Talk:PS2 Emulation: Difference between revisions

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=== PS2/PStwo Games Compatibility ===
==Game CONFIG commands (notepad and worklog)==
All info here related with commands needs to be moved to frontpage at some point


==== 0-9 ====
===ps2_netemu command 0x1===
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
There are some additional internal patches using CONFIG cmd id 0x01, using subs not available in 0x3B list
|- bgcolor="#cccccc"
condition: 0xBBB5F800, 0x3B949C00, 0x42133A90
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
setting:
|-
  0x18E1F0, sub_4670C (4.70)
| .hack//G.U. vol. 1//Rebirth || || || || ||
  0x348EC8, sub_44338 (4.70)
|-
 
| .hack//G.U. Vol. 1: Saitan|.hack//G.U. vol. 1//Rebirth || || || || ||
====Function Mapping====
|-
ps2_netemu.self contains a table (with entry_length=8 and entry_number=variable) where are listed the function offsets used by config command 0x01
| .hack//G.U. Vol. 2: Kimi Omou Koe / .hack//G.U. Vol. 2: Kimi Omou Koe|.hack//G.U. vol. 2//Reminisce + PS2 The Best Re-release || || || || ||
 
|-
This table is used to assign a funct_id to a funct_offset. The funct_id is given by the position of the entry in the table, so the first entry in the table is funct_id=0x00, second entry is funct_id=0x01 and so on
| .hack//G.U. Vol. 3: Aruku Youna Hayasa de / .hack//G.U. Vol. 3: Aruku Youna Hayasa de|.hack//G.U. vol. 3//Redemption + PS2 The Best Re-release || || || || ||
 
|-
The purpose of this table is to be able use the same funct_id values in the external CONFIG files for netemu, this way even if the func_offset changes in between versions (internally inside the ps2_netemu.self file structure) the funct_id will be the same. The other ps2 emulator types doesnt have this table (doesnt needs it because doesnt uses external CONFIG files)
| .hack//Kansen Kakudai Vol. 1/ .hack//Infection || || || || ||
 
|-
 
| .hack//Akushou Heni Vol. 2/ .hack//Mutation || || || || ||  
*funct_offset_table location by ps2_netemu versions:
**Table v1 (the table contains the same data)
***Firmware:370-374 offset:0x897ED8 length:0x1C8
**Table v2 (the table contains the same data)
***Firmware:400-401 offset:0x8970E8 length:0x1C8
**Table v3 (the table contains the same data)
***Firmware:410-411 offset:0x8971E8 length:0x1C8
***Firmware:420-425 offset:0x8972F8 length:0x1C8
**Table v4
***Firmwares 4.30 up to 4.76 was not tested (if someone wants to add this info do it here)
**Table vX (latest)
***Firmware:478-488 offset:0x8063f8 length:0x1E0
 
Example from ps2_netemu.self 4.88
<pre>
Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F
 
008063F0                          00 00 00 00 00 04 2F 70          ....../p
00806400 00 00 00 00 00 04 30 34 00 00 00 00 00 04 47 C0 ......04......GÀ
00806410 00 00 00 00 00 04 46 E0 00 00 00 00 00 04 33 84 ......Fà......3„
00806420  00 00 00 00 00 04 74 5C 00 00 00 00 00 04 6D 20  ......t\......m
00806430  00 00 00 00 00 04 7C 1C 00 00 00 00 00 04 31 00  ......|.......1.
00806440  00 00 00 00 00 04 31 D8 00 00 00 00 00 04 34 48  ......1Ø......4H
00806450  00 00 00 00 00 04 35 20 00 00 00 00 00 04 45 E8  ......5 ......Eè
00806460  00 00 00 00 00 04 45 0C 00 00 00 00 00 04 44 30  ......E.......D0
00806470 00 00 00 00 00 04 42 54 00 00 00 00 00 04 41 70 ......BT......Ap
00806480 00 00 00 00 00 04 40 8C 00 00 00 00 00 04 60 FC ......@Œ......`ü
00806490  00 00 00 00 00 04 35 E4 00 00 00 00 00 04 7F C4  ......5ä.......Ä
008064A0  00 00 00 00 00 04 5A 1C 00 00 00 00 00 04 55 90  ......Z.......U.
008064B0  00 00 00 00 00 04 6A DC 00 00 00 00 00 04 5F A8  ......jÜ......_¨
008064C0  00 00 00 00 00 04 7A 88 00 00 00 00 00 04 5C 6C  ......zˆ......\l
008064D0  00 00 00 00 00 04 54 C0 00 00 00 00 00 04 53 F0  ......TÀ......Sð
008064E0  00 00 00 00 00 04 53 20 00 00 00 00 00 04 52 50  ......S ......RP
008064F0 00 00 00 00 00 04 51 80 00 00 00 00 00 04 50 B0 ......Q€......P°
00806500 00 00 00 00 00 04 4F E0 00 00 00 00 00 04 4F 10 ......Oà......O.
00806510  00 00 00 00 00 04 4E 40 00 00 00 00 00 04 4D 70  [email protected]
00806520  00 00 00 00 00 04 4C A0 00 00 00 00 00 04 4B D0  ......L ......
00806530 00 00 00 00 00 04 4B 00 00 00 00 00 00 04 4A 30 ......K.......J0
00806540 00 00 00 00 00 04 49 60 00 00 00 00 00 04 48 90 ......I`......H.
00806550  00 00 00 00 00 04 66 2C 00 00 00 00 00 04 71 14  ......f,......q.
00806560  00 00 00 00 00 04 6F 9C 00 00 00 00 00 04 6E 24  ......oœ......n$
00806570 00 00 00 00 00 04 59 2C 00 00 00 00 00 04 58 48 ......Y,......XH
00806580 00 00 00 00 00 04 57 64 00 00 00 00 00 04 56 80 ......Wd......V€
00806590  00 00 00 00 00 04 75 60 00 00 00 00 00 00 00 00  ......u`........
008065A0  00 00 00 00 00 04 62 18 00 00 00 00 00 04 36 B4  ......b.......
008065B0  00 00 00 00 00 04 7D 28 00 00 00 00 00 04 72 98 ......}(......r˜
008065C0 00 00 00 00 00 04 76 74 00 00 00 00 00 04 6B D4 ......vt......kÔ
008065D0 00 00 00 00 00 04 3F AC                          ......?¬
</pre>
 
{| class="wikitable" style="float:left; font-size:xx-small; line-height:100%; margin:5px"
! colspan="5" | netemu 0x01 !! gxemu 0x00 !! softemu 0x00
|-
|-
| .hack//Shinshoku Osen Vol. 3/ .hack//Outbreak || || || || ||  
! [[3.70_CEX|3.70]]~{{latestPS3}} !! [[3.70_CEX|3.70]]~[[3.74_CEX|3.74]] !! [[4.00_CEX|4.00]]~[[4.01_CEX|4.01]] !! [[4.10_CEX|4.10]]~[[4.25_CEX|4.25]] !! [[4.78_CEX|4.78]]~[[4.88_CEX|4.88]] !! [[4.78_CEX|4.78]]~[[4.82_CEX|4.82]] !! [[3.72_CEX|3.72]]~[[4.01_CEX|4.01]]
|-
|-
| .hack//Zettai Houi Vol. 4/ .hack//Quarantine Part 4 ||  ||  ||  ||  ||
! funct_id !! funct_offset !! funct_offset !! funct_offset !! funct_offset !! funct_offset !! funct_offset
|-
|-
| .hack//Vol. 1 x Vol. 2 Re-release of Vol 1+2 || || || || ||  
| 0x00 || 0x46720 || 0x42E00 || 0x42EB8 || 0x42F70 || 0x36B40 || 0x2FEF0
|-
|-
| .hack//Vol. 3 x Vol. 4 Re-release of Vol 3+4 || || || || ||  
| 0x01 || 0x42DB0 || 0x42EC4 || 0x42F7C || 0x43034 || 0x35FB0 || 0x31E38
|-
|-
| 0 Story || || || || ||  
| 0x02 || 0x44394 || 0x4456C || 0x44560 || 0x447C0 || 0x34068 || 0x30220
|-
|-
| 10,000 Bullets ( Tsukiyo ni Saraba in Japan) || || || || ||  
| 0x03 || 0x442B4 || 0x4448C || 0x44480 || 0x446E0 || 0x34144 || 0x302FC
|-
|-
| 120-en no Haru: 120 Yen Stories || || || || ||  
| 0x04 || 0x43100 || 0x43214 || 0x432CC || 0x43384 || 0x33F98 ? || 0x30150
|-
|-
| 12Riven - The Psi-Climinal of Integral || || || || ||  
| 0x05 || 0x46A90 || 0x46DB4 || 0x47184 || 0x4745C || 0x36CF8 || 0x31D08
|-
|-
| 12Riven - The Psi-Climinal of Integral(Soundtrack Edition) || || || || ||  
| 0x06 || 0x46D64 || 0x46AE0 || 0x46934 || 0x46D20 || 0x34224 || 0x303DC
|-
|-
| 18 Wheeler American Pro Trucker || || || || ||  
| 0x07 || 0x47134 || 0x47154 || 0x47524 || 0x47C1C || 0x37850 ||  
|-
|-
| 187 Ride or Die || || || || ||  
| 0x08 || 0x42E7C || 0x42F90 || 0x43048 || 0x43100 || 0x33DFC<!--0x33E00 ? (old)--> || 0x2FFB4
|-
|-
| 1945 I&II The Arcade Games ( Psikyo Shooting Collection Vol. 1 Strikers 1945 I+II in Japan) || || || || ||  
| 0x09 || 0x42F54 || 0x43068 || 0x43120 || 0x431D8 || 0x36C04 || 0x31C14
|-
|-
| 2002 FIFA World Cup || || || || ||  
| 0x0A || 0x431C4 || 0x432D8 || 0x43390 || 0x43448 || 0x36EF0 || 0x31FCC
|-
|-
| 2003-Toshi Kaimaku - Ganbare Kyuukaiou || || || || ||  
| 0x0B || 0x4329C || 0x433B0 || 0x43468 || 0x43520 || 0x34354 ||  
|-
|-
| 21 Card Games || || || || ||  
| 0x0C || 0x441BC || 0x44394 || 0x44388 || 0x445E8 || 0x34424 || 0x30518
|-
|-
| 24: The Game || || || || ||  
| 0x0D || 0x440E0 || 0x442B8 || 0x442AC || 0x4450C || 0x34520 ||  
|-
|-
| 24: The Game Greatest Hits / Platinum Re-Releases || || || || ||  
| 0x0E || 0x44004 || 0x441DC || 0x441D0 || 0x44430 || 0x345FC || 0x306F0
|-
|-
| 25 to Life || || || || ||  
| 0x0F || 0x43E28 || 0x44000 || 0x43FF4 || 0x44254 || 0x365F0 || 0x31124
|-
|-
| 3LDK - Shiawase ni Narouyo || || || || ||  
| 0x10 || 0x43D44 || 0x43F1C || 0x43F10 || 0x44170 || 0x36510 || 0x31044
|-
|-
| 3LDK - Shiawase ni Narouyo Limited Edition || || || || ||  
| 0x11 || 0x43C64 || 0x43E3C || 0x43E30 || 0x4408C || 0x36430 || 0x30F64
|-
|-
| 3-Nen B-Gumi Kinpachi Sensei Densetsu no Kyoudan ni Tate! || || || || ||  
| 0x12 || 0x45CD4 || 0x45EAC || 0x46EA0 || 0x460FC || 0x34DD0<!--0x366C4 ? (old)--> || 0x311F8<!--0x30C28 ? (old)-->
|-
|-
| 3-Nen B-Gumi Kinpachi Sensei Densetsu no Kyoudan ni Tate!(Complete Edition) || || || || ||  
| 0x13 || 0x469C0 || 0x43474 || 0x46864 || 0x435E4 || 0x366C4 || 0x30C28
|-
|-
| 4x4 EVO 2 || || || || ||  
| 0x14 || 0x4777C || 0x4779C || 0x478CC || 0x47FC4 || 0x34EDC || 0x31304
|-
|-
| 50 Cent Bulletproof || || || || ||  
| 0x15 || 0x455F0 || 0x457C8 || 0x457BC || 0x45A1C || 0x3795C || 0x327B4
|-
|-
| 50 Cent Bulletproof Greatest Hits / Platinum Re-Releases || || || || ||  
| 0x16 || 0x45164 || 0x4533C || 0x45330 || 0x45590 || 0x3521C || 0x31580
|-
|-
| 7 Blades ( Seven Blades in Japan) || || || || ||  
| 0x17 || 0x468C8 || 0x469DC || 0x4676C || 0x46ADC || 0x347D0 || 0x308C4
|-
|-
| 7 Sins || || || || ||  
| 0x18 || 0x45B80 || 0x45D58 || 0x45D48 || 0x45FA8 || 0x35300<!--0x373FC ? (old)--> || 0x31664
|-
|-
| 7 Wonders of the Ancient World || || || || ||  
| 0x19 || 0x4706C || 0x46FC0 || 0x4745C || 0x47A88 || 0x36E28 || 0x31F04
|-
|-
| 0x1A || 0x45844 || 0x45A1C || 0x45A0C || 0x45C6C || 0x37614 || 0x325B4
|}
|}
==== A ====
 
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"  
{| class="wikitable" style="float:left; font-size:xx-small; line-height:100%; margin:5px"
|- bgcolor="#cccccc"
! colspan="5" | netemu 0x01 !! gxemu 0x00 !! softemu 0x00
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
|-
| A-Ressha de Ikou 2001 || || || || ||  
! [[3.70_CEX|3.70]]~{{latestPS3}} !! [[3.70_CEX|3.70]]~[[3.74_CEX|3.74]] !! [[4.00_CEX|4.00]]~[[4.01_CEX|4.01]] !! [[4.10_CEX|4.10]]~[[4.25_CEX|4.25]] !! [[4.78_CEX|4.78]]~[[4.88_CEX|4.88]] !! [[4.78_CEX|4.78]]~[[4.82_CEX|4.82]] !! [[3.72_CEX|3.72]]~[[4.01_CEX|4.01]]
|-
|-
| A-Ressha de Ikou 2001 Perfect Set || || || || ||  
! funct_id !! funct_offset !! funct_offset !! funct_offset !! funct_offset !! funct_offset !! funct_offset
|-{{cellcolors|#ddddff}}
| 0x1B || 0x45094 || 0x4526C || 0x45260 || 0x454C0 || 0x35434 || 0x31798
|-{{cellcolors|#ddddff}}
| 0x1C || 0x44FC4 || 0x4519C || 0x45190 || 0x453F0 || 0x354F8 || 0x30A88
|-{{cellcolors|#bbbbff}}
| 0x1D || 0x44EF4 || 0x450CC || 0x450C0 || 0x45320 || 0x355BC ||
|-{{cellcolors|#bbbbff}}
| 0x1E || 0x44E24 || 0x44FFC || 0x44FF0 || 0x45250 || 0x35680 ||
|-{{cellcolors|#ddddff}}
| 0x1F || 0x44D54 || 0x44F2C || 0x44F20 || 0x45180 || 0x35744 ||
|-{{cellcolors|#ddddff}}
| 0x20 || 0x44C84 || 0x44E5C || 0x44E50 || 0x450B0 || 0x35808 ||
|-{{cellcolors|#bbbbff}}
| 0x21 || 0x44BB4 || 0x44D8C || 0x44D80 || 0x44FE0 || 0x358CC ||
|-{{cellcolors|#bbbbff}}
| 0x22 || 0x44AE4 || 0x44CBC || 0x44CB0 || 0x44F10 || 0x35990 ||
|-{{cellcolors|#ddddff}}
| 0x23 || 0x44A14 || 0x44BEC || 0x44BE0 || 0x44E40 || 0x35A54 ||
|-{{cellcolors|#ddddff}}
| 0x24 || 0x44944 || 0x44B1C || 0x44B10 || 0x44D70 || 0x35B18 ||
|-{{cellcolors|#bbbbff}}
| 0x25 || 0x44874 || 0x44A4C || 0x44A40 || 0x44CA0 || 0x35BDC ||
|-{{cellcolors|#bbbbff}}
| 0x26 || 0x447A4 || 0x4497C || 0x44970 || 0x44BD0 || 0x35CA0 ||
|-{{cellcolors|#ddddff}}
| 0x27 || 0x446D4 || 0x448AC || 0x448A0 || 0x44B00 || 0x35D64 ||
|-{{cellcolors|#ddddff}}
| 0x28 || 0x44604 || 0x447DC || 0x447D0 || 0x44A30 || 0x35E28 ||
|-{{cellcolors|#bbbbff}}
| 0x29 || 0x44534 || 0x4470C || 0x44700 || 0x44960 || 0x35EEC ||
|-{{cellcolors|#bbbbff}}
| 0x2A || 0x44464 || 0x4463C || 0x44630 || 0x44890 || 0x35158 ||  
|-
|-
| A6: A-Ressha de Ikou 6/ A-Train 6 || || || || ||  
| 0x2B || 0x467E4 || 0x463DC || 0x46688 || 0x4662C || 0x34994 ||  
|-
|-
| A.C.E.: Another Century's Episode + "PlayStation2 the Best" Re-Release || || || || ||  
| 0x2C || 0x465D0 || 0x464B4 || 0x46D28 || 0x47114 || 0x36FC8 ||  
|-
|-
| A.C.E.: Another Century's Episode 2 || || || || ||  
| 0x2D || 0x47384 || 0x473A4 || 0x46BB0 || 0x46F9C || 0x3607C ||  
|-
|-
| A.C.E.: Another Century's Episode 2 (Special Vocal Version) || || || ||  ||  
| 0x2E || 0x47234 || 0x47254 || 0x46A38 || 0x46E24 ||  ||  
|-
|-
| A.C.E.: Another Century's Episode 3: The Final || || || || ||  
| 0x2F || 0x45500 || 0x456D8 || 0x456CC || 0x4592C || 0x34A70 ||  
|-
|-
| Aa Megami-sama+ "Holy Box Edition" + "Best Collection "Re-release || || || || ||  
| 0x30 || 0x4541C || 0x455F4 || 0x455E8 || 0x45848 || 0x34B48 ||  
|-
|-
| Abarenbou Princess || || || || ||  
| 0x31 || 0x45338 || 0x45510 || 0x45504 || 0x45764 || 0x34C20 ||  
|-
|-
| AC/DC Live: Rock Band Track Pack || || || || ||  
| 0x32 || 0x45254 || 0x4542C || 0x45420 || 0x45680 || 0x34CF8 ||  
|-
|-
| Ace Combat 04: Shattered Skies/ Distant Thunder || || || || ||  
| 0x33 || 0x46E74 || 0x46EB8 || 0x47288 || 0x47560 || 0x37714 ||  
|-
|-
| Ace Combat 04: Shattered Skies/ Distant Thunder Re-Releases PS2 The Best/Greatest Hits || || || ||  ||  
| 0x34 || {{cellcolors|#CC5555}} 0x00000 || {{cellcolors|#CC5555}} 0x00000 || {{cellcolors|#CC5555}} 0x00000 || {{cellcolors|#CC5555}} 0x00000 ||  ||  
|-
|-
| Ace Combat 5: The Unsung War/Ace Combat: Squadron Leader || || || ||  ||  
| 0x35 || 0x45DF0 || 0x45FC8 || 0x46274 || 0x46218 ||  ||  
|-
|-
| Ace Combat 5: The Unsung War/Ace Combat: Squadron Leader Re-Releases Greatest Hits/PS2 The Best/Big Hits || || || ||  ||  
| 0x36 || 0x4336C || 0x43544 || 0x43538 || 0x436B4 ||  ||  
|-
|-
| Ace Combat Zero: The Belkan War + Re-release (PS2 The Best) || || || ||  ||  
| 0x37 || 0x474E0 || 0x47500 || 0x47630 || 0x47D28 ||  ||  
|-
|-
| Ace Lightning || || || ||  ||  
| 0x38 || 0x46BA0 || 0x46BF0 || 0x46FC0 || 0x47298 ||  ||  
|-
|-
| Aces of War Original name: Zero Shikikan Josentoki in Japan || || || ||  ||  
| 0x39 || {{no}} || {{no}} || {{no}} || 0x47674 ||  ||  
|-
|-
| Action Girlz Racing || || || ||  ||  
| 0x3A || {{no}} || {{no}} || {{no}} || 0x46BD4 ||  ||  
|-
|-
| Action Man ATOM: Alpha Teens on Machines || || || ||  ||
| 0x3B || {{no}} || {{no}} || {{no}} || 0x43FAC ||  ||  
|-
|}{{clear}}
| Activision Anthology ||  || ||  ||  ||  
 
|-
====Function 0x0D====
| Adiboo and the Energy Thieves ||  ||  ||  ||  ||
What is the purpose of this function? Could it be used as a potential fix for the various DMA issues (similar to the EE timing hack in PCSX2)? I may be wrong, but I think the majority of netemu's emulation problems are caused by DMA issues, which are unfortunately hard to fix.
|-
* This hack allow to run all spe cores while doing nothing on ppe side. Is like giving spe more time (100 msec). This can be used to fix some timing issues here or there. But if you know game offset that you want to use it, you probably can already fix it in different way. Also this probably won't affect "emulation cycles", so is not like pcsx2 EE timing hack. About pcsx2 EE timing hack.. This is really stupid hack if you ask me. Hack make all events listed [[https://github.com/PCSX2/pcsx2/blob/5bdec2f532e94065655032eb6cf7f7715c075e3b/pcsx2/R5900.h#L403 here]] to take 8 cycles. No matter that really it was 1, or 2000 cycles, it will make all of that 8 cycles. Idea of that hack is not bad itself, but it is terrible implementation that make a lot of things random. I think that ps2 emu on ps4 do this much better, as you can select only one event, and set cycles for it. While on pcsx2 if you want DMAC_FROM_IPU to take 8 cycles, you also make ALL OTHER events to take 8 cycles. I don't know how lucky that hack is to not break other stuff. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:47, 12 March 2022 (UTC)
| ADK Tamashii ||  ||  ||  ||  ||
 
|-
====Function 0x12====
| Adventure of Tokyo Disney Sea ||  ||  ||  ||  ||
The 0x4FC500 EE memory offset is not hardcoded, isn't it? Since this hook fixes other Traveller's Tales games, like Wrath of Cortex, the memory offset should be taken from the opcode itself (if I remember correctly, it is "load word from global pointer").--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 11:48, 2 October 2022 (UTC)
|-
*Fun(?)fact, it is hardcoded.
| Adventures of Cookie & Cream Original Name: Kuri Kuri Mix (JP/EU) ||  ||  ||  ||  ||
  oris r0, r0, 0x204F
|-
  ori r0, r0, 0xC500.
| Adventures of Darwin Original Name: Simple 2000 Series Vol. 99: The Genshijin EU Name = Darwin ||  ||  ||  ||  ||
But i think i know what happen. hook land here (on finding nemo):
|-
  lw          $s0, dword_4FC500
| Adventures of Jimmy Neutron Boy Genius: Attack of the Twonkies,The ||  ||  ||  ||  ||  
  bnez        $s0, loc_187568
|-
Notice that config beside 0x4FC500, set $s0 to zero. And here is another fun fact. At least on Nemo this is only place that read from that address. Making patch to 4FC500 meaningless, and not really needed. Assuming that other game doesn't use that exact address, this config is just additionally corrupting some random thing at 0x4FC500. I think that is probably the case also for other Nemo games. To be honest that config can be replaced to just nop that branch there and should do exactly the same thing. ¯\_(ツ)_/¯ --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 12:23, 2 October 2022 (UTC)
| Æon Flux ||  ||  ||  ||  ||
** Hmm, or not exactly the same thing as it also check that COP0 and DMAC stuff. Anyway, i think that patch to EE address do nothing there.
|-
*** NET config for Finding Nemo (SLES-51755) seems to have a 0x42 replacement for 0x01 hook, including the COP0 and D_STAT checks you have mentioned.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 13:33, 2 October 2022 (UTC)
| Aero Dancing 4: New Generation (Japan)/Aero Elite: Combat Academy(USA) + "Sega The Best" Re-release (Japan) || || ||  ||  ||
 
|-
====Function 0x35====
| Aerobics Revolution || || ||  ||  ||
''Ninkyouden: Toseinin Ichidaiki'' (SLPM-66274) is using command 0x1 with function 0x35 at 0x13ED94...it seems like its executed at the VSync function of the game. This hook is also not in gxemu judging from the table above. No immediate change with or without the command that I can tell. Any idea on what this is doing?
|-
* Function check some bits in GIF, but i don't know what exactly (offset 0x300/0x310 in fe SPU). When bits are 0 command end. When bits are not 0, PPU side of PS3 sleeps 256 cycles, and then check again fe SPU. That loop won't ends unless bits are 0. Just small tip about hooks that are close to VSync. This is not always related to VSync per se. Of course can be, but don't really need to. I mean, if you want to run hook in predictable place, and with similar time steps. VSync is where you hook game code then. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 05:31, 22 August 2022 (UTC)
| AFL Live 2003 ||  ||  ||  ||  ||  
** Yes, I first thought it would be VSync related, but I figured it could be something executed at every VSync like you said. Thanks for checking in on this hook. I am thinking of testing games like Tenchu: Wrath of Heaven and Street Fighter EX3 with this hook to see if anything changes (at least Tenchu's issue is directly related to GIF, SFEX3 not too sure). --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 00:54, 23 August 2022 (UTC)
|-
 
| AFL Live 2004 ||  ||  ||  ||  ||  
===ps2_netemu command 0x5===
|-
The external config format used by ps2_netemu.self doesnt supports command ID 0x5. But this same command with a different ID (0x4) was used by this game configs embedded inside ps2_gxemu.self: Grand Theft Auto: Liberty City Stories (SLES-54135, SLES-54136, SLUS-21423), Grand Theft Auto: Vice City Stories (SLES-54622, SLES-54623, SLUS-21590), Hunter: The Reckoning Wayward (SLES-51823), Onimusha: Dawn of Dreams (SLPM-66275), Shinseiki Evangelion: Ayanami Ikusei Keikaku with Asuka Hokan Keikaku (SLPM-65340), Tekken Tag Tournament (SLUS-20001). The reason why this command is not supported in the external config files is because the related emulator code is enabled permanently in ps2_netemu.self for all games
| AFL Live Premiership Edition ||  ||  ||  ||  ||
 
|-
This command patches EEDMA SPE program during emulator init (0x1F77C in latest netemu) to set different handling for DIRECT/DIRECTHL VIF1 commands. Weird solution, wasn't better to just change pointers in spe program instead of patching that on init?
| AFL Premiership 2005: The Official Game of the AFL Premiership ||  ||  ||  ||  ||
* Is there any way to patch the emulator to prevent that command to apply? I wonder if it is affecting the behaviour of some games.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 20:00, 11 March 2022 (UTC)
|-
** Yeah, you can patch it on decrypted emu.
| AFL Premiership 2006 ||  ||  ||  ||  ||  
Find
|-
  91 48 00 00 90 09 00 1C 90 09 00 10 90 09 00 14 90 09 00 18 90 0b 00 1C 90 0b 00 10 90 0b 00 14 90 0b 00 18
| AFL Premiership 2007 ||  ||  ||  ||  ||  
Replace
|-
  91 48 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00
| After... (Normal + LE Version) ||  ||  ||  ||  ||
 
|-
And find
| Agassi Tennis Generation ||  ||  ||  ||  ||
  E9 42 8C 20 3C 00 00 01 60 00 72 80 E9 2A 00 00
|-
replace
| Age of Empires II: The Age of Kings ||  ||  ||  ||  ||
  4E 80 00 20 3C 00 00 01 60 00 72 80 E9 2A 00 00
|-
 
| Agent Collection (Set of GoldenEye: Rogue Agent + James Bond 007: Everything or Nothing) ||  ||  ||  ||  ||
Now you need to encrypt it with scetool, using original emu as a template.
|-
  scetool --template orig_ps2_netemu.self --sce-type=SELF --compress-data=TRUE --encrypt ps2_netemu.elf ps2_netemu.self
| Agent Hugo ||  ||  ||| ||
Remember to delete netemu from flash, then copy new one. Overwriting can fail as there is not enough space on dev_flash. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:35, 12 March 2022 (UTC)
|-
 
| Agent Hugo: Hula Holiday ||  || ||  ||  ||
===ps2_netemu command 0x0B===
|-
 
| Agent Hugo: Lemoon Twist ||  ||  || ||  ||
SRS:Street Racing Syndicate - sector to patch: 3021/1392496 (1.03) or 1402736 (2.00), offset correction: no, PCSX2 log:
|-
  CDRead: Reading Sector 0003021 (008 Blocks of Size 2048) at Speed=4x(CAV) Spindle=83
| Agent Hugo: Roborumble || ||  ||  ||  ||
WRC: Rally Evolved - sector to patch: 3235/1792256 (1.01), offset correction: no, PCSX2 log:
|-
  CDRead: Reading Sector 0003235 (008 Blocks of Size 2048) at Speed=4x(CAV) Spindle=83
| Aggressive Inline ||  ||  ||  ||  ||  
Notice the CDRead command instead of DvdRead.
|-
* Not sure this is the case here. But PCSX2 have bug in fastboot, where it always fallback to CDRead for few first reads. To confirm you can launch game with fastboot disabled, pcsx2 now should read those sectors with proper mode. At the second hand.. Maybe that's what happen on PS3? Probably no, as far as i know netemu bios perform something similar to fullboot. But maybe, sony can break unbreakable, and this actually seems to be reasonable explanation. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 05:18, 22 August 2022 (UTC)
| AI Igo 2003 ||  ||  ||  ||  ||
** That is how it does look like on the newest PCSX2 build at the moment of posting it. It does use a CDRead for few reads after loading an ELF file, even in the full boot mode. --[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 17:27, 22 August 2022 (UTC)
|-
Emulator does panic itself, when two separate 0x0B commands are used.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 20:25, 15 November 2022 (UTC)
| AI Mahjong 2003 || ||  ||  ||  ||
 
|-
===ps2_netemu command 0x0C===
| AI Shogi 2003 || ||  ||  ||  ||
 
|-
These pairs of parameters: 0x0001 and 0x0400; 0x0001 and 0x0800; 0x0001 and 0x0180 fix few missing sound effects in the Klonoa 2. The side effect is slightly longer loading times in general. This game is known for its various audio buffer issues related to the CDVD speed.
| Aikagi + "Best Version" Re-Release ||  ||  ||  ||  ||  
* I actually suspected this can be some delay for reads, but default value is (1, 0x1000) so doesn't really fit for delay. Since Shadowman 2 use it, and have known CD issue. Testing Shadowman2 without config can be interesting, if i'm right there will be a lot of broken textures right after you take control of main character. With broken Shadowman2 it will be easy to know that lower values are "better" or higher values are "better". That should help to understand what's going on. Assuming that SM2 really break without config... --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 19:10, 3 March 2022 (UTC)
|-
** Tested Shadowman with and without config. No texture corruption either way, but it seems like the config helps with frame rate issues maybe caused by streaming in contents from the disc? Either that or placebo. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 02:39, 4 March 2022 (UTC)
| Air + "Best Version" Re-Release || ||  ||  ||  ||  
*** Well that's "unfortunate" because Shadowman2 would be perfect test case here. I noticed that Shadowma2 have hardcoded bios settings "CDVD_READ_DELAY", so maybe is handled there. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 19:11, 4 March 2022 (UTC)
|-
 
