1x int32 ?}}
  // (on Buildings, Bridges, Streets)
True/false. Default 0.
  0x2564A8, 0x8F829764 (lw v0, 0x9764(gp)), 0x24020000 (li v0, 0)
<br>Command change behavior of MTC0/MFC0 operation of COP0 Count ($9) register. When enabled time base register is used as a base for calculation, when disabled decrementer register is used as a base for calculations (using emu syscall 12).
[Bully] uses 1


|-
{{Boxcomm|id=0x18|name=N/A|data=N/A}}
| SLUS-21050 || Burnout 3: Takedown ||
Command not available in ps2_netemu.self
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 01 00 00 00  =...WD..........
00000010  80 53 13 00 A8 BA 60 AC A8 BA 43 AC 00 00 00 00  €S..¨º`¬¨ºC¬....
|| 17495 (4.78+) ||
Fixes slow motion bug.


|-
{{Boxcomm|id=0x19|name=Force analog controller mode|data=N/A}}
| SLUS-21050 || Burnout 3: Takedown ||
Skips check for analog/digital controller mode and returns forced analog mode
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 04 00 00 00  =...WD..........
  [Grand Theft Auto III]
00000010  28 5F 66 00 01 01 01 01 00 00 01 01 30 5F 66 00  (_f.........0_f.
  [Grandia II]
00000020  41 70 00 00 00 00 00 00 3C 5F 66 00 41 A0 00 00  Ap......<_f.A ..
  [Red Faction 2]
00000030  00 00 00 00 80 53 13 00 A8 BA 60 AC A8 BA 43 AC  ....€S..¨º`¬¨ºC¬
  [Siren]
00000040  00 00 00 00                                      ....
                              Alternative
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 05 00 00 00  =...WD..........
  00000010  20 5F 66 00 01 01 01 01 00 01 01 01 28 5F 66 00  _f.........(_f.
  00000020  01 01 01 01 00 00 00 01 30 5F 66 00 41 70 00 00  ........0_f.Ap..
  00000030  00 00 00 00 3C 5F 66 00 41 A0 00 00 00 00 00 00  ....<_f.A ......
  00000040  80 53 13 00 A8 BA 60 AC A8 BA 43 AC 00 00 00 00  €S..¨º`¬¨ºC¬....
|| 17495 (4.78+) ||
Fixes slow motion bug and applies all speedhacks from user UlsterRose (disable bloom, fog, lower car and traffic detail). Keeps motion blur and environment maps (reflections). Alternative version additionally remove motion blur, and environment maps


|-
{{Boxcomm|id=0x1A|name=Unknown|data=N/A}}
| SLUS-21168/SLES-53755/SLPM-66175/SLKA-25328 || Castlevania: Curse of Darkness ||
IPU hack to end fromIPU DMA transfer on BCLR command (store 0 on D3_QWC and D3_CHCR.STR). Not stopping that transfer is actually correct behavior..
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 80 FF FF 00 00 00 80 ................
00000020 FF FF FF FF 00 00 00 80 01 80 FF FF 00 00 00 00 ................
||  || 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)


|-
{{Boxcomm|id=0x1B|name=Unknown|data=N/A}}
| || Champions of Norath ||
When IDEC command don't finish, probably due to bad timings. Hack clear D3_CHCR.STR bit when there is still QW left in D3_QWC reg , and IDEC finished already.  
00000000  3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
  [Mana Khemia 2]
|| 17179 (4.50+) ||
fixes backgrounds not rendering properly
0x3D => 0x431B (17179)
  0x4A => (sets something 0x15100)


|-
{{Boxcomm|id=0x1C|name=Emulate Multitap|data=read uint32_t (use uint8_t)}}
|  || Champions Return to Arms ||  
Enables/disables Multitap emulation. Default 3
  00000000 3D 00 00 00 1B 43 00 00  4A 00 00 00 00 00 00 00 =....A..@.......
  0 = disable multitap emulation
|| 17179 (4.50+) ||
  1 = enable multitap in controller port 1 (when needed)
fixes backgrounds not rendering properly
  2 = enable multitap in controller port 2 (when needed)
  0x3D => 0x431B (17179)
  3 = enable multitaps in both controller ports (when needed)
  0x4A => (sets something 0x15100)
  [Medal of Honor: European Assault] uses 1
  [Twisted Metal: Black] uses 1


|-
| SLUS-21574 || Dawn of Mana ||
00000000 3D 00 00 00 65 3D 00 00 12 00 00 00 04 00 00 00 =...e=..........
00000010 00 00 00 00 00 00 00 00 01 00 01 00 0C 00 DF 0D ................
00000020 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


|-
{{Boxcomm|id=0x1D|name=Set Multitap|data=read uint32_t (use uint8_t)}}
| SCUS-97146 || Disney's Treasure Planet ||
Sets multitap to specific controller ports and adjusts the order of ports to which controllers are synced. Default 0?
  00000000  3D 00 00 00 F0 42 00 00  0B 00 00 00 01 00 00 00 =...đB..........
  0 = no multitap set (only when needed)
  00000010  7C 14 00 00 80 05 00 00  18 00 00 00 3C 01 01 00 |...€.......<...
    Controller sync order: 1/1-A, 2/2-A, 1-B, 2-B...
  00000020  3C 03 BF 80 8C 63 10 C8  00 61 18 24 10 61 FF FB <.ż€Śc.Č.a.$.a˙ű
  1 = sets multitap in controller port 1 at all times
  00000030  00 00 00 00 24 01 FF FF  14 61 00 04 3C 01 80 00 ....$.˙˙.a..<.€.
    Controller sync order: 1/1-A, 1-B, 1-C, 1-D...
00000040  14 41 00 02 00 00 00 00  00 06 00 0D 00 00 00 00 .A..............
  2 = sets multitap in controller port 2 at all times
    Controller sync order: 1/1-A, 2/2-A, 2-B, 2-C...
  3 = sets multitaps in both controller ports at all times
    Controller sync order: same as 0
  [Medal of Honor: European Assault] uses 1
  [Twisted Metal: Black] uses 1
  [Mystic Heroes] uses 2 (game does not detect multitap in controller port 1)
  [Sonic Riders] uses 2 (GX config, game may not detect multitap in controller port 1)


|| 17136 (4.50+) || Fixes black screen at start, it apply to STREAM_D.IRX file in IOP folder. Patch is very weird because it apply to bad offset (should be 0x574), but if applied to correct one then game error with "invalid tp2 file"
{{Boxcomm|id=0x1E|name=Multitap related|data=read uint32_t (use uint8_t)}}
[FIFA 2001] uses 3 (settings for both multitaps?)


0x3D => 0x42F0 (17136)
{{Boxcomm|id=0x1F|name=Unknown|data=1x uint32_t}}
  0x0B => 1
Default 1
  0x147C, (sector)
  Make VIF0 commands MSCAL/MSCALF/MSCNT/MPG/FLUSHE non instant. By default every VIF0 command take 1 cycle, so it's instant.
  0x580, (offset)
This config give vif0 some timing sense.
    0x18 (bytes to replace),  
When delta from config passed and vpustat vu0 bits are non 0 (so practically if vif0 is still running),
                 
add 500 cycles and go on until next event test before doing anything on vif0.
This can also be used to ensure that next vif0 command won't run until delta from config passed.
Value from config is added to current r5900 cycles and vif0 will do nothing unless current cycles match new value.
*Valid values found: 200d, 1000d


                  Replaced opcodes
{{Boxcomm|id=0x20|name=Unknown|data=1x uint64_t}}
                  00 01 01 3C lui at,0x0100
Default 0x3C
                  80 BF 03 3C lui v1,0xBF80
Config value is used as multiplier for some value, and result is used in vsync related runtimes.
                  C8 10 63 8C lw v1,0x10C8(v1)
Is worth to note that 0x3C is default multiplier even for PAL titles, so is not stricly related to framerate,
                  24 18 61 00 and v1,at
but to vsync counters (where 0x3C is still wrong anyway..). Result of multiply is also compared at some point to vsync delay value.
                  FB FF 61 10 beq v1,at, -0x10
*Valid values found: 10d, 60d, 100d, 120d, 200d, 240d
                  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 


|-
{{Boxcomm|id=0x21|name=Unknown|data=1x uint32_t}}
| ALL || Dynasty Warriors 3/Dynasty Warriors 3 Xtreme Legends ||
  Option one default value = 1, when set to 0: r5900 CACHE opcode IXLTG store 0 in COP0 TagLo register. More than that recompiler skip function responsible for analyze and emitting costly iCache checks.
  00000000  3D 00 00 00 89 3D 00 00  35 00 00 00 00 00 00 00 =...=..5.......
This drastically reduce emitted code size, and practically disable iCache emulation. Additionally CACHE IXIN/IHIN opcodes use different very long code path (this can be skipped with cmd 0x03).
|| 15753 (3.73+) ||
Option two default value = 0, when set to 1: Emit some kind of check for current r5900 PC with possible trap (tw opcode) at the end. 1 is valid only when option one is 0.
fix blackscreen
  0x3D => 0x3D89 (15753)
0 = sets an option one to 0 and option two to 0
0x35 => (enable Force Flip Field)
1 = sets an option one to 0 and option two to 1
  2 = sets an option one to 1 and option two to 0 (default)
  [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


|-
{{Boxcomm|id=0x22|name=Unknown|data=N/A}}
| SLES-53539 || Fahrenheit ||  
Sets something 1
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 DECI
0x3D => 0x41F6 (16886)
0x40 => (sets some value 1)


|-
{{Boxcomm|id=0x23|name=Unknown|data=N/A}}
| || Fallout ||
Copy VIF1 command 01h STCYCL handler struct into unused 08h slot (slots are 100 bytes per command, include pointer to function that handle command, and other data). Then patch slot 08h function pointers to function at 0x14E00. 08h is normally unused, and handled as a NOP. This command is useful only with additional 0x01 (0x13-0x15) hooks, which inject 08h VIF1 command into game code when other conditions are met.
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
0x3D => 0x431B (17179)
0x4A => (sets something 0x15100)


|-
{{Boxcomm|id=0x24|name=Unknown|data=1x uint64_t}}
| SLUS-20658 SLES-51467 SLPM-65548 SLPM-65803 || Freedom Fighters ||
SIO2 related
00000000 3D 00 00 00 65 3D 00 00  1F 00 00 00 E8 03 00 00 =...e=......č...
*Valid values found: 12000d, 48000d
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)


|-
{{Boxcomm|id=0x25|name=N/A|data=N/A}}
| SLUS-21702 || Fire Pro Wrestling Returns ||  
Command not available in ps2_netemu.self
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)


|-
{{Boxcomm|id=0x26|name=FPU Accurate ADD/SUB range|data=List <uint32_t Param,uint32_t Param>}}
| SLES-52065 || Flipnic ||  
Improves FPU accuracy for selected memory range. Efective only on:
  00000000  3D 00 00 00 57 44 00 00 46 00 00 00 47 00 00 00 =...WD..F...G...
  ADD.s, SUB.s, ADDA.s, SUBA.s, MADD.s, MSUB.s, MADDA.s, MSUBA.s
  00000010  00 00 00 00                                    ....
  For M(UL) opcodes, command is active only on ADD/SUB stage.
|| 17495 (4.78+) || Remove horizontal lines at full screen, and reducing screen shakes little bit
   
  0x3D => 0x4457 (17495)
  [Bloodrayne 2] uses 0x340000, 0x350000
0x46 => Enable L2H Improvement
  [Gradius V] uses 0x3046E0, 0x0x305E44
  0x47 => Enable XOR CSR
  Maximum Amount of Usage: 32 (if there is no additional 0x0F command)


|-
{{Boxcomm|id=0x27|name=VU0 macromode accurate range|data=List <uint32_t Param,uint32_t Param>}}
| SCES-53851 || Forbidden Siren 2 ||
Improves COP2 operations accuracy for selected memory range. Effective only for opcodes:
00000000 3D 00 00 00 F6 41 00 00 0A 00 00 00 02 00 00 00 =....A..........
  VSUBAxyzw, VSUBAq, VSUBAi, VSUBA, VSUBxyzw, VSUBq, VSUBi, VSUB, VMSUBAxyzw,
00000010 44 2B 2E 00 FF 49 C9 4B 00 90 44 48 4C 2B 2E 00 D+...I.K..DHL+..
  VMSUBAq, VMSUBAi, VMSUBA, VMSUBxyzw, VMSUBq, VMSUBi, VMSUB, VMADDAxyzw,
  00000020 00 90 44 48 FF 49 C9 4B 00 00 00 00            ..DH.I.K....   
  VMADDAq, VMADDAi, VMADDA, VMADDxyzw, VMADDq, VMADDi, VMADD, VADDAxyzw,
|| 16886 (4.40+) || Graphic issues with Spiky Polygons
VADDAq, VADDAi, VADDA, VADDxyzw, VADDq, VADDi, VADD
  0x3D => 0x41F6 (16886)
  0x0A => 0x2
Maximum Amount of Usage: 32 (if there is no additional 0x0F command)
  0x2E2B44, 0x4BC949FF (vclip vf09xyz, vf09w), 0x48449000 (cfc2    $a1, $18)
Seems to affect only ADD/SUB part of opcode.
  0x2E2B4C, 0x48449000 (cfc2    $a1, $18)    , 0x4BC949FF (vclip vf09xyz, vf09w)


|-
{{Boxcomm|id=0x28|name=Unknown|data=1x uint32_t}}
| SLUS-20343 || Forever Kingdom ||
<=3
00000000  3D 00 00 00 46 40 00 00 26 00 00 00 00 DC 21 00  =...F@..&....Ü!.
*Valid values found: 0, 1, 2, 3
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)


|-
{{Boxcomm|id=0x29|name=Unknown|data=2x uint32_t}}
| SLUS-20993 || Ghosthunter ||  
Seek time modifier. Exact values meaning is unknown for now, they are used as multiplier. First param affect fast seek time, second param affect full seek time. Default value is 0x1F40, 0xBB80 (8000, 48000). Config affect only CDVD N Command Seek, read command that "SeekToSector" is not affected.
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: [https://www.youtube.com/watch?v=WbJzzMYQLI0] )
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)


|-
{{Boxcomm|id=0x2A|name=Unknown|data=N/A}}
| SLUS-20552 || Grand Theft Auto - Vice City ||
Sets something 1.  
00000000  3D 00 00 00 A5 41 00 00 21 00 00 00 01 00 00 00  =...¥A..!.......
  All-Star Baseball 2004
00000010  0A 00 00 00 0D 00 00 00 A0 FF 0F 00 00 00 00 00  ........ ÿ......
00000020  17 00 01 24 A4 FF 0F 00 00 00 00 00 08 00 24 14  ...$¤ÿ........$.
00000030  AC FF 0F 00 00 00 00 00 10 00 01 3C B0 FF 0F 00  ¬ÿ.........<°ÿ..
00000040  00 00 00 00 90 FF 22 8C B4 FF 0F 00 00 00 00 00  .....ÿ"Œ´ÿ......
  00000050  FF FF 42 24 B8 FF 0F 00 00 00 00 00 05 00 40 1C  ÿÿB$¸ÿ........@.
00000060  C0 FF 0F 00 00 00 00 00 04 00 02 24 C4 FF 0F 00  Àÿ.........$Äÿ..
00000070  00 00 00 00 90 FF 22 AC C8 FF 0F 00 00 00 00 00  .....ÿ"¬Èÿ......
00000080  21 1D 0B 08 CC FF 0F 00 00 00 00 00 D0 FF BD 27  !...Ìÿ......Ðÿ½'
00000090  D0 FF 0F 00 00 00 00 00 08 00 E0 03 D4 FF 0F 00  Ðÿ........à.Ôÿ..
000000A0  00 00 00 00 90 FF 22 AC 80 74 2C 00 D0 FF BD 27  .....ÿ"¬€t,.Ðÿ½'
000000B0  E8 FF 03 08 00 00 00 00 53 4C 55 53 2D 32 30 35  èÿ......SLUS-205
000000C0  35 32                                            52
|| 16805 (4.30+) ||
backport of the official config above (disc version 3.00) for the original release
(disc version 1.40). it patches a particle related function when type is 0x17.
0x0A => 0x2CEB00 to 0x2C7480
0x0A => 0x080B3AC1 to 0x080B1D21 (j pos_002C7484)