| Air Raid 3 ||  ||  ||  ||  ||
It seems like this command can further improve FMVs that still have stuttering issues with command 0x21 enabled. The Fear's opening FMVs are heavily improved with command 0x21 set at 1, but there is still some video slowdown and audio stuttering and popping remaining. With the addition of command 0x0C set to 0x1 and 0x400, the slowdown and stutter is completely fixed. I have only tested 0x400 as a value so far.
|-
 
| Air Ranger 2 Plus: Rescue Helicopter ||  ||  ||  ||  ||  
The ingame FMVs with the graphic overlay are still stuttering heavily, though, and I am still unsure why. It seems like the shorter FMVs run fine, and the longer they are they more they have slowdown/stutter. This only applies to the "ingame" FMVs and not the opening ones.
|-
 
| Air Ranger 2: Rescue Helicopter + Reprint ||  ||  ||  ||  ||  
I did some work on it, and it seems to modify read speed. Higher values should give faster read speed. Eventually higher values will give more frequent event checks, but read speed modifier seems to be more probable now when we know default values. To get faster read speed we should use (1, x > 0x400) for CD, and (1, x > 0x1000) for DVD. At this point Shadowman 2 is good test candidate again, just with some really high value. All configs from GX emu looks like they slowing down reads, because values for DVD are below 0x1000, Shadowman2 without config doesn't change anything because this config use default value... Burnout 3 is interesting here, only config that seems to use 0 (yolo read speed) option. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 22:24, 3 July 2023 (CEST) <br>
|-
  void MECHA_on_state_3(__int64* mecha)
| Air Ranger: Rescue Helicopter + Reprint (JP) ||  ||  ||  ||  ||
  {
|-
  ReadSectorSize = *(mecha + 0x70);
| AirBlade ||  ||  ||  ||  ||
  if ( !ReadSectorSize )
|-
    panic(1u);
| Airborne Troops: Countdown to D-Day Just Airborne Troops in PAL Regions ||  ||  ||  ||  ||
   
|-
  do
| AirForce Delta Strike Also known as AirForce Delta: Blue Wing Knights (JP) and Delta Strike (PAL Regions) ||  ||  ||  ||  ||
    current_tb = get_current_timebase()
|-
  while ( !current_tb );
| Aiyori Aoshi + LE + "SuperLite 2000" Re-release ||  ||  ||  ||  ||
 
|-
  readed_sectors_count = readed_size_in_bytes / ReadSectorSize;
| Akagi: Yami ni Furitatta Tensai ||  ||  || ||  ||
  readed_sectors_count_mul_by_79800000 = 79800000LL * readed_sectors_count
|-
  tb_for_seek_and_read = *(mecha + 0x18);
| Akai Ito + "SuperLite 2000 Adventure" Re-release ||  ||  ||  ||  ||
  skip = current_tb - tb_for_seek_and_read >= readed_sectors_count_mul_by_79800000 / val_from_cmd_0x0C_1)
|-
 
| Akane Iro ni Somaru Saka: Parallel + LE ||  ||  ||  ||  ||
  if ( cmd_0x0C_0 != 1 || val_from_cmd_0x0C_1 == 0 || skip )
|-
  {
| Akira Psycho Ball ||  ||  ||  ||  ||  
    if ( *(mecha + 0xD4) <= BytesToRead && !*(mecha + 0xE4) )
|-
    {
| Akudaikan + "Global The Best" Re-release ||  ||  ||  ||  ||
      *(mecha + 0xD4) = readed_size_in_bytes;
|-
      *mecha_state = 4; // Reading done here. Going to next step.
| Akudaikan 2: Mousouden + "Global The Best" Re-release || || ||  ||  ||
      return;
|-
    }
| Akudaikan 3 + "Global The Best" Re-release ||  ||  ||  ||  ||
    panic(1u);
|-
  }
| Akumajou Dracula: Yami no Juin + "Konami the Best Re-release" (Known as Castlevania: Curse of Darkness in PAL Regions and the USA) ||  ||  ||  ||  ||
  set_scheduler(
|-
    5uLL,                                                                              // 5 - CDVD event
| Alan Hansen's Sports Challenge ||  ||  ||  ||  ||
    tb_for_seek_and_read + readed_sectors_count_mul_by_79800000 / val_from_cmd_0x0C_1, // When
|-
    &syscall8_200,                                                                      // Event Handler.
| Alarm for Cobra 11: Hot Pursuit ||  ||  ||  ||  ||
    0LL);                                                                              // unk
|-
  }
| Alex Ferguson's Player Manager 2001 aka " DSF Football Manager 2002 (Ger)" "Guy Roux Manager 2002 (FR)" ||  ||  ||  ||  ||  
 
|-
* Netemu does crash when the first param is set to 0x2.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 21:03, 7 July 2023 (CEST)
| Alfa Romeo Racing Italiano ||  || || || ||
** No idea why, function that check config compare to 2 and panic if greater than. So '''2''' is accepted at least there. This config is used in 4 places. All of them use next part of config only if this one is '''1'''. 3 places check explicitly for '''1''', one place check for '''0'''. Setting '''2''' is weird from code point of view because it's almost like 0, but allow code to do one check in read function, and to be honest this doesn't look like intentional behavior because similar check is performed earlier in previous N command state, and there is handled properly including setting 1F402006 to error code instead of panic. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 22:31, 7 July 2023 (CEST)
|-
 
| Alias || || || || ||
===ps2_netemu command 0x12===
|-
 
| Alien Hominid || || || || ||
====type 1====
|-
Playground discussion, unsure about clrlslwi r11, r0, 16,3 result
| Aliens in the Attic ||  ||  ||  ||  ||
 
|-
<pre>
| Aliens Versus Predator: Extinction ||  ||  ||  ||  ||
Syphon Filter The Omega Strain
|-
  298 00 00 00 00
| All Star Fighters in Japan known as " Simple 2000 Series Vol. 91: The All Star Kakutou" ||  ||  ||  ||  ||
  29C 00 00 00 00
|-
  2A0 01 00>02 00< Type1, Count 2
| All Star Pro-Wrestling ||  || ||  ||  ||
2A4  31 00 99 18 
|-
  2A8  32 00 B6 18
| All Star Pro-Wrestling II ||  ||  ||  ||  ||
 
|-
 
| All Star Pro-Wrestling III ||  ||  ||  ||  ||
  type 1: (Syphon Filter The Omega Strain )
|-
*0x48 | ptr to 1st value *0x2A4 (0x15F)
| All-Star Baseball 2002 ||  ||  ||  ||  ||  
*0x50 | count of type values
|-
 
| All-Star Baseball 2003 ||  ||  ||  ||  ||
        (0x18990031 >> 0xC) & 0xFFFF0 = 0x18990
|-
        (0x18B60032 >> 0xC) & 0xFFFF0 = 0x18B60
| All-Star Baseball 2004 || || || || ||
 
|-
store value in [0x18990 + ??? ]
| All-Star Baseball 2005 || || || || ||
|-
seg017:0000000000198498 next_value:                            # CODE XREF: read_id0x12_type_1+120�j
| Alone in the Dark || || || || ||
seg017:0000000000198498                lwz      r0, 0(r10)    # -> 0x18990031
|-
seg017:000000000019849C                addi      r8, r8, 1    # counter
| Alone in the Dark: The New Nightmare ||  ||  ||  ||  ||  
seg017:00000000001984A0                ld        r29, 0(r31)
|-
seg017:00000000001984A4                addi      r10, r10, 4  # ptr to next value
| Alpine Racer 3 ||  ||  ||  ||  ||
seg017:00000000001984A8                rlwinm    r28, r0, 20,12,27 # r28 = (r0 >> 12) & 0xFFFF0 = (0x18990031 >> 12) & 0xFFFF0 = 0x18990
|-
seg017:00000000001984AC                clrlslwi r11, r0, 16,3 # r11 = 0x0031 << 3 = 0x188
| Alpine Ski Racing 2007 ||  ||  ||  ||  ||
seg017:00000000001984B0                add      r26, r28, r29 # r26 = 0x18990 + ??
|-
seg017:00000000001984B4                stw      r11, 4(r26)  # store 0x62000? or 0x188? in r26
| Alpine Skiing 2005 ||  ||  ||  || ||  
seg017:00000000001984B8                lwz      r5, 0x50(r31) # count
|-
seg017:00000000001984BC                cmplw    cr6, r5, r8
| Alter Echo ||  ||  ||  ||  ||  
seg017:00000000001984C0                bgt      cr6, next_value
|-
</pre>
| Altered Beast Original Name is "Jyuouki: Project Altered Beast" in Japan ||  ||  ||  ||  ||
<br>
|-
Leaving old info for now as it have good explanation of code itself. Command patch vu0_jit_data memory directly. For example above patch will write 0x188 to 0x1C018994 address. vu0 jit mem hold info about microprograms, like how many cycles will run, where program start/end, where is ebit, etc. For now is unknown which info is patched, but shift by 3 suggest it will be vu0 address related info. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 12:23, 14 June 2023 (CEST)
| Alvin and the Chipmunks ||  ||  ||  ||  ||
 
|-
====type 2====
| Amagami ||  ||  ||  ||  ||
 
|-
Fix for interlocking/synchronization EE with VU0 in micro mode. Usually used with games that are m bit sensitive, or loop endlessly on VU0 due to lack of sync with EE core.
| Amagoushi no Yakata + "The Best Price" Re-Release ||  ||  ||  ||  ||
 
|-
<pre>
| America Oudan Ultra-Quiz + "DigiCube Best Selection" Re-release ||  ||  ||  ||  ||
Primal
|-
298 00 00 00 04
| America's 10 Most Wanted (released in the US as Fugitive Hunter: War on Terror) ||  ||  ||  ||  ||
29C 00 00 00 00  
|-
2A0 02 00>03 00< Type 2, Count 3
| America's Army: Rise of a Soldier ||  ||  ||  ||  ||
2A4  5F 01 00 00
|-
2A8 8D BD 6F 2C
| American Arcade in PAL released as "Play It Pinball" ||  ||  ||  ||  ||
2AC 67 03 00 00 
|-
2B0 02 00>03 00< Type 2, Count 3
| American Chopper ||  ||  ||  ||  ||
2B4 6B 01 00 00
|-
2B8  31 35 70 E9
| American Chopper 2: Full Throttle ||  ||  ||  ||  ||
2BC 72 03 00 00 
|-
2C0 03 00>02 00< Type 3, Count 2
| American Idol Original Version was "Pop Idol" released in UK There are also other PAL Versions for (Ger) (Au) ||  ||  ||  ||  ||
2C4 60 9B 39 10
|-
2C8 18 9C 39 10
| American Pool II ||  ||  ||  ||  ||
2CC
|-
 
| AMF Xtreme Bowling Known as AMF Xtreme Bowling 2006 in PAL Regions ||  ||  ||  ||  ||
type 2:
|-
*0x20C | counter
| Amplitude ||  ||  ||  ||  ||  
*0x210 | 1st value: 0x15F      -> only gets compared, if passed check 2nd value
|-
*0x214 | 2nd value: 0x2C6FBD8D -> only gets compared, if passed use *0x218 + *0x21C
| An American Tail ||  ||  ||  ||  ||
*0x218 | 1 ( = count - 2)
|-
        *0x21C | ptr to 3rd value *0x2AC (0x367)
| AND 1 Streetball There was also a Special Edition with the Games Soundtracked released in the USA ||  ||  ||  ||  ||
 
|-
First value is VU0 microprogram start address, multiply by 8 to get correct offset in VU0 micro mem. That one is confirmed,
| Angel Profile + "Best Hit Selection" Re-Release ||  ||  ||  ||  ||  
and you can check CMSAR0 register status in pcsx2 when EE hit address from type 3 command to make sure. Now some guessing.
|-
Second value is probably hash of microprogram (from start address to e bit end).
| Angel Wish ||  ||  ||  ||  ||  
Third value can be run cycles before program is force stopped, for example to wait on m bit for EE side to catch, or to stop endless
|-
loop that normally should already end if VU0 didn't run ahead of EE.
| Angel's Feather + Limited Edition ||  ||  ||  ||  ||  
Fourth and next values if available can be run cycles for next program runs.
|-
A lot of guessing here. But looking at games that use it, there is high possibility that is correct.
| Angel's Feather: Kuro no Zanei + Limited Edition ||  ||  ||  ||  ||  
This command is always used with type 3, or 4. This is probably not required, but without notifying EE side type 2 is useless.
|-
</pre>
| Angelic Concert + "Special Version" ||  ||  ||  ||  ||  
 
|-
====type 3====
| Angelique Etoile /Premium Box + "Koei the Best" + Koei Teiban Series Re-Releases ||  ||  ||  ||  ||  
 
|-
<pre>
| Angelique Trois / Premium Box + "Koei Teiban Series" Re-release ||  ||  ||  ||  ||  
  Example Primal
|-
*0x11B4| counter
| Angelique Trois: Aizouhen / Limited Edition + "Koei the Best" + "Koei the Best Series" Re-releases ||  ||  ||  ||  ||
*0x11B8| -1 -> 0x399B60?
|-
*0x11BC| 0 -> 0x399B60?
| Animal Soccer World ||  ||  ||  ||  ||
*0x11C0| ptr to *0x2C4 values
|-
*0x11C4| count (2)
| Animaniacs: The Great Edgar Hunt ||  ||  ||  ||  ||
 
|-
r11 = r0 & 0xFFFFFFF = 0x10399B60 & 0xFFFFFFF = 0x399B60
| Anime Eikaiwa: 15 Shounen Hyouryuuhen ||  ||  ||  ||  ||
0x10399C18 & 0xFFFFFFF = 0x399C18
|-
 
| Anime Eikaiwa: Tondemo Nezumi Daikatsuyaku ||  ||  ||  ||  ||
r3 = r31 >> 28 = 0x10399B60 >> 0x1C = 1
|-
a check if 1,2
| Anime Eikaiwa: Totoi ||  ||  ||  ||  ||
</pre>
|-
 
| Ant Bully, The ||  ||  ||  ||  ||
====type 4====
|-
 
| Antz Extreme Racing ||  ||  ||  ||  ||
        cmpwi    cr7, r0, 4
|-
        bne      cr7, panic_dword_1967BC
| Anubis II ||  ||  ||  ||  ||
        srwi      r9, r6, 1    # r9 = r6 >> 1 = count >> 1
|-
        addi      r11, r4, 4
| Anubis: Zone of the Enders in PAL and US Regions just known as Zone of the Enders 2 ||  ||  ||  ||  ||
        stw      r9, 0x1238(r31) save count>>1
|-
        std      r11, 0x1240(r31) save ptr to table values start
| Anubis: Zone of the Enders Special Edition in PAL Known as "Zone of the Enders: The 2nd Runner Special Edition" + "Konami Dendou Selection" Re-Release ||  ||  ||  ||  ||
 
|-
One correct entry is 2x 32 bit. First 32 bits are EE Opcode in little endian, second 32 bits are the same as first 4 bits of type 3 (interlocking). This type of config work in conjunction with type 2 config, and was required because R&C series use EE memory overlays. So type 3 config can't be used here as EE offset change per game level.
| Anya Nisasayaku / "Special Edition" ||  ||  ||  ||  ||
 
|-
Here is alternative config for Rayman 3 (SLUS_206.01), this time using type 4 instead of 3. Just to confirm above is true. Untested, because i have no ability to do that.
| Aoi no Mamade... / "Limited Edition" ||  ||  ||  ||  ||
<pre>
|-
12 00 00 00 0C 00 00 00 00 00 00 04 00 00 00 00
| Aoi no Tristia /Limited Edition + "The Best Price" Re-release ||  ||  ||  ||  ||
02 00 04 00 00 00 00 00 AE B3 4E 5D 20 02 00 00
|-
46 02 00 00 04 00 04 00 00 30 D3 48 01 00 00 00
| Aoi Sora no Neosphere ~Nanoca Flanka Hatsumei Koubouki 2~ /Limited Edition ||  ||  ||  ||  ||
00 30 C8 48 01 00 00 00
|-
</pre>
| Aoishiro / Limited Edition + ||  ||  ||  ||  ||
 
|-
===ps2_netemu command 0x17===
| Aoitenryuu: The Arcade ||  ||  ||  ||  ||
This command is used only in Bully which is only known game by R* Vancouver, there is a chance that is only game which need it. But just in case, what game do is MTC0 $zero, Count <br>
|-
And read that at some point. Since we are in recompiler, count is updated only on events. This can create situation where game retrieve 0 value from count reg. Which according to pcsx2 source is wrong ([[https://github.com/PCSX2/pcsx2/blob/b3590430c97e8df170df0c00ebf466ce848edbf9/pcsx2/COP0.cpp#L56 | referred as TIMR]]). To be honest I'm not 100% sure that is issue here. Only other problem i can imagine is potential divide by 0 in emu itself. Anyway, if game do MTC0 zero, Count (00 48 80 40), or any weird operations with Count. This config should be tested.
| Ape Escape 2 Original Name/Release "Saru! Get You! 2" in Japan ||  ||  ||  ||  ||
 
|-
===ps2_netemu command 0x21===
| Ape Escape 3 Original Name/Release "Saru! Get You! 3" in Japan ||  ||  ||  ||  ||
Well, i don't know where to start.. This command with param 0 or 1 at some point prevent writes to TagLo register. Not with MTC0 tho, but during different opcode that is handled separately. I got this unresolved yet, but it seems that is CACHE opcode. That potentially mean ps2_netemu support some parts of instruction cache. But this need to be tested on real hardware. Good candidate here is WRC4. When command 0x21 with 0 or 1 is added to standard config, game should fail to load at all (unless game getting lucky like described in emu bugs section).
|-
*I assume the cache handling would be the cause for games panicking/shutting down when 0x21 is set at 0? I cannot remember correctly if WRC panics (Agrippa would know better), but games like Shadow Hearts 2/3 will shut down after loading a save when instructions are being loaded in the EE memory from outside the main executable. My mind is blanking on other games besides those two, but surely a handful of games I have tested have had shutdowns caused by this command.--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 20:13, 1 October 2022 (UTC)
| Ape Escape: Pumped & Primed Original Name/Release "Gacha Mecha Stadium Saru Battle" (Japan) ||  ||  ||  ||  ||
** Yes, since that command disable cache handling only partially. There could be some unexpected issues. Problem is that 0x21 do little bit more, and little bit weird. Not gonna lie, cache is new territory for me since i never worked with any emu that support it. PCSX2 support good chunk of cache, but only in interpreter mode, and usually i just patched games to not rely on cache. This is what i got for now.
|-
*** If my memory serves me right:
| Apocripha/0 + Limited Edition ||  ||  ||  ||  ||
**** WRC4 - panic at the loading of stages (0x21-0)
|-
**** VP2 - panic at the switching to the battle mode (0x21-0) or player models fail to load in the battle mode (0x21-1)
| Appleseed EX + Limited Edition ||  ||  ||  ||  ||
**** MGS3 - frame rate improvement, at the expense of awfully longer loading times (0x21-0).--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 11:40, 2 October 2022 (UTC)
|-
**Since it’s worth mentioning, 0x21 set to 0 also fixes the camera angle issue in Radiata Stories after one or two battle sequences.--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 15:02, 2 October 2022 (UTC)
| Aqua Aqua in PAL Regions known as "Aqua Aqua: Wetrix 2" ||  ||  ||  ||  ||
***I think the issue is not related to the camera at all. It looks similar to the VP2 case I posted earlier - the models fail to load on the post battle screen (shadows are drawn, though). Moreover, various models do disappear for a second in the battle mode too, if I remember correctly. Just a guess, as both games share the same engine.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 18:22, 4 October 2022 (UTC)
|-
I messed little bit with this code today, and 0x21_1, plus 0x03 at the same time seems to be most aggressive combo to remove instruction cache emulation. Not sure about compatibility, but this two configs together skip most cache code in emulator. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 10:21, 21 October 2022 (UTC)
| Aqua Kids ||  ||  ||  ||  ||
*Quick test with this, random game (ATV Offroad Fury 4). It seems like 0x21_0 still gave a better improvement to menu FMV playback/stutter than 0x21_1 and 0x03. I didn't notice any change in performance with 0x21_1 in this scenario. Caching is still enabled with IHIN/IXIN with 0x21_0?--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 00:15, 22 October 2022 (UTC)
|-
**Whoops, sorry i meant 0x21_0 and 0x03. 0x21_1 actually create a lot of additional recompiled code. 0x21_0 is so fast because it skips lookup for cached addresses also outside of general cache opcodes (that how it looks like, i need to do little bit more work here). IHIN/IXIN (hit/index invalidation) can be totally disabled only with 0x03. 0x21 (0/1) still generate a lot of code for IHIN/IXIN when 0x03 is not used, even more that without 0x21. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 06:53, 22 October 2022 (UTC)
| Aqua Teen Hunger Force Zombie Ninja Pro-Am ||  ||  ||  ||  ||
***Okay, that makes sense. It is difficult to tell if adding 0x03 with 0x21_0 made any difference with this game as FMV is fixed with just 0x21_0, but it may be beneficial to test games that still have FMV playback issues with 0x21_0 enabled (slight desync still with Shadow Hearts).--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 15:05, 22 October 2022 (UTC)
|-
<br><br>'''Emotion Engine Cache support'''<br>
| Ar tonelico II: Melody of MetafalicaOriginal Release/Name "Ar tonelico II: Sekai ni Hibiku Shoujo Tachi no Metafalica" + Rereleases in Japan ||  ||  ||  ||  ||
Apparently, emulator support some parts of cache. More precisely instruction cache. Implementation seems to be simple and not 100% accurate, and there is no data cache support (obviously - speed). Still impressive there is something at all in recompiler.
|-
 
| Ar tonelico: Melody of Elemia Original Release/Name "Ar tonelico: Sekai no Owari de Utai Tsudzukeru Shoujo" + "Best" Re-release (Japan) ||  ||  ||  ||  ||
'''Supported opcodes:'''
|-
| Arabians Lost: The Engagement on Desert ||  ||  ||  ||  ||
|-
| Arc the Lad: End of Darkness Original Release/Name: "Arc the Lad: Generation (Japan) " ||  ||  ||  ||  ||
|-
| Arc the Lad: Twilight of the Spirits Original Release/Name: "Arc the Lad: Seirei no Koukon (Japan) " ||  ||  ||  ||  ||
|-
| Arcade Classics Volume One ||  ||  ||  ||  ||
|-
| Arcade USA ||  ||  ||  ||  ||
|-
| Arcana Heart + "AQ The Best" Re-Release in Japan ||  ||  ||  ||  ||
|-
| Arcobaleno! + Limited Edition Release ||  ||  ||  ||  ||
|-
| Arctic Thunder ||  ||  ||  ||  ||
|-
| Are You Smarter Than a 5th Grader: Make the Grade ||  ||  ||  ||  ||
|-
| Area 51 ||  ||  ||  ||  ||
|-
| Arena Football ||  ||  ||  ||  ||
|-
| Arena Football: Road to Glory ||  ||  ||  ||  ||
|-
| Argus no Senshi Known in the USA and PAL Regions as "Rygar: The Legendary Adventure " ||  ||  ||  ||  ||
|-
| Aria: The Natural ~Tooi Yume no Mirage~ + LE and "Alchemist the Best" Re-Release ||  ||  ||  ||  ||
|-
| Aria: The Origination ~Aoi Hoshi no El Cielo~ + LE and "Alchemist the Best" Re-Release ||  ||  ||  ||  ||
|-
| Armored Core 2 + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
|-
| Armored Core 2: Another Age + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
|-
| Armored Core 3 + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
|-
| Armored Core 3: Silent Line + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
|-
| Armored Core: Formula Front ||  ||  ||  ||  ||
|-
| Armored Core: Last Raven + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
|-
| Armored Core: Nexus + "Playstation 2 The Best" Rerelease (Japan) ||  ||  ||  ||  ||
|-
| Armored Core: Nine Breaker ||  ||  ||  ||  ||
|-
| Army Men: Air Attack 2 in PAL Regions known as "Army Men: Air Attack - Blade's Revenge" ||  ||  ||  ||  ||
|-
| Army Men: Green Rogue ||  ||  ||  ||  ||
|-
| Army Men: Major Malfunction ||  ||  ||  ||  ||
|-
| Army Men: RTS known in Japan as " Totsugeki! Army Men: Shijou Saishou no Sakusen" ||  ||  ||  ||  ||
|-
| Army Men: Sarge's Heroes 2 ||  ||  ||  ||  ||
|-
| Army Men: Sarge's War ||  ||  ||  ||  ||
|-
| Army Men: Soldiers of Misfortune ||  ||  ||  ||  ||
|-
| Art of Fighting Anthology Original Release /Name is "Ryuuko no Ken: Ten-Chi-Jin (NeoGeo Online Collection Vol. 4) " in Japan ||  ||  ||  ||  ||
|-
| Arthur and the Invisibles ||  ||  ||  ||  ||
|-
| Ashita no Joe 2: The Anime Super Remix ||  ||  ||  ||  ||
|-
| Ashita no Joe Touchi: Typing Namida Hashi ||  ||  ||  ||  ||
|-
| Ashita no Joe: Masshiro ni Moe Tsukiro! + "Konami the Best" Rerelease ||  ||  ||  ||  ||
|-
| Asobi ni Iku Yo! + Limited Edition ||  ||  ||  ||  ||
|-
| Assault Suits Valken Original Release/Name " Juusou Kihei Valken" (Japan) ||  ||  ||  ||  ||
|-
| Asterix & Obelix XXL in the USA known as "Asterix & Obelix: Kick Buttix" ||  ||  ||  ||  ||
|-
| Asterix & Obelix XXL2: Mission: Las Vegum ||  ||  ||  ||  ||
|-
| Asterix at the Olympic Games ||  ||  ||  ||  ||
|-
| Astro Boy: Tetsuwan Atom in PAL Regions and the USA simply known as "Astro Boy" ||  ||  ||  ||  ||
|-
| Astro Boy: The Video Game ||  ||  ||  ||  ||
|-
| Astro Kyuudan: Kessen!! Victory Kyuudanhen ||  ||  ||  ||  ||
|-
| At the Races Presents Gallop Racer Originalrelease: Gallop Racer 6: Revolution (Japan) also released in US as "Gallop Racer 2003: A New Breed" ||  ||  ||  ||  ||
|-
| Atari Anthology ||  ||  ||  ||  ||
|-
| Atelier Iris 2: The Azoth of Destiny Original Release/Name: "Iris no Atelier: Eternal Mana 2" (Japan) ||  ||  ||  ||  ||
|-
| Atelier Iris 3: Grand Phantasm Original Release/Name: Iris no Atelier: Grand Fantasm (Japan) ||  ||  ||  ||  ||
|-
| Atelier Iris: Eternal Mana Original Release/Name: "Iris no Atelier: Eternal Mana" (Japan) ||  ||  ||  ||  ||
|-
| Atelier Marie + Elie + Limited Edition ||  ||  ||  ||  ||
|-
| Athens 2004 + "Platinum" Re-release in PAL/EU ||  ||  ||  ||  ||
|-
| Atlantis III: The New World ||  ||  ||  ||  ||
|-
| ATV Offroad Fury + Greatest Hits Re-Release in the USA ||  ||  ||  ||  ||
|-
| ATV Offroad Fury 2 + Greatest Hits Re-Release in the USA ||  ||  ||  ||  ||
|-
| ATV Offroad Fury 3 + Greatest Hits Re-Release in the USA ||  ||  ||  ||  ||
|-
| ATV Offroad Fury 4 + Greatest Hits Re-Release in the USA ||  ||  ||  ||  ||
|-
| ATV Quad Power Racing 2 ||  ||  ||  ||  ||
|-
| Austin Mini Racing ||  ||  ||  ||  ||
|-
| Australian Idol Sing ||  ||  ||  ||  ||
|-
| Auto Modellista Enhanced Version released in USA and later Japan as well "Auto Modellista: U.S.-Tuned" ||  ||  ||  ||  ||
|-
| Auto Modellista: U.S.-Tuned ||  ||  ||  ||  ||
|-
| Autobahn Raser: Police Madness Released in UK first as "London Racer Police Madness" in France as "Paris-Marseille Racing : Police Madness" ||  ||  ||  ||  ||
|-
| Autobahn Raser IV ||  ||  ||  ||  ||
|-
| Autobahn Raser: Das Spiel zum Film ||  ||  ||  ||  ||
|-
| Autobahn Raser: Destruction Madness Released in UK first as "London Racer Destruction Madness" in France as "Paris-Marseille Racing : Destruction Madness" ||  ||  ||  ||  ||
|-
| Autobahn Raser: World Challenge Released in UK first as "London Racer: World Challenge" in France as "Paris-Marseille Racing : Edition Tour du Monde" ||  ||  ||  ||  ||
|-
| Avatar - The Last Airbender: Into the Inferno ||  ||  ||  ||  ||
|-
| Avatar: The Last Airbender known as "Avatar: The Legend of Aang" in PAL Regions + Greatest Hits Re-Release (USA) ||  ||  ||  ||  ||
|-
| Avatar: The Last Airbender: The Burning Earth known as Avatar: The Legend of Aang: The Burning Earth in PAL Regions ||  ||  ||  ||  ||
|-
| Ayaka Shibito + Limited Edition and "Best Selection" Re-Release ||  ||  ||  ||  ||
|-
| Azumi the Game got re-released as part of the D3 Simple Series Budget Games under the Name "Simple 2000 Series Ultimate Vol. 32: Azumi" ||  ||  ||  ||  ||
|-
| Azur & Asmar ||  ||  ||  ||  ||
|-
|}
==== B ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"  
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"  
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| B-Boy ||  ||  ||  ||  ||
|-
| Babe ||  ||  ||  ||  ||
|-
| Backyard Baseball ||  ||  ||  ||  ||
|-
| Backyard Baseball '09 ||  ||  ||  ||  ||
|-
| Backyard Baseball '10 ||  ||  ||  ||  ||
|-
| Backyard Basketball ||  ||  ||  ||  ||
|-
| Backyard Football '08 ||  ||  ||  ||  ||
|-
| Backyard Football 2006 ||  ||  ||  ||  ||
|-
| Backyard Football 2009 ||  ||  ||  ||  ||
|-
| Backyard Football 2010 ||  ||  ||  ||  ||
|-
| Backyard Sports Baseball 2007 ||  ||  ||  ||  ||
|-
| Backyard Sports Basketball 2007 ||  ||  ||  ||  ||
|-
| Backyard Wrestling 2: There Goes the Neighborhood ||  ||  ||  ||  ||
|-
| Backyard Wrestling: Don't Try This at Home ||  ||  ||  ||  ||
|-
| Bad Boys II in the USA released as Bad Boys: Miami Takedown ||  ||  ||  ||  ||
|-
| Bakushou! Jinsei Kaimichi ||  ||  ||  ||  ||
|-
| Baldur's Gate: Dark Alliance ||  ||  ||  ||  ||
|-
| Baldur's Gate: Dark Alliance II ||  ||  ||  ||  ||
|-
| Bakufu Slash!!Kizna Arashi ||  ||  ||  ||  ||
|-
| Barbarian ||  ||  ||  ||  ||
|-
| Barbie Horse Adventures: Wild Horse Rescue ||  ||  ||  ||  ||
|-
| The Bard's Tale ||  ||  ||  ||  ||
|-
| Barnyard ||  ||  ||  ||  ||
|-
| Bass Strike ||  ||  ||  ||  ||
|-
| Batman Begins ||  ||  ||  ||  ||
|-
| Batman: Rise of Sin Tzu ||  ||  ||  ||  ||
|-
| Batman Vengeance ||  ||  ||  ||  ||
|-
| Battle Engine Aquila ||  ||  ||  ||  ||
|-
| Battlefield 2: Modern Combat ||  ||  ||  ||  ||
|-
| Battle Stadium D.O.N ||  ||  ||  ||  ||
|-
| Battlestar Galactica ||  ||  ||  ||  ||
|-
| BCV: Battle Construction Vehicles ||  ||  ||  ||  ||
|-
| Beat Down: Fists of Vengeance ||  ||  ||  ||  ||
|-
| Beatmania ||  ||  ||  ||  ||
|-
| Beatmania IIDX 3rd Style ||  ||  ||  ||  ||
|-
| Beatmania IIDX 4th Style: New Songs Collection ||  ||  ||  ||  ||
|-
| Beatmania IIDX 5th Style: New Songs Collection ||  ||  ||  ||  ||
|-
| Beatmania IIDX 6th Style: New Songs Collection ||  ||  ||  ||  ||
|-
| Beatmania IIDX 7th Style ||  ||  ||  ||  ||
|-
| Beatmania IIDX 8th Style ||  ||  ||  ||  ||
|-
| Beatmania IIDX 9th Style ||  ||  ||  ||  ||
|-
| Beatmania IIDX 10th Style ||  ||  ||  ||  ||
|-
| Beatmania IIDX 11: IIDX RED ||  ||  ||  ||  ||
|-
| Beatmania IIDX 12: Happy Sky ||  ||  ||  ||  ||
|-
|-
| Beatmania IIDX 13: Distorted ||  ||  ||  ||  ||  
! Opcode || Info
|-
|-
| Beatmania IIDX 14: Gold ||  ||  ||  ||  ||
|r5900 CACHE BXLBT ||  Unsupported, store 0 on COP0 TagLo and TagHi
|-
|-
| Beatmania IIDX 15: DJ Troopers ||  ||  ||  ||  ||
|r5900 CACHE DXLDT ||  Unsupported, store 0 on COP0 TagLo
|-
|-
| Beatmania IIDX 16: Empress + Premium Best ||  ||  ||  ||  ||  
|r5900 CACHE DXLTG || Unsupported, store 0 on COP0 TagLo
|-
|-
| Berserk: Millennium Falcon Hen Seima Senki no Sh? ||  ||  ||  ||  ||
|r5900 CACHE IXLDT ||  Unsupported, store 0 on COP0 TagLo
|-
|-
| Beyond Good and Evil ||  ||  ||  ||  ||
|r5900 CACHE IXLTG ||  Supported, cmd 0x21 (0,1) skip function and store 0 on COP0 TagLo
|-
|-
| The Bible Game ||  ||  ||  ||  ||  
|r5900 CACHE DXWBIN || Not supported at all, empty function.
|-
|-
| Big Mutha Truckers ||  || ||  ||  ||
|r5900 CACHE DXIN ||  Not supported at all, empty function.
|-
|-
| Big Mutha Truckers 2 ||  ||  ||  ||  ||  
|r5900 CACHE DHWBIN || Not supported at all, empty function.
|-
|-
| Bionicle Heroes ||  || ||  ||  ||
|r5900 CACHE DHIN ||  Not supported at all, empty function.
|-
|-
| Bionicle: The Game ||  ||  ||  ||  ||  
|r5900 CACHE DHWOIN || Not supported at all, empty function.
|-
|-
| Black ||  || ||  ||  ||
|r5900 CACHE IHIN ||  Full support, cmd 0x21 (0,1) change path of that opcode, 0x03 practically skip whole op.
|-
|-
| Black & Bruised ||  ||  ||  ||  ||
|r5900 CACHE IXIN ||  Full support, cmd 0x21 (0,1) change path of that opcode, 0x03 practically skip whole op.
|-
| Black Cat:Kikai Shikake no Tenshi ||  ||  ||  ||  ||
|-
| Black Market Bowling ||  ||  ||  ||  ||
|-
| Blade II ||  ||  ||  ||  ||
|-
| Bleach: Blade Battlers ||  ||  ||  ||  ||
|-
| Bleach: Blade Battlers 2 ||  ||  ||  ||  ||
|-
| Bleach: Erabareshi Tamashii ||  ||  ||  ||  ||
|-
| Bleach: Hanatareshi Yabou ||  ||  ||  ||  ||
|-
| Blitz: The League ||  ||  ||  ||  ||
|-
| Blood Omen 2 ||  ||  ||  ||  ||
|-
| Blood+: One Night Kiss ||  ||  ||  ||  ||
|-
| Blood: The Last Vampire - First Volume ||  ||  ||  ||  ||
|-
| Blood: The Last Vampire - Last Volume ||  ||  ||  ||  ||
|-
| Blood Will Tell ||  ||  ||  ||  ||
|-
| BloodRayne ||  ||  ||  ||  ||
|-
| BloodRayne 2 ||  ||  ||  ||  ||
|-
| Bloody Roar 3 ||  ||  ||  ||  ||
|-
| Bloody Roar 4 ||  ||  ||  ||  ||
|-
| BlowOut ||  ||  ||  ||  ||
|-
| BMX XXX ||  ||  ||  ||  ||
|-
| Bobobo-bo Bo-bobo Atsumare! Taikan Bo-bobo ||  ||  ||  ||  ||
|-
| Bobobo-bo Bo-bobo Hajike Matsuri ||  ||  ||  ||  ||
|-
| Bode Miller Alpine Skiing || ||  ||  ||  ||
|-
| Boku no Natsu Yasumi 2 ||  ||  ||  ||  ||
|-
| Bombastic ||  ||  ||  ||  ||
|-
| Bomberman Hardball ||  ||  ||  ||  ||
|-
| Bomberman Jetters ||  ||  ||  ||  ||
|-
| Bomberman Land 2 ||  ||  ||  ||  ||
|-
| Bomberman Kart ||  ||  ||  ||  ||
|-
| Bouken Jidai Katsugeki: Goemon ||  ||  ||  ||  ||
|-
| The Bouncer ||  ||  ||  ||  ||
|-
| Boxing Champions ||  ||  ||  ||  ||
|-
| Bratz: Forever Diamondz ||  ||  ||  ||  ||
|-
| Bratz: Rock Angelz ||  ||  ||  ||  ||
|-
| Brave: The Search for Spirit Dancer ||  ||  ||  ||  ||
|-
| Bravo Music: Chou-Meikyokuban ||  ||  ||  ||  ||
|-
| Bravo Music: Christmas Edition ||  ||  ||  ||  ||
|-
| Breath of Fire: Dragon Quarter ||  ||  ||  ||  ||
|-
| Brian Lara International Cricket 2005 ||  ||  ||  ||  ||
|-
| Brian Lara International Cricket 2007 ||  ||  ||  ||  ||
|-
| Britney's Dance Beat ||  ||  ||  ||  ||
|-
| Broken Sword: The Sleeping Dragon ||  ||  ||  ||  ||
|-
| Brothers in Arms: Earned in Blood ||  ||  ||  ||  ||
|-
| Brothers In Arms: Road to Hill 30 ||  ||  ||  ||  ||
|-
| Buffy the Vampire Slayer: Chaos Bleeds ||  ||  ||  ||  ||
|-
| Bujingai: The Forsaken City ||  ||  ||  ||  ||
|-
| Bully (Canis Canem Edit in Europe/Australia) ||  ||  ||  ||  ||
|-
| Burnout ||  ||  ||  ||  ||
|-
| Burnout 2: Point of Impact ||  ||  ||  ||  ||
|-
| Burnout 3: Takedown ||  ||  ||  ||  ||
|-
| Burnout Revenge ||  ||  ||  ||  ||
|-
| Burnout Dominator ||  ||  ||  ||  ||
|-
| Busou Renkin: Yokosu Papillon Park e ||  ||  ||  ||  ||
|-
| Bust-A-Bloc ||  ||  ||  ||  ||
|-
| Butt-Ugly Martians: Zoom or Doom ||  ||  ||  ||  ||
|-
| Buzz! Junior: Jungle Party ||  ||  ||  ||  ||
|-
| Buzz! Junior: Monster Rumble ||  ||  ||  ||  ||
|-
| Buzz! The Big Quiz ||  ||  ||  ||  ||
|-
| Buzz! The Hollywood Quiz ||  ||  ||  ||  ||
|-
| Buzz! The Mega Quiz ||  ||  ||  ||  ||
|-
| Buzz! The Music Quiz ||  ||  ||  ||  ||
|-
| Buzz! The Sports Quiz ||  ||  ||  ||  ||
|-
|-
|r5900 CACHE misc  ||  Do something, but function is little bit complicated to tell for now that it is something that make sense.
|}
|}
==== C ====
--[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 21:03, 1 October 2022 (UTC)
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"  
 