|-
{{Boxcomm|id=0x2B|name=Unknown|data=N/A}}
| SLUS-20758 || Growlanser Generations ||  
When enabled emulated register 0x1F40200F (disc type) is set to 0x13 (PS2CDDA) when media type detected by emu is 0x12 (PS2CD), confirmed in emu code/assembly. Ps2_emu do same thing in "Setting mecha HACK to show GODZCD as GODZCDDA", but due to real media support this is done in little bit different way (but still, 1F40200F is set to 0x13). During testing Dance Factory game, still no tracks are detected regardless of the command. Could be a netemu or Cobra issue (single, mixed mode .bin/.cue loaded).
00000000 3D 00 00 00 89 3D 00 00 2C 00 00 00 72 01 00 00 =....=..,...r...
  Dance Factory
00000010 0B 00 00 00 01 00 00 00 F8 03 00 00 7C 05 00 00 ............|...
00000020 04 00 00 00 00 00 00 00 10 40 FF FC 00 00 00 00 .........@......
  00000030 53 4C 55 53 2D 32 30 37 35 38                  SLUS-20758     
|| 15753 (3.73+) ||
fix menu freeze? (untested)


|-
{{Boxcomm|id=0x2C|name=Unknown|data=1x uint32_t}}
| SLUS-20576 || Harry Potter and the Chamber of Secrets ||
Store (value | value << 32 | value << 64 | value << 96) on 0x2B4F0 of SPE 0 (IOP) LS.
00000000 3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00 =....=..........
In summoner config it will be 0x00000001000000010000000100000001 stored at 0x2B4F0.
  00000010 00 00 00 00                                    ....
Value is later used in clgt compare as rb register. Default seems to be 0x00000020000000200000002000000020.
|| 15753 (3.73+) ||
  Summoner uses 0x1
Fix black screen? (untested)


|-
{{Boxcomm|id=0x2D|name=N/A|data=N/A}}
| SLUS-20926/SLPM-65612/SLKA-25172/SLES-52440/SLES-52527/SLES-52600 || Harry Potter and The Prisoner of Azkaban ||  
Command not available in ps2_netemu.self
00000000 3D 00 00 00 57 44 00 00 07 00 00 00 08 00 =...WD........
0000000E 00 00 00 00 00 00                        ......
|| 17495 (4.78+) ||
Fix for 3D graphics issues. However sometimes textures have a problem caused by mipmaping
0x3D => 0x4457 (17495)
0x07 => 8


|-
{{Boxcomm|id=0x2E|name=Unknown|data=1x uint32_t}}
| SLES-54971(?)/SLUS-21628 || Hot Wheels: Beat That! ||  
*Valid values found: 0x172
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


|-
{{Boxcomm|id=0x2F|name=Unknown|data=1x uint32_t}}
| SLUS-21307 || Ice Age 2 The Meltdown ||
Store value on 0x2E784 in SPE 1 (PS2 SPU2) LS. Used values are 1, and 2 (after andi, so 3 trigger both configs).
00000000 3D 00 00 00 89 3D 00 00 0B 00 00 00 01 00 00 00 =....=..........
* Infamous Final Fantasy confirmation sound issue (in fact it does affect every sound effect using the reverb and only in the ps2_netemu) is fixed by 0x2 value.
00000010 31 05 00 00 8C 03 00 00 40 00 00 00 27 BD FE E0 1.......@...'...
  Indigo Prophecy/Fahrenheit uses 0x1
00000020 24 06 00 6C FF BF 00 70 03 A0 20 2D 7F B0 00 80 $..l...p.. -....
  Kengo 3 uses 0x2
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.


|-
{{Boxcomm|id=0x30|name=N/A|data=N/A}}
| SLUS-21196 || Indigo Prophecy ||  
Command not available in ps2_netemu.self
00000000  3D 00 00 00 89 3D 00 00  2F 00 00 00 01 00 00 00 =....A..@.......
00000010  00 00 00 00                                      ....
|| 15753 (3.73+) || Fixes freeze


|-
{{Boxcomm|id=0x31|name=N/A|data=N/A}}
| SCES-53286/SCUS-97429 || Jak X ||
Command not available in ps2_netemu.self
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


|-
{{Boxcomm|id=0x32|name=N/A|data=N/A}}
| SLPM-66675 || Kingdom Hearts II Final Mix ||  
Command not available in ps2_netemu.self
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.


|-
{{Boxcomm|id=0x33|name=N/A|data=N/A}}
| SLUS-21007 || Kuon ||
Command not available in ps2_netemu.self
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.


|-
{{Boxcomm|id=0x34|name=N/A|data=N/A}}
| SLES-50196 || Legacy of Kain: Soul Reaver 2 ||
Command not available in ps2_netemu.self
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  €.*.............                                          99             
|| 15753 (3.73+) ||
Turn off mipmapping in game engine. Completely fix flickering, and bad texturing.


|-
{{Boxcomm|id=0x35|name=Enable Force Flip Field|data=N/A}}
| SLUS-20671 || Mafia ||
Described in emu setting as "''Fix for [Hang] for soft-lock''"
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.


|-
{{Boxcomm|id=0x36|name=N/A|data=N/A}}
| SLUS-21735 || Mana Khemia: Alchemists of Al-Revis ||
Command not available in ps2_netemu.self
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
0x3D => 0x4198 (16792)
0x1B => (sets some value 1)
0x15 => 4


|-
{{Boxcomm|id=0x37|name=N/A|data=N/A}}
| SLES-53585 || Marvel Nemesis: Rise of the Imperfects ||
Command not available in ps2_netemu.self
00000000 3D 00 00 00 89 3D 00 00 12 00 00 00 0D 00 00 00 =....=..........
00000010 00 F0 FF 04 00 00 00 00 02 00 03 00 11 00 00 00 ................
00000020 7A 7F CE 5D 14 02 00 00 03 00 06 00 EC 8F 55 10 z..]..........U.
00000030 C0 45 55 10 28 49 55 10 40 4A 55 10 60 7F 55 10 .EU.(IU.@JU.`.U.
00000040 C0 8F 55 10 00 00 00 00 53 4C 45 53 2D 35 33 35 ..U.....SLES-535
00000050 38 35                                          85             
|| 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 3, type 2
  11 00 00 00
  7A 7F CE 5D
  14 02 00 00
  03 00 06 00 count 6, type 3
  EC 8F 55 10 0x558fec
  C0 45 55 10 0x5545c0
  28 49 55 10 0x554928
  40 4A 55 10 0x554a40
  60 7F 55 10 0x557f60
  C0 8F 55 10 0x558fc0
|-
| SLUS-21281 || Marvel Nemesis: Rise of the Imperfects ||
00000000 3D 00 00 00 89 3D 00 00 12 00 00 00 09 00 00 00 =....=..........
00000010 00 F0 FF 04 00 00 00 00 02 00 03 00 11 00 00 00 ................
00000020 7A 7F CE 5D 14 02 00 00 03 00 02 00 88 76 55 10 z..].........vU.
00000030 08 87 55 10 00 00 00 00 53 4C 55 53 2D 32 31 32 ..U.....SLUS-212
00000040 38 31                                          81             
|| 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 3, type 2
  11 00 00 00
  7A 7F CE 5D
  14 02 00 00
  03 00 02 00 count 2, type 3
  88 76 55 10 0x557688
  08 87 55 10 0x558708
|-
| SLUS-20230 || 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                                      ....
|| 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) )


|-
{{Boxcomm|id=0x38|name=N/A|data=N/A}}
| SLUS-21550 || Metal Slug Anthology ||
Command not available in ps2_netemu.self
00000000  3D 00 00 00 89 3D 00 00 0A 00 00 00 01 00 00 00  =...‰=..........
00000010  24 9C 18 00 F8 F7 08 0C D2 1D 06 0C 00 00 00 00  $ś..ř÷..Ň.......
|| 15753 (3.73+) || Fix launching MS6 by using LoadImageAndReboot instead of FlushCache. Seems to work much better than GXemu solution.
0x3D => 0x3D89 (15753)
0x0A => 0x1
  0x189C24, 0x0C08F7F8  (jal FlushCache), 0x0C061DD2 (jal LoadImageAndReboot)


|-
{{Boxcomm|id=0x39|name=N/A|data=N/A}}
| SLUS-20983 || Musashi: Samurai Legend ||
Command not available in ps2_netemu.self
00000000  3D 00 00 00 F6 41 00 00  17 00 00 00 01 00 00 00 =....A..@.......
00000010  00 00 00 00                                      ....
|| 16886 (4.40+) ||
no sps fix, but reduces heavily
0x3D => 0x41F6 (16886)
0x17 => 1


|-
{{Boxcomm|id=0x3A|name=N/A|data=N/A}}
| SLES-50134 SLES-50176 SLES-50177 SLES-50178 SLES-50179 || Oni ||
Command not available in ps2_netemu.self
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)


|-
{{Boxcomm|id=0x3B|name=N/A|data=N/A}}
| SLUS-20064 || Oni ||
Command not available in ps2_netemu.self
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)
 
|-
| 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


|-
{{Boxcomm|id=0x3C|name=N/A|data=N/A}}
| SLES-52384 || Project Zero II ||
Command not available in ps2_netemu.self
00000000  3D 00 00 00 AF 42 00 00 21 00 00 00 00 00 00 00  =...ŻB..!.......
00000010  48 00 00 00 02 00 00 00 9C E6 FF FF 0A 00 00 00  H.......ść˙˙....
00000020  01 00 00 00 0C 94 17 00 41 01 0F 24 61 01 0F 24  .....”..A..$a..$
00000030  46 00 00 00 0B 00 00 00 01 00 00 00 F6 03 00 00  F...........ö...
00000040  98 03 00 00 04 00 00 00 00 42 73 84 00 00 02 FF  .........Bs„...˙
00000050  00 00 00 00 53 4C 45 53 2D 35 32 33 38 34        ....SLES-52384
|| 17071 (4.50+) || Fix textures problems + performance improvement (0x0B patch VU microcode)
0x3D => 0x42AF (17071)
0x21 => 0
0x48 => 0x2, 0xFFFFE69C
0x0A => 1,
  0x17940C, 0x240F0141 (li t7,0x141)
            0x240F0161 (li t7,0x161)
0x46
0x0B => 1
  0x3F6, (sector)
  0x398, (offset)
    0x04,
                  0x84734200 lq.z vf2,0x3840(vi14),
                  0x000002FF nop


|-
{{Boxcomm|id=0x3D|name=Config revision|data=1x uint32_t}}
| SLUS-20167 || Quake 3 - Revolution ||
Used by debug menu to print config revision. While every official and unofficial config use it, command is not mandatory. Debug menu will just print '''None''' as a config revision if command is missing. Official configs use this as a kind of debugging info to know minimal required emu revision.
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+) || Break creating mipmaps to fix graphical issues / flickering (ps2_netemu not support mipmapping)


{| class="wikitable" style="font-size:1em; line-height:1em"
|+Config commands supported by emulator revision
! Supported Commands !! ps2_netemu Revision !! PS3 Firmware
|-
|-
| SLES-50126 || Quake 3 - Revolution ||
| Up to 0x41 || 15686 || 3.70 or newer
00000000  3D 00 00 00 57 44 00 00 0A 00 00 00 02 00 00 00  =...WD..........
00000010  20 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+) || Break creating mipmaps to fix graphical issues / flickering (ps2_netemu not support mipmapping)
 
|-
|-
| SLUS-21262 || Radiata Stories ||
| Unknown || 16040 || Unknown
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 ||
| Up to 0x43 || 16604 || 4.20 or newer
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 ||
| Up to 0x45 || 16808 || 4.30 or newer
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)
|-
|-
| SLES-51445 || Rygar: The Legendary Adventure ||
| Up to 0x46 || 16916 || 4.40 or newer
00000000  3D 00 00 00 89 3D 00 00 0E 00 00 00 50 D0 14 00 =...‰=......PĐ..
00000010  00 00 00 00                                    ....
|| 15753 (3.73+) || fixes hard crash at start when leaving the place
0x3D => 0x3D89 (15753)
0x0E => 0x14D050 (offset)
 
.text:0014D050                sub.s  $f12, $f20, $f12
|-
|-
| SLUS-20228GH || Silent Hill 2 ||
| Up to 0x48 || 17041 || 4.45 or newer
00000000  3D 00 00 00 34 12 00 00 0E 00 00 00 B4 53 17 00  =...4.......´S..
00000010  0F 00 00 00 18 5D 17 00 1C 5D 17 00 00 00 00 00  .....]...]......
||  || Fixes the missing polygons on characters and the inaccurate camera angles
|-
|-
| SLUS-20622 || Silent Hill 3 ||
| Up to 0x4A || 17179 || 4.50 or newer
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 ||  
| Up to 0x4D || 17277 || 4.55 or newer
00000000  3D 00 00 00 F6 41 00 00  40 00 00 00 00 00 00 00 =....A..@.......
|-
|| 16886 (4.40+) ||
| Up to 0x50 || 17495 || 4.78 or newer
fixes white overblending at burning house
|}
0x3D => 0x41F6 (16886)
See: [[PS2_Emulation#PS2 Emulator Types and Revisions|PS2 Emulator Types and Revisions]]
0x40 => (sets some value 1)


|-
{{Boxcomm|id=0x3E|name=Unknown|data=N/A}}
| SLUS-20488 || Star Ocean - Till the End of Time ||
Similar to 0x0D with param 0. Affect the same IOP related code path, but skips more code.  
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


|-
{{Boxcomm|id=0x3F|name=Unknown|data=1x uint32_t}}
| SLUS-21240 (v1.01)|| Star Wars: Battlefront II ||
Store value on 0x2B700 of SPE 0 (IOP) LS. SIF1 DMA related.
00000000  3D 00 00 00 89 3D 00 00 01 00 00 00 84 B7 49 00  =...‰=......„·I.
00000010  05 00 00 00 00 00 00 00 53 4C 55 53 2D 32 31 32  ........SLUS-212
00000020  34 30                                            40
|| 15753 (3.73+) || Fix freeze. Work only with v1.01 version of game. Patch apply to SWBFRNT2.ELF file.


|-
{{Boxcomm|id=0x40|name=Unknown|data=N/A}}
| SLUS-21240 (v2.01)|| Star Wars: Battlefront II ||  
Command change GIF behavior by setting value to 1 at address 0x2F0 LS in SPU4.
00000000  3D 00 00 00 89 3D 00 00 01 00 00 00 04 97 49 00  =...‰=.......—I.
  Grand Theft Auto SA
  00000010  05 00 00 00 00 00 00 00 53 4C 55 53 2D 32 31 32 ........SLUS-212
  Silent Hill Origins - unofficial fix
00000020  34 30                                            40                                           
|| 15753 (3.73+) || Fix freeze. Work only with v2.01 version of game. Patch apply to SWBFRNT2.ELF file.


|-
{{Boxcomm|id=0x41|name=Unknown|data=N/A}}
| SLES-50371 || Star Wars: Jedi Starfighter ||  
When enabled ignore D_ENABLEW (1000F590) writes from EE on SPE3 (EEDMA). D_ENABLER is updated regardless of cmd on PPE side. Enabling that command nullify 0x01 hooks for Max Payne!
00000000  3D 00 00 00 65 3D 00 00 0A 00 00 00 01 00 00 00  =...e=..........
  Dragon Force
  00000010 98 33 32 00 B4 6B 11 0C 00 00 00 00 00 00 00 00 .32.´k..........
  God Hand
|| 15717 (3.73+) || Without it title calls PS2::Exit() at the end of a bonus stage.
  Gradius V
Katamari Damacy


|-
{{Boxcomm|id=0x42|name=EE Overlay patch|data=2 main Params + patch data: uint32_t address, uint32_t count, opcode,opcode,opcode...}}
| SLUS-21913 || Star Wars: The Clone Wars – Republic Heroes ||
Applied on game start (more precisely while executing ps2 bios syscall 7 ExecPS2), if game overwrite selected part of memory, it will wipe 0x42 patch. See [[Special:Diff/67828/67858]]
00000000  3D 00 00 00 39 05 00 00 0A 00 00 00 01 00 00 00  =...9...........
Start address can be (in theory) anywhere, but Sony used the 0xFF000 - 0xFFFFC range for this purpose.
  00000010  28 33 17 00 FF FF 64 34 FD FF 64 34 00 00 00 00  „Ë..˙˙d4đ˙d4.Ë..
Count is size of patch in 4 bytes opcodes. So 5 opcode patch = count 5.
|| 1337 (ALL) || Fix graphical gliches, subtitles, QTE buttons, missing HUD
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).


{{Boxcomm|id=0x43|name=Unknown|data=1x int32}}
Equal to command 0x40, but with Parameter:
Command change GIF behavior by setting value at address 0x2F0 LS in SPU4, correct values are:
0 = Default
1 = More agressive changes (like 0x40)
anything other = less agressive changes
Code on SPU side check for non zero value, and in few places explicitly for 1 (ceqi rxx,rxx,1) without mask.
Config have weird behavior. When there is no param, and config end (no more bytes after 43 00 00 00), then param 0xFFFFFFFF is set automatically. 
Shin Sangoku Musou uses 0xFFFFFFFF


|-
{{Boxcomm|id=0x44|name=Disables Smoothing and Smoothing option|data=N/A}}
| 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


|-
{{Boxcomm|id=0x45|name=Unknown|data=N/A}}
| ALL || Superman Returns ||
Sets something 1
  00000000 3D 00 00 00 89 3D 00 00 08 00 00 00 00 00 00 00 =...‰=..........
  Prevent display_mode 2 (CELL_GCM_DISPLAY_576_unk)        [640x576]
  00000010 00 00 00 FE 00 00 00 00 00 00 00 2C 00 00 00 00 ...ţ.......,....
and      display_mode 0 (CELL_GCM_DISPLAY_480_unk) (60Hz?) [640x480]
  00000020 00 00 00 FE 00 00 00 00 00 00 00 10 00 00 00 00  ...ţ............
  from beign set.
|| 15753 (3.73+) || fixes Graphic issues
   
Allow  display_mode 1 (CELL_GCM_DISPLAY_480_unk2) (59Hz?) [640x480]
  and    display_mode 5 (CELL_GCM_DISPLAY_720P_59)          [1280x720]
  depending on sys_info.video_mode & 0x200 is 0 or not.
Both 480 modes can be either I or P, so is something else, probably 59/60Hz.
This config possibly affect only in-emu UI, but this require testing.
   
  Phantasy Star Complete Collection


|-
{{Boxcomm|id=0x46|name=Enable L2H Improvement|data=N/A}}
| SLUS-21386 || Tales of The Abyss ||
Performance related setting for titles using L2H (Local to Host, so called GS download (from GS to EE))
00000000  3D 00 00 00 65 3D 00 00 26 00 00 00 FC FF 27 00  =...e=..&...ü˙'.
  SMT Digital Devil Saga 1 - Crazy amount of GS downloads used to draw characters in-game
  00000010  FF FF 27 00 26 00 00 00 F4 21 29 00 F8 21 29 00  ˙˙'.&...ô!).ř!).
SMT Nocturne
  00000020 00 00 00 00                                      ....
  Fatal Frame II
|| 15717 (3.73+) || Fix freeze at Choral Castle
Other games affected (not in official config)
  Improve add accuracy range => 0x27FFFC , 0x27FFFF
Soul Calibur 2 - When looking at the sun
  Improve add accuracy range => 0x2921F4 , 0x2921F8
GT4 - When looking at the sun
|-
Valkyrie Profile 2 - Similar situation to SMT DDS1, in Solde game literally do thousands of 30QWC downloads all the time.
| SLPS-25842 || Tales of Destiny (Director's cut) ||
  Tak and the Power of JuJu - Fix freeze during loading of the Burial Ground level in the NTSC version. This probably getting lucky with VIF1/GIF timing, normally command is not supposed to fix hang issues.
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


|-
{{Boxcomm|id=0x47|name=Enables XOR CSR|data=N/A}}
| ALL || Tokyo Extreme Racer 3 ||  
Graphics related setting.<br>
00000000  3D 00 00 00 91 42 00 00 48 00 00 00 01 00 00 00  =...‘B..H.......
XOR bit 13 of GS CSR register (CSR.FIELD). Should fix fullscreen line corruption, maybe some interlacing issues. Long shot, but can possibly affect SCANMSK games.
  00000010  F0 49 02 00 00 00 00 00                          đI...... 
|| 17041 (4.46+) || Fix screen jumps
  Vsync Delay -> No IPU 150,000


|-
{{Boxcomm|id=0x48|name=VSYNC Delay|data=2x uint32_t}}
| ALL || Tony Hawk's series ||
*First param possible value are 1 = No IPU, 2 = IPU, 3 = Anytime.
00000000 3D 00 00 00 89 3D 00 00 08 00 00 00 00 00 00 80 =....=..........
*Second param is delay (in ms?), and can be also negative value.
  00000010 FF FF FF FF 00 00 00 80 00 00 40 53 00 00 00 80 ..........@S....
**Emu has standard presets for second param.
  00000020 FF FF FF FF 00 00 00 80 00 00 40 D3 14 00 00 00 ..........@Ó....
***Agressive = 0x3D090 (250000 decimal),
  00000030 00 00 00 00                                     ....
***Normal = 0x186A0 (100000 decimal),
|| 15753 (3.73+) || fixes Graphic issues with Spiky Polygons
***Conservative = 0x4E20 (20000 decimal),
 
***But other values can be used.
|-
[SMT Digital Devil Saga 1] uses 1, 0x3D090
| ALL || TY The Tasmanian Tiger ||  
[Fatal Frame II] uses 0x2, 0xFFFFE69C (-6500 decimal)
  00000000  3D 00 00 00 89 3D 00 00 07 00 00 00 08 00 00 00 =...‰=..........
 
  00000010  00 00 00 00        
{{Boxcomm|id=0x49|name=Unknown|data=N/A}}
|| 15753 (3.73+) || Fix graphical glitches, and fix locks up once you're given control.
Skip part of code which use GS XYOFFSET_1 register, possibly ignore it at all.
 
Trapt
|-
 
| SLUS-21106 || True Crime: NYC ||
{{Boxcomm|id=0x4A|name=Unknown|data=N/A}}
00000000  3D 00 00 00 89 3D 00 00  27 00 00 00 D8 2A 41 00 =...‰=..'...Ř*A.
Change VIF1 command 14h MSCAL behavior to use 15h MSCALF (VIF1) instead. MSCALF behavior is the same as MSCAL, but also waits for PATH1 and PATH2 to not be active before starting a microprogram. This is hack, and MSCAL should be fixed instead to wait in queue instead of triggering early.
  00000010  50 2E 41 00 00 00 00 00                          P.A.....
Applies to the Snowblind Engine games. Fixes the rest of flickering textures.
|| 15753 (3.73+) || fixes freeze when something in 3D appearing
Meant to be used in conjunction with the GX/SOFT Snowblind Engine's specific commands (double 0x01 and 0x23 combo).
0x3D => 0x3D89 (15753)
 
0x27 => 0x412AD8, 0x412E50
{{Boxcomm|id=0x4B|name=Redirect SAVEDATA by ID|data=2x uint32_t + ID: offset, int, char[]}}
For proper config we need at least 2 (can be more if needed) 0x4B commands, one to enable redirect, one to disable.
First param is EE memory offset that when is hit enable/disable redirection.
  Second param is used to select which card will be redirected:
  0x00 do nothing
  0x01 for SCEVMC0.VME
  0x02 for SCEVMC1.VME
  0x03 for SCEVMC0.VME and SCEVMC1.VME
  0xFFFFFFFF to disable redirection, and use original VMEs.
  Third param is ID of SAVEDATA we want to use padded with 00 to match 12 bytes, or all 00 in disable redirect config.
Important note here is that config have own 00 00 00 00 terminator at the end.  
  So after 12 bytes of ID we need to add 4 bytes of 00. That apply also to disable redirect version.
Under the hood config also setup 0x01 hook commands with 0x39 subcommand on selected addresses.  
 
{{Boxcomm|id=0x4C|name=Unknown|data=2x uint32_t + ID: offset, int, char[]}}
  Used to redirect to different ISO without game reset. First param is EE offset to hook, second param is some kind of mode selector, depending on that
  emulator later set mecha switch disc state:
  mode 0x01 = set disc switch state to 1 (on next mecha main loop it will emulate opening the tray).
  mode 0x02 = set disc switch state to 3.
  mode 0x03 = set disc switch state to 3. This state repeats because it work different way depending that emulated tray is closed or no.
  mode 0x04 = set disc switch state to 2.
  mode anything else = do nothing.
  Third value is ID in big endian hex ascii (eg. NPJD12345), additionally 0x4C expect own 00 00 00 00 terminator. To eventually end redirection use
another 0x4C but with (offset, 0xFFFFFFFF, 4 * 0x00000000 . This config have very similar usage to 0x4B, just redirect to different iso, instead to
different MC. Currently is unknown that cobra patched emulators support that config properly, and swap disc thru 0x00 command seems to be easier.
This config don't work if 0x00 multidisc config is detected. Config under the hood setup 0x01 hooks with subcommand 0x3A
 
{{Boxcomm|id=0x4D|name=Unknown|data=1x uint32_t}}
Param is floating point value. Default value 0.
  if Q in GS RGBAQ write is 0.0 or -0.0 then
    Q = Q | value from config
else
    Q = Q
 
Wild Arms: The Fifth Vanguard uses 0x3F800000 (1.0)
 
{{Boxcomm|id=0x4E|name=Unknown|data=Unknown}}
 
{{Boxcomm|id=0x4F|name=Unknown|data=Unknown}}
 
{{Boxcomm|id=0x50|name=Enable pressure sensitive controls|data=N/A}}


|-
===Config file examples (for netemu)===
| 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.
|-
| 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)


|-
====Official PS2 Classic====
| SLUS-20469 || Xenosaga Episode I: Der Wille zur Macht ||
See: [[PS2 Official Configs]]
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


|-
====Official GXEMU/SOFTEMU extracted====
See: [[PS2 Official Configs]]


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


===Config data examples (hardcoded)===
===Config data examples (hardcoded)===
Line 3,607: Line 2,654:
|}
|}


==TitleID/DiscID in ps2_netemu.self==
==Known Emulation Bugs==
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.
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.
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.
{| class="wikitable sortable"
 
! Bug !! Description !! Known Affected Games
|-
| Missing Emotion Engine Data Cache emulation || Emulating that is literally not possible without making games run at 3 fps. Fixed by patches to game image, or EE code. Instruction Cache (not Data) seems to be implemented, at least partially. || Ice Age 2, DOA2: Extreme, Nascar 2009.
|-
| 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. 
|-
| Unmapped write only EE memory (confirmed only for SIF) || Reads/Writes to 0x2000000+ shouldn't throw bus error on dma transfers. Write should be performed as successful, memory should stay unchanged. Reads should return 0. || Games developed by In Utero, while creating initial save file, send DMA where address is EE stack pointer. At the time of transfer start $sp is too high, and requested transfer size make MADR overflow above 0x2000000 at some point. This is game bug, and happen also on real hardware. Fixed by config.
|-
| VIF bugs || There is no correct timing, and queuing for some VIF commands like MSCAL. || Snowblind Engine games. Probably more.
|-
| 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 || VU0 is running program "at once", which mean that VU0 run until it hits E bit. From EE perspective it looks like whole VU0 program run in 1 cycle. Games that expect VU0 registers to be changed from EE side while VU0 is running are broken due to that. Partially resolved using 0x12 command with 2/3 subcommands, or by code rearranging.|| 24 The Game, ATV Quad Power Racing 2, Twisted Metal Head-On, Primal, Ghosthunter, Rayman Arena, Rayman 3, Largo winch. All games using M-bit.
|-
| M-Bit not supported || Emulator ignore VU0 M-Bit, that cause issues for games that need it to work correctly. This is done because there is no way to sync correctly running VU0 without sync with EE. Partially resolved on emu using 0x12 command with 2/3 subcommands, or direct VU0/MIPS code rearranging. || Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, TriAce games (speed optimizations only), Super Monkey Ball Adventure, most Eko Software games, and many more.
|-
| T-Bit not supported on VU0 || Emulator ignore VU0 T-Bit, that cause issues for games that need it to work. Note: T-Bit is correctly handled for VU1. || Spiderman 3 set T-Bit, then do cfc2 from TPC (address where VU0 stopped). Since T-Bit is ignored, TPC is wrong. Value is later copied to CMSAR0, and program continue at wrong address. Well that's what should happen, but T-Bit also not signalize correct bit in VPU-STAT. Causing another issue, also in Spiderman 3.
|-
| Emulator do not update correct flag instances for COP2 while ending VU0 program on Ebit || This cause few games to read bad flag status (not status flag!) on COP2. This is resolved on emu by forcing update of MAC flag on every STATUS flag read (by config 0x12), this cause slowdowns creating a lot of unnecessary operations. || Driving Emotion Type-S, State of Emergency 2, The Getaway Black Monday.
|-
| 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 flags pipeline state (both VU0/EEonBE and VU1/VRC affected). || This can cause various issues, mostly SPS, missing graphic, specific slowdowns, etc. Issue seems to occur when branch/jump delay slot have opcode important for flags calculation. Theory is that cached microprogram don't include modified flags state from delay slot instruction. So when already recompiled program is fetched from pool, it will miss one cycle in fmac flags pipeline. This can be crucial in games that rely on it. || Tales of Legendia and Klonoa 2 set sticky flag bits to 0 and branch with sub.xyzw in delay slot (expecting that sub change status flag), Tamsoft engine games set sticky bits to 0 in branch delay slot, this was most ridiculous bug, because problematic branch was pointing to next opcode after delay slot, removing branch was enough. True Crime: NY is only known game where VU0 is affected by this bug. more..
|-
| CTC2 opcode write whole value to R register, while only 23 bits are writable. Rest is hardcoded to 0x3F800000. || Can cause many weird issues like broken physics, broken graphics. PCSX2 was also affected [[https://github.com/PCSX2/pcsx2/pull/6611 more]]. || The one game that is known to be affected, and is already patched, is Musashi: Samurai Legend.
|-
| CFC2 from R register should return only 23 lower bits. || CFC2 from R on real PS2 return only lower 23 bits. Originally found out by PCSX2 team  [[https://github.com/PCSX2/pcsx2/pull/8409 more]] and later confirmed to affect ps2_netemu in emu assembly. || There is only one game that is known to be affected, Onimusha Dawn of Dreams.
|-
| Missing floating point result overflow/underflow detection (U/O flags not set) || Since this affect all units (FPU/VU), many issues can occur. But in reality it seems to not affect any games. While this is easier to implement than on x86 system (full floats range, compared to ieee754), there is no way to do that by hardware way. Because SPU add/sub don't set those flags on single precision operations, and vmx have them disabled in spu compatibility mode. || Superman Returns.
|-
| DMA between SPR and VU1 memory cause emulator panic. || Currently cause is unknown. It seems that functions responsible for transfer don't check that VU is running. Manual state that dma can be performed only when VU is not active, and pcsx2 wait until VU end. Games affected in emulators on ps3 display this warning in pcsx2 if mtvu is enabled: "MTVU: SPR Accessing VU1 Memory". Affected games are fixed by rearranging code to do lq/sq loop instead of DMA. || Summoner 2 (SPRfrom to VU1 data mem), Kaena (SPRto from VU1 data mem).
|-
| IOP SIF0/1 DMA IRQs can be disabled (masked), which is not true on real hardware. || IOP interrupts 0x2A and 0x2B should always trigger. Fixed by patches to IOP code. Ps2_emu seems to be unfacted, probably handled on real hw in CXD9208GP. || Knockout Kings 2001, DOA2: Hardcore.
|}
===Software emulation bugs===
Related to the GS emulation issues mostly. Apply to the ps2_netemu especially.
{| class="wikitable sortable"
! Bug !! Description !! Known Affected Games
|-
| No mipmapping support || Emulator does ignore the mipmap layers, probably for performance reasons. It is processing only the level 0 texture base pointer specified in the TEX0 register. There are games writing garbage data into that memory area, when the mipmap level is different than zero. As a result, a garbled texture is shown instead of a correct one. || Ace Combat series, Ape Escape 2, EA Sports F1 series, Harry Potter series, ICO (psuedo volumetric rays), Jak and Daxter series, Nickelodeon Barnyard and Nicktoons Unite (very strange implementation), Ratchet and Clank series and more.
|-
| SCANMSK register ignored || Emulator does ignore the SCANMSK setting responsible for restricting the drawing primitives on the odd or even lines. It is used as a fake transparency effect in some games by merging the two display circuits. || Metal Gear Solid series (water and reflection effects), Gran Turismo series (ghost cars), Raw Danger! (depth of field effect)
|-
| Missing PCRTC feedback write support || PCRTC feature that writes back the image to the frame buffer is not supported or broken. Additional RGB to YCbCr conversion could be performed there. || Xenosaga Episode I: Der Wille zur Macht (black and white cut scenes)
|-
|}
 
==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.
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.