|- bgcolor="#cccccc"
Example of recompiled code with enabled cache emulation:  https://pastebin.com/sDwc1MLX
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
* Every operation with r15 and following r7/r8 loads, compares, and cr operations will be skipped by emitter with 0x21 --> 0
|-
* r15 is loaded with current address (page?), to get full value shift it left by 6 eg.  0x808710 << 6 = 0x2021C400 (shift left by 6 = multiplying by 0x40)
| Cabela's African Safari || ||  || ||  ||
* For small part of code posted on pastebin, cache check is performed 33 times * 8 opcodes = 264 opcodes from 801 are cache checks! A lot of work, a lot of code mostly for nothing.
|-
* Conclusion. Use 0x21 --> 0 whenever you can. iCache emulation is pointless for 99% of games.
| Cabela's Alaskan Adventure || || || || ||
* Small oftopic. Every opcode that write to r13 increase emulated cycles. Every opcode writing to r14 modify current r5900 pc. Every branch to 0x3800 mean that event test will be performed.
|-
* Problematic games (have issues with 0x21 enabled): Shadow Hearts 3, Jak & Daxter, VP2, Hot Shots series, Kingdom Hearts. Any game that load additional code overlays and do that custom way, for example Shadow Hearts 3 load code from bin files hidden in cpx files. All those games doesn't really need iCache emulation to work, but emulator seems to have issue with code invalidation. Only small amount of games used this method of loading, so it still should be fine for 99% of games.
| Cabela's Big Game Hunter (2002) ||  ||  ||  ||  ||
--[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:32, 22 May 2023 (CEST)
* Radiata does not crash. English patch for FFXII IZJS does crash though (0x21 fixes stuttering in turbo mode).--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 20:33, 22 May 2023 (CEST)
** Whoops, my bad. Fixed. :P --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 09:44, 23 May 2023 (CEST)
*** Actually, the icache invalidation issues could explain why the infamous Maori VP2 overlay anti-protection patch is not working on the netemu.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 22:14, 15 June 2023 (CEST)
**** His patch is basically self modifying code, so its possible. You can try cmd 0x01 with 0x0E subcommand hook at 0x01feb1c0. This invalidate whole mem every time offset is hit, ensuring that new code that is written from patcher is not in conflict with cache. Also remember that 0x42 is applied only on syscall 7, so if game modify 0x1feb1c0 - 0x1feb2e0 region, it will wipe patcher. And games often memzero whole data memory right after start. This issue don't exist on pcsx2 because it will reapply it on next vsync, while on netemu only 0x09/0x0A patches are reapplied. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 15:37, 16 June 2023 (CEST)
 
===ps2_netemu command 0x22===
Weird command. Sets something 1 (CDVD/MECHA), but seems to never use it.
 
===ps2_netemu command 0x28===
This command is heavily stripped version of command from gxemu. On netemu only option that seems to change anything is 0. From what i gathered in emu, when set to 0 SEEK ncmd will to be ignored and instant command ack is set. When 0 is used cdvd.SeekToSector is not updated from NCMD params. For emulated vm this mean next read command will perform seek to sector from position where last read end. Not sure if i'm understanding that correctly, it seems to be very hacky solution.
 
After some more work, its either skip seek, or make seek instant. Still a hack, but may give some loading boosts here and there (and break a lot of stuff too).
 
===ps2_netemu command 0x2A===
Any idea what this command is doing? It seems to be directly related to IPU. I thought it only fixed black screen issues on certain games, but it also fixes Mystery Mayhem’s glitching/freezing/stuttering FMVs.
* This config skip check of another value, which finally make one of functions to never run. This affect "SYS" thread, and value that is checked seems to be related to EE/COP2 recompilers (pure guess by addresses that write there...). Nothing related directly to IPU, that's for sure. But this is part of emu that i have basically untouched, so i can't tell what its really skipped here. Function that is skipped trigger other functions which read cached mips code. So maybe something related to recompiler flushing, or constant propagation. Hard to tell at this point. For sure this is something i want to look more into, but not yet. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 05:56, 8 July 2022 (UTC)
** Gotcha. So, I guess it is indirectly affecting the IPU? Or at least something EE/COP2 touches after IPU stuff. The current games that this command fixes are: All Star Baseball 2004 (GX config), Scooby-Doo! Mystery Mayhem (fixes repeating audio and FMV slowdown), Pro Evolution Soccer 6 (PAL v2.00 and NTSC-J only, unneeded in other versions, fixes black screen after opening FMV), and SCORE International Baja 1000 (fixes black screen after career mode FMV). These are all the currently known uses of the command. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 02:15, 10 July 2022 (UTC)
 
===ps2_netemu command 0x2E===
Without this command applied there is a black screen and no sound after the PS2LOGO, but the game (Growlanser Generations) is working in the background. Pressing the "PS" button fixes it. After applying this command (0x172 parameter) everything works correctly.
* this (like most "mecha" commands) is messing with timing.
lwz      r0, 0x2C(r31)          # cmd_0x2E
cmpwi    cr7, r0, 0
beq      cr7, cdvd_error_1349B4  # skip cdvd error if cmd not 0.
nop
loc_134988:
mftb      r9
cmpwi    cr7, r9, 0
beq      cr7, loc_134988        # Loop until timebase is not 0
clrldi    r0, r0, 32
add      r0, r0, r9
li        r9, 5
std      r0, 0x20(r31)          # cmd_0x2E + timebase
stw      r9, 0(r31)
b        end_134844
Value from 0x20(r31) is later used in compare. That result in cdvd error, or in setting which seems schedule event to happen after time from timebase pass. This event is netemu syscall 8 (0x200) which is related to all ps2 cdvd reads. Tl;dr is that value give emulator some more time before cdvd error. Weird thing is that PS button fix it.. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 07:05, 7 March 2022 (UTC)
 
===ps2_gxemu command 0x19===
Command disable reads/writes to selected IOP HW registers. Disabled regs are:
 
* 0x10000000 - 0x10003FFF (DEV9/SPEED/ATA/SMAP)
* 0x1F801460 - 0x1F80147F (Unknown)
 
Command is auto applied to titles listed here (duplicates are really there in emu too):
    Hash          ID                Name
0x0CD1298155  SLES_540.13  World Snooker Championship 2007
0x12C93199A5  SLES_518.40  NHL Hitz Pro
0x15C93199AD  SLES_549.13  Pro Evolution Soccer 2008
0x24D92589A5  SLUS_211.86  NBA Ballers - Phenom
0x2CD12D8125  SLUS_212.35  MLB 2K6
0x34C9359935  SLUS_211.38  X-Men Legends II - Rise of Apocalypse
0x34C93599E5  SLUS_211.28  Blitz - The League
0x34C93599E5  SLUS_211.28  Blitz - The League
0x449961C9E5  SLES_542.10  NBA 2K7
0x4C9169C1CD  SLES_542.46  FIFA '07
0x4C9169C1D5  SLES_542.45  NHL '07
0x4C9169C1DD  SLES_542.44  FIFA '07
0x4C9169C1E5  SLES_542.43  FIFA '07
0x4C9169C1F5  SLES_542.41  FIFA '07
0x4C9169C1FD  SLES_542.40  FIFA '07
0x4CB14DE12D  SLUS_213.74  Marvel - Ultimate Alliance
0x54A955F915  SLUS_212.74  Outrun 2006 - Coast 2 Coas
0x5CA15DF165  SLUS_213.01  World Series of Poker
0x5CA15DF1FD  SLUS_212.86  WWE SmackDown! vs RAW 2006
0x5CA15DF1FD  SLUS_212.86  WWE SmackDown! vs RAW 2006
0x649965C94D  SLUS_214.63  Tom Clancy's Ghost Recon 2
0x649965C955  SLUS_214.60  NBA Live '07
0x649965C95D  SLUS_214.61  NASCAR '07
0x649965C965  SLUS_214.58  NHL '07
0x649965C96D  SLUS_214.59  NCAA Football '07
0x6BB149E15D  SLES_531.04  Tom Clancy's Rainbow Six - Lockdown
0x6C916DC165  SLUS_214.91  World Series of Poker - Tournament of Champions
0x6C916DC1A5  SLUS_214.83  Tiger Woods PGA Tour '07
0x6C916DC1AD  SLUS_214.82  NFL Street 3
0x6C916DC1B5  SLUS_214.81  NCAA March Madness '07
0x6C916DC1D5  SLUS_214.77  Madden NFL '07 [Hall of Fame Edition]
0x6C916DC1DD  SLUS_214.76  Madden NFL '07
0x748975D9DD  SLUS_213.83  Fight Night - Round 3
0x7C817DD125  SLUS_214.33  FIFA Soccer '07
0x7C817DD165  SLUS_214.25  NHL 2K7
0x7C817DD16D  SLUS_214.24  NBA 2K7
0x7C817DD175  SLUS_214.27  WWE SmackDown! vs RAW 2007
0x7C817DD1CD  SLUS_214.12  World Championship Poker featuring Howard Lederer - All-In
0x84798529BD  SLUS_205.65  Champions of Norrath
0x8559A109AD  uuunnnnnkkk 
0x8579852915  SLUS_215.68  Arena Football - Road to Glory
0x8579852965  SLUS_215.82  MVP '07 - NCAA Baseball
0x8D51A90145  SLES_545.11  UEFA Champions League
0x8D51A901B5  SLES_545.13  UEFA Champions League
0x8D51A901BD  SLES_545.12  UEFA Champions League
0x8D718D21BD  SLUS_216.20  NCAA Football '08
0x9C619D31E5  SLUS_205.41  NBA Ballers
0x9D41B911AD  SLES_544.48  World Series of Poker - Tournament of Champions
0x9D619D31C5  SLUS_215.61  Major League Baseball 2K7
0x9F29357805  SCUS_975.44  NBA '07 featuring The Life Vol.2
0x9F293578E5  SCUS_975.56  MLB '07 - The Show
0xB549B51915  SLUS_216.38  Madden NFL '0
0xB549B51925  SLUS_216.32  NHL 2K8
0xB549B5195D  SLUS_216.47  NHL '08
0xB549B519A5  SLUS_216.48  FIFA Soccer '08
0xB549B519AD  SLUS_216.49  NBA Live '08
0xBC61793025  SCES_532.85  Ratchet - Gladiator
0xBD41BD1105  SLUS_216.69  NBA 2K8
0xC439C569F5  SLUS_208.20  Tom Clancy's Ghost Recon - Jungle Storm
0xC7716D20D5  SCUS_974.01  Hot Shots Golf FORE!
0xC7716D20D5  SCUS_974.01  Hot Shots Golf FORE!
0xCA11E941F5  SLES_516.97  SSX 3
0xCF7965285D  SCUS_973.53  Ratchet and Clank - Up Your Arsenal
0xCF7965285D  SCUS_973.53  Ratchet and Clank - Up Your Arsenal
0xD20911582D  SCES_515.93  Hardware Online Arena [Beta, Promo & Full Release]
0xD7617D308D  SCUS_973.28  Gran Turismo 4
0xE339C1695D  SLES_525.45  Star Wars Battlefront
0xE794CCB06D  PCPX_980.42  Minna no Tennis
0xEA3129608D  SCES_515.78  Network Access Disc [Original, v4.02 & v4.03]
0xEC11ED4115  SLUS_209.73  Champions - Return to Arms
0xEF594508D5  SCUS_975.00  MLB '06 - The Show
0xF409F559AD  SLUS_208.89  MLB Slugfest - Loaded
0xF7415D10E5  SCUS_974.65  Ratchet - Deadlocked
0xF7415D10E5  SCUS_974.65  Ratchet - Deadlocked
As a result config disable HDD/NET capabilities.
 
==XMB messages related with PS2 Emulation==
{{Boxcode|title=explore_category_sysconf.rco\Text\English.xml|code=<syntaxhighlight lang="xml">
<Text name="msg_ps_ps2_upconvert">PS/PS2 - Upscaler</Text>
<Text name="msg_ps_upconvert">PS - Upscaler</Text>
<Text name="msg_ps_ps2_smoothing">PS/PS2 - Smoothing</Text>
<Text name="msg_ps_smoothing">PS - Smoothing</Text>
<Text name="msg_ps_ps2_smoothing_explanation">Reduces the roughness of the displayed image.</Text>
</syntaxhighlight>}}
 
{{Boxcode|title=game_ext_plugin.rco\Text\English.xml|code=<syntaxhighlight lang="xml">
<Text name="msg_error_cannot_play_ps2disc_scee">This title is not currently compatible with the PS3™ system. Please visit faq.eu.playstation.com/bc for a list of PlayStation®2 format software titles that are compatible, and to update the System Software that will enable your PS3™ system to play additional PlayStation®2 format software titles.</Text>
<Text name="msg_error_cannot_play_ps2disc_scea">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://www.us.playstation.com/Support/CompatibleStatus to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text>
<Text name="msg_error_cannot_play_ps2disc_scej">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://www.jp.playstation.com/ps3/status/ to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text>
<Text name="msg_error_cannot_play_ps2disc_scek">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://www.playstation.co.kr/info/bc to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text>
<Text name="msg_error_cannot_play_ps2disc_sceasia">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://asia.playstation.com/status to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text>
<Text name="msg_cannot_run_ps2_fromat_corretly_stop">A problem has occurred. This PlayStation®2 format software was forced to quit.</Text>
</syntaxhighlight>}}
 
{{Boxcode|title=explore_plugin_full.rco\Text\English.xml|code=<syntaxhighlight lang="xml">
<Text name="msg_setting_file_ps2">Settings File (PlayStation®2)</Text>
<Text name="msg_your_bb_navigator">Your PlayStation®BB Navigator</Text>
<Text name="msg_system_driver_ps1">System Driver</Text>
<Text name="msg_system_driver_ps2">System Driver (PlayStation®2)</Text>
<Text name="msg_error_cannot_play_ps2_format">This model of the PS3™ system is not compatible with PlayStation®2 format software.</Text>
</syntaxhighlight>}}
 
==Obsolete experiments==
This is kept here for historical purposes, but needs to be rewritten or deleted
 
===Getting Playstation 2 Software Emulator working===
 
Method (on Firmware 3.55, without! Cobra-USB Dongle or Downgrade) for all consoles (fat & slim).
 
1. Replace following files on your consoles /dev_flash/
    with the ones included in this archive
    p3dwik-ps2compatfiles.rar
2. Get into Factory Service Mode (FSM Tool/Dongle)
3. Insert your Original PS2 Game Disc
4. It will run.
 
Note: Backups wont work. You're getting the compatibility of the 2.60 software emulator with all of its bugs.
 
Download: [http://www.sendspace.com/file/bm9z9v p3dwik-ps2compatfiles.rar]<br>
Possible compatibility Lists:
* http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530
* [[Talk:Emulation#PS2.2FPStwo]]
 
 
====boot_ps2====
http://foxbrew.org/ps3/otheros-utils/boot_ps2.git <br />
http://www.multi...upload.com/QKK7ETPHXZ boot_ps2-src.rar (1.43 KB) <br />
http://www.multi...upload.com/YCZ63Y6TQ5 boot_ps2.pkg (69.17 KB) <br />
 
any chance of having this package resigned for 4.21 cfw? might be useful to see if it'll boot ps2_netemu.self LPAR.
 
(can boot ps2lpar, but also petitboot if otheros installed! 50:50 chance)
 
[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.
 
=== Enable Playstation 2 on non BC's===
 
[[http://www.ps3devwiki.com/index.php?title=Emulation#Getting_Playstation_2_Software_Emulator_working Getting Playstation 2 Software Emulator working]]
 
[[Image:Vsh_ps2_change1.png|left|thumb|400px|XMB Game Settings non BC/BC,patched]]<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
 
==== Service Mode in relation to PS2 emulation tests ====
* Service mode resets display settings (on default it uses HDMI with composite on MultiAV connector) - this means that users of Component cables can get garbled screen / no display output (in tests below, the primairy screen) unless using composite wiring/screen (in tests below, the secondairy screen).
 
* Service Mode also resets user presets like disc autoboot, so it needs to be disabled again if needed.
 
* Any made Virtual Memory Cards previously will be removed and you will have no access to them, nor be able to create one.
 
* When PS3 is switching to PS2, connection with Sixaxis / Dualshock 3 will be lost (even when using USB wired connection). In some cases easily resyncable by using PS button, but in other cases the leds stay off and the controller cannot be used (until ps2 mode is exited or console rebooted)
 
* As a workaround for above wireless controller issue, you can use an USB2PS2 converter and connect an old PS2 / Dualshock2 controller.
 
==== tests on 2000 series PS3 Slim ====
Testplatform:
  SKU: 2000 series slim (minver 2.70)
  Firmware: 3.55 'Rogero 3.4' mmap114+peek/poke but no SS-patches
  Memorycards: MC:PS1 in slot1, MC:PS2 in slot2.
  Mainscreen: Component+Composite 576i+P/720i+P//1080i
  Sec.screen: Composite 576i
  48 titles tested (PAL disc on PAL SKU) // [[User:Euss|Euss]]
 
* Without Factory Service Mode : gives "Incompatible Data" when inserting PS2 disc
 
* When enabling [https://web.archive.org/web/*/http://ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher] without factory service mode (patch4 set as http://pastie.org/private/jp8zhvuocjz95cfrjm0uzg) : no changes in XMB:Game (still only PS upscaler/smoothing, no PS2 mention at all)
 
* When enabling [https://web.archive.org/web/*/http://ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher] without factory service mode (patch4 set as http://pastie.org/4355919) : gives XMB:Game PS2 smoothing/upscaling options, it also make an inserted disk to be seen as PS2 format. Still same problem of ¨incompatible title¨ and loss of BT/settings. Also after returning to XMB, it no longer sees the disc as PS2 format but as incompatible data (which suggests the lv2 patch is undone, as lv2 is reloaded when returning from the ps2 lpar)
 
* Using [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] without factory service mode : no resetting of date/time/displayoutput (still output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation), and after a long while comes up with the message that the title is not compatible and that the ps3 needs to be updated (Basic nag screen that is on BC PS3s when inserting a noncompatible title).
 
* With Factory Service Mode enabled (there are no Xmb options to combinetest with [https://web.archive.org/web/*/http://ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher] or [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg]): gives ´PS2 disc´ detected at disc icon, but starting gives: resetting of date/time/displayoutput (effectively disabling my mainscreen), then all connection to any bound bluetooth device is lost, even when connected via USB (needs multiple PS button reactivation), and after a long while comes up with the message that the title is not compatible and that the ps3 needs to be updated (Basic nag screen that is on BC PS3s when inserting a noncompatible title).
 
In short: [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] and Factory Service Mode seem to enable simulare (it tries to boot it) while [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives you more options e.g. using [https://web.archive.org/web/*/http://ps3devwiki.com/files/devtools/lv2-v9-pkg/ LV2Patcher].
Perhaps hardswapping out all the dev_flash ps2 emu files for the same software only emulator would circumvent the 'incompatible title' message.
 
 
==== Second test: FW 2.70/3.15 ====
Silent Hill : gives disk icon "unsupported data" and error message like "This model of the PS3 system is not compatible with Playstation2 format software" when run via disc icon. Using [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives title not supported error message like "This title is not currently compatible with the PS3 system".
 
==== Third test: FW 3.55 OtherOS++22GB (with SS Patches) ====
Silent Hill : gives disk icon "unsupported data" and error message like "This model of the PS3 system is not compatible with Playstation2 format software" when run via disc icon. Using [https://web.archive.org/web/*/http://ps3devwiki.com/files/OtherOSplusplus/misc/boot_ps2.pkg boot_ps2.pkg] gives blackscreen lockup, not reacting on PS button, or powerbutton, requiring removing powercord.
 
 
===== considering titles to test =====
* http://en.wikipedia.org/wiki/List_of_PlayStation_3_backward_compatible_PlayStation_2_and_PlayStation_games
* http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530
* http://us.playstation.com/support/compatiblestatus/index.htm
 
These have no listed issues:
* Half-Life
* Hulk
* Medal of Honor: Frontline
These have minor issues listed (but should still play):
* Silent Hill 3
* Second Sight
 
==== tests on CECHC04 (partial BC) ====
on 3.41 or on 3.55 in normal XMB mode (no disc icon in XMB): boot_ps2.pkg gives no resetting of date/time/displayoutput (still output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation), and after a long while comes up with the message that the "The system was not turned off properly" as if it had experienced poweroff and from there booted back to XMB. It then returns to the XMB, but first gives an error screen, mentioning 0x80028F17 occured (''PS2 mode error 0x80028F17 "An error occurred during the start operation (80028F17)," PlayStation 2 disc Boot Error, also related to PS1 PSN games.'')
 
on 3.41 or on 3.55 in normal XMB mode (disc icon in XMB): boot_ps2.pkg gives resetting of date/time/displayoutput (no output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation). The game is playable on secondary screen, and exit to XMB with holding PS button goes without 0x80028F17 errors, but does give the "The system was not turned off properly" error.
 
no disc icon:
* Medal of Honor: Rising Sun
* Half-Life
 
disc icon:
* Hulk
* Second Sight
* Silent Hill 3
 
==== Renaming ps2_netemu to ps2_emu ====
 
Tested renaming ps2_netemu.self to ps2_emu.self on CECHB01/rogero 4.21 with dev_blind mounting via multiMAN but boots to black screen, no disc activity, but controller shuts off and is synced. No PS button menu or anything.
 
boot_ps2.pkg boots, no disc activities, then throws up an error depending if the file is resigned for 4.21 or not. (tried both a resigned and the existing version)
 
 
==== PS2 on non BC HW - Tests ====
 
{| class="wikitable sortable"
|-
|-
| Cabela's Big Game Hunter (2007) || ||  ||  ||  ||  
! rowspan="2" | Title !! rowspan="2" | DiscID !! colspan="2" | Disc Icon !! colspan="3" | ps2_softemu !! rowspan="2" | Remarks
|-
|-
| Cabela's Big Game Hunter 2005 Adventures ||  ||  ||  ||  ||
! <abbr title="Normal Mode">Normal</abbr> !! <abbr title="Factory Service Mode">FSM</abbr> !! 2.50 !! 2.60 !! 2.70
|-
|-
| Cabela's Dangerous Hunts ||  ||  ||  || ||  
| Action Replay MAX || SCED54409 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| Cabela's Dangerous Hunts 2 ||  ||  ||  || ||  
| Battlefield 2 Modern Combat || SLES53729 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Cabela's Dangerous Hunts 2009 ||  ||  ||  || ||  
| Constantine || SLES52872 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Cabela's Legendary Adventures ||  ||  ||  || ||  
| Demo Disc 3-073-543-11 || PBPX95514 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Cabela's Monster Bass ||  ||  ||  || ||  
| EyeToy Play || SCES51513 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Cabela's Outdoor Adventures ||  ||  ||  || ||  
| EyeToy Play 2 || SCES52748 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Cabela's Trophy Bucks ||  ||  ||  || ||  
| EyeToy Play 3 || SLES53315 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Call of Duty: Finest Hour ||  ||  ||  || ||  
| Freedom Fighters || SLES51467 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Call of Duty 2: Big Red One ||  ||  ||  || ||  
| Ghost in the Shell Standalone Complex || SLES53020 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Call of Duty 3 ||  ||  ||  || ||  
| GoldenEye Rogue Agent || SLES52974 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Call of Duty: World at War: Final Fronts ||  ||  ||  || ||  
| Guerrilla Strike || SLES53344 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| Capcom Classics Collection ||  ||  ||  || ||  
| Gunfighter 2 Revenge of Jessy James || SLES51289 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| Capcom Classics Collection Vol. 2 ||  ||  ||  ||  ||  
| Half Life || SLES50504 ||  ||  {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| Capcom Fighting Evolution ||  ||  ||  || ||  
| HDLoader || - ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| Captain Tsubasa ||  ||  ||  || ||  
| International Golf Pro || SLES52349 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| Carmen Sandiego: The Secret of the Stolen Drums ||  ||  ||  || ||  
| Jet Ion GP || SLES50544 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| Cars ||  ||  ||  || ||  
| killer7 || SLES53366 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Cars Mater-National ||  ||  ||  || ||  
| Kya Dark Lineage || SLES51473 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Cars Race-O-Rama ||  ||  ||  || ||  
| London Racer Destruction Madness || SLES53654 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| CART Fury ||  ||  ||  || ||  
| London Racer Police Madness || SLES53536 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| Cartoon Network Racing ||  ||  ||  || ||  
| Manhunt || SLES52023 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Castle Shikigami 2 ||  ||  ||  || ||  
| Max Play - 10 Classic Retro Games || - ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| Shikigami no Shiro 2JP ||  ||  ||  || ||  
| Medal of Honor European Assault || SLES53332 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Castlevania: Curse of Darkness ||  ||  ||  || ||  
| Medal of Honor Frontline || SLES50684 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Castlevania: Lament of Innocence ||  ||  ||  || ||  
| Medal of Honor Rising Sun || SLES51873 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Catwoman ||  ||  ||  || ||  
| Medal of Honor Vanguard || SLES54683 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Cel Damage Overdrive ||  ||  ||  || ||  
| Men in Black II Alien Escape || SLES50789 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Celebrity Deathmatch ||  ||  ||  || ||  
| Network Access Disc || SCES51578 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Centre Court Hard Hitter ||  ||  ||  || ||  
| OPM #66 || SCED54409 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Champions of Norrath: Realms of Everquest ||  ||  ||  || ||  
| OPM #67 || SCED54410 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Champions: Return to Arms ||  ||  ||  || ||  
| OPM #68 || SCED54412 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Championship Manager 2006 ||  ||  ||  || ||  
| OPM #69 || SCED54413 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Championship Manager 2007 ||  ||  ||  || ||  
| OPM #70 || SCED54415 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Championship Manager 5 ||  ||  ||  || ||  
| OPM #72 || SCED54417 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Charlie and the Chocolate Factory ||  ||  ||  || ||  
| OPM #73 || SCED54418 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Charlie's Angels ||  ||  ||  || ||  
| OPM #74 || SCED55113 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Chaos Legion ||  ||  ||  || ||  
| OPM #75 || SCED55114 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| The Chronicles of Narnia: The Lion, the Witch and the Wardrobe ||  ||  ||  || ||  
| OPM #77 || SCED55117 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Chessmaster ||  ||  ||  || ||  
| OPM #79 || SCED55119 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| ChoroQ ||  ||  ||  || ||  
| Perfect Ace Pro Tournament Tennis || SLES51735 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| Chulip ||  ||  ||  || ||  
| Prisoner of War || SLES50397 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| C.I.D 925: An Ordinary Life ||  ||  ||  || ||  
| Ratchet & Clank 3 || SCES52456 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Circus Maximus: Chariot Wars ||  ||  ||  || ||  
| Red Baron || SLES53434 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| City Crisis ||  ||  ||  || ||  
| SAS Anti-terror Force || SLES53435 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| Clannad ||  ||  ||  || ||  
| Second Sight || SLES52670 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Clever Kids-Dino Land ||  ||  ||  || ||  
| Seek and Destroy || SLES51603 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| Clever Kids-Pony World ||  || ||  || ||  
| Silent Hill 3 || SLES51434 ||  || {{ps2dvd}} || {{yes}} ||  || {{no}} ||  
|-
|-
| Clock Tower 3 ||  ||  ||  || ||  
| Socom US Navy SEALs || SCES50928 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Club Football AC Milan 2005 ||  ||  ||  || ||  
| Socom II US Navy SEALs || SCES51904 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Club Football Barcelona 2005 ||  ||  ||  || ||  
| Socom 3 US Navy SEALs || SCES53300 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Club Football Birmingham City 2005 ||  ||  ||  || ||  
| Socom US Navy SEALs Combined Assault || SCES54477 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| CMT Presents: Karaoke Revolution Country ||  || ||  || ||  
| Swap Magic 3 plus (PAL version 3.6) CD || SCED54409 ||  || {{no}} || - ||  || {{no}} ||  
|-
|-
| Cocoto Platform Jumper ||  || ||  || ||  
| Swap Magic 3 plus (PAL version 3.6) DVD || SCED54409 ||  || {{ps2dvd}} || {{yes}} ||  || {{no}} ||  
|-
|-
| Code Age Commanders ||  ||  ||  || ||  
| Tenchu Wrath of Heaven || SLES50679 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Code Lyoko: Quest for Infinity ||  ||  ||  || ||  
| Terminator 3 Rise of the Machines || SLES52152 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Code of the Samurai ||  ||  ||  || ||  
| The Great Escape || SLES51315 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Cold Fear ||  || ||  || ||  
| The Hulk || SLES51508 ||  || {{ps2dvd}} || {{yes}} ||  || {{no}} ||  
|-
|-
| Cold Winter ||  ||  ||  || ||  
| The Matrix Path of Neo || SLES53799 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Colin McRae Rally 3 ||  ||  ||  || ||  
| The Plan || SLES53965 ||  || {{ps2cd}} ||  ||  || {{no}} ||  
|-
|-
| Colin McRae Rally 04 ||  ||  ||  || ||  
| Time Crisis 3 || SCES51844 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Colin McRae Rally 2005 ||  ||  ||  || ||  
| Tom Clancy's Ghost Recon || SLES51181 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| College Hoops 2K6 ||  ||  ||  || ||  
| Tom Clancy's Rainbow Six 3 || SLES52288 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| College Hoops 2K7 ||  ||  ||  || ||  
| Tom Clancy's Splinter Cell || SLES51466 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| College Hoops 2K8 ||  ||  ||  || ||  
| Tom Clancy's Splinter Cell Chaos Theory || SLES53007 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Coloball 2002 ||  ||  ||  || ||  
| Tom Clancy's Splinter Cell Pandora Tomorrow || SLES52149 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
|-
| Colosseum: Road to Freedom || ||  ||  ||  ||
| Trapt || SLES53824 ||  || {{ps2dvd}} ||  ||  || {{no}} ||  
|-
| Combat Elite: WWII Paratroopers ||  ||  ||  ||  ||
|-
| Commandos: Strike Force ||  ||  ||  ||  ||
|-
| Commandos 2: Men of Courage ||  ||  ||  ||  ||
|-
| Conflict: Desert Storm ||  ||  ||  ||  ||
|-
| Conflict: Desert Storm II: Back to Baghdad ||  ||  ||  ||  ||
|-
| Conflict: Vietnam ||  ||  ||  ||  ||
|-
| Conflict Zone ||  ||  ||  ||  ||
|-
| Constantine ||  || ||  ||  ||  
|-
| Contra: Shattered Soldier ||  ||  ||  ||  ||
|-
| Convenience Store Manager 3 ||  ||  ||  ||  ||
|-
| Corvette ||  ||  ||  ||  ||
|-
| Cookie and Cream ||  ||  ||  ||  ||
|-
| Coraline ||  ||  ||  ||  ||
|-
| Cowboy Bebop ||  ||  ||  ||  ||
|-
| Crash Bandicoot: The Wrath of Cortex ||  ||  ||  ||  ||
|-
| Crash Nitro Kart ||  ||  ||  ||  ||
|-
| Crash Tag Team Racing ||  ||  ||  ||  ||
|-
| Crash Twinsanity ||  ||  ||  ||  ||
|-
| Crash of the Titans ||  ||  ||  ||  ||
|-
| Crash: Mind Over Mutant ||  ||  ||  ||  ||
|-
| Crash 'N' Burn ||  ||  ||  ||  ||
|-
| Crazy Frog Racer ||  ||  ||  ||  ||
|-
| Crazy Frog Racer 2 ||  ||  ||  ||  ||
|-
| Crazy Taxi ||  ||  ||  ||  ||
|-
| Crescent Suzuki Racing: Superbikes and Supersides ||  ||  ||  ||  ||
|-
| Cricket ||  ||  ||  ||  ||
|-
| Crime Life: Gang Wars ||  ||  ||  ||  ||
|-
| Crimson Sea 2 ||  ||  ||  ||  ||
|-
| Crimson Tears ||  ||  ||  ||  ||
|-
| Critical Velocity ||  ||  ||  ||  ||
|-
| Cross Channel: To All People ||  ||  ||  ||  ||
|-
| Crouching Tiger, Hidden Dragon ||  ||  ||  ||  ||
|-
| Crusty Demons ||  ||  ||  ||  ||
|-
| Crystal Zone ||  ||  ||  ||  ||
|-
| CSI: 3 Dimensions of Murder ||  ||  ||  ||  ||
|-
| Cue Academy ||  ||  ||  ||  ||
|-
| Culdcept ||  ||  ||  ||  ||
|-
| Curious George ||  ||  ||  ||  ||
|-
| Cyber Mahjong ||  ||  ||  ||  ||
|-
| Cyclone Circus ||  ||  ||  ||  ||
|-
| Cy Girls ||  ||  ||  ||  ||  
|-
|-
|}
|}
==== D ====
 
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
==== Tests on NON-BC CECHP01/NTSC-U (Firmware 2.60/boot_ps2.pkg) ====
|- bgcolor="#cccccc"
<br>
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
<br>Amplitude - Intro prompts are completely glitched, unresponsive to controller input.
|-
<br>Backyard Football 2007 - Graphical glitches during menu and gameplay. Frame rate is okay.
| D1 Grand Prix ||  ||  ||  ||  ||  
<br>Boogie - Intro FMV runs very slow, fails to recognize input after the title screen.
|-
<br>MLB 08: The Show - Intro videos run smoothly. Menus load with no issue. Gameplay is extremely slow with graphical glitches. Network configuration utility is completely garbled.
| Daemon Summoner ||  ||  ||  ||  ||  
 
|-
-- Moose
| Dakar 2: The World's Ultimate Rally ||  ||  ||  ||  ||  
 
Comparative listings: http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530
 
==Hidden/Inaccessible menu in ps2_emu==
 
Apparently PS2EMU (CECH A/B) have some hidden menu that is able to print IOP configs from bios (XPARAM.ELF), i didn't found way to get there, my only idea is replacing other menu with that one in jump case at 0x5D980 (emu around 4.78). Case 21, and 22 is what seems to be hidden menu.
More info about printed data: https://www.psdevwiki.com/ps3/PS2_Emulation#TitleID.2FDiscID_in_ps2_netemu.self
 
==Crazy Taxi check==
Emulators ps2_netemu, and ps2_gxemu (maybe others too), after calculating game hash perform compare check to 0x2BD12D81ED.
ID match US release of Crazy Taxi. This id is kinda special, because Swap Magic CD version, and some other Datel products like Action Replay use Crazy Taxi TOC in their retail discs.
Is known that they literally ripped part of disc (with key/logo, and TOC), and frankesteined it with own products.
So mentioned check first compare hash, and if that match, then run function that perform another check at disc sector 267559 (0x41527), so exactly where main executable is.
I didn't figured out what next, but this is probably anti AR/Datel/SM check. What's weird, there seems to be nothing for TimeSplitters2 which if i recall correctly was used for DVD version of Swap Magic.
<br>There is also check for 0xE794CCB06D  PCPX_980.42  Minna no Tennis entry, emu also refuse to boot it, and throw the same error as with SwapMagic/SCED discs.
 
==CDVD Commands==
===Netemu===
<pre>
4.75 and up.
 
Supported CDVD N Commands:
 
opd_ptr  num  name
0x934AB0 0x00: N_CD_NOP
0x934AB8 0x01: N_CD_RESET
0x934AC0 0x02: N_CD_STANDBY
0x934AC8 0x03: N_CD_STOP
0x934AD0 0x04: N_CD_PAUSE
0x934AD8 0x05: N_CD_SEEK
0x934AE0 0x06: N_CD_READ
0x934AE8 0x07: N_CD_READ_CDDA
0x934AF0 0x08: N_DVD_READ
0x934AF8 0x09: N_CD_GET_TOC
0x934B00 0x0A: N_CMD_A                      panic
0x934B08 0x0B: N_CMD_B                      panic
0x934B10 0x0C: N_CD_READ_KEY
0x934B18 0x0D: N_CMD_D                      panic
any command above 0x0D                      panic
 
Supported CDVD S Commands:
 
opd_ptr  num  name
0x934B20 0x00: SCMD_Return_0
0x934B28 0x01: SCMD_GetDiscType            panic
0x934B30 0x02: SCMD_CdReadSubQ              panic
0x934B38 0x03: SCMD_Mecacon_command        (support 0x00, 0x01 ,0x30, 0x45 sub cmds)
0x934B40 0x04: SCMD_0x04                    panic
0x934B48 0x05: SCMD_CdTrayReqState
0x934B50 0x06: SCMD_CdTrayCtrl
0x934B58 0x07: SCMD_0x07                    panic
0x934B60 0x08: SCMD_CdReadRTC
0x934B68 0x09: SCMD_sceCdWriteRTC
0x934B70 0x0A: SCMD_sceCdReadNVM            panic
0x934B78 0x0B: SCMD_sceCdWriteNVM          panic
0x934B80 0x0C: SCMD_0x0C                    panic
0x934B88 0x0D: SCMD_0x0D                    panic
0x934B90 0x0E: SCMD_0x0E                    panic
0x934B98 0x0F: SCMD_sceCdPowerOff
0x934BA0 0x10: SCMD_0x10                    panic
0x934BA8 0x11: SCMD_0x11                    panic
0x934BB0 0x12: SCMD_sceCdReadILinkId        return zeroed iLinkId
0x934BB8 0x13: SCMD_sceCdWriteILinkID      panic
0x934BC0 0x14: SCMD_CdCtrlAudioDigitalOut  panic
0x934BC8 0x15: SCMD_sceCdForbidDVDP
0x934BD0 0x16: SCMD_AutoAdjustCtrl
0x934BD8 0x17: SCMD_CdReadModelNumber      Return SCPH-50000 (SCMD 0x03(0x00) return Mechacon version 3.9 which is wrong for that model..)
0x934BE0 0x18: SCMD_CdWriteModelNumber      panic
0x934BE8 0x19: SCMD_0x19                    panic
0x934BF0 0x1A: SCMD_sceCdBootCertify
0x934BF8 0x1B: SCMD_sceCdCancelPOffRdy
0x934C00 0x1C: SCMD_sceCdBlueLEDCtl
0x934C08 0x1D: SCMD_cdvdman_call116
0x934C10 0x1E: SCMD_sceRemote2Read
0x934C18 0x1F: SCMD_sceRemote2_7
0x934C20 0x20: SCMD_Return_0
0x934C28 0x21: SCMD_Return_0
0x934C30 0x22: SCMD_Return_0
0x934C38 0x23: SCMD_Return_0
0x934C40 0x24: SCMD_Return_0
0x934C48 0x25: SCMD_Return_0
0x934C50 0x26: SCMD_Return_0
0x934C58 0x27: SCMD_Return_0
0x934C60 0x28: SCMD_Return_0
0x934C68 0x29: SCMD_sceCdNoticeGameStart    panic
0x934C70 0x2A: SCMD_Return_0
0x934C78 0x2B: SCMD_Return_0
0x934C80 0x2C: SCMD_Return_0
0x934C88 0x2D: SCMD_Return_0
0x934C90 0x2E: SCMD_Return_0
0x934C98 0x2F: SCMD_Return_0
0x934CA0 0x30: SCMD_Return_0
0x934CA8 0x31: SCMD_Return_0
0x934CB0 0x32: SCMD_Return_0
0x934CB8 0x33: SCMD_Return_0
0x934CC0 0x34: SCMD_Return_0
0x934CC8 0x35: SCMD_Return_0
0x934CD0 0x36: SCMD_Return_0
0x934CD8 0x37: SCMD_Return_0
0x934CE0 0x38: SCMD_Return_0
0x934CE8 0x39: SCMD_Return_0
0x934CF0 0x3A: SCMD_Return_0
0x934CF8 0x3B: SCMD_Return_0
0x934D00 0x3C: SCMD_Return_0
0x934D08 0x3D: SCMD_Return_0
0x934D10 0x3E: SCMD_Return_0
0x934D18 0x3F: SCMD_Return_0
0x934D20 0x40: SCMD_CdOpenConfig
0x934D28 0x41: SCMD_CdReadConfig
0x934D30 0x42: SCMD_CdWriteConfig
0x934D38 0x43: SCMD_CdCloseConfig
0x934D40 0x44: SCMD_Return_0
0x934D48 0x45: SCMD_Return_0
0x934D50 0x46: SCMD_Return_0
0x934D58 0x47: SCMD_Return_0
0x934D60 0x48: SCMD_Return_0
0x934D68 0x49: SCMD_Return_0
0x934D70 0x4A: SCMD_Return_0
0x934D78 0x4B: SCMD_Return_0
0x934D80 0x4C: SCMD_Return_0
0x934D88 0x4D: SCMD_Return_0
0x934D90 0x4E: SCMD_Return_0
0x934D98 0x4F: SCMD_Return_0
0x934DA0 0x50: SCMD_Return_0
0x934DA8 0x51: SCMD_Return_0
0x934DB0 0x52: SCMD_Return_0
0x934DB8 0x53: SCMD_Return_0
0x934DC0 0x54: SCMD_Return_0
0x934DC8 0x55: SCMD_Return_0
0x934DD0 0x56: SCMD_Return_0
0x934DD8 0x57: SCMD_Return_0
0x934DE0 0x58: SCMD_Return_0
0x934DE8 0x59: SCMD_Return_0
0x934DF0 0x5A: SCMD_Return_0
0x934DF8 0x5B: SCMD_Return_0
0x934E00 0x5C: SCMD_Return_0
0x934E08 0x5D: SCMD_Return_0
0x934E10 0x5E: SCMD_Return_0
0x934E18 0x5F: SCMD_Return_0
0x934E20 0x60: SCMD_Return_0
0x934E28 0x61: SCMD_Return_0
0x934E30 0x62: SCMD_Return_0
0x934E38 0x63: SCMD_Return_0
0x934E40 0x64: SCMD_Return_0
0x934E48 0x65: SCMD_Return_0
0x934E50 0x66: SCMD_Return_0
0x934E58 0x67: SCMD_Return_0
0x934E60 0x68: SCMD_Return_0
0x934E68 0x69: SCMD_Return_0
0x934E70 0x6A: SCMD_Return_0
0x934E78 0x6B: SCMD_Return_0
0x934E80 0x6C: SCMD_Return_0
0x934E88 0x6D: SCMD_Return_0
0x934E90 0x6E: SCMD_Return_0
0x934E98 0x6F: SCMD_Return_0
0x934EA0 0x70: SCMD_Return_0
0x934EA8 0x71: SCMD_Return_0
0x934EB0 0x72: SCMD_Return_0
0x934EB8 0x73: SCMD_Return_0
0x934EC0 0x74: SCMD_Return_0
0x934EC8 0x75: SCMD_Return_0
0x934ED0 0x76: SCMD_Return_0
0x934ED8 0x77: SCMD_Return_0
0x934EE0 0x78: SCMD_Return_0
0x934EE8 0x79: SCMD_Return_0
0x934EF0 0x7A: SCMD_Return_0
0x934EF8 0x7B: SCMD_Return_0
0x934F00 0x7C: SCMD_Return_0
0x934F08 0x7D: SCMD_Return_0
0x934F10 0x7E: SCMD_Return_0
0x934F18 0x7F: SCMD_Return_0
0x934F20 0x80: SCMD__mechacon_auth_0x80
0x934F28 0x81: SCMD__mechacon_auth_0x81
0x934F30 0x82: SCMD__mechacon_auth_0x82
0x934F38 0x83: SCMD__mechacon_auth_0x83
0x934F40 0x84: SCMD__mechacon_auth_0x84
0x934F48 0x85: SCMD__mechacon_auth_0x85
0x934F50 0x86: SCMD__mechacon_auth_0x86
0x934F58 0x87: SCMD__mechacon_auth_0x87
0x934F60 0x88: SCMD__mechacon_auth_0x88
0x934F68 0x89: SCMD_Return_0
0x934F70 0x8A: SCMD_Return_0
0x934F78 0x8B: SCMD_Return_0
0x934F80 0x8C: SCMD_Return_0
0x934F88 0x8D: SCMD_Return_0
0x934F90 0x8E: SCMD_Return_0
0x934F98 0x8F: SCMD__mechacon_auth_0x8F
 
Notes:
N commands handling differ a lot from pcsx2, doing that correctly is important for emulation.
Read model number return SCPH-50000 while returned mechacon version is (not existing?) 3.9.
This model should return Dragon mechacon rev, so 5.0 and up.
Returned ConsoleID is 00 00 00 00 00 00 00 00 00, this can be issue in corner case where game additionally check for non zero result.
Returned iLinkID is 00 00 00 00 00 00 00 00 00, this break Time Crisis 2,3, and one of Armored Core games on pcsx2, surprisingly netemu run them fine.
Every "mechacon_auth" command return zeroed result with different size. Only exception here is 0x81 which return 1.
</pre>
 
==r5900 regs memory map==
Registers are updated only when recompiler flush them to memory, if there is pending operation on the same register in next instruction, recompiler have no need to update reg before that. So it flush result there.
===Netemu===
Address in memory |  r5900 register
FFFFFFFFFFFF8980  |  5900_zero_upper64bits
FFFFFFFFFFFF8988  |  5900_zero_lower64bits
FFFFFFFFFFFF8990  |  5900_at_reg_upper64
FFFFFFFFFFFF8998  |  5900_at_reg_lower64
FFFFFFFFFFFF89A0  |  5900_v0_reg_upper64
FFFFFFFFFFFF89A8  |  5900_v0_reg_lower64
FFFFFFFFFFFF89B0  |  5900_v1_reg_upper64
FFFFFFFFFFFF89B8  |  5900_v1_reg_lower64
FFFFFFFFFFFF89C0  |  5900_a0_reg_upper64
FFFFFFFFFFFF89C8  |  5900_a0_reg_lower64
FFFFFFFFFFFF89D0  |  5900_a1_reg_upper64
FFFFFFFFFFFF89D8  |  5900_a1_reg_lower64
FFFFFFFFFFFF89E0  |  5900_a2_reg_upper64
FFFFFFFFFFFF89E8  |  5900_a2_reg_lower64
FFFFFFFFFFFF89F0  |  5900_a3_reg_upper64
FFFFFFFFFFFF89F8  |  5900_a3_reg_lower64
FFFFFFFFFFFF8A00  |  5900_t0_reg_upper64
FFFFFFFFFFFF8A08  |  5900_t0_reg_lower64
FFFFFFFFFFFF8A10  |  5900_t1_reg_upper64
FFFFFFFFFFFF8A18  |  5900_t1_reg_lower64
FFFFFFFFFFFF8A20  |  5900_t2_reg_upper64
FFFFFFFFFFFF8A28  |  5900_t2_reg_lower64
FFFFFFFFFFFF8A30  |  5900_t3_reg_upper64
FFFFFFFFFFFF8A38  |  5900_t3_reg_lower64
FFFFFFFFFFFF8A40  |  5900_t4_reg_upper64
FFFFFFFFFFFF8A48  |  5900_t4_reg_lower64
FFFFFFFFFFFF8A50  |  5900_t5_reg_upper64
FFFFFFFFFFFF8A58  |  5900_t5_reg_lower64
FFFFFFFFFFFF8A60  |  5900_t6_reg_upper64
FFFFFFFFFFFF8A68  |  5900_t6_reg_lower64
FFFFFFFFFFFF8A70  | 5900_t7_reg_upper64
FFFFFFFFFFFF8A78  | 5900_t7_reg_lower64
FFFFFFFFFFFF8A80  | 5900_s0_reg_upper64
FFFFFFFFFFFF8A88  | 5900_s0_reg_lower64
FFFFFFFFFFFF8A90 | 5900_s1_reg_upper64
FFFFFFFFFFFF8A98  | 5900_s1_reg_lower64
FFFFFFFFFFFF8AA0 | 5900_s2_reg_upper64
FFFFFFFFFFFF8AA8  | 5900_s2_reg_lower64
FFFFFFFFFFFF8AB0 | 5900_s3_reg_upper64
FFFFFFFFFFFF8AB8  | 5900_s3_reg_lower64
FFFFFFFFFFFF8AC0 | 5900_s4_reg_upper64
FFFFFFFFFFFF8AC8  | 5900_s4_reg_lower64
FFFFFFFFFFFF8AD0  | 5900_s5_reg_upper64
FFFFFFFFFFFF8AD8  | 5900_s5_reg_lower64
FFFFFFFFFFFF8AE0  | 5900_s6_reg_upper64
FFFFFFFFFFFF8AE8  | 5900_s6_reg_lower64
FFFFFFFFFFFF8AF0 | 5900_s7_reg_upper64
FFFFFFFFFFFF8AF8  | 5900_s7_reg_lower64
FFFFFFFFFFFF8B00 | 5900_t8_reg_upper64
FFFFFFFFFFFF8B08  | 5900_t8_reg_lower64
FFFFFFFFFFFF8B10 | 5900_t9_reg_upper64
FFFFFFFFFFFF8B18  | 5900_t9_reg_lower64
FFFFFFFFFFFF8B20 | 5900_k0_reg_upper64
FFFFFFFFFFFF8B28  | 5900_k0_reg_lower64
FFFFFFFFFFFF8B30  | 5900_k1_reg_upper64
FFFFFFFFFFFF8B38  | 5900_k1_reg_lower64
FFFFFFFFFFFF8B40  | 5900_gp_reg_upper64
FFFFFFFFFFFF8B48  | 5900_gp_reg_lower64
FFFFFFFFFFFF8B50 | 5900_sp_reg_upper64
FFFFFFFFFFFF8B58  | 5900_sp_reg_lower64
FFFFFFFFFFFF8B60 | 5900_fp_reg_upper64
FFFFFFFFFFFF8B68  | 5900_fp_reg_lower64
FFFFFFFFFFFF8B70 | 5900_ra_reg_upper64
FFFFFFFFFFFF8B78  | 5900_ra_reg_lower64
FFFFFFFFFFFF9100 | 5900_pc_reg_lower64
Below FFFFFFFFFFFF8B78 you can find COP0, and finally VFxx, and VIxx regs. Todo..
 