Line 4,060: Line 3,159:
==ps2_title_brute code==
==ps2_title_brute code==


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


Line 4,122: Line 3,221:
         #print [hex(v) for v in var_30]
         #print [hex(v) for v in var_30]
         r5 = var_30
         r5 = var_30
         r6 = 0
         r6 = 0
         r4 = 0
         r4 = 0
         while r6 < 5:
         while r6 < 5:
                 r12 = r5[r6:r6+1][0]
                 r12 = r5[r6:r6+1][0]
                 r7 = r6 + 1
                 r7 = r6 + 1
                 r0 = var_30[0x19]
                 r0 = var_30[0x19]
                 r3 = r6 + 0x10
                 r3 = r6 + 0x10
                 r9 = r12 ^ r0
                 r9 = r12 ^ r0
                 r31 = r3
                 r31 = r3
                 r5[r6] = r9
                 r5[r6] = r9
                 r6 = r7
                 r6 = r7
                 r5[r31] = r4
                 r5[r31] = r4
         #print [hex(v) for v in r5]
         #print [hex(v) for v in r5]
         r9 = 0
         r9 = 0
         r10 = 0
         r10 = 0
         while r10 < 5:
         while r10 < 5:
                 r11 = r10 + 1
                 r11 = r10 + 1
                 r6 = r5[r10:r10+1][0]
                 r6 = r5[r10:r10+1][0]
                 r4 = r9 << 8
                 r4 = r9 << 8
                 r10 = r11
                 r10 = r11
                 r9 = r4 | r6
                 r9 = r4 | r6
         return r9
         return r9
'''
'''
print hex(gen_sum(title_))
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))
 
'''
</syntaxhighlight>
<br>
Alternative script version for better readability. Work same way as one above, just cleaner looking code.
<syntaxhighlight lang="python">
ID = "SLUS_202.02"
 
def gen_sum2(title):
 
        decimal_id = 0
        decimal_id += ( ord(title[10:11]) - 0x30)
        decimal_id += ((ord(title[9:10])  - 0x30) * 10)
        decimal_id += ((ord(title[7:8])  - 0x30) * 100)
        decimal_id += ((ord(title[6:7])  - 0x30) * 1000)
        decimal_id += ((ord(title[5:6])  - 0x30) * 10000)
       
        first_char  = ord(title[0:1])
        second_char = ord(title[1:2])
        third_char  = ord(title[2:3])
        fourth_char = ord(title[3:4])
       
        temp0  = (first_char  >> 4) & 7
        temp1  = (second_char >> 3) & 0xF
        temp2  = (third_char  >> 2) & 0x1F
        temp3  = (fourth_char >> 1) & 0x3F
        temp4  = (first_char  << 4)
        temp5  = (second_char << 5)
        temp6  = (third_char  << 6)
        temp7  = (fourth_char << 7)
       
        temp8  = (decimal_id >> 10) & 0x7F
        temp9  = (decimal_id << 3 )
        temp10 = (decimal_id >> 2 ) & 0xF8


a1='A'
        temp8 |= temp7
a2='A'
        temp3 |= temp6
a3='A'
        temp2 |= temp5
a4='A'
        temp1 |= temp4
while a1 <= 'Z':
        temp0 |= temp9
         a2='A'
          
         a3='A'
         temp8 &= 0xFF
         a4='A'
         temp3 &= 0xFF
         while a2 <= 'Z':
         temp2 &= 0xFF
                a3='A'
        temp1 &= 0xFF
                a4='A'
        temp0 &= 0xFF
                while a3 <= 'Z':
       
                        a4='A'
        temp8 ^= temp10
                        while a4 <= 'Z':
        temp3 ^= temp10
                                #print "%s%s%s%s" % (a1,a2,a3,a4)
        temp2 ^= temp10
                                for i in range(99999):
        temp1 ^= temp10
                                        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)
         temp0 ^= temp10       
                                        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"))
         result = (temp0 | (temp1 << 8) | (temp2 << 16) | (temp3 << 24) | (temp8 << 32))
'''
         return result
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))


'''
print(hex(gen_sum2(ID)))
</syntaxhighlight>
</syntaxhighlight>
 
Alternative implementation: https://github.com/PCSX2/pcsx2/blob/1a3d77b2c0c6b57313f0dceaf5ecc3f8cb453497/pcsx2/CDVD/CDVD.cpp#L545


==External References==
==External References==
* [http://www.eurogamer.net/articles/digitalfoundry-vs-ps2-classics-on-ps3]
* [http://www.eurogamer.net/articles/digitalfoundry-vs-ps2-classics-on-ps3 Digital Foundry vs. PS2 Classics on PS3]
* [http://www.ps3hax.net/showthread.php?t=53444 PS2 Classics Algorithm By flatz]
* [http://www.ps3hax.net/showthread.php?t=53444 PS2 Classics Algorithm By flatz]
* [http://gitorious.ps3dev.net/ps2classic c port]
* [https://web.archive.org/web/20140422030433/http://gitorious.ps3dev.net/ps2classic C port]
* https://docs.google.com/spreadsheet/ccc?key=0As9ZdsrJoSp1dC1NTTRCSE5vbTlkOGItTC1CVzE5U3c#gid=7
* [https://web.archive.org/web/20150623164110/http://www.pshomebrew.net/wiki/PS2_Classics_Emulator_Compatibility_List Alternative Compatibility List (outdated)]
* http://www.pshomebrew.net/wiki/PS2_Classics_Emulator_Compatibility_List
* [http://www.ps3hax.net/showthread.php?p=620747#post620747 How to properly convert Final Fantasy XII: IZJS For ps2classics]
* [http://www.ps3hax.net/showthread.php?p=620747#post620747 How to properly convert Final Fantasy XII: IZJS For ps2classics]
* https://en.wikipedia.org/wiki/List_of_PlayStation_2_Classics
* [https://en.wikipedia.org/wiki/List_of_PlayStation_2_Classics Wikipedia list of officially released PS2 Classics]
 
<br>
CPU-GPU intensive games + games only playable in software render on PCSX2:
CPU-GPU intensive games + games only playable in software render on PCSX2:
* http://wiki.pcsx2.net/index.php/Category:GPU_intensive_games
* http://wiki.pcsx2.net/index.php/Category:GPU_intensive_games
Line 4,200: Line 3,353:
* http://wiki.pcsx2.net/index.php/Category:Software_rendering_only_games
* http://wiki.pcsx2.net/index.php/Category:Software_rendering_only_games


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

Latest revision as of 17:50, 29 March 2024

Description[edit | edit source]

Simplified block diagram of a PS2
source

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 theoretically what PS2 FPU/VU was originally. Although SPE and PPE SPE compatibility mode is still inaccurate comparing to PS2, because Sony decided to cut off 2 guard bits from calculations on PS2. Probably because there was no need for round and sticky bits (no Nan/Inf, one round mode, etc.). Additionally float divide algorithm is custom and not fully understood up to this day. Good example here are TriAce games, or Castlevania COD where SPE calculation is wrong by 1 bit making games unplayable without patch. This are PS2 math algo specific inaccuracies in FPU/VU implementation that are not present on any other hardware.

Note:

PS2 emulators workload comparison[edit | edit source]

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 - - unused?
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 DMA SPU ASM Emotion Engine DMA Controller
SPU2 Isolation C++ Raw SPU Used for MagicGate Encryption and others (?)
SPU3 IPU SPU ASM Image Processing Unit
SPU4 GFIF SPU ASM GIF?
SPU5 PS2-SPU2 C++ Sound processing unit 2 (originally SPU from PS1) about 50% load average
SPU6 VU1 SPU ASM Vector Unit 1
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 Factory disabled SPU. Emulator set name for JOB, but never try to start/set it as active.
PPU:0 - -
PPU:1 - -

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

PS2 Emulator Types and Revisions[edit | edit source]

PS2 Emulator Types and Revisions
ps2_emu.elf (decrypted)
Firmware Bytes MD5 Timestamp Rev Comm
1.00 AV 8 258 328 19DC714F1109FF772BEF5B00C4AF2CF7 06/10/04/12:15 ? ?
1.02 8.258.504 FF9C1C465DF6F501E418602A488CBD40 06/10/21/00:01 ? ?
1.10 8.254.568 72EFF1FB3E9A175253687634B698CC91 06/11/09/06:08 ? ?
1.11 8.255.192 98BCC06ACA07971DFE57A126000B6DEE 06/11/21/17:54 ? ?
1.30 8.787.800 3F1E943139329E8AD5461FA43DB4DD0E 06/12/05/05:33 same ?
1.30 AV 8.787.800 F2CE2D8CF41FF38E586AE7A91A13980C 06/12/05/07:15
1.31 8.790.440 CF13D31F202DA3C55009C06B6A2B27A0 06/12/12/18:47 ? ?
1.32 8.794.664 6DD631EEDE321AC7F59C85BC6AC0DCA9 06/12/18/05:54 ? ?
1.50 8.805.912 81B38EE824E460385B44FADE78CAA5DC 07/01/18/22:52 ? ?
? ? ? ? ? ?
1.70 8.854.680 CEACBB22EB450C5CC587C193CE7BBE91 07/04/16/16:11 ? ?
? ? ? ? ? ?
1.90 5.190.280 88B26FDC910B8633613BC366D39F439D 07/07/21/06:44 ? ?
? ? ? ? ? ?
2.10 5.223.112 CB1924E7163F01EA2DD3965918BACCE4 07/12/15/05:29 ? ?
? ? ? ? ? ?
3.40 5.267.128 916603300F798139456FCF1A40384A97 10/06/23/15:44 ? ?
? ? ? ? ? ?
3.66 5.267.112 BE20230D091F5C8AB8364607D49A6992 11/06/16/03:51 same ?
~ Any
3.74 5B2CA12EE08298094177667C681BC75F 11/10/25/00:30
4.00 5.272.152 08516640BE636F3E633C0416F09EF941 11/11/22/03:10 same ?
4.01 61ECD51036247547736274EEB52FA4C4 11/12/23/01:02
4.10 5.272.008 88CFD465D2F412C075C69531278BB3A9 12/02/05/23:08 same ?
4.11 2B45F72675B844C08E1735059F9826E3 12/02/11/07:05
4.20 5.272.264 23D3F9909EBA3F1AB0D757850C5D6809 12/06/15/02:01 same ?
4.21 110F0D01B39193F1A2031BBC7ADBBC2F 12/06/30/01:06
4.23 S 5.271.912 783201F2541117E545B8E01B3A0B1955 12/07/31/00:17 ? ?
4.25 5.272.264 C895EAA3F79BA2040D6C828A5B811139 12/09/07/06:55 ? ?
? ? ? ? ? ?
? ? ? ? ? ?
? ? ? ? ? ?
Abandoned (last revision)
4.78 5.274.984 ABC9228FCEA0E779E3157CA546A1FD02 15/12/17/01:14 same ?
~ Any
4.89 7523DE6D38B13B9C4B9F72419C50D4A7 22/02/04/14:35

 · Decrypted (elf): changes every firmware version
 · Build label: yes, with timestamp, search for ps2ver:
 · Target Firmware: no/unknown
 · Revision: unknown

ps2_gxemu.elf (decrypted)
Firmware Bytes MD5 Rev Comm
1.00 ~ 1.32 No
1.50 6.106.040 BACC208C8A793F82D71F85B02DD2D318 ? ?
? ? ? ? ?
1.70 6.763.336 B70A15512EF9FA74B798A5E9241FE571 ? ?
? ? ? ? ?
1.90 6.802.720 B9E2CC8D72779650D9B500B75AE552EB ? ?
? ? ? ? ?
2.10 6.822.576 E34C4EB587CCE44AB4B92D848DC391A7 ? ?
? ? ? ? ?
3.40 6.866.424 80091C68E2F8D2385A2125AB38085A3C ? ?
? ? ? ? ?
3.66 ~ 3.74 6.867.024 E04FA0FE63A968C53AE366B3AAD0141A ? ?
4.00 ~ 4.11 6.871.848 D5E97019132848203970213FF96F2AAB ? ?
4.20 ~ 4.25 6.872.128 678F16283CAA8CFBC03A5FBCB6ABA41E ? ?
? ? ? ? ?
? ? ? ? ?
? ? ? ? ?
Abandoned (last revision)
4.78 ~ 4.89 6.874.848 C7681420A7B3A2A6E3BF89F4A12A3DD6 ? 0x2B ?

 · Decrypted (elf): changes every emu revision
 · Build label: no/unknown
 · Target Firmware: no/unknown
 · Revision: unknown

ps2_softemu.elf (decrypted)
Firmware Bytes MD5 Rev Comm
1.00 ~ 1.82 No
1.90 ~ 1.94 6.142.080 812330515D01291488315BBE7E0F339E 11065 ?
1.97 ? ? ? ?
2.00 ~ 2.10 6.143.048 C0964350E3E8EA80EB5C7CB34901E9DE 11830 ?
2.16 ? ? ? ?
? ~ ? ? ? ? ?
3.10 ? ? ? ?
3.15 ? ? 12840 ?
3.16 ? ? ? ?
? ~ ? ? ? ? ?
3.40 6.146.424 97C33E83E14399EED1BD4F5351443E1C ? ?
3.41 ~ 3.65 ? ? 13474 ?
3.66 ~ 3.71 6.147.120 513B9160AD8C199CAEFC82C1B7D9D794 15435 ?
3.72 ~ 4.01 6.146.992 1232D3EEB48F301CBB61D76EB3046111 15529 ?
4.10 ~ 4.91 No

 · Decrypted (elf): changes every emu revision
 · Build label: no/unknown
 · Target Firmware: no/unknown
 · Revision: unknown

ps2_netemu.elf (decrypted)
Firmware Bytes MD5 Rev Comm
1.00 ~ 3.66 No
3.70 ~ 3.71 11.036.504 0D021D18CC63DDBDA530A93C41ABF865 15686 0x41
3.72 11.036.504 38EABD7E5F998BC04922CA3B70211208 15842
3.73 ~ 3.74 11.036.504 F21110A93BBEA416749283E6BF3D3C6B 15936
4.00 ~ 4.01 11.033.048 F770442DFA626282B01FEBE3DDFFC477 16195
4.10 ~ 4.11 11.033.216 8F0885BCC80A3617E654BB6151F4F718 16361
4.20 ~ 4.23 11.033.728 8EB5492E453C50B6D728E7999A57A689 16604 0x43
4.25 ~ 4.26 11.033.728 E38059300E31432A62967770C3E99EF6 16740
4.30 ~ 4.31 ? ? 16808 0x45
4.40 ~ 4.41 ? ? 16916 0x46
4.45 ~ 4.46 ? ? 17041 0x48
4.50 ? ? 17179 0x4A
4.55 ? ? 17277 0x4D
4.60 ~ 4.76 ? ? 17314
Abandoned (last revision)
4.78 ~ 4.89 10.442.536 8B2DBD1AAD22A0EDCF9C867A1A1FB94D 17495 0x50

 · Decrypted (elf): changes every emu revision
 · Build label: yes, without timestamp, search for build r
 · Target Firmware: included in the build label
 · Revision: yes, one time, and included in the build label


  • Alternative tables
ps2_emu.self
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.self
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.self
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.self
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)[edit | edit source]

  • 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.