==EE I/O Handlers list==
===Netemu===
4.75 and up. Mode (1 = read / 2 = write)
 
{| class="wikitable sortable"
!mode !! size !! PS2_HW_REG !! handler_opd
|-
|-
| Dance Dance Revolution Disney Channel Edition || || ||  ||  ||  
| 1 || 4 || T0_COUNT || stru_723218
|-
|-
| Dance Dance Revolution Extreme || || ||  ||  ||  
| 2 || 4 || T0_COUNT || stru_723290
|-
|-
| Dance Dance Revolution Extreme || || ||  ||  ||  
| 1 || 4 || T0_MODE || stru_723308
|-
|-
| Dance Dance Revolution Extreme 2 || || ||  ||  ||  
| 2 || 4 || T0_MODE || stru_7233E0
|-
|-
| Dance Dance Revolution Party Collection || || ||  ||  ||  
| 1 || 4 || T0_COMP || stru_7231A0
|-
|-
| Dance Dance Revolution Strike || || ||  ||  ||  
| 2 || 4 || T0_COMP || stru_723248
|-
|-
| Dance Dance Revolution SuperNova || || ||  ||  ||  
| 1 || 4 || T0_HOLD || stru_723110
|-
|-
| Dance Dance Revolution SuperNova || || ||  ||  ||  
| 2 || 4 || T0_HOLD || stru_723128
|-
|-
| Dance Dance Revolution SuperNova 2 || || ||  ||  ||  
| 1 || 4 || T1_COUNT || stru_7232F0
|-
|-
| Dance Dance Revolution SuperNova 2 || || ||  ||  ||  
| 2 || 4 || T1_COUNT || stru_7233B0
|-
|-
| Dance Dance Revolution X || || ||  ||  ||  
| 1 || 4 || T1_MODE || stru_723278
|-
|-
| Dance Factory || || ||  ||  ||  
| 2 || 4 || T1_MODE || stru_723260
|-
|-
| Dance: UK || || ||  ||  ||  
| 1 || 4 || T1_COMP || stru_723140
|-
|-
| Dancing Stage Fever || || ||  ||  ||  
| 2 || 4 || T1_COMP || stru_723380
|-
|-
| Dancing Stage Fusion || || ||  ||  ||  
| 1 || 4 || T1_HOLD || stru_7231E8
|-
|-
| Dancing Stage Max || || ||  ||  ||  
| 2 || 4 || T1_HOLD || stru_723200
|-
|-
| Dancing Stage MegaMix || || ||  ||  ||  
| 1 || 4 || T2_COUNT || stru_7232D8
|-
|-
| Dancing Stage SuperNova || || ||  ||  ||  
| 2 || 4 || T2_COUNT || stru_723398
|-
|-
| Dancing Stage SuperNova 2 || || ||  ||  ||  
| 1 || 4 || T2_MODE || stru_723338
|-
|-
| Dark Angel: Vampire Apocalypse || || ||  ||  ||  
| 2 || 4 || T2_MODE || stru_723410
|-
|-
| Dark Cloud || || ||  ||  ||  
| 1 || 4 || T2_COMP || stru_7231D0
|-
|-
| Dark Cloud 2 || || ||  ||  ||  
| 2 || 4 || T2_COMP || stru_723368
|-
|-
| Dark Summit || || ||  ||  ||  
| 1 || 4 || T3_COUNT || stru_7232C0
|-
|-
| Darkwatch || || ||  ||  ||  
| 2 || 4 || T3_COUNT || stru_7233C8
|-
|-
| Dave Mirra Freestyle BMX 2 || || ||  ||  ||  
| 1 || 4 || T3_MODE || stru_723320
|-
|-
| The Da Vinci Code || || ||  ||  ||  
| 2 || 4 || T3_MODE || stru_7233F8
|-
|-
| DDR Festival Dance Dance Revolution || || ||  ||  ||  
| 1 || 4 || T3_COMP || stru_7231B8
|-
|-
| DDRMAX Dance Dance Revolution || || ||  ||  ||  
| 2 || 4 || T3_COMP || stru_723350
|-
|-
| DDRMAX Dance Dance Revolution 6thMix || || ||  ||  ||  
| 1 || 8 || IPU_CMD || stru_721910
|-
|-
| DDRMAX2 Dance Dance Revolution || || ||  ||  ||  
| 2 || 8 || IPU_CMD || stru_7218F8
|-
|-
| DDRMAX2 Dance Dance Revolution 7thMix || || ||  ||  ||  
| 1 || 4 || IPU_CTRL || stru_721970
|-
|-
| Dead or Alive 2: Hardcore || || ||  ||  ||  
| 2 || 4 || IPU_CTRL || stru_721958
|-
|-
| Dead Rush || || ||  ||  ||  
| 1 || 4 || IPU_BP || stru_721940
|-
|-
| Dead To Rights || || ||  ||  ||  
| 1 || 8 || IPU_TOP || stru_721928
|-
|-
| Dead To Rights II || || ||  ||  ||  
| 2 || 4 || GIF_CTRL || stru_7220C0
|-
|-
| Deadly Strike || || ||  ||  ||  
| 2 || 4 || GIF_MODE || stru_7220A8
|-
|-
| Death by Degrees || || ||  ||  ||  
| 1 || 4 || GIF_STAT || stru_722000
|-
|-
| Def Jam Fight for NY || || ||  ||  ||  
| 1 || 4 || GIF_TAG0 || stru_721EB0
|-
|-
| Def Jam Vendetta || || ||  ||  ||  
| 1 || 4 || GIF_TAG1 || stru_721FE8
|-
|-
| Defender || || ||  ||  ||  
| 1 || 4 || GIF_TAG2 || stru_721FD0
|-
|-
| Delta Force: Black Hawk Down || || ||  ||  ||  
| 1 || 4 || GIF_TAG3 || stru_721FB8
|-
|-
| Delta Force: Black Hawk Down: Team Sabre || || ||  ||  ||  
| 1 || 4 || GIF_CNT || stru_721EC8
|-
|-
| Densha de go! Professional 2 || || ||  ||  ||  
| 1 || 4 || GIF_P3CNT || stru_721EE0
|-
|-
| Densha de go! Final || || ||  ||  ||  
| 1 || 4 || GIF_P3TAG || stru_721EF8
|-
|-
| Destroy All Humans! || || ||  ||  ||  
| 1 || 4 || VIF0_STAT || stru_721820
|-
|-
| Destroy All Humans! 2 || || ||  ||  ||  
| 2 || 4 || VIF0_FBRST || stru_721868
|-
|-
| Destruction Derby Arenas || || ||  ||  ||  
| 1 || 4 || VIF0_ERR || stru_7217A8
|-
|-
| Deus Ex: The Conspiracy || || ||  ||  ||  
| 2 || 4 || VIF0_ERR || stru_721598
|-
|-
| Devil Kings || || ||  ||  ||  
| 1 || 4 || VIF0_MARK || stru_721790
|-
|-
| Devil May Cry || || ||  ||  ||  
| 2 || 4 || VIF0_MARK || stru_7215B0
|-
|-
| Devil May Cry 2 || || ||  ||  ||  
| 1 || 4 || VIF0_CYCLE || stru_721778
|-
|-
| Devil May Cry 3: Dante's Awakening || || ||  ||  ||  
| 1 || 4 || VIF0_MODE || stru_721760
|-
|-
| Devil May Cry 3: Special Edition || || ||  ||  ||  
| 1 || 4 || VIF0_NUM || stru_721748
|-
|-
| Digimon Rumble Arena 2 || || ||  ||  ||  
| 1 || 4 || VIF0_MASK || stru_721730
|-
|-
| Digimon World 4 || ||  ||  || ||  
| 1 || 4 || VIF0_CODE || stru_721718
|-
|-
| Dino Stalker || || ||  ||  ||  
| 1 || 4 || VIF0_ITOPS || stru_721700
|-
|-
| Dirge of Cerberus: Final Fantasy VII || || ||  ||  ||  
| 1 || 4 || VIF0_ITOP || stru_7216E8
|-
|-
| Dirttrack Devils || || ||  ||  ||  
| 1 || 4 || VIF0_R0 || stru_7216D0
|-
|-
| Disaster Report || || ||  ||  ||  
| 1 || 4 || VIF0_R1 || stru_7216B8
|-
|-
| Disaster Report 2 || || ||  ||  ||  
| 1 || 4 || VIF0_R2 || stru_7216A0
|-
|-
| Disgaea: Hour of Darkness || || ||  ||  ||  
| 1 || 4 || VIF0_R3 || stru_721688
|-
|-
| Disgaea 2: Cursed Memories || || ||  ||  ||  
| 1 || 4 || VIF0_C0 || stru_721670
|-
|-
| Disney's Extreme Skate Adventure || || ||  ||  ||  
| 1 || 4 || VIF0_C1 || stru_721658
|-
|-
| Disney Golf || || ||  ||  ||  
| 1 || 4 || VIF0_C2 || stru_721640
|-
|-
| DNA Dark Native Apostle || || ||  ||  ||  
| 1 || 4 || VIF0_C3 || stru_721628
|-
|-
| DoDonPachi Dai Ou Jou || || ||  ||  ||  
| 1 || 4 || VIF1_STAT || stru_722960
|-
|-
| Dog's Life || || ||  ||  ||  
| 2 || 4 || VIF1_STAT || stru_722618
|-
|-
| Dora the Explorer: Journey to the Purple Planet || || ||  ||  ||  
| 2 || 4 || VIF1_FBRST || stru_722A98
|-
|-
| Downforce || || ||  ||  ||  
| 1 || 4 || VIF1_ERR || stru_722948
|-
|-
| Downhill Domination || || ||  ||  ||  
| 2 || 4 || VIF1_ERR || stru_722630
|-
|-
| Dragon Ball Z: Budokai || || ||  ||  ||  
| 1 || 4 || VIF1_MARK || stru_722930
|-
|-
| Dragon Ball Z: Budokai 2 || || ||  ||  ||  
| 2 || 4 || VIF1_MARK || stru_722648
|-
|-
| Dragon Ball Z: Budokai 3 || || ||  ||  ||  
| 1 || 4 || VIF1_CYCLE || stru_722918
|-
|-
| Dragon Ball Z: Budokai Tenkaichi || || ||  ||  ||  
| 1 || 4 || VIF1_MODE || stru_722900
|-
|-
| Dragon Ball Z: Budokai Tenkaichi 2 || || ||  ||  ||  
| 1 || 4 || VIF1_NUM || stru_7228E8
|-
|-
| Dragon Ball Z: Budokai Tenkaichi 3 || || ||  ||  ||  
| 1 || 4 || VIF1_MASK || stru_7228D0
|-
|-
| Dragon Ball Z: Infinite World || || ||  ||  ||  
| 1 || 4 || VIF1_CODE || stru_7228B8
|-
|-
| Dragon Ball Z: Sagas || || ||  ||  ||  
| 1 || 4 || VIF1_ITOPS || stru_7228A0
|-
|-
| Dragon Quest and Final Fantasy In Itadaki Street Special || || ||  ||  ||  
| 1 || 4 || VIF1_BASE || stru_722888
|-
|-
| Dragon Quest V: Bride of the Sky || || ||  ||  ||  
| 1 || 4 || VIF1_OFST || stru_722870
|-
|-
| Dragon Quest VIII: Journey of the Cursed King || || ||  ||  ||  
| 1 || 4 || VIF1_TOPS || stru_722858
|-
|-
| Dragon Quest Yangus || || ||  ||  ||  
| 1 || 4 || VIF1_ITOP || stru_722840
|-
|-
| Dragon's Lair 3D: Return to the Lair || || ||  ||  ||  
| 1 || 4 || VIF1_TOP || stru_722828
|-
|-
| Drakan: The Ancients' Gates || || ||  ||  ||  
| 1 || 4 || VIF1_R0 || stru_722810
|-
|-
| Drakengard || || ||  ||  ||  
| 1 || 4 || VIF1_R1 || stru_7227F8
|-
|-
| Drakengard 2 || || ||  ||  ||  
| 1 || 4 || VIF1_R2 || stru_7227E0
|-
|-
| DreamMix TV World Fighters || || ||  ||  ||  
| 1 || 4 || VIF1_R3 || stru_7227C8
|-
|-
| DRIV3R || || ||  ||  ||  
| 1 || 4 || VIF1_C0 || stru_7227B0
|-
|-
| Driver: Parallel Lines || || ||  ||  ||  
| 1 || 4 || VIF1_C1 || stru_722798
|-
|-
| Driven || || ||  ||  ||  
| 1 || 4 || VIF1_C2 || stru_722780
|-
|-
| Driven to Destruction || || ||  ||  ||  
| 1 || 4 || VIF1_C3 || stru_722768
|-
|-
| Driving Emotion Type-S || || ||  ||  ||  
| 2 || 0x10 || VIF0_FIFO || stru_721850
|-
|-
| Dr. Muto || || ||  ||  ||  
| 1 || 0x10 || VIF1_FIFO || stru_722678
|-
|-
| Drome Racers || || ||  ||  ||  
| 2 || 0x10 || VIF1_FIFO || stru_722AB0
|-
|-
| Dropship: United Peace Force || || ||  ||  ||  
| 2 || 0x10 || GIF_FIFO || stru_722B40
|-
|-
| DrumMania || || ||  ||  ||  
| 1 || 0x10 || IPU_Out_FIFO || stru_7238A8
|-
|-
| DT Racer || || ||  ||  ||  
| 2 || 0x10 || IPU_In_FIFO || stru_723890
|-
|-
| Dual Hearts || || ||  ||  ||  
| 1 || 4 || D0_CHCR || stru_721610
|-
|-
| Duel Masters || || ||  ||  ||  
| 2 || 4 || D0_CHCR || stru_721880
|-
|-
| The Dukes of Hazzard: Return of the General Lee || || ||  ||  ||  
| 1 || 4 || D0_MADR || stru_721508
|-
|-
| Dynasty Tactics || || ||  ||  ||  
| 2 || 4 || D0_MADR || stru_721520
|-
|-
| Dynasty Tactics 2 || || ||  ||  ||  
| 1 || 4 || D0_QWC || stru_721808
|-
|-
| Dynasty Warriors 2 || || ||  ||  ||  
| 2 || 4 || D0_QWC || stru_721538
|-
|-
| Dynasty Warriors 3 || || ||  ||  ||  
| 1 || 4 || D0_TADR || stru_7217F0
|-
|-
| Dynasty Warriors 3: Xtreme Legends || || ||  ||  ||  
| 2 || 4 || D0_TADR || stru_721550
|-
|-
| Dynasty Warriors 4 || ||  ||  || ||  
| 1 || 4 || D0_ASR0 || stru_7217D8
|-
|-
| Dynasty Warriors 4: Empires || ||  ||  || ||  
| 2 || 4 || D0_ASR0 || stru_721568
|-
|-
| Dynasty Warriors 4: Xtreme Legends || ||  ||  || ||  
| 1 || 4 || D0_ASR1 || stru_7217C0
|-
|-
| Dynasty Warriors 5 || || ||  ||  ||  
| 2 || 4 || D0_ASR1 || stru_721580
|-
|-
| Dynasty Warriors 5: Empires || || ||  ||  ||  
| 1 || 4 || D1_CHCR || stru_722690
|-
|-
| Dynasty Warriors 5: Xtreme Legends || || ||  ||  ||  
| 2 || 4 || D1_CHCR || stru_722A68
|-
|-
| Dynasty Warriors 6 || || ||  ||  ||  
| 1 || 4 || D1_MADR || stru_722A50
|-
|-
| Dynasty Warriors: Gundam || || ||  ||  ||  
| 2 || 4 || D1_MADR || stru_722750
|-
|-
| Dynasty Warriors: Gundam 2 || || ||  ||  ||  
| 1 || 4 || D1_QWC || stru_722A38
|-
|-
|}
| 2 || 4 || D1_QWC || stru_722738
==== E ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
|-
| Eagle Eye Golf || || ||  ||  ||  
| 1 || 4 || D1_TADR || stru_722A20
|-
|-
| Ecco the Dolphin: Defender of the Future || || ||  ||  ||  
| 2 || 4 || D1_TADR || stru_722720
|-
|-
| Echo Night: Beyond || || ||  ||  ||  
| 1 || 4 || D1_ASR0 || stru_722A08
|-
|-
| Ed, Edd n Eddy: The Mis-Edventures || || ||  ||  ||  
| 2 || 4 || D1_ASR0 || stru_722708
|-
|-
| eJay Clubworld || || ||  ||  ||  
| 1 || 4 || D1_ASR1 || stru_7229F0
|-
|-
| Endonesia || || ||  ||  ||  
| 2 || 4 || D1_ASR1 || stru_7226F0
|-
|-
| Energy Airforce || || ||  ||  ||  
| 1 || 4 || D2_CHCR || stru_722B28
|-
|-
| Energy Airforce Aim Strike! || || ||  ||  ||  
| 2 || 4 || D2_CHCR || stru_722B58
|-
|-
| Enter the Matrix || || ||  ||  ||  
| 1 || 4 || D2_MADR || stru_7229D8
|-
|-
| Enthusia Professional Racing || || ||  ||  ||  
| 2 || 4 || D2_MADR || stru_722AE0
|-
|-
| Ephemeral Fantasia || || ||  ||  ||  
| 1 || 4 || D2_QWC || stru_7229C0
|-
|-
| Eragon || || ||  ||  ||  
| 2 || 4 || D2_QWC || stru_722AC8
|-
|-
| Escape from Monkey Island || || ||  ||  ||  
| 1 || 4 || D2_TADR || stru_7229A8
|-
|-
| Ethan Nelson's Adventure through Time and Space || || ||  ||  ||  
| 2 || 4 || D2_TADR || stru_722AF8
|-
|-
| ESPN College Hoops || || ||  ||  ||  
| 1 || 4 || D2_ASR0 || stru_722990
|-
|-
| ESPN College Hoops 2K5 || || ||  ||  ||  
| 2 || 4 || D2_ASR0 || stru_7226D8
|-
|-
| ESPN Major League Baseball || || ||  ||  ||  
| 1 || 4 || D2_ASR1 || stru_722978
|-
|-
| ESPN National Hockey Night || || ||  ||  ||  
| 2 || 4 || D2_ASR1 || stru_7226C0
|-
|-
| ESPN NBA 2K5 || || ||  ||  ||  
| 1 || 4 || D3_CHCR || stru_723740
|-
|-
| ESPN NBA Basketball || || ||  ||  ||  
| 2 || 4 || D3_CHCR || stru_723800
|-
|-
| ESPN NFL 2K5 || || ||  ||  ||  
| 1 || 4 || D3_MADR || stru_7237D0
|-
|-
| ESPN NFL Football || || ||  ||  ||  
| 2 || 4 || D3_MADR || stru_723878
|-
|-
| ESPN NHL 2K5 || || ||  ||  ||  
| 1 || 4 || D3_QWC || stru_7237B8
|-
|-
| ESPN NHL Hockey || || ||  ||  ||  
| 2 || 4 || D3_QWC || stru_723860
|-
|-
| ESPN X Games Skateboarding || || ||  ||  ||  
| 1 || 4 || D4_CHCR || stru_7237A0
|-
|-
| Eternal Poison || || ||  ||  ||  
| 2 || 4 || D4_CHCR || stru_7237E8
|-
|-
| Eternal Quest || || ||  ||  ||  
| 1 || 4 || D4_MADR || stru_723788
|-
|-
| Eternal Ring || || ||  ||  ||  
| 2 || 4 || D4_MADR || stru_723848
|-
|-
| Eureka Seven vol.1: New Wave || || ||  ||  ||  
| 1 || 4 || D4_QWC || stru_723770
|-
|-
| Eureka Seven vol. 2: The New Vision || || ||  ||  ||  
| 2 || 4 || D4_QWC || stru_723830
|-
|-
| Euro 2004 || || ||  ||  ||  
| 1 || 4 || D4_TADR || stru_723758
|-
|-
| European Tennis Pro || || ||  ||  ||  
| 2 || 4 || D4_TADR || stru_723818
|-
|-
| EOE: Eve of Extinction || || ||  ||  ||  
| 1 || 4 || D5_CHCR || stru_722498
|-
|-
| Everblue || || ||  ||  ||  
| 2 || 4 || D5_CHCR || stru_7224C8
|-
|-
| Everblue 2 || || ||  ||  ||  
| 1 || 4 || D5_MADR || stru_722408
|-
|-
| Evergrace || || ||  ||  ||  
| 2 || 4 || D5_MADR || stru_722390
|-
|-
| EverQuest Online Adventures || || ||  ||  ||  
| 1 || 4 || D5_QWC || stru_722468
|-
|-
| EverQuest Online Adventures: Frontiers || || ||  ||  ||  
| 2 || 4 || D5_QWC || stru_7223F0
|-
|-
| Everybody's Golf || || ||  ||  ||  
| 1 || 4 || D6_CHCR || stru_722480
|-
|-
| Evil Dead: A Fistful of Boomstick || || ||  ||  ||  
| 2 || 4 || D6_CHCR || stru_7224B0
|-
|-
| Evil Dead: Regeneration || || ||  ||  ||  
| 1 || 4 || D6_MADR || stru_722450
|-
|-
| Evil Twin: Cyprien's Chronicles || || ||  ||  ||  
| 2 || 4 || D6_MADR || stru_7223D8
|-
|-
| Extreme Sprint 3010 || || ||  ||  ||  
| 1 || 4 || D6_QWC || stru_722420
|-
|-
| Extermination || || ||  ||  ||  
| 2 || 4 || D6_QWC || stru_7223A8
|-
|-
| EyeToy: AntiGrav || || ||  ||  ||  
| 1 || 4 || unk_1000C430 || stru_722438
|-
|-
| EyeToy: Chat || || ||  ||  ||  
| 2 || 4 || unk_1000C430 || stru_7223C0
|-
|-
| EyeToy: Groove || || ||  ||  ||  
| 1 || 4 || D7_CHCR || stru_7235C0
|-
|-
| EyeToy: Kinetic || || ||  ||  ||  
| 2 || 4 || D7_CHCR || stru_723530
|-
|-
| EyeToy: Monkey Mania || || ||  ||  ||  
| 1 || 4 || D7_MADR || stru_7235A8
|-
|-
| EyeToy: Operation Spy || || ||  ||  ||  
| 2 || 4 || D7_MADR || stru_723500
|-
|-
| EyeToy: Play || || ||  ||  ||  
| 1 || 4 || D7_QWC || stru_723590
|-
|-
| EyeToy: Play 2 || || ||  ||  ||  
| 2 || 4 || D7_QWC || stru_723518
|-
|-
| EyeToy: Play 3 || || ||  ||  ||  
| 1 || 4 || D8_CHCR || stru_7222D0
|-
|-
| EyeToy: Sega Superstars || || ||  ||  ||  
| 2 || 4 || D8_CHCR || stru_7222E8
|-
|-
| EyeToy: Play Sports || || ||  ||  ||  
| 1 || 4 || D8_MADR || stru_7222B8
|-
|-
|}
| 2 || 4 || D8_MADR || stru_722168
==== F ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
|-
| F1 Championship Season 2000 || || ||  ||  ||  
| 1 || 4 || D8_QWC || stru_7222A0
|-
|-
| F1 2001 || || ||  ||  ||  
| 2 || 4 || D8_QWC || stru_722180
|-
|-
| F1 2002 || || ||  ||  ||  
| 1 || 4 || D8_SADR || stru_722288
|-
|-
| F1 Career Challenge || || ||  ||  ||  
| 2 || 4 || D8_SADR || stru_722198
|-
|-
| Fahrenheit || || ||  ||  ||  
| 1 || 4 || D9_CHCR || stru_722270
|-
|-
| The Fairly OddParents: Shadow Showdown || || ||  ||  ||  
| 2 || 4 || D9_CHCR || stru_722318
|-
|-
| The Fairly OddParents: Breakin' Da Rules || || ||  ||  ||  
| 1 || 4 || D9_MADR || stru_722258
|-
|-
| Fallout: Brotherhood of Steel || || ||  ||  ||  
| 2 || 4 || D9_MADR || stru_7221F8
|-
|-
| Fame Academy: Dance Edition || || ||  ||  ||  
| 1 || 4 || D9_QWC || stru_722240
|-
|-
| Family Feud || || ||  ||  ||  
| 2 || 4 || D9_QWC || stru_7221B0
|-
|-
| Family Game Night || || ||  ||  ||  
| 1 || 4 || D9_TADR || stru_722228
|-
|-
| Family Guy || || ||  ||  ||  
| 2 || 4 || D9_TADR || stru_7221E0
|-
|-
| Fantastic Four || || ||  ||  ||  
| 1 || 4 || D9_SADR || stru_722210
|-
|-
| FantaVision || || ||  ||  ||  
| 2 || 4 || D9_SADR || stru_7221C8
|-
|-
| The Fast and the Furious || || ||  ||  ||  
| 1 || 4 || D_CTRL || stru_721C28
|-
|-
| Fatal Frame || || ||  ||  ||  
| 2 || 4 || D_CTRL || stru_721C70
|-
|-
| Fatal Frame II: Crimson Butterfly || || ||  ||  ||  
| 1 || 4 || D_STAT || stru_724130
|-
|-
| Fatal Frame III: The Tormented || || ||  ||  ||  
| 2 || 4 || D_STAT || stru_7241A8
|-
|-
| Fatal Fury: Battle Archives Vol. 1 || || ||  ||  ||  
| 1 || 4 || D_PCR || stru_724100
|-
|-
| Fear & Respect || || ||  ||  ||  
| 2 || 4 || D_PCR || stru_7240E8
|-
|-
| Ferrari Challenge Trofeo Pirelli || || ||  ||  ||  
| 1 || 4 || D_SQWC || stru_722138
|-
|-
| FIFA 2001 || || ||  ||  ||  
| 2 || 4 || D_SQWC || stru_722150
|-
|-
| FIFA Football 2002 || || ||  ||  ||  
| 1 || 4 || D_RBSR || stru_721BF8
|-
|-
| FIFA Football 2003 || || ||  ||  ||  
| 2 || 4 || D_RBSR || stru_721B68
|-
|-
| FIFA Football 2004 || || ||  ||  ||  
| 1 || 4 || D_RBOR || stru_721B80
|-
|-
| FIFA Football 2005 || || ||  ||  ||  
| 2 || 4 || D_RBOR || stru_721B98
|-
|-
| FIFA 06 || || ||  ||  ||  
| 1 || 4 || D_STADR || stru_721C40
|-
|-
| FIFA 07 || || ||  ||  ||  
| 2 || 4 || D_STADR || stru_721BB0
|-
|-
| FIFA 08 || || ||  ||  ||  
| 1 || 4 || INTC_STAT || stru_724148
|-
|-
| FIFA 09 || || ||  ||  ||  
| 2 || 4 || INTC_STAT || stru_7241C0
|-
|-
| FIFA 10 || || ||  ||  ||  
| 1 || 4 || INTC_MASK || stru_724118
|-
|-
| FIFA 11 || || ||  ||  ||  
| 2 || 4 || INTC_MASK || stru_724160
|-
|-
| FIFA Street || || ||  ||  ||  
| 2 || 4 || KPUTCHAR || stru_723B30
|-
|-
| FIFA Street 2 || || ||  ||  ||  
| 1 || 4 || MSCOM || stru_723578
|-
|-
| FightBox || || ||  ||  ||  
| 2 || 4 || MSCOM || stru_723548
|-
|-
| Fighting Angels || || ||  ||  ||  
| 1 || 4 || SMCOM || stru_723560
|-
|-
| Fighting Fury || || ||  ||  ||  
| 1 || 4 || MSFLAG || stru_723620
|-
|-
| Fight Club || || ||  ||  ||  
| 2 || 4 || MSFLAG || stru_723680
|-
|-
| Fight Night 2004 || || ||  ||  ||  
| 1 || 4 || SMFLAG || stru_723608
|-
|-
| Fight Night Round 2 || || ||  ||  ||  
| 2 || 4 || SMFLAG || stru_723668
|-
|-
| Fight Night: Round 3 || || ||  ||  ||  
| 1 || 4 || SIF_CR || stru_7235F0
|-
|-
| Fighter Maker 2 || || ||  ||  ||  
| 2 || 4 || SIF_CR || stru_723650
|-
|-
| Final Fantasy X || || ||  ||  ||  
| 1 || 4 || unk_1000F260 || stru_7235D8
|-
|-
| Final Fantasy XI || || ||  ||  ||  
| 2 || 4 || unk_1000F260 || stru_723638
|-
|-
| Final Fantasy XI: Rise of the Zilart || || ||  ||  ||  
| 1 || 4 || unk_1000F280 || stru_723428
|-
|-
| Final Fantasy XI: Chains of Promathia || || ||  ||  ||  
| 2 || 4 || unk_1000F280 || stru_723440
|-
|-
| Final Fantasy XI: Treasures of Aht Urhgan || || ||  ||  ||  
| 1 || 4 || unk_1000F290 || stru_723458
|-
|-
| Final Fantasy XI: Wings of the Goddess || || ||  ||  ||  
| 1 || 4 || unk_1000F2A0 || stru_723470
|-
|-
| Final Fantasy XII || || ||  ||  ||  
| 2 || 4 || unk_1000F2A0 || stru_723488
|-
|-
| Final Fantasy X-2 || || ||  ||  ||  
| 1 || 4 || unk_1000F2B0 || stru_7234A0
|-
|-
| Final Fight: Streetwise || || ||  ||  ||  
| 2 || 4 || unk_1000F2B0 || stru_7234B8
|-
|-
| Finding Nemo || || ||  ||  ||  
| 1 || 4 || unk_1000F2C0 || stru_7234D0
|-
|-
| Finny The Fish & The Seven Waters || || ||  ||  ||  
| 2 || 4 || unk_1000F2C0 || stru_7234E8
|-
|-
| Firefighter F.D. 18 || || ||  ||  ||  
| 1 || 4 || D_ENABLER || stru_721C10
|-
|-
| Fire Pro Wrestling Returns || || ||  ||  ||  
| 2 || 4 || D_ENABLEW || stru_721C58
|-
|-
| First Kiss Stories || || ||  ||  ||  
| 1 || 8 || unk_1000F800 || stru_7250C0
|-
|-
| Flatout || || ||  ||  ||  
| 2 || 8 || unk_1000F800 || stru_7250D8
|-
|-
| Flatout 2 || || ||  ||  ||  
| 1 || 8 || unk_1000F810 || stru_725150
|-
|-
| Flipnic: Ultimate Pinball || || ||  ||  ||  
| 1 || 0x10 || unk_1000F820 || stru_7250F0
|-
|-
| Flow: Urban Dance Uprising || || ||  ||  ||  
| 1 || 0x10 || unk_1000F830 || stru_725108
|-
|-
| Flower, Sun, and Rain || || ||  ||  ||  
| 1 || 4 || unk_1000F860 || stru_725120
|-
|-
| Flushed Away || || ||  ||  ||  
| 1 || 4 || unk_1000F880 || stru_725138
|-
|-
| Football Generation || || ||  ||  ||  
| 1 || 4 || unk_1000F8B0 || stru_725168
|-
|-
| Ford Bold Moves Street Racing || || ||  ||  ||  
| 2 || 8 || PMODE || stru_721E20
|-
|-
| Ford Mustang: The Legend Lives || || ||  ||  ||  
| 2 || 8 || SMODE1 || stru_722060
|-
|-
| Ford Racing 2 || || ||  ||  ||  
| 2 || 8 || SMODE2 || stru_721F88
|-
|-
| Ford Racing 3 || || ||  ||  ||  
| 2 || 8 || SRFSH || stru_721E38
|-
|-
| Ford Street Racing || || ||  ||  ||  
| 2 || 8 || SYNCH1 || stru_721F70
|-
|-
| Forgotten Realms: Demon Stone || || ||  ||  ||  
| 2 || 8 || SYNCH2 || stru_721F58
|-
|-
| Formula One 2001 || || ||  ||  ||  
| 2 || 8 || SYNCV || stru_721F40
|-
|-
| Formula One 2002 || || ||  ||  ||  
| 2 || 8 || DISPFB1 || stru_7220F0
|-
|-
| Formula One 2003 || || ||  ||  ||  
| 2 || 8 || DISPLAY1 || stru_722018
|-
|-
| Formula One 04 || || ||  ||  ||  
| 2 || 8 || DISPFB2 || stru_7220D8
|-
|-
| Formula One 05 || || ||  ||  ||  
| 2 || 8 || DISPLAY2 || stru_722078
|-
|-
| Formula One 06 || || ||  ||  ||  
| 2 || 8 || EXTBUF || stru_721E50
|-
|-
| Franklin: A Birthday Surprise || || ||  ||  ||  
| 2 || 8 || EXTDATA || stru_721E68
|-
|-
| Freakout || || ||  ||  ||  
| 2 || 8 || EXTWRITE || stru_721E80
|-
|-
| Freaky Flyers || || ||  ||  ||  
| 2 || 8 || BGCOLOR || stru_721E98
|-
|-
| Freaky Sex Club || || ||  ||  ||  
| 1 || 8 || GS_CSR || stru_722090
|-
|-
| Free Running || || ||  ||  ||  
| 2 || 8 || GS_CSR || stru_722120
|-
|-
| Freedom Fighters || || ||  ||  ||  
| 2 || 8 || GS_IMR || stru_722108
|-
|-
| Freekstyle || || ||  ||  ||  
| 2 || 8 || BUSDIR || stru_721FA0
|-
|-
| Frequency || || ||  ||  ||  
| 1 || 8 || SIGLBLID || stru_722030
|-
|-
| Frogger: The Great Quest ||  ||  ||  ||  ||
| 2 || 8 || SIGLBLID || stru_722048
|-
| Front Mission 4 ||  ||  ||  ||  ||
|-
| Front Mission 5 ||  ||  ||  ||  ||
|-
| Front Mission Online ||  ||  ||  ||  ||
|-
| Fugitive Hunter: War on Terror ||  ||  ||  ||  ||
|-
| Fullmetal Alchemist and the Broken Angel ||  ||  ||  ||  ||
|-
| Fullmetal Alchemist 2: Curse of the Crimson Elixir ||  ||  ||  ||  ||
|-
| Full Spectrum Warrior: Ten Hammers ||  ||  ||  ||  ||
|-
| Funkmaster Flex Digital Hitz Factory ||  ||  ||  ||  ||
|-
| Fur Fighters: Viggo's Revenge ||  ||  ||  ||  ||
|-
| Futurama ||  ||  ||  ||  ||
|-
| Future Tactics: The Uprising ||  ||  || || ||  
|-
|-
|}
|}
1000F800 to 1000F8B0 seems to be some fake regs for testing purposes. Probably not existing on real PS2. Addresses not described below are handled as a unk rw. Which mean they return 0 on read, and do nothing on write.
* 1000F800 do nothing (blr). Have own handler, which suggest it was used for something earlier. [r/w]
* 1000F810 get current ppc time base using mftb opcode, if tb == 0 then loop until its not. Could be useful, tb is used also in scheduler. [r only] 
* 1000F820 return "DrJock TV Quiz P" [r only]
* 1000F830 return "hD bags few lynx" [r only]
That make string "DrJock TV Quiz PhD bags few lynx" - This is perfect summary of Sony work. Since correct pangram should use "MrJock". So even here they made mistake.
* 1000F860 seems to return halfword of current pad state (0xFFFF if there is no button input currently). [r only]
* 1000F880 return hardcoded value of 0x4457, which match emu revision i'm working on. Can be just coincidence. [r only]
* 1000F8B0 return unk value. Seems to be related to fe spe. [r only]
==Random notes about SPE in ps2_netemu==
===IOP SPE===
This
SPE run not only dma related stuff, but also fully fledged r3000 instruction interpreter (yes interpreter, not recompiler).
<pre>
  opcode      | address
--------------+-------- 
r3000_ADDI      0x317C0
r3000_ADDIU    0x31800
r3000_SLTI      0x31840
r3000_SLTIU    0x31880
r3000_ANDI      0x318C0
r3000_ORI      0x31900
r3000_XORI      0x31940
r3000_LUI      0x31980
r3000_ADD      0x319C0
r3000_ADDU      0x31A00
r3000_SUB      0x31A40
r3000_SUBU      0x31A80
r3000_SLT      0x31AC0
r3000_SLTU      0x31B00
r3000_AND      0x31B40
r3000_OR        0x31B80
r3000_XOR      0x31BC0
r3000_NOR      0x31C00
r3000_SLL      0x31C40
r3000_unk1      0x31C80 Primary opcode field (Bit 26..31) = 0x3E (debug stuff, not existing on real r3000)
r3000_unk2      0x31CC0 Primary opcode field (Bit 26..31) = 0x3F (debug stuff, not existing on real r3000)
r3000_SRL      0x31D00
r3000_SRA      0x31D40
r3000_SLLV      0x31D80
r3000_SRLV      0x31DC0
r3000_SRAV      0x31E00
r3000_MULT      0x31E40
r3000_MULTU    0x31F00
r3000_DIV      0x31F80
r3000_MFHI      0x32080
r3000_MFLO      0x320C0
r3000_MTHI      0x32100
r3000_MTLO      0x32140
r3000_J        0x32180
r3000_JAL      0x32200
r3000_JR        0x32280
r3000_JALR      0x322C0
r3000_BEQ      0x32300
r3000_BNE      0x32340
r3000_BLEZ      0x32380
r3000_BGTZ      0x323C0
r3000_BcondZ    0x32400
r3000_SYSCALL  0x32480
r3000_BREAK    0x324C0
r3000_COP_bad  0x32500
r3000_COP0      0x32540
r3000_bad_op    0x32740
r3000_LB        0x32840
r3000_LH        0x32940
r3000_LW        0x32A40
r3000_LBU      0x32B80
r3000_LHU      0x32C80
r3000_LWL      0x32D80
r3000_LWR      0x32E80
r3000_SB        0x32F80
r3000_SH        0x33080
r3000_SW        0x33180
r3000_SWL      0x33300
r3000_SWR      0x33400
Addresses above ARE NOT the ones in emulator memory, this is local storage address in IOP SPE program!
Opcodes LWCx 0-3, and SWCx 0-3 are not supported at all.
Same goes for general COP 1-3 opcodes, but those cause COPx unusable r3000 exception.
While LWC/SWC are triggering bad opcode exception.
Not sure if LWC0/SWC0 should be allowed.
COP0 is working in PS2 mode, so those probably shouldn't cause exception.
At the second hand i don't know single IOP module that use that instruction.
</pre>
This is unconfirmed by any code reversing for now, but IOP emulator print messages like:
Cache write (IOPADDR/LSADDR/SIZE)
Cache read  (IOPADDR/LSADDR/SIZE)
ERROR: Double ICACHE fault
Which suggest that instruction cache is emulated for IOP. Making this (ps2/gx/net) emu only PS2 emulator that support cache emulation for IOP. For now even most ps1 emulators lack of that feature, and none of known PS2 emulators do that (including Pcsx2/Play!/Dobiestation). With this we can safely assume that also load delay slots are handled correctly here. Unrelated, but is hard to believe that someone implemented icache, but not load delay slots. Which again make it only known emu set that support this afaik.
===EEDMA on SPE3===
That one is one of most misleading names in whole emulator.. <br>
DMA channels are handled in:
*0 - VIF0 on PPU only
*1 - VIF1 dma, and VIF1 hw reads/writes including fifo write are handled in SPE3 (EEDMA)
*2 - GIF dma handled in SPE3 (EEDMA) incl. fifo write, but most HW reads is not handled here
*3 - IPUfrom dma, and whole ipu HW r/w is handled by SPE6
*4 - IPUto dma, and whole ipu HW r/w is handled by SPE6
*5 - SIF0 dma is handled in PPE, and SPE 0 (IOP)
*6 - SIF1 dma is handled in PPE, and SPE 0 (IOP)
*7 - SIF2 dma is handled in PPE, and SPE 0 (IOP)
*8 - SPRfrom dma is handled on PPE only it seems
*9 - SPRto dma is handled on PPE only it seems
Additionally EEDMA handle VU1 code writes/reads, VU1 code is stored at 0x1A000 of LS in big endian. Only VU1 code, VU1 data is handled by SPE2 (VU1), and any VU0 r/w is handled by PPU only.<br>
So is more like "Close to GS" DMA handler.
"EEDMA" is also responsible for handling VIF1 commands, including UNPACKs. In SPE memory structure responsible for that is starting at 0x1910 (0x00), and last entry (0x7F command) is at 0x9810. This make 100 bytes per "slot" for command information, like pointers to registers, masks for unpacks, pointers to function responsible for commands handling, etc. (more info about VIF cmds: https://psi-rockin.github.io/ps2tek/#vifcommands)
===VU1 emulation on SPE===
VU1 SPE program starts at 0x4000 of LS. Start function is responsible for loading all 128 spe registers with values from memory starting from 0x4230 of LS for r0, ends at 0x4A20 for r127 (r127 is trashed literally in next opcode after that...). This should result in all 0 value regs, excluding r0 which will be set to float(1.0, 0, 0, 0) like ps2 vf00. After that function notify PPE side that its done, and jump to 0x8000, here fun begins. SPE program now clear LS memory from 0x0000 to 0x7FF0, this include VU1 data mem that is located at first 0x4000 bytes. What's more important function that we started at 0x4000 will be deleted. Yup, self modifying code on SPU (good luck for eventual emulator that will try to run ps2_netemu).
<br>
When I disassembled VU1 SPE program, i noticed that real code is really small part of that. Not much to run real VU recompiler/interpreter.
Then i found out something impressive in my opinion. Real deal is that real code delivered to SPE is created on PPE dynamically based on real PS2 VU1 code. Due to similarity of SPE with VU requested in IBM by Sony at design level, there is no VU1 interpreter or recompiler per se. Emulator take VU1 code, dismount it to parts by OP field types, and reassemble into ready SPE code using ready hex templates. I'm not familiar with professional naming of that operation, but its like ahead of time translation of code. So when VU1 code reach SPE is already translated to SPE opcodes. In other terms, SPE responsible for running VU1 is really running VU1 code in some way.
In latest ps2_netemu function responsible for translating VU1 code into SPE ready code is located at 0x13C69C
<br><br>
SPU registers always follow this layout when VU1 is running:
*r0  - r31 = vf00 - vf31
*r32 - r57 = vi00 - vi25 (vu ctrl regs above vi25 are mapped to vu0 anyway)
*r48      = ACC (accessible from VU0 as vi19)
Additionally ppu can access those regs with addresses 0x3000xyy0.
Where x is 4,5,6, or 7 (mirrors), and yy is reg number in hex.
*0x30004100 = vf16
*0x30004200 = vi00
*0x30004350 = I register (vi21)
etc.
Is worth to note that ppu is not accessing spu regs directly, instead 0x3000x000 is mapped to 0x3F000 of vu1 local store. On real PS2 hardware regs are accessible only when VU1 is stopped so program just dump regs to that location on every vu1 stop (ebit/tbit/force break).
This mapping is added specially for VU0 which can access VU1 registers by use of memory address, when vu0 recompiled program run ppu always load 0x30000000 to r1 to compute address if needed.
===IPU SPE6===
====IDEC start code detection====
IDEC perform compare to 0 while starting to search code, but not check that required bits are even available in stream.
Buffer is not refilled when there is more than 0 bits available (function proceed even if there is only 1 bit available). Next compare whole word to 0, which is wrong thing to do. Specially that whole word can be not even available at this point. More over there is no check that at least 8 "0" bits are in stream that way. So start code detection is totally broken. Surprisingly this seems to be handled properly for BDEC..
This probably break Onimusha DoD, and many other random games.
====IPU skip mpeg hack====
There are some leftovers of SKIP MPEG hack in SPE 6 (IPU), i'm not sure that is still available.
===SPE4 and SPE5===
And SPE7, because someone there forgot it doesn't work in retail. :P First thing is that emulator do a lot of setup for SPE7, including creating virtual address to access it (0x40380000 - 0x403BFFFF). Only thing that seems to be missing is actually starting that SPE.
SPE4 (FE) have a lot of PS2 GIF related code, GS downloads function in PPE check something there (BUSY? BUSDIR? DL ready? bit), and if that bit is not 1 loop for 1000000 x 4 cycles and check again. That spe is also place where GIF_TAG# can be read, so last processed tag on GIF unit. That was greatest hint to be honest, there is no reason to send it there if is not processed there. This is also where 0x49 and 0x4D config commands go. And surprisingly they are not really related. But fact is they go thru same parser on SPE side. 11, and 12 from those commands are subcommand on SPE side. 11 take no args that's why 0x49 send 11,0,0. 12 take 1 arg, and that's why 0x4D send 12, param, 0.<br>
SPE5 (BE), well i didn't reversed that one too much. But it seems to have relation with "FE", and with RSX. This is only speculation but it seems that FE and BE are FrontEnd and BackEnd for GIF/GS emulation tandem. My first idea was BlendingEngine, but that doesn't seems to be the case. Well those 2 need more work.
==SCANMSK on ps2_netemu==
Apparently SCANMSK is not really ignored, GIF process it, update, etc. So is rather not implemented in later parts of code (GS emulation), or this is some other bug. I guess this GIF code is shared with ps2_gxemu, so maybe it is really missing processing on software GS emulation in later stages.
0xD34C    hbrr    loc_D38C, Update_7E98
0xD350    lr      r4, r80
0xD354    lqr      r9, SCANMSK_REG
0xD358    il      r3, 0x22 ; GIF_REG_NR
0xD35C    shlqbyi  r5, r80, 4
0xD360    cwd      r6, 0x30+var_30+0xC(sp)
0xD364    andi    r5, r5, 3 ;        New SCANMSK write
0xD368    rotqbyi  r8, r9, 0xC
0xD36C    ceq      r7, r8, r5
0xD370    brnz    r7, return_D390 ;  branch if old SCANMSK == new
0xD374    lqr      r11, SCANMSK_REG
0xD378    lqd      lr, 0x30+link_reg(sp)
0xD37C    ai      sp, sp, 0x30
0xD380    lqd      r80, var_10(sp)
0xD384    shufb    r10, r5, r11, r6
0xD388    stqr    r10, SCANMSK_REG
0xD38C    br      UpdateGS_7E98
==PS2 masterlist with ps2 emu hashes==
*See: [[PS2_Emulation/PS2_Games_Masterlist]]
== ps2_netemu supported video modes ==
Both HDTV modes (0x51 1080i and 0x52 720p) crash the emulator. 0x53 576p mode does not, but the image is squished and displaced (looks like the DW is 2560, instead of 1440 and I cannot find any reliable documentation about this mode). Tested by forcing the values in the sceGsResetGraph function.
* None of released games support 576p, so they probably didn't bothered. Afaik that mode is not really used for anything in PS2, like some leftover after testing, or something. I remember that older PS2 don't support it at all, so maybe it was planned as new feature? Also does forcing 480p work? I remember that 480p patching from Managunz gave similar result to what you described for 0x53 mode. But maybe its just broken feature in Managunz itself, i never tested manual patch. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 06:15, 29 March 2022 (UTC)
** Only the 2.20 BOOT ROM versions and PSX DVR BIOSes support that mode. But in the netemu, I think this mode is not compatible with the real PS2 one. It looks like a regular PAL (0x03) mode to me with a progressive support (SMODE2 INT field set to zero sends correctly a full 576 frame, instead of 288 lines with a PAL 0x03). Judging by the GS DISPLAY registers of OPL's 576p setting, the parameters of this mode should be more similar to the 480p mode than 576i on the real hardware.<br> You are right, it is actually the same case with the forced 480p through sceGsResetGraph. If you force this mode and leave the NTSC output buffer sizes, you get a horizontally magnified image (because the MAGH bit is switched in the register and the requested DW is bigger (2560) than expected (1440)). It could be related to the PCRTC/DVE emulation (maybe conversion of VCK units to pixels, I do not know how it does look like on the PS2). At least the parameters of 480p mode seems to follow the correct specifications, in contrary to the 576p.<br> Anyway, forcing the 480p mode in the netemu is not needed at all (apart from the issue mentioned earlier). Even using the interlaced modes, it does output a progressive frame with the full height front buffer games. With the half height front buffer games, the deinterlacing quality is pretty good in my opinion, as long as the 50/60 fps is maintained.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 18:03, 30 March 2022 (UTC)
=== Widescreen support ===
If the game does retrieve the widescreen flag from the GetOSDConfigParam through the scescfGetAspect function, the results are as follows:
* Upscaler turned off: widescreen flag set by BIOS,
* Upscaler turned on - Normal setting (keep original aspect ratio): no flag is set,
* Upscaler turned on - Full screen setting: widescreen flag set by BIOS.
Assuming the PS3 is connected with the HDMI cable and all HD resolutions are ticked in settings. Probably the widescreen support with the upscaler turned off is dependent on the connection and the PS3 resolution settings.
== Emu Patches ==
===Display current PC/RA values for r5900===
Require '''ps2_netemu''' with 3141card patches to display temperatures (every current cfw have it). Mod update values in crazy interval, this is intended. Because mod is used mostly to figure out when game stuck on specific loop. But this can be easily modified to allow less frequent updates. Please note that PC and RA update only when recompiler registers are flushed to memory, luckily for us this happen on every r5900 branch test.
search for (2 times):
3F 40 02 41 63 5A E3 0C 89 3A 00 00 2F 89 00 00
39 29 FF FF 41 9E 00 7C 99 3A 00 00 88 DA 00 01
88 FA 00 02
replace to (2 times):
60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00
60 00 00 00 60 00 00 00 60 00 00 00 80 C0 91 00
80 E0 8B 7C
search for:
43 45 4C 4C 3A 20 25 30 32 64 20 C2 B0 43 26 23
78 61 3B 52 53 58 3A 20 20 20 25 30 32 64 20 C2
B0 43 00
replace to:
50 43 3A 20 25 30 38 58 26 23 78 61 3B 52 41 3A
20 25 30 38 58 00 00 00 00 00 00 00 00 00 00 00
00 00 00
===Skip demo disc check===
Sony is blocking every game which id from SYSTEM.CNF starts with S, and 4th character is D (SLED, SCED, etc.). When demo is detected sys_stat is set to error code, and emulator return to XMB. Patches here remove that restriction. Apparently ps2_emu don't have that check, probably because there was no need for it (compatibility reasons i guess).
ps2_netemu:
search for
41 9E 03 50 39 80 00 00 54 00 06 3E 54 69 38 30
replace to
60 00 00 00 39 80 00 00 54 00 06 3E 54 69 38 30
in 4.75+ emu: 0x13356C  beq  cr7, demo_check  ---> nop
ps2_gxemu
search for
41 9E 04 50 78 E0 FE A2 78 C9 F6 E2 54 C6 30 32
replace to
60 00 00 00 78 E0 FE A2 78 C9 F6 E2 54 C6 30 32
in 4.75+ emu: 0x8EEA0  beq  cr7, demo_check  ---> nop
===Extend config table by 50% in ps2_gxemu===
Patch increase config slots count from 0x314(788) to 0x49E (1182), so exactly 50% more than before. Patch is dedicated for advanced users, and there is no profit of using it if we don't plan to add any new configs.
We are abusing fact that emulator isn't compiled by usual "GameOS" PS3SDK, and pointers are 8 bytes. Also fact that compiler to keep everything aligned is forced to add 4 zeroed bytes after config count.
8 bytes for hash, 8 bytes for pointer, 4 bytes for count, and 4 bytes of align to make data 0x18 sized. Without that PPC64 will throw exception because that data is read in a loop, so next read will be 8 bytes hash from xxxxx4 address.
Sony (LV2/emus/guestOS) compiler isn't aware that emulator need really only 4 bytes for pointer, we have unused 4 bytes. Plus 4 bytes at the end used as alignment.
Now:
hash      00 00 00 FF FF FF FF FF
pointer  00 00 00 00 FF FF FF FF
cmd count FF FF FF FF
align    00 00 00 00 (previously we thought that is terminator)
Compacted:
hash      00 00 00 FF FF FF FF FF
pointer  FF FF FF FF
cmd count FF FF FF FF
We have reduced size from 0x18 to 0x10 for single title without losing any data, free 1576 bytes to use :) .
After that i wrote small dumper that allowed me to edit table in easy way to recreate new table with empty slots.
Hardest part behind us, now just patches to respect new table elements size, and we are done.
4.88.2 Evilnat ps2_gxemu.elf offsets:
0x6F938: 38 00 03 14 --> 38 00 04 9E  (increase loop count)
0x6F950: 39 29 00 18 --> 39 29 00 10  (decrease step incrementer)
0x6F968: 79 59 2E A4
          79 5A 1F 24
          7C 1A C8 50
              -->
          79 59 26 E4
          60 00 00 00
          7B 20 00 20                  (change way of config data offset calculation)
0x6F978: EB EB 00 08 --> 83 EB 00 08  (load config data pointer as zero extended word, instead of doubleword)
0x6F998: 80 0B 00 10 --> 80 0B 00 0C  (change load offset for config count)
0x6F9DC: 7D 3A C8 50 --> 7B 29 00 20  (change way of config data offset calculation for config with 2 or more cmds)
0x6F9F8: 80 09 00 10 --> 80 09 00 0C  (change load offset for config count)
For now we can add some configs to table, and use rest of new zeroed space to store configs itself.
Alternatively we can use whole new space for extended table, and use language strings for configs itself. But that make things "per region" which i don't like. All that without removing or editing any existing config.
Patch need to be applied directly to decrypted elf file, using ppf-o-matic (select all files to see emus in browser), or other tool.<br>
gxemu.elf MD5 before patch
38D891A6A67F9275D1B6D18E04BDCAA7
gxemu.elf MD5 after patch
B452CCB51348127DAF8A931B621E5E39
DL: https://www.mediafire.com/file/kpno5mubyy7q9p0/gx_cfg_ext.ppf/file
== SPE programs dumper ==
Script for IDA to dump SPE programs from PS2 emulators, don't work with ps2_emu. Script is basing on SPE program names to find correct offsets. Due to that is will miss any SPE program which name is not listed inside script. Tested with ps2_gxemu/ps2_softemu/ps2_netemu.
https://pastebin.com/x8fvY1UL
== Random ps2_netemu notes ==
* Some members of pcsx2 team think that emulator is heavily based on early pcsx2. After some reversing this seems to be far away from true. But COP2 and VU0 (and only that for now) really are familiar here and there. To the point where i was able to use pcsx2 code to find names/usage of some variables (mVUbranch for example). But VU0/COP2 is for now only part that have obvious pcsx2 similarities. For example, VU1 is different story, and don't even share code with VU0 part of emulator as far as i see.
* Emulator not only patch SPU programs on init, but also patch own PPU code. Which is hard to understand when you can just make changes in source code... eg. 0x1F128 - 0x1F134 in latest emu.
* GUI seems to be tied to GIF/GS emulation. That research was inspired by Dolphin progress report, and it seems to be correct. Fe/be (frontend/backend) spus are involved here. Which explain some UI slowdowns on GIF intensive games.
* Emulator is full of unused functions. Everything that is compiled inline its also there as separate unreachable function.
* DEV9 registers are not implemented. Reads return 0, writes are void. In simple words Net and PS2 HDD emulation is impossible. Fun fact is that emu perform meaningless check for HDD supported titles.
* USB registers are IMPLEMENTED and seems to be fully functional on ppe and spe side. We are missing something else here, not sure what.
===Registers===
It seems that emulator try to keep lower 64 bits of some r5900 registers in specific ppc registers. At least at the time when recompiler is running, also when 0x01 command run.
This helps little bit with understanding some hooks (0x01 commands). Reason is probably optimization, and cached regs are written only when they need to. At least that how it looks like from analyzing recompiled code.
r0  = 0x200000000, used when recompiler load something directly from EE memory.
r13 = Cycles. When recompiled code run, value is frequently compared to value from negmem F000 and event test is triggered depending on compare result.
r14 = r5900_current_pc
r15 = r5900 pc >> 6, used for cache checks. r15 is also used as temp register when fallback to interpreter, etc.
r16 = r5900_v0_reg_lower64
r17 = r5900_v1_reg_lower64
r18 = r5900_a0_reg_lower64
r19 = r5900_a1_reg_lower64
r20 = r5900_a2_reg_lower64
r21 = r5900_a3_reg_lower64
r31 = r5900_ra_reg_lower64
Additionally, Onimusha hooks expect r25 to be r5900 s0, and r28 to be r5900 s3. But i didn't found other parts of recompiler that expect the same. So, for now only values above are confirmed.
128 bit Altivec registers v20 - v23 are used to keep masks which is most likely used to extract/select/insert COP1 regs for next operations. Additionally v0, and v2 are used for other constants.
v0  = 0x0F0E0D0C, 0x0B0A0908, 0x07060504, 0x03020100
v2  = 0x80000000, 0x80000000, 0x80000000, 0x80000000
v20 = 0xFFFFFFFF, 0x00000000, 0x00000000, 0x00000000
v21 = 0x00000000, 0xFFFFFFFF, 0x00000000, 0x00000000
v22 = 0x00000000, 0x00000000, 0xFFFFFFFF, 0x00000000
v22 = 0x00000000, 0x00000000, 0x00000000, 0xFFFFFFFF
128 bit Altivec registers v24 - v31 are used as COP1 (fpu) regs.
v24 = f00, f01, f02, f03
v25 = f04, f05, f06, f07
v26 = f08, f09, f10, f11
v27 = f12, f13, f14, f15
v28 = f16, f17, f18, f19
v29 = f20, f21, f22, f23
v30 = f24, f25, f26, f27
v31 = f28, f29, f30, f31
Register that handle ACC is taken from different pool (same pool as all vfXX regs when in COP2 mode) with param 32 as reg nr (not real reg, probably part of one of vXX regs).
Most likely those regs are flushed to memory when COP2 opcode is running, for sure they are flushed when VU0 microprogram is running.
== RSX workload on the netemu ==
Looks like there is a way to overclock the RSX core by 50 or 100 MHz through LV1 patches. Will the netemu benefit from it?
* Yes, i don't see why not. Assuming that is static patch to elf file, not some cobra style on the fly patch. But don't expect some magic from that. I don't know too much about RSX and not really much about GS. But PS2 emulation is usually limited by CPU power, specially in native resolution. But for example games that need 0x44 cmd, maybe they will work with smoothing now. Maybe some minor slowdowns will be fixed. I still don't know which parts of GS are emulated on RSX, for example softemu used something similar to pcsx2 software render. So there you will get almost nothing from RSX OC. But netemu is different. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 04:56, 20 March 2022 (UTC)
** Tested the 600/750 MHz overclock with a few intensive games (SC3, ToCA3, CMR3, VP2, GT4). Assuming the patches are correctly applied (I have no idea at all), there is no performance boost at all.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 15:24, 29 May 2022 (UTC)
*** Little bit late, but it seems that GS is almost fully "software" emulated (PPE + BE SPE). It was mistake to not touch ps2_softemu earlier, because that's what helped me to find out that all shaders in netemu are not strictly emulation related. While softemu have Cg shaders for hardware render. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 14:48, 29 June 2023 (CEST)
== Netemu load/store with r0 register ==
Emulator access weird addresses which are interpreted as eg. 0xFFFFFFFFFFFF9480, or load/store like std r14, -0x6B80(r0) which translate to std r14, -FFFF9480(r0), and its sign extended by CPU to 64 bit.
Also easier example (without using negative addressing because this is additional emu quirk..). ld r2, 0x3008(r0). This opcode will load double word from 0x3008 address no matter what we currently have in r0, because RA is 0 which is badly interpreted as r0 base.
This is because of PowerPC quirk that i (and apparently IDA in 64 bit mode) wasn't aware. From IBM manual:


==== G ====
ld RT, Disp(RA)
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
RT Specifies target general-purpose register where result of operation is stored.
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
Disp Specifies a 16-bit signed number that is a multiple of 4. The assembler divides this number by 4 when generating the instruction.
|-
RA Specifies source general-purpose register for EA calculation.
| G-Surfers || ||  ||  ||  ||
 
|-
But according to the same manual:
| Gadget Racers ||  ||  ||  ||  ||
 
|-
If GPR RA is not 0, the EA is the sum of the contents of GPR RA and Disp. If GPR RA is 0, then the EA is Disp.
| Gaelic Games: Football ||  ||  ||  ||  ||
 
|-
Tl;dr is that if RA is 0 (which disassemblers show as r0), then Disp is real load/store address. This is used many times in emu itself to access negative addresses (0xFFFFFFFFxxxxxxxx), and is used in all netemu cmd 0x01 hooks.
| Gaelic Games: Football 2 ||  ||  ||  ||  ||
While this is more PPC itself than emu stuff, i feel is important to mention this here.
|-
Now if we remember that emu have mapped "negative address", loads/stores with r0 starting to make sense.
| Gaelic Games: Hurling ||  ||  ||  ||  ||
 
|-
std      r4, 0x3008(r0) # store r4 on 0x3008, no matter what r0 actually is at the moment.
| Galactic Wrestling: Featuring Ultimate Muscle ||  ||  ||  ||  ||
|-
ld        r0, -0x6BF0(r0) # load to r0 from address 0xFFFFFFFFFFFF9410, no matter what r0 actually is at the moment.
| Galerians: Ash ||  ||  ||  ||  ||
  ld        r4, 0x3008(r0) # load to r4 from address 0x3008, no matter what r0 actually is at the moment.
|-
 
| Galidor: Defenders of the Outer Dimension ||  || ||  ||  ||
== ps2_gxemu external bios/rom loading. ==
|-
 
| Galleon: Islands of Mystery ||  ||  ||  ||  ||  
Emulator can load external bios file. File need to be 4 bytes aligned, and 4MB or less size. File name need to be rom.bin (lower case), and probably need to have patched out RDRAM module to success RD check. At least that check is patched in current ps2_gxemu.self rom, maybe is not really needed.
|-
 
| Gallop Racer 2004 || ||  ||  ||  ||
To load bios we need to set emulator status flag bit 2 to true. I'm not sure that is already set, because i don't have memory dump, only elf file. In case is not, we can probably just ignore that check by patch. Emulator read file using lv1_read_remote_file with type 1, and path "rom.bin". So it seems to be relative to emulator self file (dev_flash/ps2emu)? All code is there and is valid, so external bios loading is fully implemented. Only two things required to do that is second bit of status flag set to true, and rom.bin file in correct path.
|-
 
| Gallop Racer 2006 ||  ||  ||  ||  ||
Note: This code don't exist in ps2_netemu.
|-
 
| Gantz: The Game ||  ||  ||  ||  ||
== Shin Sangoku Musou config ==
|-
 
| Garfield: Saving Arlene ||  ||  ||  ||  ||
This config does something with sceGsSyncPath by storing 0x4 to INTC_STAT before jumping to it (from one of the main function, so only a specific jump to sceGsSyncPath). I am thinking it fixes this: WhECT9RGZ0k (YouTube link)
|-
 
| Garou: Mark of the Wolves ||  ||  ||  ||  ||
What could be happening internally for something like this to be fixed? Interrupt delay to avoid an infinite loop or something? The freeze looks similar to something like the Ecole games (Melty Blood) where the game can move slightly after the freeze, or even break out of it entirely (rare).
|-
* It does write an interrupt request for the start of the VBlank. Looks like the game does sync with the refresh rate and the game logic (at least the specific function you have mentioned) does break itself when the timing is not right.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 14:59, 10 August 2022 (UTC)
| Gauntlet: Dark Legacy ||  ||  ||  ||  ||
** Writing to INTC_STAT remove vblank start bit in this case (acknowledge that interrupt happened). But yeah, generally this is timing issue. Probably similar issue to what pcsx2 have: [[https://github.com/PCSX2/pcsx2/issues/5369#issuecomment-1146042222 | here.]] But affect different games due to other differences in emulator. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 19:38, 10 August 2022 (UTC)
|-
 
| Gauntlet: Seven Sorrows ||  ||  ||  ||  ||
== Universal DNAS anti-wipe patch ==
|-
 
| Genji: Dawn of the Samurai || ||  ||  ||  ||
Tested with 2.8.0 and 3.0.0 DNAS libraries. EESYNC wipes the memory from 0x00084000 to 0x00100000. Patch is needed for 0x42 command to work with DNAS games when the overlay is installed in this memory region.
|-
<pre>
| The Getaway || || || || ||
Original: 18 00 A2 AF 95 00 00 0C 1C 00 A0 AF
|-
Patched: 18 00 A2 AF 01 00 02 24 1C 00 A0 AF</pre>
| The Getaway: Black Monday || || || ||  ||
 
|-
== Accurate ADD/SUB ==
| Get On Da Mic || ||  ||  ||  ||
 
|-
Emulator need accurate math for PS2 floating points operations because PS2 FPU/VU are special (partially also PS3 SPEs, but that's story for different wiki page).
| Ghostbusters: The Video Game || || || || ||
PS3 VMX unit in PPU have special compatibility mode with SPU, activated by lv1_set_vmx_graphics_mode(1) hvcall. This is supposed to make floating points operations results as close to SPU as possible. This set default rounding mode to round to zero, denormals are treated as zero, and there are no infinities or NaNs. So practically same mode as PS2 use.
|-
Every PS2 EE emulator on PS3 use this mode as otherwise many of that need to be done by software which is inconvenient, and tank performance. There are some suggestions that Sony requested this mode from IBM specifically for PS2 emulators. At this point floats should be handled like on PS2 right? Nope.
| Ghosthunter || || || || ||
PS2 FPU/VU is even more "special" than that, and it seems that Sony missed, or IBM wasn't able to implement that. What is so special? Since PS2 guarantee to round to zero, there is no need for 3 guard bits (more precisely guard/round/sticky bits).
|-
Testing shows that PS2 use only 1 of those bits in way known from other platforms. This makes every FPU/VU ADD/SUB/MUL/DIV operation possibly inaccurate on hardware other than PS2.
| Ghost in the Shell: Stand Alone Complex || || || || ||
There is no way to reproduce that on hardware that is not created with that in mind. No matter it is PS3 VMX, or x86/ARM SSE/AVX. This behavior is not reproductible on currently used hardware without software approach.
|-
But this still doesn't sound that bad, how much developers can rely on bit precise floating point results? 80 from 788 ps2_gxemu configs is using accurate math command, and that's only small chunk of what is really needed. Not to mention direct patches like Persona 4, etc, and tons of custom configs.
| Ghost Master || || ||  || ||
<br><br>
|-
Here is function used when accurate ADD/SUB math is requested: https://pastebin.com/sX6vfxin This code run for EVERY SINGLE add/sub separately when opcode is in command range.
| Ghost Rider || || || || ||
<br>
|-
Recompiled code for eg. fpu '''add d,c,b''' looks like this:
| Giants: Citizen Kabuto || ||  || || ||
  vaddfp d,c,b
|-
 
| Gift || ||  ||  ||  ||
While recompiled code for accurate fpu '''add d,c,b''' looks like this (simplified):
|-
  lis a,0xXXXX
| Gitaroo Man ||  ||  ||  ||  ||
  ori a,a, 0xXXXX
|-
  stvx b,a, 0x0
| Gladiator: Sword of Vengeance ||  ||  ||  ||  ||
  add a,0x10
|-
stvx c,a, 0x0
| Gladius ||  ||  ||  ||  ||
bla https://pastebin.com/sX6vfxin
|-
  lis a,0xXXXX
| Glass Rose || ||  ||  ||  ||
  ori a,a, 0xXXXX
|-
  lvx d,a, 0x0
| Go Go Copter ||  ||  ||  ||  ||
 