LIMG Segment[edit | edit source]

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

Offset Length Name Example Description
0x00 0x4 magic LIMG Logical IMaGe (layout) ?
0x04 0x4 img_type 0x00000001 1=DVD
2=CD
0x08 0x4 sector_count 0x00279890 sector_count = img_size / sector_size
0x0C 0x4 sector_size 0x0000800 sector_size = img_size / sector_count
0x800=DVD (Mode1/2048)
0x930=CD (Mode2/2352)
0x10 0x3FF0 padding 0x00000000...

folder/file layout[edit | edit source]

(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[edit | edit source]

Video Modes[edit | edit source]

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[edit | edit source]

ps2netemu[edit | edit source]

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

SPE local storage[edit | edit source]

Emulator access SPE LS by accessing special addresses. Mapping as follows:

SPE Num. SPE task Address in netemu address in SPE
0 IOP 0x40000000 - 0x4003FFFF 0x0 - 3FFFF
1 SPU2 0x40080000 - 0x400BFFFF 0x0 - 3FFFF
2 VU1 0x40100000 - 0x4013FFFF 0x0 - 3FFFF
3 EEDMA 0x40180000 - 0x401BFFFF 0x0 - 3FFFF
4 FE 0x40200000 - 0x4023FFFF 0x0 - 3FFFF
5 BE 0x40280000 - 0x402BFFFF 0x0 - 3FFFF
6 IPU 0x40300000 - 0x4033FFFF 0x0 - 3FFFF

Additionally, emulator access SPU directly with those addresses.

Address Channel Channel description Access type Notes
0x44004 SPU_Out_Mbox SPU Outbound Mailbox Register Read only Used to read 32 bits of data from the corresponding SPU outbound mailbox queue. Outbound Mailbox Register has a corresponding SPU Write Outbound Mailbox Channel for writing data into outbound mailbox queue.
0x4400C SPU_In_Mbox SPU Inbound Mailbox Register Write only Used to write 32 bits of data into the corresponding SPU inbound mailbox queue. Inbound mailbox queue has a corresponding SPU Read Inbound Mailbox Channel for reading data from the queue.
0x44014 SPU_Mbox_Stat SPU Mailbox Status Register Read only Contains the current In_Mbox/Out_Mbox/Out_Intr_Mbox count of the mailbox queues in the corresponding SPE.
0x4401C SPU_RunCntl SPU Run Control Register Read/Write Used to start and stop the execution of instructions in the SPU.

The SPU can dynamically change the state of the Run Status bit (that is, SPU_Status[R]).

0x44024 SPU_Status SPU Status Register Read only Used to report the status (state) of an SPU. Emulator use it mostly to check if SPU is running (bit31).
0x44034 SPU_NPC SPU Next Program Counter Register Read/Write Contains the address from which an SPU starts executing when the Run Control bit is set in the SPU Run Control Register.

Used in function that start SPU programs, and in interrupts handlers, plus in few other places.

0x5400C SPU_Sig_Notify_1 SPU Signal Notification 1 Register Read/Write Used to write data that can be read in SPU_RdSigNotify1 channel corresponding SPE.
0x5C00C SPU_Sig_Notify_2 SPU Signal Notification 2 Register Read/Write Used to write data that can be read in SPU_RdSigNotify2 channel corresponding SPE.

Address = SPU base + Address. For example, IPU SPU is mapped to 0x40300000 so accessing SPU_Sig_Notify1 will be done by read/write to 0x4035400C.

PS2 Memory and Hardware Mapped Registers Layout[edit | edit source]

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[edit | edit source]

ps2_netemu[edit | edit source]

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[edit | edit source]

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[edit | edit source]

ps2_emu.self / ps2_gxemu.self[edit | edit source]

  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[edit | edit source]

Support for USB devices seems to be limited comparing to other available emulators. Although PS2 side of USB subsystem seems to be fully implemented. IOP emulator in SPU handle USB HW registers addresses and generate interrupt for PPU which later handle RW to mentioned registers in similar fashion to ps2_emu/ps2_gxemu. PS2 side of things can be disabled/enabled using one byte, when disabled USB writes are ignored, and USB reads return 0. Initial state is unknown. Emulator seems to accept HID controllers and use them as DS3.

Supported devices:

  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


Few peripherals not listed above work fine or with issues.

  1. PS3 Dance Dance Revolution Dance Pad - not ps2 accessory, opposite arrows can't be pressed at the same time.
  2. Pop'N Music controllers - Require PS2 to USB converter. Wrong button mappings can be fixed by remap in config file.
  3. Retro-Bit Official SEGA Mega Drive USB 6-Button Controller. Mapped for PS3 already and also works with this emulator. Lacks analogue sticks and shoulder buttons.

BIOS[edit | edit source]

ps2_netemu.self[edit | edit source]

Ps2_netemu use integrated PS2 bios included in ps2netemu.elf, not additional file like in ps1_emu. In 4.81 firmware BIOS is located from 0x820A00 to 0x9F09FF (0x820900 to 0x9F08FF in fw4.50). Bios version is Developement v2.20 (22/01/2007).

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.

Content[edit | edit source]

Files included in ps2_netemu/ps2_gxemu bios.

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 0x85EDC0 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
- 0x864190 0x43A30 BIN
EELOADCNF 0x864200 0x43D50 Contains the IOP boot configuration file for EELOAD. BIN
SIFCMD 0x864900 0x43F00 SIF command module. Contains the SIF command and SIF RPC functions. ELF
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
BNNETCNF 0x881D00 0x61300 Network configuration. Used by BB Navigator Network Configuration Library. BIN
MCSERV 0x881D40 0x61340 RPC server for MCMAN. ELF
- 0x883A40 0x63040 BIN
KROMG 0x884A00 0x64000 BIN
- 0x8866C0 0x65CC0 BIN
KROM 0x886A30 0x66030 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

Bios region patch[edit | edit source]

Emulator patch loaded bios image to set proper region based on target_id, and string (separated for readability):

JJjpnJJ  AAengAUU EEengEEE EEengEOA HHengJAG ERengERD CCschJCC HKkorJAG HHtchJAG AAspaAMM

Note: Additional space after first set is intentional and exist also in full string.

Target id to region pairing:

* JJjpnJJ  for 0x83
* AAengAUU for 0x84 , others (DECR, etc.)
* EEengEEE for 0x85 , 0x87 (also forced if game id from SYSTEM.CNF is xxEx_yy.zzz)
* HHengJAG for 0x86 , 0x8A , 0x8E
* AAspaAMM for 0x88 , 0x8F
* EEengEOA for 0x89
* HHtchJAG for 0x8B
* ERengERD for 0x8C
* CCschJCC for 0x8D (unreleased PS3 Chinese model)
* HKkorJAG unused

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

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

Virtual PS2 HDD[edit | edit source]

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
    • Virtual PS2 HDD support module dev_flash/vsh/module/libps2hdd.sprx ?

PS2 System Data (PSN HDD Tool package)[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Mountpoints[edit | edit source]

 dev_ps2disc
 dev_ps2disc1 

ps2_netemu syscalls[edit | edit source]

Vector at 0xC00 address.

0x00 -
      0 = return ((unk from 0x1C30/0x1C38 << 56) | thread_number << 48 | ctrl_CT1 (in bit 30) | srr1_EE (in bit 15) | srr1_PS (in bit 14) | srr1_DR (in bit 4))
          Where 0x1C30/0x1C38 is selected depending on current HW thread.
          Thread number is current SW thread
          ctrl_CT1 is lower bit of CT (Current Thread) from PPC Control Register (0 for HW0, 1 for HW1)
          srr1_EE is MSR Enable External Interrupts bit from time when exception occurred (from before syscall was executed)
          srr1_PS is MSR Problem State bit from time when exception occurred (from before syscall was executed)
          srr1_DR is MSR Data Relocate bit from time when exception occurred (from before syscall was executed)
      1 = 0x132 lv1 panic
      2 = 0x133 lv1 panic
      3 = 0x134 lv1 panic
      4 = 0x135 lv1 panic
      else = 0x136 lv1 panic
0x02 - Destroy init code and perform illegal instructions check. Memzero following addresses:
      CODE: 0x16000 - 0x20B80
      DATA: 0x930F80 - 0x933F80
      UNK:  0x3D016000 - 0x3D020B80
0x03 - Enable additional code related to VU0/COP2.
      3 = Patch 0x186C10 to NOP
      4 = Patch 0x186C40 to NOP
      anything else = LV1 panic
0x04 - Unknown. Available for HW0 only. 
0x05 - External interrupts disable (48 bit in MSR). Returns previous MSR state.
0x06 - External interrupts enable (48 bit in MSR) if param & 0x8000 is not 0, otherwise disable them.
      This sc is more like restore 48th bit of MSR, but many times emu use it to enable bit without using old state.
      Also, emulator panic LV1 if syscall is called while external interrupts are already enabled.
0x0A - IPU emulation related syscall
0x0B - IPU emulation related syscall
0x0C - Used in PS2 COP0 MTC0/MFC0 r9/r25 (count/perf), decrementer/timing related, return value in r15.
       Config CMD 0x17 disable that syscall for r9 (count) r/w, and alternative path is used. Perf r/w still use it.
0x0E - PS2 counters/timers related (also used on vsync related functions).
0x0F - PS2 counters/timers related (also used on vsync related functions).
0x10 - lv1 panic.
0x11 - Wrapper for lv1_read_virtual_uart(port_number, buffer, bytes) [HW0 only, only ports 0 and 2 available, else panic]
0x12 - Wrapper for lv1_storage_send_device_command(dev_id, cmd_id, cmd_block, cmd_size, data_buffer, blocks)
      [HW0 only, Available only for threads: VRC, MECHA, HDD, else panic]
      params are rearranged:
      r3 = cmd_block (0x245E000 is added to this value internally)
      r4 = data_buffer (0x245E000 is added to this value internally)
      r5 = blocks
      dev_id is taken from 0x245D008 and it is 0(HDD) for my dump.
      cmd_id = 0x88 and cmd_size is 8.
0x13 - Set thread info unknown byte to 1 for respective thread and set unknown byte to 1 in USB thread.
      [HW0 only, else panic. Available only for threads: BL2MAIN and BL2LNK, else do nothing in exception handler]
0x14 - Same as 0x13 but set all bits to 0 regardless which thread called it.
      [HW0 only, else panic. Available only for threads: BL2MAIN and BL2LNK, else do nothing in exception handler]
0x1002 - Invalidate gpu hvcalls.
0x800000XX - HV Syscall where XX is syscall nr.
else (other syscalls) - jump to 0x12670 (FW4.78 - current) for HW_0
                        jump to 0x12050 (FW4.78 - current) for HW_1 

List of used HV syscalls:

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
0x800000FF - HV_Syscall_Reference#lv1_panic

LPAR / AUTH ID's[edit | edit source]

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[edit | edit source]

See: PS2_Compatibility#Software

ps2bootparam.dat[edit | edit source]

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

Cobra core[edit | edit source]

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[edit | edit source]

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). Maximum CONFIG size for ps2_netemu is 16384 bytes.

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

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

Config Commands[edit | edit source]

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

PS2 Emulators Config Commands Overview
Command Name Command ID Max
Usage
Command Data
gxemu softemu netemu Length Params
TitleID enforce N / A N / A 0x00 1 char[10] titleid
Hook EE memory offset with emu function ID 0x00 0x00 0x01 3 ? 2 * uint32_t offset functionid
Set something 0x01 0x01 0x02 1 uint32_t ?
Switch something 0x02 0x02 0x03 1 0 Nothing
Patch something in SP3 EEDMA 0x03 0x03 0x04 1 uint32_t ?
Set DIRECT/DIRECTHL VIF1 in SP3 EEDMA 0x04 0x04 0x05 1 0 Nothing
Switch something 0x05 0x05 0x06 1 0 Nothing
Delay VU xgkick by X cycles 0x06 0x06 0x07 1 uint32_t cycles
Patch VU memory by bitmask 0x07 0x07 0x08 3 8 * uint32_t MASK
Patch EE memory with 2 opcodes 0x08 0x08 0x09 132 uint32_t + LIST count LIST
Patch EE memory with 1 opcode N / A N / A 0x0A 132 uint32_t + LIST count LIST
Patch game disc by sector & offset 0x09 0x09 0x0B 147 uint32_t + LIST count LIST
Set something 0x0A 0x0A 0x0C 1 2 * uint16_t unk_mode unk_range
Set something 0x0B 0x0B 0x0D 1 uint32_t skip
COP2 and FPU accurate ADD/SUB address 0x0C 0x0C 0x0E 32 uint32_t offset
COP2 and FPU accurate ADD/SUB range 0x0D 0x0D 0x0F 32 2 * uint32_t start offset end offset
COP2 accurate MUL/DIV range 0x0E 0x0E 0x10 32 2 * uint32_t start offset end offset
VU0 accurate ADD/SUB address 0x0F 0x0F 0x11 32 uint32_t offset
VU related ? 0x10 0x10 0x12 163 uint32_t + LIST flags ? LIST
Memory Card Delay 0x11 0x11 0x13 1 uint64_t time ?
VU1 transform ADD/SUB 0x12 0x12 0x14 1 0 Nothing
Set something with bit flags 0x13 0x13 0x15 1 uint32_t ?
Unknown 0x14? 0x14? 0x16 ? ? ?
COP0 configure MTC0/MFC0 0x15 0x15 0x17 1 uint8_t ? status
Switch something 0x16 0x16 0x18 1 0 Nothing
Force analog controller mode N / A 0x17 0x19 1 0 Nothing
Switch something 0x17 0x18 0x1A 1 0 Nothing
Switch something 0x18 0x19 0x1B 1 0 Nothing
Emulate Multitap 0x19? 0x1A? 0x1C 1 uint8_t port
Set Multitap 0x1A 0x1B 0x1D 1 uint8_t order
Multitap related 0x1B N / A 0x1E 1 uint8_t ?
Set something 0x1C 0x1C 0x1F 1 uint32_t ?
Set something 0x1D 0x1D 0x20 1 uint64_t ?
Set something 0x1E 0x1E 0x21 1 uint32_t ?
Switch something N / A 0x1F 0x22 1 0 Nothing
Switch something 0x1F 0x20 0x23 1 0 Nothing
Internal image aspect ratio ? 0x20 0x21 0x24 1 uint64_t ?
Switch something 0x21 0x22 0x25 1 0 Nothing
FPU accurate ADD/SUB range 0x22 0x23 0x26 32 2 * uint32_t start offset end offset
COP2 accurate ADD/SUB range 0x23 0x24 0x27 32 2 * uint32_t start offset end offset
Set something (CDVD) 0x24 0x25? 0x28 1 uint32_t ?
CDVD read/seek timings ? 0x25 0x26? 0x29 1 2 * uint32_t ? ?
Switch something 0x26 0x27 0x2A 1 0 Nothing
Switch something (CDVD) 0x27? 0x28 0x2B 1 0 Nothing
Set something 0x28 0x29 0x2C 1 uint32_t ?
Switch something 0x29? 0x2A 0x2D 1 0 Nothing
Set something 0x2A 0x2B 0x2E 1 uint32_t ?
Set something 0x2B N / A 0x2F 1 uint32_t ?
Reserved N / A
N / A
N / A
N / A
N / A
N / A
N / A
N / A
N / A
N / A
0x30
0x31
0x32
0x33
0x34
0 0 Nothing
Enable Force Flip Field N / A N / A 0x35 1 0 Nothing
Reserved N / A
N / A
N / A
N / A
N / A
N / A
N / A
N / A
N / A
N / A
N / A
N / A
N / A
N / A
0x36
0x37
0x38
0x39
0x3A
0x3B
0x3C
0 0 Nothing
Config revision N / A N / A 0x3D 1 uint32_t revision
Switch something N / A N / A 0x3E 1 0 Nothing
Set something N / A N / A 0x3F 1 uint32_t ?
Switch something N / A N / A 0x40 1 0 Nothing
Switch something N / A N / A 0x41 1 0 Nothing
Patch EE memory by overlay N / A N / A 0x42 11023 2 * uint32_t + LIST offset count LIST
Set something N / A N / A 0x43 1 uint32_t ?
Disable smoothing filter N / A N / A 0x44 1 0 Nothing
Switch something N / A N / A 0x45 1 0 Nothing
Enable L2H Improvement N / A N / A 0x46 1 0 Nothing
Enable XOR CSR N / A N / A 0x47 1 0 Nothing
Set VSYNC IPU & Delay N / A N / A 0x48 1 2 * uint32_t ipu delay
Switch something N / A N / A 0x49 1 0 Nothing
Switch something N / A N / A 0x4A 1 0 Nothing
Set something N / A N / A 0x4B 1 2 * uint32_t ? ?
Set something N / A N / A 0x4C 1 2 * uint32_t ? ?
Set something N / A N / A 0x4D 1 uint32_t ?
Unknown N / A N / A 0x4E 1 ? ?
Unknown N / A N / A 0x4F 1 ? ?
Enable pressure sensitive controls N / A N / A 0x50 1 0 Nothing


0x00 Command Name: Title ID Enforce / Multidisc config
Command Data: 1x String in format: ABCD-12345

Restricts the CONFIG to be used only by a specific Title ID The presence of this command in the CONFIG is optional. If present it needs to be located always at the last position in the CONFIG. When bytes are present after Title ID, emulator read them to setup multidisc info.

Multidisc info bytes:
First byte:  Unknown, seems to be unused. 00 in known configs (Grandia 3).
Second byte: Discs count (0-9), when 0 or 1 emulator don't enable multidisc mode.
Third byte:  Which disc in set is this one (0-8 for discs 1-9)
Fourth byte: That one is optional, but very important. When set to 1,
             disc swap menu will be in "Reset game" menu and disc change will trigger reset (default behavior).
             But when this byte is set to 0, new option in main emu menu called "Switch Discs" will appear. Emulator change disc without reset. 
             Keep in mind we don't know how accurate swap emulation is here, games are picky for some details. 
             Every iso bin enc in set need to have proper data in separate config. 
             Disc 1: ISO.BIN.ENC --> CONFIG --> 00 02 00 00,
              00000000  3D 00 00 00 A8 3E 00 00 00 00 00 00 53 4C 55 53  =...¨>......SLUS
              00000010  2D 32 31 33 33 34 00 02 00                       -21334...

             Disc 2: ISO.BIN.ENC2--> CONFIG2--> 00 02 01 00, etc.
              00000000  3D 00 00 00 A8 3E 00 00 00 00 00 00 53 4C 55 53  =...¨>......SLUS
              00000010  2D 32 31 33 34 35 00 02 01                       -21345...
             Grandia 3 DISC.IDX, content:
              00000000  00 00                                            ..


0x01 Command Name: EE_ADD_HOOK
Command Data: 2x uint32_t Params (addr, func_id 0-0x3B)

Most of the hooks availables in netemu command 0x01 are fixes for a specific game, or a game engine
The Maximum Amount of times netemu command 0x01 can be used consecutivelly in the same config is 255. This is actually limit for EE hooks at all, 0x01 don't have own limit.

Function ID Notes
0x00 FIFA 2000 use it as hook for EE kernel at 0x800017E8 (DMAC related). Command backup value from r5900 s0 register.
0x01 FIFA 2000 use it as hook for EE kernel at 0x80001858 (DMAC related). Command restore previously backed up value to r5900 s0 register.
0x02

Max Payne

Write 0 to D_ENABLEW in SPE 3 (EEDMA). D_ENABLER is NOT updated on PPE side.
0x03

Max Payne

Write 0xFFFFFFFF (0x10000, other bits are ignored anyway) to D_ENABLEW in SPE 3 (EEDMA). D_ENABLER is NOT updated on PPE side.
0x04 Castle Shikigami II
Skip r5900 CACHE IXIN/IHIN (Index/Hit invalidate) opcodes. Same as 0x03 command, but applied of selected ee offset.
This is probably command from times when 0x03 was non existing, and while it apply on selected ee offset, command never recover default IXIN/IHIN handling.
Note: There is leftover in emulator from command that reenable default behavior, but is unused now, and is not accessible by current config commands.
0x05 Force events test if D2_CHCR & 0x100 is true (if GIF dma is running). For more info check _cpuEventTest_Shared from pcsx2. Star Wars games developed by Pandemic Studios (freeze fix), Worms 3D and NBA 08.
0x06 Force events test if D1_CHCR & 0x100 is true (if VIF1 dma is running). For more info check _cpuEventTest_Shared from pcsx2.
0x07
0x08 Backup current unmodified COP0 status register state. Then disable EI bit, and notify emu that cmd 0x09 could be run. Harry Potter - Quidditch World Cup US use it at offset 0x2BD45C (EE)
0x09 Restore COP0 status register state from previously created backup. Harry Potter - Quidditch World Cup US use it at offset 0x2BD620 (EE)
0x0A Fix for TriAce executable unpack function.
Games unpack data using VU0 microruntime (not COP2). Because unpack involve floating points operations result can be inaccurate. And it is,
exactly by 1 byte. Config add 1 to result of unpacked data. This can be confirmed also on pcsx2 with turned off TriAce hack, example for Radiata Stories US release.
Set breakpoint on 0x124D90, and then when it's hit, add 1 to lower 64 bits of vf03 reg (in vu0f tab) and hit run.
Game now work as it should. On PS3 this probably can be fixed also by 0x11 command, but since they had hook already done before 0x11 was a thing, it stayed as is.
0x0B Set lower 64 bits of mips $at register to 0
0x0C Piglet's Big Game
0x0D usleep(100)
0x0E Used 3 times in Need for Speed - Carbon [Collector's Edition] US.
Used in place where game load code overlays, and in place where game self modify code. 
Config run the same function which is run when PS2 syscall 7 (ExecPS2) hook is triggered (0x1831A8 in latest emu memory).
Only difference is that 0x42 overlay is not reloaded, and check for "cdrom0" string is not performed. 
Command could be potentially useful for games that like to change own code. Eg. Load "bin" files with code (HSG/HST), or modify own code by direct writes to memory (NFS Carbon CE...)
0x0F

Grand Theft Auto 3 (SLUS-20062)

using 0x348B40, 0x18E1F0, 0x348EC8 ( + 200000000 base )
0x348B40 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *)) 
0x18E1F0 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
0x348EC8 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *)) 
0x10

Grand Theft Auto 3 (SLES-50330)

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

Grand Theft Auto 3 (SLES-50793)

using 0x3495C0, 0x18E1F0, 0x349948 ( + 200000000 base )
0x3495C0 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *)) 
0x18E1F0 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
0x349948 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *)) 
0x12 Disney/Pixar Finding Nemo (fixes the pause menu freeze)
if COP0 status EI and EXL bits are 0, and other condition related to DMAC is met...
store 0 in [ 0x204FC500 + 200000000 base] 0x4FC500 EE memory, and set lower 64 bits of mips $s0 register to 0.
0x13 Snowblind Engine specific fix. Applies to the beginning of function called initLump. Config is responsible for grabbing data from one of registers for use in 0x14/0x15 hooks. Mentioned data is EE memory offset, if data from 0x13 is 0, 0x14/0x15 don't apply.
0x14 Snowblind Engine specific fix. Applies to the end of function called initLump. Used in the older version of Snowblind Engine (Dark Alliance duology, The Bard's Tale, Fallout).
0x15 Snowblind Engine specific fix. Applies to the end of function called initLump. Used in the newer version of Snowblind Engine (Champions duology, Justice League Heroes, Combat Elite).
0x16 Champions of Norrath (SLUS-20565)
store 0x01114BA8 in [ 0x208EAB4C + 200000000 base]
store 0x010C9E40 in [ 0x208EAB6C + 200000000 base]
0x17 NFS HP2 fpu rounding fix.
Check if a0 == 0x8000 (32768), apply config if true. Config is little bit more complicated than it should, emu flush all fpu regs to memory just to modify one field in altivec vector register.
When condition is met ps2 cop1 f08 register is modified from 0x40490FDB to 0x40490FDA, this result in next operations to end up as negative 0.0 (0x80000000) instead of just 0.0 (0x00000000).
Seems to trigger when loading of stage or loading of attract mode is close to finish or done.
0x18 Okami PAL specific hook.
Check if opcode at 0x183F04 of EE memory is jal 0x183CB0 (0x0C060F2C). This is used to run additional hook patcher only 1 time.
Later it will be nop here. so it means that new hooks are already applied. So function will just return early.
if opcode at 0x183F04 is still jal 0x183CB0 (0x0C060F2C),
then patch addresses 0x183F04 (jal 0x183CB0), 0x183F34 (jal 0x183CB0), 0x183F3C (jal 0x183D18) to nop.
Finally adds 3 additional EE hooks. Emu addresses for ps2_netemu 4.70+

EE address | EMU address 
0x183F0C   | sub_46334
0x183F3C   | sub_45DA4
0x183D74   | sub_47B50

First hook is responsible for grabbing EE addresses from one of EE gpr register. Second hook perform few checks from data in EE gpr registers, and 
eventually store data from EE gpr registers on previously grabbed addresses. Hook 3 store one of previosly grabbed EE address on unknown part of memory.
Whole thing looks like HLE version of noped functions.
0x19 Burnout 2
Copy lower 64 bits of $v0 r5900 register to lower 64 bits of $a1 r5900 register.
All that to make next opcode (hook address + 4) "beq $a1, $v0, addr" always true. Because $a1 and $v0 now have the same value.
This in turn skip CTimer::GetTimeSeconds((void)) in function CReplay::NextFrame((CDrivingControls *)). Worth to note that CReplay::NextFrame seems to be not related to replay per se, but to car physics.
0x1A
store 0 in [ 0x209FD560 + 200000000 base]
store 0 in [ 0x209F9550 + 200000000 base]
store 0 in [ 0x20A01570 + 200000000 base]
store 0 in [ 0x209F9540 + 200000000 base]
store 0 in [ 0x209F5540 + 200000000 base]
store 0 in [ 0x209F1530 + 200000000 base]
0x1B
store 0 in [ 0x20552168 + 200000000 base]
0x1C
store 1 in [ 0x20552168 + 200000000 base]
0x1D
store 0 in [ 0x20556C08 + 200000000 base]
0x1E
store 1 in [ 0x20556C08 + 200000000 base]
0x1F
store 0 in [ 0x205243D8 + 200000000 base]
0x20
store 1 in [ 0x205243D8 + 200000000 base]
0x21
store 0 in [ 0x20524F88 + 200000000 base]
0x22
store 1 in [ 0x20524F88 + 200000000 base]
0x23
store 0 in [ 0x2047E7F8 + 200000000 base]
0x24
store 1 in [ 0x2047E7F8 + 200000000 base]
0x25
store 0 in [ 0x204802B8 + 200000000 base]
0x26
store 1 in [ 0x204802B8 + 200000000 base]
0x27
store 0 in [ 0x20586348 + 200000000 base]
0x28
store 1 in [ 0x20586348 + 200000000 base]
0x29
store 0 in [ 0x205868A8 + 200000000 base]
0x2A
store 1 in [ 0x205868A8 + 200000000 base]
0x2B
if ($a1 & 0xF0000000 != 0) a1 = 0 
0x2C Shin Onimusha - Dawn of Dreams Fix IPU DMA JPN((PlayStation 2 the Best)/US release.
0x2D Shin Onimusha - Dawn of Dreams Fix IPU DMA PAL release.
0x2E Shin Onimusha - Dawn of Dreams Fix IPU DMA Unk release. Code from emu match SLPM-66275 release. Why it is unused? Hook address will be 0x3BB4EC.
0x2F
if value at EE Mem 0x37B0C4 == 0, set mips pc register (program counter) to 0x100B98
Config is supposed to repeat chunk of code if EE mem 0x37BB0C == 0. 
0x30
if value at EE Mem 0x37B704 == 0, set mips pc register (program counter) to 0x100B98
Config is supposed to repeat chunk of code if EE mem 0x37BB0C == 0.
0x31
if value at EE Mem 0x37630C == 0, set mips pc register (program counter) to 0x100BA8 
Config is supposed to repeat chunk of code if EE mem 0x37BB0C == 0.
0x32
if value at EE Mem 0x37BB0C == 0, set mips pc register (program counter) to 0x100BA8.
Config is supposed to repeat chunk of code if EE mem 0x37BB0C == 0.
0x33
0x34 not filled
0x35 Ninkyouden: Toseinin Ichidaiki
0x36
0x37
0x38
0x39 Used silently in command 0x4B with first param from 0x4B as hook address. Hook seems to be unusable without 0x4B command, because there is no way to setup redirect mode and ID without 0x4B.
0x3A Used silently in command 0x4C with first param from 0x4C as hook address. Hook seems to be unusable without 0x4C command, because there is no way to setup mode and ID without 0x4C.
0x3B Grand Theft Auto 3 (SLPM-55293 "Rockstar Classics")
using 0x351210, 0x18F590, 0x351568 ( + 200000000 base )
0x351210 = start CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *)) 
0x18F590 = start CCollision::ProcessColModels((CMatrix const &, CColModel &, CMatrix const &, CColModel &, CColPoint *, CColPoint *, float *))
0x351568 = Almost end (only loading values preserved on stack) of CTheScripts::ClearSpaceForMissionEntity((CVector const &, CEntity *)) 
0x02 Command Name: Unknown
Command Data: 1x int32

Used in function that handle D6 CHCR writes (SIF1), seems to be some kind of timing command for EE --> IOP DMA.

  • Valid values found:
    • 1000d
    • 3000d
    • 6000d
0x03 Command Name: Unknown
Command Data: N/A

Skip r5900 CACHE IXIN/IHIN (Index/Hit invalidate) opcodes.

0x04 Command Name: Unknown
Command Data: 1x uint32_t index (i*0x80, special 0x12345: 0x91a280?)

Patch SPE 3 program (eedma) by searching for ila r4, xxxxx, starting at 0x178A0 and replacing them with (0x42000004 | ((value << 7) & 0x1FFFF80) 0x42000004 is ila r4 opcode. Due to opcode encoding example result of that patch with value 0x08 will be 0x42000404 (ila r4, 0x08). There is little bit more than that, but main purpose is just to patch SPE program behavior.

  • Valid values found:
    • 0x08
    • 0x10
0x05 Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x06 Command Name: Unknown
Command Data: N/A

Change VIF1 command 02h OFFSET behavior by patching pointer to function which process it to different previously unused function.

0x07 Command Name: Delay VU xgkick by X cycles
Command Data: 1x uint32_t

Default 1

0x08 Command Name: Patch VU memory by mask
Command Data: 8x uint32_t (read mask,read mask, original opcode, original opcode, write mask, write mask, replace opcode, replace opcode)

Maximum Amount of Usage: 3 times

0x09 Command Name: EE_INSN_REPLACE64
Command Data: uint32_t count, <list> (offset, original opcode, original opcode, replace opcode, replace opcode)

Maximum List Count: 32

  • Valid values found
    • 1 [Dark Cloud] and [Dead Or Alive 2 Hardcore]
0x0A Command Name: EE_INSN_REPLACE32
Command Data: uint32_t count, <List> (mode | offset, original opcode, replace opcode)

Command present only in the ps2_netemu. Maximum List Count: 32. Mode is first 4 bits of address field (Xyyyyyyy), can be either 0, 1, or 2. All known examples use this command in 0 mode, and modes 1 and 2 are here just for documentation purposes.

  • mode 0 - Replace 32 bit of EE memory. Params are EE offset, original opcode, replace opcode.
  • mode 1 - Write jr ra, li v0, xxxx to selected memory range. Params are EE memory start address, original opcode, u16 counter, u16 value for li, v0 xxxx
  • mode 2 - NOP memory at selected range. Params: start address, end address, unused (can be anything, but is required to align config).

Problem: Original opcode validity check is performed before testing config for special cases. Thus making mode 2 almost inaccessible.
Solution: We can patch that one line of code by the same 0x0A config. So if we want to nop region from 0x100000 to 0x100080, first we need to patch 0x100000 to 0x100080 opcode. So check will pass, "simple" as that.

0x0B Command Name: MECHA_SET_PATCH
Command Data: 1x uint32_t count, <List> {sector id, offset, sizeof present opcodes, replace opcodes, original opcodes)

Offset on the disc = sector id * sector size + offset + correction [see below]
Offset correction is based on selected read mode (not on media type):

CDRead requested block size (CD disc):

  • 2048 = Offset + 0x18 (skip 12 sync bytes, 4 of header, and 8 of subheader)
  • 2328 = Offset + 0x18 (skip 12 sync bytes, 4 of header, and 8 of subheader)
  • 2340 = Offset + 0x0C (skip only 12 bytes of sync data)

DVDRead requested block size (DVD Disc):

  • 2064 = Offset match, but only until the 349th sector. Otherwise is offset - 0x0C because that read mode see data as ID DATA (4) + ID DATA EDC (2) + Reserved bytes (6) + 2048 data + EDC (4).