|-
Accurate add/sub is really over-complicated, I think is possible to shrink it to prevents slow downs and cache resets when overused. For example instead of creating "constants", we can really use constants from unused memory. On every single accurate add/sub emulator run this code:
| Go Go Golf ||  ||  ||  ||  ||
  0x18726C    li        r9, -1                # --- start of "constants" creation ---
|-
  0x187270    clrlwi    r9, r9, 1            # r9 = 0x7FFFFFFF
| Goblin Commander: Unleash the Horde ||  ||  ||  ||  ||
  0x187274    stw      r9, 0x20(r31)
|-
  0x187278    li        r9, 0xFF
| God Hand || ||  ||  ||  ||
  0x18727C    stw      r9, 0x24(r31)
|-
0x187280    li        r9, 31
| God of War || || || || ||
  0x187284    stw      r9, 0x28(r31)
|-
  0x187288    li        r9, 23
| God of War II || || || || ||
  0x18728C    stw      r9, 0x2C(r31)
|-
  0x187290    li        r9, 0x20 # ' '
| Godai Elemental Force || || || || ||
0x187294    lvxl      v16, r9, r31          # Load from 0x20(r31)
|-
  0x187294                                    # [0x7FFFFFFF, 255, 31, 23]
| The Godfather: The Game || || || || ||
  0x187298    li        r9, 0x97
|-
0x18729C    stw      r9, 0x20(r31)
| Godzilla: Save the Earth || || || || ||
  0x1872A0    clrlslwi r9, r9, 31,23        # 4B800000 ?
|-
0x1872A4    stw      r9, 0x24(r31)
| Godzilla: Unleashed || || || || ||
  0x1872A8    li        r9, 25
|-
  0x1872AC    stw      r9, 0x28(r31)
| Golden Age of Racing ||  ||  ||  ||  ||  
  0x1872B0    li        r9, -1
|-
  0x1872B4    clrrwi    r9, r9, 8            # r9 = 0xFFFFFF00
| The Golden Compass (video game) ||  ||  ||  ||  ||
  0x1872B8    stw      r9, 0x2C(r31)
|-
  0x1872BC    li        r9, 0x20 # ' '
| GoldenEye: Rogue Agent || ||  ||  ||  ||  
  0x1872C0    lvxl      v15, r9, r31          # Load from 0x20(r31)
|-
0x1872C0                                    # [0x97, 0x4B800000, 25, 0xFFFFFF00]
| Gradius III and IV ||  ||  ||  ||  ||
  0x1872C0                                    # End of "constants" creation.
|-
 
| Gradius V ||  ||  ||  ||  ||
All that to load vector v15 with [0x97, 0x4B800000, 25, 0xFFFFFF00], and v16 with [0x7FFFFFFF, 255, 31, 23]. This is really painful when you need to do that on every accurate add/sub, 22 opcodes, even more cycles. But what if we patch emulator to have those values for example at 0x7000 - 0x701F offset? Then loading constants will be:
|-
 
| Graffiti Kingdom ||  ||  ||  ||  ||
  0x18726C    li        r9, 0x7000
|-
  0x187270    lvxl      v16, r9, r0
| Gran Turismo Concept 2001 Tokyo ||  ||  ||  ||  ||
0x187274    addi      r9, r9, 0x10
|-
  0x187278    lvxl      v16, r9, r0
| Gran Turismo Concept 2002 Tokyo-Geneva ||  ||  ||  ||  ||
 
|-
From 22 opcodes we end up with 4. 18 opcodes less on every accurate add/sub. Additionally we can skip preserving/restoring of LR, CTR, and maybe XER. That give another saving of 12 opcodes. Additional 2 opcodes could be saved by not using r6 as temp for save/restore values. We can reuse r9 instead, so there is no need to preserve/restore old r6. All that shrink add/sub from 216 opcodes to 184. For FPU add/sub even more could be done, but for VU/COP2 its most likely only possible optimisation. Still worth it, should bring noticeable difference in framerate on intensive games that need it.
| Gran Turismo 3 A-spec ||  ||  ||  ||  ||
 
|-
== Ugly fix for HDD whitelisted games loaded through Cobra ==
| Gran Turismo 4 Prologue ||  ||  ||  || ||
 
|-
The HDD whitelisted games are crashing when loaded through the Cobra (they do work as a 2P package, but the HDD install prompt does not appear of course). I do not know whether the backwards compatible models are affected. The serial ID is compared in the game_ext_plugin module and currently the webMAN MOD does rename the executable inside the ISO to avoid the check. Here is a patch meant to be done on the fly in the payload when mounting the game. Only the SOCOM games have been tested - the HDD install prompt appears and regardless of what you choose, the game will boot successfully.
| Gran Turismo 4 || || || || ||
<pre>
|-
Original: 4B FF 1A 11 38 81 00 A0 38 61 00 AC 4B FF ED 3D
| Grand Prix Challenge || || || || ||
Patched: 60 00 00 00 38 81 00 A0 38 61 00 AC 4B FF ED 3D</pre>
|-
 
| Grand Slam Tennis || || || || ||
== Unknown VIF issue - bad cmd ==
|-
Emulator seems to do something wrong when bad (unknown) command is sent to VIF. Since all examples are related to VIF1 lets assume that maybe only that part is broken.
| Grand Theft Auto III || || ||  ||  ||
 
|-
* Buffy send command 0x12 - At the time when command is sent VIF1_ERR.ME1 bit is not set. Correct behavior will be stall VIF, seems to be broken because stall take too long.
| Grand Theft Auto: Liberty City Stories ||  ||  ||  ||  ||
* Jak TPL accidentally send bad data (vectors floats) as cmd - At the time when command is sent VIF1_ERR.ME1 bit is set. Correct behavior will be ignore bad cmd, and handle it as nop, no stall.
|-
* Formula One 05 bad cmd when entering pitstop - Unknown reason, fixed in pcsx2 at some unknown point. Can be dma issue, but worth to check if netemu is affected in any way (https://github.com/PCSX2/pcsx2/issues/2918)
| Grand Theft Auto: San Andreas ||  ||  ||  ||  ||  
* General note. PS2 VIF seems to be broken by design. Manual have following warnings:
|-
** Due to a failure in determining DMAtag Mismatch error, setting ME0 bit to 0 may generate an error even though a correct packet has been transmitted. Set the ME0 bit to 1 when using it.
| Grand Theft Auto: Vice City ||  ||  ||  ||  ||
** In V3_16 format, set the ME1 bit to 1.
|-
** The ER0 bit cannot be used appropriately due to a failure in determining DMAtag Mismatch error. Mask the DMAtag Mismatch error detection feature by setting VIF0_ERR.ME0 to 1.
| Grand Theft Auto: Vice City Stories ||  ||  ||  ||  ||
 
|-
Code which handle bad cmd:
| Grandia II ||  ||  ||  ||  ||
  0x14D00 ila    r4, 0x2000
|-
  0x14D04 shufb  r2, r104, r104, r89
| Grandia III ||  ||  ||  ||  ||
0x14D08  ila    sp, sub_147C0
|-
  0x14D0C a      r2, r2, r77
| Grandia Xtreme ||  ||  ||  ||  ||
  0x14D10 shufb  r2, r103, r102, r2
|-
0x14D14  stqa    r2, VIF1_CODE
| Gravity Games Bike: Street. Vert. Dirt. ||  ||  ||  ||  ||
  0x14D18 lqa    r2, VIF1_ERR
|-
  0x14D1C lqa    r3, VIF1_STAT
| Greg Hastings' Tournament Paintball Max'd ||  ||  ||  ||  ||
0x14D20  andi    r2, r2, 4          ; VIF1_ERR.ME1
|-
  0x14D24 ceqi    r2, r2, 0          ; set if bad cmd is unmasked
| Gregory Horror Show ||  ||  ||  ||  ||
  0x14D28 selb    r3, r3, r2, r4    ; Set VIF_STAT.ER1 if bad cmd bit mask is not active
|-
0x14D2C  andi    r4, r2, 0x10
| Gretzky NHL 2005 ||  ||  ||  ||  ||
  0x14D30 selb    r2, sp, r39, r2    ; sub_147C0[sp] or (sub_12840 or sub_17700)[r39] depending on ME1 bit // Probably issue starts here.
|-
  0x14D34 lnop
| Gretzky NHL 2006 ||  ||  ||  ||  ||
0x14D38  or      r87, r87, r4      ; Unk flags, stored at 0x290
|-
  0x14D3C stqa    r3, VIF1_STAT
| The Grim Adventures of Billy & Mandy ||  ||  ||  ||  ||
  0x14D40 nop
|-
0x14D44  bi      r2
| Grimgrimoire ||  ||  ||  ||  ||
*Shoutout to Agrippa for finding where the bad cmd in J&D was sent out. Formula One 05 is affected and results in a freeze when entering the pit stop, but I created a patch a while ago to skip the sending of it, so current config fixes the freeze without issue.--[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 03:37, 12 February 2023 (CET)
|-
 
| Growlanser Generations ||  ||  ||  ||  ||
== Games with EE threading/interrupt issues ==
|-
 
| GT-R 400 ||  ||  ||  ||  ||
* '''Harry Potter and the Chamber of Secrets'''
|-
** Seems to randomly hang on the last stage of loading (ra=0x19bf70). WaitSema calls spotted during the hang.
| GT Racers ||  ||  ||  ||  ||
* '''Gran Turismo 4'''
|-
** Hangs during the FMV playback on the idle wait loop. Game does wait for the interrupt that does not happen, probably.
| GT-R Touring ||  ||  ||  ||  ||
***Game wait in 81FC0 loop or some custom one? Never leave it? --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 19:01, 11 April 2023 (CEST)
|-
****In the 81FC0 loop. It does leave for a split second indeed, but it is impossible to read the offset. The game is working right in gxemu, I have always wondered if the built-in CDVD emulation may be bugged somehow, introducing new glitches versus gxemu.--[[User:Agrippa|Agrippa]] ([[User talk:Agrippa|talk]]) 19:39, 11 April 2023 (CEST)
| Guilty Gear Isuka ||  ||  ||  ||  ||
 
|-
Assuming the game programming is right, the underlying issues are data transfer related, probably.
| Guilty Gear X ||  ||  ||  ||  ||
 
|-
== Games with GS emulation issues ==
| Guilty Gear XX: Accent Core ||  ||  ||  ||  ||
Neither performance, nor mipmap and SCANMSK related.
|-
* '''Prince of Persia: Warrior Within'''
| Guilty Gear XX: Accent Core Plus ||  ||  ||  ||  ||
** Weapons' trails are rainbow (fixed by Auto-flush in PCSX2).
|-
* '''Lord of the Rings: The Return of the King'''
| Guilty Gear XX: The Midnight Carnival ||  ||  ||  ||  ||
** Top-left corner issue when the mist/fog is rendered.
|-
* '''Dance Summit 2001: Bust-a-Move'''
| Guilty Gear XX #reload ||  ||  ||  ||  ||
** Front buffer is not flushed most of the time. Game seems to apply additional effects there, apart from the downsampling.
|-
* '''Snowblind Engine 2003+ games'''
| Guilty Gear XX: Slash ||  ||  ||  ||  ||
** Shows the very last "interlaced" frame when switching back to the interlaced mode from progressive one. I thought it could be a VBLANK issue, but that old frame should be long gone by then. The issue seems to be related to the PCRTC. The SMODE2 register is updated in the VBLANK handler. That old frame is shown when the FFMD bit is switched to 1. Looking for better workarounds than delaying the VSYNC or lowering the resolution in 60 fps mode. By the way, the 0x20 command does work with negative values too. Moreover, the max positive value for NTSC is something like 0x106. Anything higher makes the screen freeze on PS2 logo (but the game is working in the background).
|-
 
| GuitarFreaks 3rd Mix & DrumMania 2nd Mix ||  ||  ||  ||  ||
== Stuntman/Driv3r research ==
|-
Well, I decided to take another look at this game a few days ago after a weird dream I had. I am glad I did, since I have discovered some new things. This is with 0x0E accuracy adjustments.
| GuitarFreaks 4th Mix & DrumMania 3rd Mix (Gitadora!) ||  ||  ||  ||  ||
 
|-
  Stuntman US
| GuitarFreaks V & DrumMania V ||  ||  ||  ||  ||  
0x100000-0x1c5e68 - no change
   
  0x1c5e6c - improvement in ApplyTyreForces__5WheelR3CarffG4MAv3N24R4MAm4Rf
  vadd.xyzw vf01, vf01, vf02
  0x1c7128 - improvement in Update__5WheelR3CarR4MAm4R4MAv3T3
  vadd.xyzw vf01, vf01, vf02
  0x1c727c - imrpovement in Update__5WheelR3CarR4MAm4R4MAv3T3
  vadd.xyzw vf01, vf01, vf02
    - both of the above with the others make most accurate path
    - vm insts 0x1c6e78-0x1c6ecc basically negate this additional accuracy?
   
  0x1c769c-0x211f04 - nothing
   
  0x211f08 - improvement in _dyForwardDynamics__FP10DYdynamicsf
  vadd.xyzw vf02, vf02, vf01
0x211f94 - improvement in dyStepRunge1__FP10DYdynamicsf
  vadd.xyzw vf04, vf04, vf01
   
  0x2140b0-0x215118 - no change
   
  0x215118 - obUpdateTransMatrix__FP8OBobject
    - negates additional accuracy of Update__5WheelR3CarR4MAm4R4MAv3T3?
   
  0x215260-0x1ffffff - no change
 
This does not seem to make any stages completable, but it at least helps the AI car in 1-4 get past the indoor section and not get caught up on the turn/area after. Instead, it now hits the orange crate left of the path it is supposed to go. It could potentially have worse effects on other stages as well... Maybe these offsets/functions in particular can help PCSX2 research.
*Try with EU version, you should be able to complete that mission with accu config. I remember that on pcsx2 with hacked vadd almost full EU game is playable. At some point i also hacked dyStepRunge little bit. dyStepRunge1 is less accurate, dyStepRunge5 is most accurate. Game decide which function should be used. But you can patch it to branch always to dyStepRunge5 etc. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 20:03, 4 January 2023 (UTC)
 
== Patches for SCCS region games ==
Most Chinese region games (SCCS) require the ROM2 modules to be present. However, even if they are required by the game in order to boot, they are not needed at all and are fully playable without ROM2 the vast majority of the time. I have compiled patches for all SCCS games that allow each one to at least boot on PS3 and PCSX2 (older versions, or newer ones without the correct BIOS) by simply skipping over the infinite loops the games get caught in: https://www.mediafire.com/file/skdka574f23b96g/SCCS_patches.zip/file
 
Mostly untested on PS3, but all have been tested on an older PCSX2 version. PS4 seems to not work with these patches. Even the bootable games without patching needed do not work, so I suspect there is some blacklist preventing them from booting on that emulator. In the end, only two games ended up having text bugs due to the character data not being loaded from ROM2:
 
{| class="wikitable"
|-
|-
| GuitarFreaks V2 & DrumMania V2 ||  ||  ||  ||  ||
! Serial Number !! Game !! Bootable (without patch) !! ROM2 required
|-
|-
| GuitarFreaks V3 & DrumMania V3 || || ||  ||  ||  
| SCCS-40001 || Ape Escape 2 || No || Yes (missing text)
|-
|-
| GuitarFreaks & DrumMania: Masterpiece Gold || || ||  ||  ||  
| SCCS-40002 || Devil May Cry 2 (Disc 1) || No || No
|-
|-
| GuitarFreaks & DrumMania: Masterpiece Silver || || ||  ||  ||  
| SCCS-40003 || Devil May Cry 2 (Disc 2) || No || No
|-
|-
| Guitar Hero || || ||  ||  ||  
| SCCS-40004 || XIGO: Zuihou de Touzi || No || No
|-
|-
| Guitar Hero II || || ||  ||  ||  
| SCCS-40005 || Ico || No || No
|-
|-
| Guitar Hero Encore: Rocks the 80s || || ||  ||  ||  
| SCCS-40006 || Zhen Sanguo Wushuang 2 || No || No
|-
|-
| Guitar Hero III: Legends of Rock || ||  ||  || ||  
| SCCS-40007 || Arc the Lad: Seirei no Tasogare || No || No
|-
|-
| Guitar Hero 5 || || ||  ||  ||  
| SCCS-40009 || Dragon Ball Z 2 || Yes || No
|-
|-
| Guitar Hero: Aerosmith || || ||  ||  ||  
| SCCS-40010 || Super Puzzle Bobble 2 || No || No
|-
|-
| Guitar Hero: Metallica || ||  ||  || ||  
| SCCS-40011 || Armored Core 2: Another Age || No || No
|-
|-
| Guitar Hero: Smash Hits || || ||  ||  ||  
| SCCS-40014 || World Soccer Winning Eleven 7 International || No || No
|-
|-
| Guitar Hero: Van Halen || ||  ||  || ||  
| SCCS-40015 || Viorate no Atelier: Gramnad no Renkinjutsushi 2 || No || Yes (text bugs)
|-
|-
| Guitar Hero: World Tour || ||  ||  || ||  
| SCCS-40016 || Ape Escape: Pumped & Primed || Yes || No
|-
|-
| Gumball 3000 || || ||  ||  ||  
| SCCS-40017 || EyeToy: Play || No || EyeToy game
|-
|-
| GUN || || ||  ||  ||  
| SCCS-40018 || Saru EyeToy Oosawagi: Wakki Waki Game Tenkomori!! || No || EyeToy game
|-
|-
| Gungriffon Blaze || || ||  ||  ||  
| SCCS-40019 || Formula One 04 || No || No (English)
|-
|-
| Gunfighter 2 ||  ||  ||  ||  ||
| SCCS-40022 || World Soccer Winning Eleven 8: Asia Championship || No || No
|-
| Gungrave ||  ||  ||  ||  ||
|-
| Gungrave: Overdose ||  ||  ||  ||  ||
|-
| Gunslinger Girl Vol.1 ||  ||  ||  ||  ||
|-
| Gunslinger Girl Vol.2 ||  ||  ||  ||  ||
|-
| Gunslinger Girl Vol.3 ||  ||  ||  ||  ||
|-
| The Guy Game ||  ||  ||  || ||  
|-
|-
| SCCS-60002 || Gran Turismo 4 || No || No
|}
|}
* I believe that real PS2 also need those patches. For OPL, but not only. ROM2 with CH fonts is not existing outside of 3 ps2 models. All of them released only in China, and one of them is still not even dumped (devkit). This ROM2 is even missing in Hong Kong region PS2. Btw. When i implemented ROM2 support in pcsx2, i tested patching game first. Unluckily for netemu, and fortunately for pcsx2. First and only game i tried to patch was Ape Escape 2. :) --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 12:39, 23 November 2022 (UTC)
** Yup, lucky for me I tested Dynasty Warriors 3 first, then Ape Escape 2 was the second if I recall. I was worried but pleasantly surprised by the rest of the results. I assume ROM2 has data for simplified Chinese characters while Hong Kong/Taiwan uses traditional characters, and that’s probably why there is no ROM2 in the HK/TW region. I am not sure why they even included ROM2 in the first place if barely any games utilize it, but oh well. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 18:01, 28 November 2022 (UTC)
*** "PS4 seems to not work with these patches. Even the bootable games without patching needed do not work, so I suspect there is some blacklist preventing them from booting on that emulator.". Just for the record, ps4 don't blacklist them. It's issue with cdvdkey (known for PS3 users as "game hash". ;) ). Emulator fail to respond correctly to one of CDVD register reads. Issue is already patched with my ugly hacks (TC:LA-a-like code swap). Your patches are still required on ps4 after fixing other issues. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 17:39, 20 June 2023 (CEST)


==== H ====
== Removing stuff from ps2 emu page ==
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
 
|- bgcolor="#cccccc"
I'm thinking about removing some data from PS2 Emulation page. Mostly stuff that is strictly PS2 thing.
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
 
*PS2 Memory and Hardware Mapped Registers Layout
*Video Modes
*Config related info
 
'''Video Modes''' listed there are not even supported by emulators without GS, and likely to fail even on PS3 with GS. This is really info for PS2 wiki in my opinion. '''PS2 Memory and Hardware Mapped Registers Layout''' also fit more in PS2 wiki. This is more like general PS2 dev knowledge than emulation related stuff. Eventually keep them as a links to ps2tek or ps2 devwiki, or something. Let me know if you think this is/isn't good idea. For example PS1 page don't list stuff like this, same goes for PSP page. In case of Config stuff. This is crucial part of this page, but i feel that harm general readability. Due to complicated nature of PS2 config descriptions are getting bigger, and bigger. Honestly this is still missing a lot of info because many times we are limiting ourself to not make descriptions too extensive. All that to not flood page too much. Maybe it's time to move most of that to new dedicated page? We can leave some basic info, like that small table, plus some '''BOLD''' link to "advanced page". This should allow to wikify and move some non-config stuff from talk page. This are only ideas, i expect not everyone will be happy about all of them. Lets talk. :P --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 08:21, 16 January 2023 (UTC)
* I think these are all good ideas. I occasionally use the PS2 register info for help sometimes, but I could easily use PSI’s page for that (https://psi-rockin.github.io/ps2tek/). I agree that it doesn’t really belong on the page. I agree that emulation page is getting extensive, so maybe it would be good to move the config info to a new page. I am not opposed and are all for it. --[[User:Mrjaredbeta|Mrjaredbeta]] ([[User talk:Mrjaredbeta|talk]]) 15:12, 16 January 2023 (UTC)
 
== Floating point arithmetic inaccuracies ==
 
While the software emulators are doing a great job with their accurate paths, there are still issues with some games, unfortunately.
* Stuntman/Driv3r
Completely broken AI, game is unplayable.
* Gran Turismo series
An infamous licence demonstration bug - cars deviate from the racing line. It may affect the AI in the race too. Since the GT's AI is retarded, the subject is difficult to confirm.
* Tokyo Xtreme Racer Zero
It is unconfirmed, but the cars path from PS2 imported replays are played back wrongly in the PCSX2.
* PRIDE FC: Fighting Championships
It seems that y × 1 ≠ y sometimes. Fixed by patching the game code.
 
== Manipulating r5900 cyclerate ==
 
Cycles are count in function located at 0x17C9D0 (latest netemu). Emitter with addi to r13 register is what we are looking for. Since pcsx2 use different "unit", lets just call cycles here a... unit.
 
  ________________________________________________
|  Opcode type  |  Netemu/Gxemu  |    PCSX2  |
|----------------|-----------------|-------------|
| Default opcode |    1 unit      |    9 units  |
| Load/Store    |    2 units    |  14 units  |
| Multiply      |    4 units    |  16 units  |
| Divide        |    37 units    |  112 units  |
| COP 0          |    1 unit      |    7 units  |
| COP 1          |  1 unit(some 2) |    7 units  |
| COP 2          |     1 unit      |    7 untis  |
--------------------------------------------------
Additionally pcsx2 use different cycles for many other opcodes that ps3 emus just count as one.
  * MMI      =  14 units
  * MMI Mult =  24 units
  * MMI Div  = 176 units
  * FPU Mul  = 32 units
At the second hand gx/net emu do some weird shenigans with cycles based on... Opcode number, this is still small unknown here. Yeah...
Underclocking/Overclocking could be done by modifying opcodes at 0x17CEB0, 0x17CFF8, 0x17D4C8.
What has been tested do far is shifting by 1 or 2 to the left (underclock by multiplying passed cycles). Sadly without any possitive result to framerate, shift by 2 was even slower.
 
== Emulator status flags ==
 
We can't really modify this flag from outside on retail emu, but we can always patch function that do init.
===Netemu===
Localised at 0x934158 of emu memory.
1        = init done?
2        = unk thr sys
4        = unk thr sys
8        = unk
10      = run watchpoint opcode (debug halt) 0x11DD80
20      = set mecha 0x245828A to 2, and run sc8 (0x200)
40      = some setting for spe0_class0_int_handler
80      = enable cmd 0xF/0x26/0x27 for whole memory range
200      = set when emulated hardware init is done
400      = enable 0x934160 debug flag (watchpoint on ee and on iop)
800      = skip parsing config file
1000    = do cmd 0x1F with 0x3E8(1000) param
4000    = enable cmd 0x11 for whole VU0 mem (per range setting is inaccessible from config!)
20000    = skip SCED discs error (more, todo)
40000    = do cmd 0x14
80000    = memory card related (0x12A6D8) also run sc_7(2) in thr hdd
200000  = do cmd 0x05
400000  = enable config cmd 0x10 for whole memory range
800000  = do cmd 0x12 with 0x2DFF000 flags
4000000  = mecha related (todo 0x135664)
8000000  = run loop that wait for 0xB52BB8 to be non zero
10000000 = watchpoint (if thread flag is set)
20000000 = timing setting for media validity check
80000000 = show health warning message
Need work
 
===Gxemu===
Localised at 0x3ED0 of emu memory.
1        = init done?
2        = load external bios.rom
4        = run sub_56784 and sub_56A6C
8        = unk
10      = run watchpoint opcode (debug halt) 0x3F02C
20      = set mecha 0x177AA4F to 2, and run sc8 (0x200) ___todo
40      = some setting for spe0_class0_int_handler
80      = enable gx cmd 0xC/0x22/0x23 for whole memory range
200      = check byte 0x6E6302 and do something if 2. Seems to disable media validity test. Set after EE hw init.
400      = set 0x3D60 to 1
800      = skip parsing internal config list
1000    = do gx cmd 0x1C with param 0x3E8 (1000)
4000    = enable cmd 0x0F for whole VU0 mem (per range setting is inaccessible from config!)
10000    = used as a param for sub_40054, unknown. Not available in netemu
20000    = skip auto setting gx cmd 0x19 for games from hashlist, and later in different sub. Also skip setting SCED error.
40000    = do gx cmd 0x12
80000    = skip running unk syscall
100000  = do gx cmd 0x19 (command unavailable in netemu? Looks different)
200000  = do gx cmd 0x04
400000  = enable gx cmd 0x0E for whole memory range
800000  = run sub sub_F1D78, seems to be much more complicated version of what netemu do here.
1000000  = set 0x3D63 to 1
Need even more work...
 
== Memory Map ==
=== Netemu ===
Tables at main page taken directly from emulator memory seems to be wrong. I double checked this and values are really there, but ea just don't match to what emulator code do (lpars are most likely correct there). So here it is memory map with addresses that emulator use when want to reach any of mentioned regions.
 