"Offset + XX" for CD assume that you use Isobuster RAW mode. "Offset - XX" for DVD assume that you use Isobuster NON RAW mode
Special case is DVD read on very low sector, here you need to use exact offset without substrating 0x0C. Highest confirmed sector that don't use correction for now is 349.

 [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 Command Name: Unknown
Command Data: 1x (uint16_t, uint16_t)

First param can be 0, 1, or 2. Second param in range of 0 and 0xFFFF. Second param is used only if first param == 1. Default values are (1, 0x1000) for PS2DVD, and (1, 0x400) for PS2CD and PS2CDDA.
Other valid values for the second param (found in oficial configs ?): 0x180, 0x800

0x0D Command Name: Unknown
Command Data: 1x int32

True/false. Default = 1

0 = Skip some IOP related code responsible for check value from IOP SPE LS 0x2C0C0 (and skip panic if value is 0 or -1).
Also skip write of value 0x80000000 to SPU Signal Notification 1 Register of IOP SPE.
0x0E Command Name: Improves ADD/SUB accuracy
Command Data: 1x int32

1 Param offset --- Improves ADD/SUB FPU/COP2 accuracy for selected offset. Work with opcodes from commands 0x26/0x27. Basically command like 0x0F just per offset, no per range.

 [Rygar] only has 0x147DA8 sub.s   $f12, $f20, $f12
Used in official configs: SCUS97501=0x3C458C, SCES53642=0x3C4854, SLUS21026=0x386864, SLUS20916=0x121F64, SLUS20437=0x11EDF0
Maximum Amount of Usage: 32 times
0x0F Command Name: More accurate ADD/SUB memory range
Command Data: List <uint32_t Param, uint32_t Param>

More accurate memory range. This command is combined 0x26, and 0x27 command.

 [Dark Cloud] uses 0x239334, 0x1FFFFFF
 [Grand Theft Auto SA] uses 0x1E46DC, 0x1E4AE8
Maximum Amount of Usage: 32 (if there is no additional 0x26/0x27 command)
0x10 Command Name: MULDIV Accurate range
Command Data: List <uint32_t Param, uint32_t Param>

More accurate MUL/DIV handling on selected memory range for selected FPU opcodes. Effectively work only with:

MUL.s, DIV.s, MULA.s, MADD.s, MSUB.s, MADDA.s, MSUBA.s. 
For ADD/SUB opcodes, command is active only on Multiply stage.
Maximum List Count: 32 
0x11 Command Name: VU0 Accurate ADD/SUB
Command Data: 1x uint32_t Param

Param is VU0 (MICROPROGRAM) memory offset, correct param is in range of 0x000 to 0xFF8.

Lower pipeline fetch opcode from address, Upper from address + 4. So correct address for config needs to be 8 bytes aligned.
Used in official configs: SLUS21172=0x208, SLUS20878=0x140,0x368,0x570
Maximum Amount of Usage: 32 times
0x12 Command Name: Unknown
Command Data: <List> (uint32_t count,

VU0/COP2 related multicommand.

First 8 bytes of that command are special flags. Not quite sure about bytes 5-8 yet,
because at some point they are used to "andc" with first 4 bytes.
Some examples for first 4 bytes:
0x1000     = Run additional flag related code after every FMAC operation, VU0 only, COP2 do this by default.
0x2000     = Emit some additional code when lower opcode is fsset, this flag require 0x1000 to be enabled. VU0 only. 
0x100000   = When enabled opcodes like MSUB, MADDA, etc, do proper multiply first, then add/sub. When disabled (default) single opcode is used (vmaddfp / vmmsubfp). Not used in COP2 mode.
             Note: When this command is disabled, then "Accurate MUL" is skipped for MADDxx/MSUBxx regardless that 0x30000000 is set or not.
             Because there is no way to do correct MUL separately when altivec madd/msub is used.
0x200000   = Run some additional code in VU0 load/store opcodes (ILW, LQI, ISWR, etc.) Not used in COP2 mode.
0x400000   = Skip emu syscall 3 (3)
0x800000   = Skip emu syscall 3 (4)
0x4000000  = Enable type 2 config from cmd 0x12.
0x8000000  = Accurate VU0 DIV opcode, not used in COP2 mode.
0x10000000 = Fast Accurate VU0 MUL. Try to round mantissa. Opcodes like MSUB/MADD additionally require 0x100000 to be enabled, otherwise command skip them. Not used in COP2 mode.
0x20000000 = Full Accurate VU0 MUL. Use runtime from CMD 0x10, but for every matching VU0 opcode, including opcodes like MSUB for mul part.
             Opcodes like MSUB/MADD additionally require 0x100000 to be enabled, otherwise command skip them.

Selecting both 0x10000000 and 0x20000000 (0x30000000) work the same way as 0x20000000.
Keep in mind that you still need to use at least 8 bytes for cmd 0x12, just use 00 for bytes 5,6,7,8. 
Later bits are dependent on which subcommand we want to run.
 [Primal] uses 0xD of type 2/3 subcommand (minus 0x2 for flags)
 [Rayman Arena] uses 0x11 of type 2/3 subcommand (minus 0x2 for flags)
 [Syphon Filter: The Omega Strain] uses 0x5 of type 1 subcommand (minus 0x2 for flags)
Maximum List Count: 63 
0x13 Command Name: Memory card timing related delay
Command Data: 1x uint64_t Param
0x9bdc  (39900)  - Used by "Phantasy Star Universe" (official config for SLPM-66031), "WRC II Extreme", and "Burnout Dominator"
0xf960  (63840)  - Used by "Jak X: Combat Racing" (official config for SCUS-97429), and "Netsu Chu! Pro Yakyuu 2004"
0x1d394 (119700) - Used by "Jissen Pachi-Slot Hisshouhou! Kemono-Oh" (official config for SLPS-20131)
0x14 Command Name: VU1 transform ADD/SUB
Command Data: N/A

When enabled ADD/SUB VU1 opcodes are processed differently on recompiling/translation stage. Seems to be very specific hack, most likely not usable outside of THPS 4+ engine games.
Note: This setting affects only VU1, and only ADD/SUB. All other opcodes like ADDi,ADDq, MSUB, ADDbc, are not affected.

0x15 Command Name: Unknown
Command Data: 1 Param ( <1, >1 )

Patch SPE 0 (IOP) program in local memory. Command search for absolute branches in LS 0x3A2C0 - 0x3A6C0 and patch first branch that match to "bi r127". That weird approach was probably used because spe program differ little bit between emu versions, so they don't need to update command on every new emu revision. Currently (4.75+) this command patch branch at address 0x3A3A4 (bra sub_2E600). This command takes partially unused value. Value 0,1 do nothing, values 2 and above run command. Doesn't matter is 2,4, or 10. Nothing will change in command behavior.

[Aeon Flux] uses 2 (gxemu config)
[Bloodrayne 2] uses 4
[GRIMgRiMoiRe] uses 4
[Mana Khemia 2] uses 4
[Odin Sphere] uses 4
[SMT Persona 3 FES] uses 4
[Parappa the Rapper 2] uses 0x14 (softemu config) or 0x4 (gxemu config)
0x16 Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x17 Command Name: COP0 configure MTC0/MFC0
Command Data: 1x int32 ?

True/false. Default 0.
Command change behavior of MTC0/MFC0 operation of COP0 Count ($9) register. When enabled time base register is used as a base for calculation, when disabled decrementer register is used as a base for calculations (using emu syscall 12).

[Bully] uses 1
0x18 Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x19 Command Name: Force analog controller mode
Command Data: N/A

Skips check for analog/digital controller mode and returns forced analog mode

[Grand Theft Auto III]
[Grandia II]
[Red Faction 2]
[Siren]
0x1A Command Name: Unknown
Command Data: N/A

IPU hack to end fromIPU DMA transfer on BCLR command (store 0 on D3_QWC and D3_CHCR.STR). Not stopping that transfer is actually correct behavior..

0x1B Command Name: Unknown
Command Data: N/A

When IDEC command don't finish, probably due to bad timings. Hack clear D3_CHCR.STR bit when there is still QW left in D3_QWC reg , and IDEC finished already.

[Mana Khemia 2]
0x1C Command Name: Emulate Multitap
Command Data: read uint32_t (use uint8_t)

Enables/disables Multitap emulation. Default 3

0 = disable multitap emulation
1 = enable multitap in controller port 1 (when needed)
2 = enable multitap in controller port 2 (when needed)
3 = enable multitaps in both controller ports (when needed)
 [Medal of Honor: European Assault] uses 1
 [Twisted Metal: Black] uses 1


0x1D Command Name: Set Multitap
Command Data: read uint32_t (use uint8_t)

Sets multitap to specific controller ports and adjusts the order of ports to which controllers are synced. Default 0?

0 = no multitap set (only when needed)
    Controller sync order: 1/1-A, 2/2-A, 1-B, 2-B...
1 = sets multitap in controller port 1 at all times
    Controller sync order: 1/1-A, 1-B, 1-C, 1-D...
2 = sets multitap in controller port 2 at all times
    Controller sync order: 1/1-A, 2/2-A, 2-B, 2-C...
3 = sets multitaps in both controller ports at all times
    Controller sync order: same as 0
 [Medal of Honor: European Assault] uses 1
 [Twisted Metal: Black] uses 1
 [Mystic Heroes] uses 2 (game does not detect multitap in controller port 1)
 [Sonic Riders] uses 2 (GX config, game may not detect multitap in controller port 1)
0x1E Command Name: Multitap related
Command Data: read uint32_t (use uint8_t)
[FIFA 2001] uses 3 (settings for both multitaps?)
0x1F Command Name: Unknown
Command Data: 1x uint32_t

Default 1

Make VIF0 commands MSCAL/MSCALF/MSCNT/MPG/FLUSHE non instant. By default every VIF0 command take 1 cycle, so it's instant.
This config give vif0 some timing sense.
When delta from config passed and vpustat vu0 bits are non 0 (so practically if vif0 is still running),
add 500 cycles and go on until next event test before doing anything on vif0.
This can also be used to ensure that next vif0 command won't run until delta from config passed.
Value from config is added to current r5900 cycles and vif0 will do nothing unless current cycles match new value.
*Valid values found: 200d, 1000d
0x20 Command Name: Unknown
Command Data: 1x uint64_t

Default 0x3C

Config value is used as multiplier for some value, and result is used in vsync related runtimes.
Is worth to note that 0x3C is default multiplier even for PAL titles, so is not stricly related to framerate,
but to vsync counters (where 0x3C is still wrong anyway..). Result of multiply is also compared at some point to vsync delay value. 
  • Valid values found: 10d, 60d, 100d, 120d, 200d, 240d
0x21 Command Name: Unknown
Command Data: 1x uint32_t
Option one default value = 1, when set to 0: r5900 CACHE opcode IXLTG store 0 in COP0 TagLo register. More than that recompiler skip function responsible for analyze and emitting costly iCache checks.
This drastically reduce emitted code size, and practically disable iCache emulation. Additionally CACHE IXIN/IHIN opcodes use different very long code path (this can be skipped with cmd 0x03).
Option two default value = 0, when set to 1: Emit some kind of check for current r5900 PC with possible trap (tw opcode) at the end. 1 is valid only when option one is 0.

0 = sets an option one to 0 and option two to 0
1 = sets an option one to 0 and option two to 1
2 = sets an option one to 1 and option two to 0 (default)
 [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 Command Name: Unknown
Command Data: N/A

Sets something 1

0x23 Command Name: Unknown
Command Data: N/A

Copy VIF1 command 01h STCYCL handler struct into unused 08h slot (slots are 100 bytes per command, include pointer to function that handle command, and other data). Then patch slot 08h function pointers to function at 0x14E00. 08h is normally unused, and handled as a NOP. This command is useful only with additional 0x01 (0x13-0x15) hooks, which inject 08h VIF1 command into game code when other conditions are met.

0x24 Command Name: Unknown
Command Data: 1x uint64_t

SIO2 related

  • Valid values found: 12000d, 48000d
0x25 Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x26 Command Name: FPU Accurate ADD/SUB range
Command Data: List <uint32_t Param,uint32_t Param>

Improves FPU accuracy for selected memory range. Efective only on:

ADD.s, SUB.s, ADDA.s, SUBA.s, MADD.s, MSUB.s, MADDA.s, MSUBA.s
For M(UL) opcodes, command is active only on ADD/SUB stage.

 [Bloodrayne 2] uses 0x340000, 0x350000
 [Gradius V] uses 0x3046E0, 0x0x305E44
Maximum Amount of Usage: 32 (if there is no additional 0x0F command)
0x27 Command Name: VU0 macromode accurate range
Command Data: List <uint32_t Param,uint32_t Param>

Improves COP2 operations accuracy for selected memory range. Effective only for opcodes:

VSUBAxyzw, VSUBAq, VSUBAi, VSUBA, VSUBxyzw, VSUBq, VSUBi, VSUB, VMSUBAxyzw,
VMSUBAq, VMSUBAi, VMSUBA, VMSUBxyzw, VMSUBq, VMSUBi, VMSUB, VMADDAxyzw,
VMADDAq, VMADDAi, VMADDA, VMADDxyzw, VMADDq, VMADDi, VMADD, VADDAxyzw,
VADDAq, VADDAi, VADDA, VADDxyzw, VADDq, VADDi, VADD

Maximum Amount of Usage: 32 (if there is no additional 0x0F command)
Seems to affect only ADD/SUB part of opcode. 
0x28 Command Name: Unknown
Command Data: 1x uint32_t

<=3

  • Valid values found: 0, 1, 2, 3
0x29 Command Name: Unknown
Command Data: 2x uint32_t

Seek time modifier. Exact values meaning is unknown for now, they are used as multiplier. First param affect fast seek time, second param affect full seek time. Default value is 0x1F40, 0xBB80 (8000, 48000). Config affect only CDVD N Command Seek, read command that "SeekToSector" is not affected.

0x2A Command Name: Unknown
Command Data: N/A

Sets something 1.

All-Star Baseball 2004
0x2B Command Name: Unknown
Command Data: N/A

When enabled emulated register 0x1F40200F (disc type) is set to 0x13 (PS2CDDA) when media type detected by emu is 0x12 (PS2CD), confirmed in emu code/assembly. Ps2_emu do same thing in "Setting mecha HACK to show GODZCD as GODZCDDA", but due to real media support this is done in little bit different way (but still, 1F40200F is set to 0x13). During testing Dance Factory game, still no tracks are detected regardless of the command. Could be a netemu or Cobra issue (single, mixed mode .bin/.cue loaded).

Dance Factory
0x2C Command Name: Unknown
Command Data: 1x uint32_t

Store (value | value << 32 | value << 64 | value << 96) on 0x2B4F0 of SPE 0 (IOP) LS. In summoner config it will be 0x00000001000000010000000100000001 stored at 0x2B4F0. Value is later used in clgt compare as rb register. Default seems to be 0x00000020000000200000002000000020.

Summoner uses 0x1
0x2D Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x2E Command Name: Unknown
Command Data: 1x uint32_t
  • Valid values found: 0x172
0x2F Command Name: Unknown
Command Data: 1x uint32_t

Store value on 0x2E784 in SPE 1 (PS2 SPU2) LS. Used values are 1, and 2 (after andi, so 3 trigger both configs).

  • Infamous Final Fantasy confirmation sound issue (in fact it does affect every sound effect using the reverb and only in the ps2_netemu) is fixed by 0x2 value.
Indigo Prophecy/Fahrenheit uses 0x1
Kengo 3 uses 0x2
0x30 Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x31 Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x32 Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x33 Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x34 Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x35 Command Name: Enable Force Flip Field
Command Data: N/A

Described in emu setting as "Fix for [Hang] for soft-lock"

0x36 Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x37 Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x38 Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x39 Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x3A Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x3B Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x3C Command Name: N/A
Command Data: N/A

Command not available in ps2_netemu.self

0x3D Command Name: Config revision
Command Data: 1x uint32_t

Used by debug menu to print config revision. While every official and unofficial config use it, command is not mandatory. Debug menu will just print None as a config revision if command is missing. Official configs use this as a kind of debugging info to know minimal required emu revision.

Config commands supported by emulator revision
Supported Commands ps2_netemu Revision PS3 Firmware
Up to 0x41 15686 3.70 or newer
Unknown 16040 Unknown
Up to 0x43 16604 4.20 or newer
Up to 0x45 16808 4.30 or newer
Up to 0x46 16916 4.40 or newer
Up to 0x48 17041 4.45 or newer
Up to 0x4A 17179 4.50 or newer
Up to 0x4D 17277 4.55 or newer
Up to 0x50 17495 4.78 or newer

See: PS2 Emulator Types and Revisions

0x3E Command Name: Unknown
Command Data: N/A

Similar to 0x0D with param 0. Affect the same IOP related code path, but skips more code.


0x3F Command Name: Unknown
Command Data: 1x uint32_t

Store value on 0x2B700 of SPE 0 (IOP) LS. SIF1 DMA related.

0x40 Command Name: Unknown
Command Data: N/A

Command change GIF behavior by setting value to 1 at address 0x2F0 LS in SPU4.

Grand Theft Auto SA
Silent Hill Origins - unofficial fix
0x41 Command Name: Unknown
Command Data: N/A

When enabled ignore D_ENABLEW (1000F590) writes from EE on SPE3 (EEDMA). D_ENABLER is updated regardless of cmd on PPE side. Enabling that command nullify 0x01 hooks for Max Payne!

Dragon Force
God Hand
Gradius V
Katamari Damacy
0x42 Command Name: EE Overlay patch
Command Data: 2 main Params + patch data: uint32_t address, uint32_t count, opcode,opcode,opcode...

Applied on game start (more precisely while executing ps2 bios syscall 7 ExecPS2), if game overwrite selected part of memory, it will wipe 0x42 patch. See Special:Diff/67828/67858

Start address can be (in theory) anywhere, but Sony used the 0xFF000 - 0xFFFFC range for this purpose.
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 Command Name: Unknown
Command Data: 1x int32

Equal to command 0x40, but with Parameter:

Command change GIF behavior by setting value at address 0x2F0 LS in SPU4, correct values are:
0 = Default
1 = More agressive changes (like 0x40)
anything other = less agressive changes
Code on SPU side check for non zero value, and in few places explicitly for 1 (ceqi rxx,rxx,1) without mask. 
Config have weird behavior. When there is no param, and config end (no more bytes after 43 00 00 00), then param 0xFFFFFFFF is set automatically.  

Shin Sangoku Musou uses 0xFFFFFFFF
0x44 Command Name: Disables Smoothing and Smoothing option
Command Data: N/A
0x45 Command Name: Unknown
Command Data: N/A

Sets something 1

Prevent  display_mode 2 (CELL_GCM_DISPLAY_576_unk)         [640x576]
and      display_mode 0 (CELL_GCM_DISPLAY_480_unk) (60Hz?) [640x480]
from beign set.

Allow   display_mode 1 (CELL_GCM_DISPLAY_480_unk2) (59Hz?) [640x480]
and     display_mode 5 (CELL_GCM_DISPLAY_720P_59)          [1280x720]
depending on sys_info.video_mode & 0x200 is 0 or not.
Both 480 modes can be either I or P, so is something else, probably 59/60Hz.
This config possibly affect only in-emu UI, but this require testing.

Phantasy Star Complete Collection
0x46 Command Name: Enable L2H Improvement
Command Data: N/A

Performance related setting for titles using L2H (Local to Host, so called GS download (from GS to EE))

SMT Digital Devil Saga 1 - Crazy amount of GS downloads used to draw characters in-game
SMT Nocturne
Fatal Frame II

Other games affected (not in official config)

Soul Calibur 2 - When looking at the sun
GT4 - When looking at the sun
Valkyrie Profile 2 - Similar situation to SMT DDS1, in Solde game literally do thousands of 30QWC downloads all the time.
Tak and the Power of JuJu - Fix freeze during loading of the Burial Ground level in the NTSC version. This probably getting lucky with VIF1/GIF timing, normally command is not supposed to fix hang issues.
0x47 Command Name: Enables XOR CSR
Command Data: N/A

Graphics related setting.
XOR bit 13 of GS CSR register (CSR.FIELD). Should fix fullscreen line corruption, maybe some interlacing issues. Long shot, but can possibly affect SCANMSK games.

0x48 Command Name: VSYNC Delay
Command Data: 2x uint32_t
  • 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 Command Name: Unknown
Command Data: N/A

Skip part of code which use GS XYOFFSET_1 register, possibly ignore it at all.

Trapt
0x4A Command Name: Unknown
Command Data: N/A

Change VIF1 command 14h MSCAL behavior to use 15h MSCALF (VIF1) instead. MSCALF behavior is the same as MSCAL, but also waits for PATH1 and PATH2 to not be active before starting a microprogram. This is hack, and MSCAL should be fixed instead to wait in queue instead of triggering early.

Applies to the Snowblind Engine games. Fixes the rest of flickering textures.
Meant to be used in conjunction with the GX/SOFT Snowblind Engine's specific commands (double 0x01 and 0x23 combo).
0x4B Command Name: Redirect SAVEDATA by ID
Command Data: 2x uint32_t + ID: offset, int, char[]
For proper config we need at least 2 (can be more if needed) 0x4B commands, one to enable redirect, one to disable.
First param is EE memory offset that when is hit enable/disable redirection.
Second param is used to select which card will be redirected:
  0x00 do nothing
  0x01 for SCEVMC0.VME
  0x02 for SCEVMC1.VME
  0x03 for SCEVMC0.VME and SCEVMC1.VME
  0xFFFFFFFF to disable redirection, and use original VMEs.
Third param is ID of SAVEDATA we want to use padded with 00 to match 12 bytes, or all 00 in disable redirect config.
Important note here is that config have own 00 00 00 00 terminator at the end. 
So after 12 bytes of ID we need to add 4 bytes of 00. That apply also to disable redirect version.
Under the hood config also setup 0x01 hook commands with 0x39 subcommand on selected addresses. 
0x4C Command Name: Unknown
Command Data: 2x uint32_t + ID: offset, int, char[]
Used to redirect to different ISO without game reset. First param is EE offset to hook, second param is some kind of mode selector, depending on that 
emulator later set mecha switch disc state:
  mode 0x01 = set disc switch state to 1 (on next mecha main loop it will emulate opening the tray).
  mode 0x02 = set disc switch state to 3.
  mode 0x03 = set disc switch state to 3. This state repeats because it work different way depending that emulated tray is closed or no.
  mode 0x04 = set disc switch state to 2.
  mode anything else = do nothing.
Third value is ID in big endian hex ascii (eg. NPJD12345), additionally 0x4C expect own 00 00 00 00 terminator. To eventually end redirection use 
another 0x4C but with (offset, 0xFFFFFFFF, 4 * 0x00000000 . This config have very similar usage to 0x4B, just redirect to different iso, instead to 
different MC. Currently is unknown that cobra patched emulators support that config properly, and swap disc thru 0x00 command seems to be easier.
This config don't work if 0x00 multidisc config is detected. Config under the hood setup 0x01 hooks with subcommand 0x3A
0x4D Command Name: Unknown
Command Data: 1x uint32_t

Param is floating point value. Default value 0.

if Q in GS RGBAQ write is 0.0 or -0.0 then
    Q = Q | value from config
else
    Q = Q
 
Wild Arms: The Fifth Vanguard uses 0x3F800000 (1.0)
0x4E Command Name: Unknown
Command Data: Unknown
0x4F Command Name: Unknown
Command Data: Unknown
0x50 Command Name: Enable pressure sensitive controls
Command Data: N/A

Config file examples (for netemu)[edit | edit source]

Official PS2 Classic[edit | edit source]

See: PS2 Official Configs

Official GXEMU/SOFTEMU extracted[edit | edit source]

See: PS2 Official Configs

Custom Configs[edit | edit source]

See: PS2 Custom Configs

Config data examples (hardcoded)[edit | edit source]

Inside ps2_emu.self[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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 Data Cache emulation Emulating that is literally not possible without making games run at 3 fps. Fixed by patches to game image, or EE code. Instruction Cache (not Data) seems to be implemented, at least partially. Ice Age 2, DOA2: Extreme, Nascar 2009.
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.
Unmapped write only EE memory (confirmed only for SIF) Reads/Writes to 0x2000000+ shouldn't throw bus error on dma transfers. Write should be performed as successful, memory should stay unchanged. Reads should return 0. Games developed by In Utero, while creating initial save file, send DMA where address is EE stack pointer. At the time of transfer start $sp is too high, and requested transfer size make MADR overflow above 0x2000000 at some point. This is game bug, and happen also on real hardware. Fixed by config.
VIF bugs There is no correct timing, and queuing for some VIF commands like MSCAL. Snowblind Engine games. Probably more.
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 VU0 is running program "at once", which mean that VU0 run until it hits E bit. From EE perspective it looks like whole VU0 program run in 1 cycle. Games that expect VU0 registers to be changed from EE side while VU0 is running are broken due to that. Partially resolved using 0x12 command with 2/3 subcommands, or by code rearranging. 24 The Game, ATV Quad Power Racing 2, Twisted Metal Head-On, Primal, Ghosthunter, Rayman Arena, Rayman 3, Largo winch. All games using M-bit.
M-Bit not supported Emulator ignore VU0 M-Bit, that cause issues for games that need it to work correctly. This is done because there is no way to sync correctly running VU0 without sync with EE. Partially resolved on emu using 0x12 command with 2/3 subcommands, or direct VU0/MIPS code rearranging. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, TriAce games (speed optimizations only), Super Monkey Ball Adventure, most Eko Software games, and many more.
T-Bit not supported on VU0 Emulator ignore VU0 T-Bit, that cause issues for games that need it to work. Note: T-Bit is correctly handled for VU1. Spiderman 3 set T-Bit, then do cfc2 from TPC (address where VU0 stopped). Since T-Bit is ignored, TPC is wrong. Value is later copied to CMSAR0, and program continue at wrong address. Well that's what should happen, but T-Bit also not signalize correct bit in VPU-STAT. Causing another issue, also in Spiderman 3.
Emulator do not update correct flag instances for COP2 while ending VU0 program on Ebit This cause few games to read bad flag status (not status flag!) on COP2. This is resolved on emu by forcing update of MAC flag on every STATUS flag read (by config 0x12), this cause slowdowns creating a lot of unnecessary operations. Driving Emotion Type-S, State of Emergency 2, The Getaway Black Monday.
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 flags pipeline state (both VU0/EEonBE and VU1/VRC affected). This can cause various issues, mostly SPS, missing graphic, specific slowdowns, etc. Issue seems to occur when branch/jump delay slot have opcode important for flags calculation. Theory is that cached microprogram don't include modified flags state from delay slot instruction. So when already recompiled program is fetched from pool, it will miss one cycle in fmac flags pipeline. This can be crucial in games that rely on it. Tales of Legendia and Klonoa 2 set sticky flag bits to 0 and branch with sub.xyzw in delay slot (expecting that sub change status flag), Tamsoft engine games set sticky bits to 0 in branch delay slot, this was most ridiculous bug, because problematic branch was pointing to next opcode after delay slot, removing branch was enough. True Crime: NY is only known game where VU0 is affected by this bug. more..
CTC2 opcode write whole value to R register, while only 23 bits are writable. Rest is hardcoded to 0x3F800000. Can cause many weird issues like broken physics, broken graphics. PCSX2 was also affected [more]. The one game that is known to be affected, and is already patched, is Musashi: Samurai Legend.
CFC2 from R register should return only 23 lower bits. CFC2 from R on real PS2 return only lower 23 bits. Originally found out by PCSX2 team [more] and later confirmed to affect ps2_netemu in emu assembly. There is only one game that is known to be affected, Onimusha Dawn of Dreams.
Missing floating point result overflow/underflow detection (U/O flags not set) Since this affect all units (FPU/VU), many issues can occur. But in reality it seems to not affect any games. While this is easier to implement than on x86 system (full floats range, compared to ieee754), there is no way to do that by hardware way. Because SPU add/sub don't set those flags on single precision operations, and vmx have them disabled in spu compatibility mode. Superman Returns.
DMA between SPR and VU1 memory cause emulator panic. Currently cause is unknown. It seems that functions responsible for transfer don't check that VU is running. Manual state that dma can be performed only when VU is not active, and pcsx2 wait until VU end. Games affected in emulators on ps3 display this warning in pcsx2 if mtvu is enabled: "MTVU: SPR Accessing VU1 Memory". Affected games are fixed by rearranging code to do lq/sq loop instead of DMA. Summoner 2 (SPRfrom to VU1 data mem), Kaena (SPRto from VU1 data mem).
IOP SIF0/1 DMA IRQs can be disabled (masked), which is not true on real hardware. IOP interrupts 0x2A and 0x2B should always trigger. Fixed by patches to IOP code. Ps2_emu seems to be unfacted, probably handled on real hw in CXD9208GP. Knockout Kings 2001, DOA2: Hardcore.

Software emulation bugs[edit | edit source]

Related to the GS emulation issues mostly. Apply to the ps2_netemu especially.

Bug Description Known Affected Games
No mipmapping support Emulator does ignore the mipmap layers, probably for performance reasons. It is processing only the level 0 texture base pointer specified in the TEX0 register. There are games writing garbage data into that memory area, when the mipmap level is different than zero. As a result, a garbled texture is shown instead of a correct one. Ace Combat series, Ape Escape 2, EA Sports F1 series, Harry Potter series, ICO (psuedo volumetric rays), Jak and Daxter series, Nickelodeon Barnyard and Nicktoons Unite (very strange implementation), Ratchet and Clank series and more.
SCANMSK register ignored Emulator does ignore the SCANMSK setting responsible for restricting the drawing primitives on the odd or even lines. It is used as a fake transparency effect in some games by merging the two display circuits. Metal Gear Solid series (water and reflection effects), Gran Turismo series (ghost cars), Raw Danger! (depth of field effect)
Missing PCRTC feedback write support PCRTC feature that writes back the image to the frame buffer is not supported or broken. Additional RGB to YCbCr conversion could be performed there. Xenosaga Episode I: Der Wille zur Macht (black and white cut scenes)

TitleID/DiscID in ps2_netemu.self[edit | edit source]

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)[edit | edit source]

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[edit | edit source]

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

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))

'''


Alternative script version for better readability. Work same way as one above, just cleaner looking code.

ID = "SLUS_202.02"

def gen_sum2(title):

        decimal_id = 0
        decimal_id += ( ord(title[10:11]) - 0x30)
        decimal_id += ((ord(title[9:10])  - 0x30) * 10)
        decimal_id += ((ord(title[7:8])   - 0x30) * 100)
        decimal_id += ((ord(title[6:7])   - 0x30) * 1000)
        decimal_id += ((ord(title[5:6])   - 0x30) * 10000)
        
        first_char  = ord(title[0:1])
        second_char = ord(title[1:2])
        third_char  = ord(title[2:3])
        fourth_char = ord(title[3:4])
        
        temp0  = (first_char  >> 4) & 7
        temp1  = (second_char >> 3) & 0xF
        temp2  = (third_char  >> 2) & 0x1F
        temp3  = (fourth_char >> 1) & 0x3F
        temp4  = (first_char  << 4)
        temp5  = (second_char << 5)
        temp6  = (third_char  << 6)
        temp7  = (fourth_char << 7)
        
        temp8  = (decimal_id >> 10) & 0x7F
        temp9  = (decimal_id << 3 )
        temp10 = (decimal_id >> 2 ) & 0xF8

        temp8 |= temp7
        temp3 |= temp6
        temp2 |= temp5
        temp1 |= temp4
        temp0 |= temp9
        
        temp8 &= 0xFF
        temp3 &= 0xFF
        temp2 &= 0xFF
        temp1 &= 0xFF
        temp0 &= 0xFF
        
        temp8 ^= temp10
        temp3 ^= temp10
        temp2 ^= temp10
        temp1 ^= temp10
        temp0 ^= temp10        

        result = (temp0 | (temp1 << 8) | (temp2 << 16) | (temp3 << 24) | (temp8 << 32))
        return result

print(hex(gen_sum2(ID)))

Alternative implementation: https://github.com/PCSX2/pcsx2/blob/1a3d77b2c0c6b57313f0dceaf5ecc3f8cb453497/pcsx2/CDVD/CDVD.cpp#L545

External References[edit | edit source]


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