{| class="wikitable" style="font-size:small;"
|-
|-
| Half-Life ||  ||  ||  ||  ||
! Name !! Start !! End !! Flags !! Notes
|-
|-
| Happy Feet || || || ||  ||  
| work
|| 0
|| 0x3200000
|| 3
|| separated into work 0x0-0x300000, ro_work 0x300000-0x800000, and rw_work 0x800000-0x32000000.
|-
|-
| Hard Hitter Tennis || || || ||  ||  
| menu_heap
|| 0xE000000
|| 0xE400000
|| 3
||
|-
|-
| Hard Rock Casino || || || ||  ||  
| negmem
|| 0xFFFFFFFFFFFF0000
|| 0
|| 0x10000001
||
|-
|-
| Hardware: Online Arena || || || ||  ||  
| ?
|| 0x30000000
|| 0x30008000
|| 0x30000000
|| vu0
|-
|-
| Harry Potter and the Chamber of Secrets || || || ||  ||  
| spu_iop
|| 0x40000000
|| 0x40060000
|| 0xE0000001
||
|-
|-
| Harry Potter and the Goblet of Fire || || || ||  ||  
| spu_spu2
|| 0x40080000
|| 0x400E0000
|| 0xE0000001
||
|-
|-
| Harry Potter and the Half-Blood Prince || || || ||  ||  
| spu_vu1
|| 0x40100000
|| 0x40160000
|| 0xE0000001
||  
|-
|-
| Harry Potter and the Order of the Phoenix || || || ||  ||  
| spu_eedma
|| 0x40180000
|| 0x401E0000
|| 0xE0000001
||
|-
|-
| Harry Potter and the Philosopher's Stone || || || ||  ||  
| fe
|| 0x40200000
|| 0x40260000
|| 0xE0000001
||  
|-
|-
| Harry Potter and the Prisoner of Azkaban || || || ||  ||  
| be
|| 0x40280000
|| 0x402E0000
|| 0xE0000001
||  
|-
|-
| Harry Potter: Quidditch World Cup || || || ||  ||  
| spu_ipu
|| 0x40300000
|| 0x40360000
|| 0xE0000001
||
|-
|-
| Harvest Moon: Save the Homeland || || || ||  ||  
| be
|| 0x40380000
|| 0x403E0000
|| 0xE0000001
|| not working spu be on spe7
|-
|-
| Harvest Moon: A Wonderful Life || || || ||  ||  
| SPC_SLB
|| 0x50061000
|| 0x50062000
|| 0xF0000000
|| for spu_iop
|-
|-
| Haunting Ground || || || ||  ||
|
|| 0x50063000
|| 0x50066000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
  5000 = SPC_CSR1
|-
|-
| Haven: Call of the King || || || ||  ||  
| SPC_CSR
|| 0x50062000
|| 0x50063000
|| 0xF0000000
||
|-
|-
| Hawk-Kawasaki Racing || || || ||  ||  
| SPC_SLB
|| 0x500E1000
|| 0x500E2000
|| 0xF0000000
|| for spu_spu2
|-
|-
| Headhunter || || || ||  ||
|
|| 0x500E3000
|| 0x500E6000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
  5000 = SPC_CSR1
|-
|-
| Headhunter Redemption || || || ||  ||  
| SPC_CSR
|| 0x500E2000
|| 0x500E3000
|| 0xF0000000
||
|-
|-
| He-Man: Defender of Grayskull || || || ||  ||  
| SPC_SLB
|| 0x50161000
|| 0x50162000
|| 0xF0000000
|| for spu_vu1
|-
|-
| Hello Kitty: Roller Rescue || || || ||  ||
|
|| 0x50163000
|| 0x50166000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
  5000 = SPC_CSR1
|-
|-
| Heracles: Battle with the Gods || || || ||  ||  
| SPC_CSR
|| 0x50162000
|| 0x50163000
|| 0xF0000000
||
|-
|-
| Herdy Gerdy || || || ||  ||  
| SPC_SLB
|| 0x501E1000
|| 0x501E2000
|| 0xF0000000
|| for spu_eedma
|-
|-
| Heroes of Might and Magic: Quest for the Dragon Bone Staff || || || ||  ||
|
|| 0x501E3000
|| 0x501E6000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
  5000 = SPC_CSR1
|-
|-
| Heroes of the Pacific || || || ||  ||  
| SPC_CSR
|| 0x501E2000
|| 0x501E3000
|| 0xF0000000
||
|-
|-
| Hidden Invasion || || || ||  ||  
| SPC_SLB
|| 0x50261000
|| 0x50262000
|| 0xF0000000
|| for fe
|-
|-
| High School Musical: Sing It! || || || ||  ||
|
|| 0x50263000
|| 0x50266000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
  5000 = SPC_CSR1
|-
|-
| High Rollers Casino || || || ||  ||  
| SPC_CSR
|| 0x50262000
|| 0x50263000
|| 0xF0000000
||
|-
|-
| Hi Hi Puffy AmiYumi 2 || || || ||  ||  
| SPC_SLB
|| 0x502E1000
|| 0x502E2000
|| 0xF0000000
|| for be
|-
|-
| Hitman: Blood Money || || || ||  ||
|
|| 0x502E3000
|| 0x502E6000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
  5000 = SPC_CSR1
|-
|-
| Hitman: Contracts || || || ||  ||  
| SPC_CSR
|| 0x502E2000
|| 0x502E3000
|| 0xF0000000
||
|-
|-
| Hitman 2: Silent Assassin || || || ||  ||  
| SPC_SLB
|| 0x50361000
|| 0x50362000
|| 0xF0000000
|| for spu_ipu
|-
|-
| Hoihoi-san || || || ||  ||
|
|| 0x50363000
|| 0x50366000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
  5000 = SPC_CSR1
|-
|-
| Homura || || || ||  ||  
| SPC_CSR
|| 0x50362000
|| 0x50363000
|| 0xF0000000
||
|-
|-
| Hot Shots Golf 3 || || || ||  ||  
| SPC_SLB
|| 0x503E1000
|| 0x503E2000
|| 0xF0000000
|| for unused be on spe7
|-
|-
| Hot Shots Golf Fore! || || || ||  ||
|
|| 0x503E3000
|| 0x503E6000
|| 0xF0000000
||
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
  5000 = SPC_CSR1
|-
|-
| Hot Wheels Velocity X || || || ||  ||  
| SPC_CSR
|| 0x503E2000
|| 0x503E3000
|| 0xF0000000
||
|-
|-
| Hot Wheels World Race || || || ||  ||  
| GSIF
|| 0xA0020000
|| 0xA0028000
|| 0x80000000
|| rsx
|-
|-
| HSX HyperSonic.Xtreme || || || ||  ||  
| NL
|| 0xA0009000
|| 0xA000A000
|| 0x80000000
|| rsx
|-
|-
| The Hulk || || || ||  ||  
| rsx_driver_info
|| 0xA0004000
|| 0xA0007000
|| 0x80000000
|| rsx
|-
|-
| Hummer Badlands || || || ||  ||  
| rsx_dma_ctrl
|| 0xA0030000
|| 0xA0050000
|| 0x80000000
|| rsx
|-
|-
| Hunter: The Reckoning: Wayward || || || ||  ||  
| ?
|| 0xA0008000
|| 0xA0009000
|| 0x80000000
|| rsx
|-
|-
| The Hustle: Detroit Streets ||  ||  ||  ||  ||  
| ohci_mmio
|-
|| 0x60000000
| Hype Time Quest ||  ||  ||  ||  ||  
|| 0x60001000
|-
|| 0x60000000
|}
||
==== I ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
|-
| Ico || || || ||  ||  
| ehci_mmio
|| 0x60200000
|| 0x60201000
|| 0x60000000
||
|-
|-
| I-Ninja || || || ||  ||  
| ohci_mmio
|| 0x60100000
|| 0x60101000
|| 0x60000000
||
|-
|-
| Ice Age 2: The Meltdown || || || ||  ||  
| ehci_mmio
|| 0x60300000
|| 0x60301000
|| 0x60000000
||
|-
|-
| IGPX || || || ||  ||  
| base
|| 0x80000000
|| 0x80100000
|| 0x70000003
|| usb
|-
|-
| IHRA Drag Racing 2 || || || ||  ||  
| rawdata
|| 0x80800000
|| 0x80900000
|| 0x70000003
|| usb
|-
|-
| IHRA Drag Racing: Sportsman Edition || || || ||  ||  
| iopdata
|| 0x81000000
|| 0x81100000
|| 0x70000003
|| usb
|-
|-
| Ikusagami || || || ||  ||  
| base
|| 0x82000000
|| 0x82100000
|| 0x70000003
|| ehci? usb
|-
|-
| The Incredible Hulk: Ultimate Destruction || || || ||  ||  
| ehci_vars
|| 0x82800000
|| 0x82900000
|| 0x70000003
|| usb
|-
|-
| The Incredibles: Rise of the Underminer || || || ||  ||  
| bchs_pmalloc
|| 0x83000000
|| 0x83100000
|| 0x70000003
|| usb
|-
|-
| Indiana Jones and the Emperor's Tomb || || || ||  ||  
| ?
|| 0x83800000
|| 0x83900000
|| 0x70000003
||
|-
|-
| Indiana Jones and the Staff of Kings || || || ||  ||  
| SB_CDVD
|| 0x84000000
|| 0x84100000
|| 0x70000003
||
|-
|-
| IndyCar Series || || || ||  ||  
| SB_HDD
|| 0x84800000
|| 0x84900000
|| 0x70000003
||
|-
|-
| IndyCar Series 2005 || || || ||  ||  
| ?
|| 0x85000000
|| 0x85100000
|| 0x70000003
||
|-
|-
| Initial D: Special Stage || || || ||  ||  
| SB_SIO2
|| 0x85800000
|| 0x85900000
|| 0x70000003
|| only first 0x4000?
|-
|-
| Inspector Gadget || || || ||  ||  
| vrc_area
|| 0x90000000
|| 0x91000000
|| 0xC00000003
|| vu1 recompiler area
|-
|-
| Intellivision Lives! || || || ||  ||  
| ee_cached
|| 0x200000000
|| 0x202000000
|| 0x100000003
||
|-
|-
| International Cue Club || || || ||  ||  
| ?
|| 0x211004000
|| 0x211008000
|| 0x300000000
|| vu1 memory direct rw
|-
|-
| International Cue Club 2 || || || ||  ||  
| ee_rom
|| 0x21FC00000
|| 0x220000000
|| 0x300000000
||
|-
|-
| International Golf Pro || || || ||  ||  
| ee_uncached
|| 0x220000000
|| 0x222000000
|| 0x100000003
||
|-
|-
| International Super Karts || || || ||  ||  
| ee_uncacc
|| 0x230000000
|| 0x232000000
|| 0x100000003
||
|-
|-
| International Superstar Soccer || || || ||  ||  
| ee_spr_lo
|| 0x260000000
|| 0x260002000
|| 0x700000000
|| weird, that map directly to 0x60000000 ps2 address
|-
|-
| Interview With a Made Man || || || ||  ||  
| ee_spr_hi
|| 0x270000000
|| 0x270006000
|| 0x800000000
|| ee scratchpad
|-
|-
| Ikki Tousen: Shining Dragon || || || ||  ||  
| ee_kmem0
|| 0x280000000
|| 0x282000000
|| 0x100000003
||
|-
|-
| In The Groove || || || ||  ||  
| ?
|| 0x291004000
|| 0x291008000
|| 0x300000000
|| vu1 data rw in kernel mode
|-
|-
| InuYasha: Feudal Combat || || || ||  ||  
| ?
|| 0x29FC00000
|| 0x2A0000000
|| 0x300000000
|| ee_rom in kernel mode
|-
|-
| InuYasha: The Secret of the Cursed Mask || || || ||  ||  
| ?
|| 0x2A0000000
|| 0x2A2000000
|| 0x100000003
|| ee_uncached in kernel mode
|-
|-
| Iron Man || || || ||  ||  
| ?
|| 0x2B1004000
|| 0x2B1008000
|| 0x300000000
|| vu1 data in kernel mode. Uncached, i doubt that is even accessible in ps2.
|-
|-
| Island Xtreme Stunts || || || ||  ||  
| ?
|| 0x2BFC00000
|| 0x2C0000000
|| 0x300000000
|| ee_rom in uncached kernel mode
|-
|-
| The Italian Job || || || ||  ||  
| ee_dbg
|| 0x2FFFF8000
|| 0x300000000
|| 0x900000000
||
|-
|-
|}
| iop_mem
==== J ====
|| 0x400000000
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|| 0x400200000
|- bgcolor="#cccccc"
|| 0x400000003
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
||
|-
|-
| J-League Winning Eleven 6 || || || ||  ||  
| iop_rom
|| 0x4BFC00000
|| 0x4C0000000
|| 0x500000001
|| kernel mode
|-
|-
| Jackass: The Game || || || ||  ||  
| iop_kmmio0
|| 0x4BF800000
|| 0x4BF810000
|| 0x500000001
|| including iop_spad at first 0x1000
|-
|-
| Jackie Chan Adventures || || || ||  ||  
| ?
|| 0x4AFC00000
|| 0x4B0000000
|| 0x500000001
|| iop_rom, uncached?
|-
|-
| Jacked || || || ||  ||  
| iop_kmmio1
|| 0x4AF800000
|| 0x4AF810000
|| 0x500000001
|| including iop_spad at first 0x1000
|-
|-
| Jade Cocoon 2 || || || ||  ||  
| spu2_ram
|| 0x600000000
|| 0x600400000
|| 0x600000003
|| starting from 0x200000 spu2_ram2
|-
|-
| Jak and Daxter: The Precursor Legacy || || || ||  ||  
| ?
|| 0x800000000
|| 0x800010000
|| 0x1000000001
||
|-
|-
| Jak and Daxter: The Lost Frontier || || || ||  ||  
| ?
|| 0xC0000000
|| 0xCF800000
|| 0x1600000003
||
|-
|-
| Jak II || || || ||  ||  
| sgs_xdr
|| 0xB4000000
|| 0xB5700000
|| 0x1900000003
||
|-
|-
| Jak 3 || || || ||  ||  
| ?
|| 0x40000000000
|| 0x40000010000
|| 0x1400000001
||
|-
|-
| Jak X: Combat Racing || || || ||  ||  
| ee_jit_code
|| 0x10000000
|| 0x13000000
|| 0xD00000003
||
|-
|-
| James Bond 007: Agent Under Fire || || || ||  ||  
| vu0_jit_code
|| 0x18000000
|| 0x18400000
|| 0xD00000003
||
|-
|-
| James Bond 007: Everything or Nothing || || || ||  ||  
| vu0_jit_data
|| 0x1C000000
|| 0x1C400000
|| 0xD00000003
||
|-
|-
| James Bond 007: From Russia with Love || || || ||  ||  
| eeram_jit_lut
|| 0x20000000
|| 0x22000000
|| 0xE00000003
||
|-
|-
| James Bond 007: Nightfire || || || ||  ||  
| eerom_jit_lut
|| 0x2FC00000
|| 0x30000000
|| 0xE00000003
||
|-
|-
| James Bond 007: Quantum of Solace || || || ||  ||  
| ustack (micro stack)
|| 0xAAA70000000
|| 0xAAA70040000
|| 0x4200000000001
|| Thread KRN0:1 (aka BOOT00)
|-
|-
| James Cameron's Dark Angel || || || ||  ||  
| ustack (micro stack)
|| 0xAAA70040000
|| 0xAAA70080000
|| 0x4200010000001
|| Thread KRN1:1 (aka BOOT01)
|-
|-
| Jeep Thrills || || || ||  ||  
| ustack (micro stack)
|| 0xAAA70080000
|| 0xAAA700C0000
|| 0x42000B0000001
|| VU0 stack (used in EEonBE when VU0 is running)
|-
|-
| Jet Li: Rise to Honor || || || ||  ||  
| ustack (micro stack)
|| 0xAAA700C0000
|| 0xAAA70100000
|| 0x4200030000001
|| Thread SYS
|-
|-
| Jeopardy! || || || ||  ||  
| ustack (micro stack)
|| 0xAAA70100000
|| 0xAAA70140000
|| 0x4200040000001
|| Thread VRC
|-
|-
| Juiced || || || ||  ||  
| ustack (micro stack)
|| 0xAAA70140000
|| 0xAAA70180000
|| 0x4200050000001
|| Thread MECHA
|-
|-
| Juiced 2 || || || ||  ||  
| ustack (micro stack)
|| 0xAAA70180000
|| 0xAAA701C0000
|| 0x4200060000001
|| Thread HDD
|-
|-
| Judge Dredd: Dredd Vs. Death || || || ||  ||  
| ustack (micro stack)
|| 0xAAA701C0000
|| 0xAAA70200000
|| 0x4200070000001
|| Thread UI
|-
|-
| Jurassic Park: Operation Genesis || || || ||  ||  
| ustack (micro stack)
|| 0xAAA70200000
|| 0xAAA70280000
|| 0x4200090000001
|| Thread BL2LNK and BL2MAIN
|-
|-
| Jurassic: The Hunted || || || ||  ||  
| ustack (micro stack)
|| 0xAAA70280000
|| 0xAAA702C0000
|| 0x42000A0000001
|| Thread USB
|-
|-
| Just Cause ||  ||  ||  ||  ||
| ustack (micro stack)  
|-
|| 0xAAA702C0000
|}
|| 0xAAA70300000
==== K ====
|| 0x42000B0000001
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|| Thread EEonBE
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Kanon ||  ||  ||  ||  ||
|-
| Kamen Rider: Climax Heroes ||  ||  ||  ||  ||
|-
| CR Kamen Rider: Pachitte Chonmage Tatsujin 5 ||  ||  ||  ||  ||
|-
| Kamen Rider: Seigi No Keifu ||  ||  ||  ||  ||
|-
| Pachinko Kamen Rider: Shocker Zenmetsu Daisakusen ||  ||  ||  ||  ||
|-
| Kamen Rider 555 ||  ||  ||  ||  ||
|-
| Kamen Rider Blade ||  ||  ||  ||  ||
|-
| Kamen Rider Hibiki ||  ||  ||  ||  ||
|-
| Kamen Rider Kabuto ||  ||  ||  ||  ||
|-
| Kao the Kangaroo Round 2 ||  ||  ||  ||  ||
|-
| Katamari Damacy ||  ||  ||  ||  ||
|-
| Kengo: Master of Bushido ||  ||  ||  ||  ||
|-
| Kessen ||  ||  ||  ||  ||
|-
| Kessen II ||  ||  ||  ||  ||
|-
| Kessen III ||  ||  ||  ||  ||
|-
| Killer7 ||  ||  ||  ||  ||
|-
| Killzone (Guerilla Games) ||  ||  ||  ||  ||
|-
| Kinetica ||  ||  ||  ||  ||
|-
| King Arthur ||  ||  ||  ||  ||
|-
| Kingdom Hearts ||  ||  ||  ||  ||
|-
| Kingdom Hearts Re:Chain of Memories ||  ||  ||  ||  ||
|-
| Kingdom Hearts II ||  ||  ||  ||  ||
|-
| King of Clubs ||  ||  ||  ||  ||
|-
| The King of Fighters '94 Re-bout ||  ||  ||  ||  ||
|-
| The King of Fighters '98 Ultimate Match ||  ||  ||  ||  ||
|-
| The King of Fighters 2000 ||  ||  ||  ||  ||
|-
| The King of Fighters 2001 ||  ||  ||  ||  ||
|-
| The King of Fighters 2000/2001 ||  ||  ||  ||  ||
|-
| The King of Fighters 2002 ||  ||  ||  ||  ||
|-
| The King of Fighters 2002 Unlimited Match ||  ||  ||  ||  ||
|-
| The King of Fighters 2002 Unlimited Match Tougeki Ver. ||  ||  ||  ||  ||
|-
| The King of Fighters 2003 ||  ||  ||  ||  ||
|-
| The King of Fighters 2002/2003 ||  ||  ||  ||  ||
|-
| The King of Fighters Neowave ||  ||  ||  ||  ||
|-
| The King of Fighters XI ||  ||  ||  ||  ||
|-
| The King of Fighters Collection: The Orochi Saga ||  ||  ||  ||  ||
|-
| King's Field: The Ancient City ||  ||  ||  ||  ||
|-
| Kira Kira Rock N Roll Show ||  ||  ||  ||  ||
|-
| Klonoa 2: Lunatea's Veil ||  ||  ||  ||  ||
|-
| Knight Rider: The Game ||  ||  ||  ||  ||
|-
| Knight Rider 2 : The Game ||  ||  ||  ||  ||
|-
| Knights of the Temple: Infernal Crusade ||  ||  ||  ||  ||
|-
| Knockout Kings 2002 ||  ||  ||  ||  ||
|-
| Knockout Kings 2003 ||  ||  ||  ||  ||
|-
| KOF: Maximum Impact ||  ||  ||  ||  ||
|-
| KOF: Maximum Impact 2 (JP) ||  ||  ||  ||  ||
|-
| The King of Fighters 2006 (NA) ||  ||  ||  ||  ||
|-
| KOF: Maximum Impact Regulation A ||  ||  ||  ||  ||
|-
| Konjiki no Gash Bell: Yuujou no Tag Battle ||  ||  ||  ||  ||
|-
| Kujibiki Unbalance: Kaicho Onegai Smash Fight ||  ||  ||  ||  ||
|-
| Kuon ||  ||  ||  ||  ||
|-
| Kuri Kuri Mix ||  ||  ||  ||  ||
|-
| Kya: Dark Lineage ||  ||  ||  ||  ||
|-
|}
==== L ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| L.A. Rush ||  ||  ||  ||  ||
|-
| La Pucelle: Tactics ||  ||  ||  ||  ||
|-
| LarryBoy and the Bad Apple ||  ||  ||  ||  ||
|-
| Leaderboard Golf ||  ||  ||  ||  ||
|-
| League Series Baseball 2 ||  ||  ||  ||  ||
|-
| Legacy of Kain: Defiance ||  ||  ||  ||  ||
|-
| Legacy of Kain: Soul Reaver 2 ||  ||  ||  ||  ||
|-
| Legaia 2: Duel Saga ||  ||  ||  ||  ||
|-
| The Legend of Alon D'ar ||  ||  ||  ||  ||
|-
| Legend of Kay ||  ||  ||  ||  ||
|-
| Legend of the Dragon ||  ||  ||  ||  ||
|-
| The Legend of Spyro: A New Beginning ||  ||  ||  ||  ||
|-
| The Legend of Spyro: The Eternal Night ||  ||  ||  ||  ||
|-
| The Legend of Spyro: Dawn of the Dragon ||  ||  ||  ||  ||
|-
| Legends of Wrestling ||  ||  ||  ||  ||
|-
| Legends of Wrestling II ||  ||  ||  ||  ||
|-
| Lego Batman: The Video Game ||  ||  ||  ||  ||
|-
| Lego Indiana Jones: The Original Adventures ||  ||  ||  ||  ||
|-
| Lego Star Wars: The Video Game ||  ||  ||  ||  ||
|-
| Lego Star Wars II: The Original Trilogy ||  ||  ||  ||  ||
|-
| Leisure Suit Larry: Magna Cum Laude ||  ||  ||  ||  ||
|-
| Lemmings ||  ||  ||  ||  ||
|-
| Lethal Skies Elite Pilot: Team SW ||  ||  ||  ||  ||
|-
| Let's Make a Soccer Team! ||  ||  ||  ||  ||
|-
| Let's Ride: Silver Buckle Stables ||  ||  ||  ||  ||
|-
| Lifeline ||  ||  ||  ||  ||
|-
| Little Britain: The Video Game ||  ||  ||  ||  ||
|-
| Little Busters! Converted Edition ||  ||  ||  ||  ||
|-
| LMA Manager 2002 ||  ||  ||  ||  ||
|-
| LMA Manager 2003 ||  ||  ||  ||  ||
|-
| LMA Manager 2004 ||  ||  ||  ||  ||
|-
| LMA Manager 2005 ||  ||  ||  ||  ||
|-
| LMA Manager 2006 ||  ||  ||  ||  ||
|-
| LMA Manager 2007 ||  ||  ||  ||  ||
|-
| London Racer 2 ||  ||  ||  ||  ||
|-
| London Racer World Challenge ||  ||  ||  ||  ||
|-
| Looney Tunes: Acme Arsenal ||  ||  ||  ||  ||
|-
| Looney Tunes: Back in Action ||  ||  ||  ||  ||
|-
| Looney Tunes: Space Race ||  ||  ||  ||  ||
|-
| The Lord of the Rings: Aragorn's Quest ||  ||  ||  ||  ||
|-
| The Lord of the Rings: The Fellowship of the Ring ||  ||  ||  ||  ||
|-
| The Lord of the Rings: The Two Towers ||  ||  ||  ||  ||
|-
| The Lord of the Rings: The Return of the King ||  ||  ||  ||  ||
|-
| The Lord of the Rings: The Third Age ||  ||  ||  ||  ||
|-
| Lowrider ||  ||  ||  ||  ||
|-
| Lumines Plus ||  ||  ||  ||  ||
|-
| Lupin the 3rd: Treasure of the Sorcerer King ||  ||  ||  ||  ||
|-
|}
==== M ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Mace Griffin: Bounty Hunter ||  ||  ||  ||  ||
|-
| Mad Maestro! ||  ||  ||  ||  ||
|-
| Madagascar ||  ||  ||  ||  ||
|-
| Madagascar: Escape 2 Africa ||  ||  ||  ||  ||
|-
| Madden NFL 2001 ||  ||  ||  ||  ||
|-
| Madden NFL 2002 ||  ||  ||  ||  ||
|-
| Madden NFL 2003 ||  ||  ||  ||  ||
|-
| Madden NFL 2004 ||  ||  ||  ||  ||
|-
| Madden NFL 2005 ||  ||  ||  ||  ||
|-
| Madden NFL 06 ||  ||  ||  ||  ||
|-
| Madden NFL 07 ||  ||  ||  ||  ||
|-
| Madden NFL 08 ||  ||  ||  ||  ||
|-
| Madden NFL 09 ||  ||  ||  ||  ||
|-
| Madden NFL 10 ||  ||  ||  ||  ||
|-
| Madden NFL 11 ||  ||  ||  ||  ||
|-
| Madden NFL 12 ||  ||  ||  ||  ||
|-
| Mafia ||  ||  ||  ||  ||
|-
| Magic Pengel ||  ||  ||  ||  ||
|-
| Magix Music Maker ||  ||  ||  ||  ||
|-
| Magister Negi Magi: 1st time ||  ||  ||  ||  ||
|-
| Magister Negi Magi: 2nd time ||  ||  ||  ||  ||
|-
| Magna Carta: Tears of Blood ||  ||  ||  ||  ||
|-
| Mahou Sensei Negima! 2-Jikanme ||  ||  ||  ||  ||
|-
| Mai-Hime: The Another ||  ||  ||  ||  ||
|-
| Major League Baseball 2K5 ||  ||  ||  ||  ||
|-
| Major League Baseball 2K5: World Series Edition ||  ||  ||  ||  ||
|-
| Major League Baseball 2K6 ||  ||  ||  ||  ||
|-
| Major League Baseball 2K7 ||  ||  ||  ||  ||
|-
| Major League Baseball 2K8 ||  ||  ||  ||  ||
|-
| Major League Baseball 2K9 ||  ||  ||  ||  ||
|-
| Major League Baseball 2K10 ||  ||  ||  ||  ||
|-
| Makai Kingdom: Chronicles Of The Sacred Tome ||  ||  ||  ||  ||
|-
| Maken Shao ||  ||  ||  ||  ||
|-
| Malice ||  ||  ||  ||  ||
|-
| Manchester United Club Football 2005 ||  ||  ||  ||  ||
|-
| Manhunt ||  ||  ||  ||  ||
|-
| Manhunt 2 ||  ||  ||  ||  ||
|-
| Marc Ecko's Getting Up: Contents Under Pressure ||  ||  ||  ||  ||
|-
| Mar Heaven: Arm Fight ||  ||  ||  ||  ||
|-
| Mark Davis Pro Bass Challenge ||  ||  ||  ||  ||
|-
| The Mark of Kri ||  ||  ||  ||  ||
|-
| Martial Arts: Capoeira ||  ||  ||  ||  ||
|-
| Marvel Nemesis ||  ||  ||  ||  ||
|-
| Marvel vs. Capcom 2 ||  ||  ||  ||  ||
|-
| Marvel: Ultimate Alliance ||  ||  ||  ||  ||
|-
| Marvel Ultimate Alliance 2: Fusion ||  ||  ||  ||  ||
|-
| Mary-Kate and Ashley: Sweet 16 ||  ||  ||  ||  ||
|-
| Mashed ||  ||  ||  ||  ||
|-
| Mashed: Drive To Survive ||  ||  ||  ||  ||
|-
| Mashed Fully Loaded ||  ||  ||  ||  ||
|-
| Master Rallye ||  ||  ||  ||  ||
|-
| Mat Hoffman's Pro BMX 2 ||  ||  ||  ||  ||
|-
| The Matrix: Path of Neo ||  ||  ||  ||  ||
|-
| Maximo vs. Army of Zin ||  ||  ||  ||  ||
|-
| Maximo: Ghosts to Glory ||  ||  ||  ||  ||
|-
| Max Payne ||  ||  ||  ||  ||
|-
| Max Payne 2: The Fall of Max Payne ||  ||  ||  ||  ||
|-
| MaXXed Out Racing ||  ||  ||  ||  ||
|-
| Maze Action ||  ||  ||  ||  ||
|-
| McFarlane's Evil Prophecy ||  ||  ||  ||  ||
|-
| MDK2: Armageddon ||  ||  ||  ||  ||
|-
| Medal of Honor: European Assault ||  ||  ||  ||  ||
|-
| Medal of Honor: Frontline ||  ||  ||  ||  ||
|-
| Medal of Honor: Rising Sun ||  ||  ||  ||  ||
|-
| Medal of Honor: Vanguard ||  ||  ||  ||  ||
|-
| Mega Man Anniversary Collection ||  ||  ||  ||  ||
|-
| Mega Man X Collection ||  ||  ||  ||  ||
|-
| Mega Man X Command Mission ||  ||  ||  ||  ||
|-
| Mega Man X7 ||  ||  ||  ||  ||
|-
| Mega Man X8 ||  ||  ||  ||  ||
|-
| MegaRace 3: Nanotech Disaster ||  ||  ||  ||  ||
|-
| Melty Blood: Act Cadenza ||  ||  ||  ||  ||
|-
| Melty Blood: Actress Again ||  ||  ||  ||  ||
|-
| Men in Black II: Alien Escape ||  ||  ||  ||  ||
|-
| Mercedes-Benz World Racing ||  ||  ||  ||  ||
|-
| Mercenaries: Playground of Destruction ||  ||  ||  ||  ||
|-
| Mercenaries 2: World in Flames ||  ||  ||  ||  ||
|-
| Mercury Meltdown Remix ||  ||  ||  ||  ||
|-
| Metal Arms: Glitch in the System ||  ||  ||  ||  ||
|-
| Metal Gear Solid 2: Sons of Liberty ||  ||  ||  ||  ||
|-
| Metal Gear Solid 2: Substance ||  ||  ||  ||  ||
|-
| Metal Gear Solid 3: Snake Eater ||  ||  ||  ||  ||
|-
| Metal Gear Solid 3: Subsistence ||  ||  ||  ||  ||
|-
| Metal Saga ||  ||  ||  ||  ||
|-
| Metal Slug 3 ||  ||  ||  ||  ||
|-
| Metal Slug 4 ||  ||  ||  ||  ||
|-
| Metal Slug 4 And 5 ||  ||  ||  ||  ||
|-
| Metal Slug 6 ||  ||  ||  ||  ||
|-
| Metal Slug Anthology ||  ||  ||  ||  ||
|-
| Metropolismania ||  ||  ||  ||  ||
|-
| Miami Vice ||  ||  ||  ||  ||
|-
| Micro Machines V4 ||  ||  ||  ||  ||
|-
| Midnight Club Street Racing ||  ||  ||  ||  ||
|-
| Midnight Club 2 ||  ||  ||  ||  ||
|-
| Midnight Club 3: DUB Edition ||  ||  ||  ||  ||
|-
| Midnight Club 3: DUB Edition Remix ||  ||  ||  ||  ||
|-
| Midway Arcade Treasures ||  ||  ||  ||  ||
|-
| Midway Arcade Treasures 2 ||  ||  ||  ||  ||
|-
| Midway Arcade Treasures 3 ||  ||  ||  ||  ||
|-
| Mike Tyson Heavyweight Boxing ||  ||  ||  ||  ||
|-
| Mini Desktop Racing ||  ||  ||  ||  ||
|-
| Mission Impossible: Operation Surma ||  ||  ||  ||  ||
|-
| Mister Mosquito ||  ||  ||  ||  ||
|-
| MLB 2004 ||  ||  ||  ||  ||
|-
| MLB 2005 ||  ||  ||  ||  ||
|-
| MLB 2006 ||  ||  ||  ||  ||
|-
| MLB 06: The Show ||  ||  ||  ||  ||
|-
| MLB 07: The Show ||  ||  ||  ||  ||
|-
| MLB '08: The Show ||  ||  ||  ||  ||
|-
| MLB 09: The Show ||  ||  ||  ||  ||
|-
| MLB 10: The Show ||  ||  ||  ||  ||
|-
| MLB 11: The Show ||  ||  ||  ||  ||
|-
| MLB Power Pros ||  ||  ||  ||  ||
|-
| MLB Power Pros 2008 ||  ||  ||  ||  ||
|-
| MLB SlugFest 2003 ||  ||  ||  ||  ||
|-
| MLB SlugFest 2004 ||  ||  ||  ||  ||
|-
| MLB SlugFest 2006 ||  ||  ||  ||  ||
|-
| MLB SlugFest: Loaded ||  ||  ||  ||  ||
|-
| Mobile Light Force 2 ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam SEED: Never Ending Tomorrow ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam SEED Destiny: Generation Of C.E. ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: AEUG v.s Titans ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: Climax U.C. ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: Encounters in Space ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: Journey to Jaburo ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: The One Year War ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: Gundam vs. Zeta Gundam ||  ||  ||  ||  ||
|-
| Mobile Suit Gundam: Zeonic Front ||  ||  ||  ||  ||
|-
| Moderngroove: Ministry of Sound Edition ||  ||  ||  ||  ||
|-
| Mojib-Ribbon ||  ||  ||  ||  ||
|-
| Mojo! ||  ||  ||  ||  ||
|-
| Monopoly Party ||  ||  ||  ||  ||
|-
| Monster 4x4: Masters of Metal ||  ||  ||  ||  ||
|-
| Monster House ||  ||  ||  ||  ||
|-
| Monster Hunter ||  ||  ||  ||  ||
|-
| Monster Hunter G ||  ||  ||  ||  ||
|-
| Monster Jam: Maximum Destruction ||  ||  ||  ||  ||
|-
| Monster Rancher 3 ||  ||  ||  ||  ||
|-
| Monster Rancher 4 ||  ||  ||  ||  ||
|-
| Monster Rancher EVO ||  ||  ||  ||  ||
|-
| Monsters, Inc. Scare Island ||  ||  ||  ||  ||
|-
| Monsters vs. Aliens ||  ||  ||  ||  ||
|-
| Mortal Kombat: Armageddon ||  ||  ||  ||  ||
|-
| Mortal Kombat: Deadly Alliance ||  ||  ||  ||  ||
|-
| Mortal Kombat: Deception ||  ||  ||  ||  ||
|-
| Mortal Kombat: Shaolin Monks ||  ||  ||  ||  ||
|-
| Motocross Mania 3 ||  ||  ||  ||  ||
|-
| MotoGP ||  ||  ||  ||  ||
|-
| MotoGP 2 ||  ||  ||  ||  ||
|-
| MotoGP 3 ||  ||  ||  ||  ||
|-
| MotoGP 4 ||  ||  ||  ||  ||
|-
| MotoGP '07 ||  ||  ||  ||  ||
|-
| MotoGP '08 ||  ||  ||  ||  ||
|-
| Motor Mayhem ||  ||  ||  ||  ||
|-
| MotorStorm: Arctic Edge ||  ||  ||  ||  ||
|-
| Mr Golf ||  ||  ||  ||  ||
|-
| Ms. Chris Grams LA game ||  ||  ||  ||  ||
|-
| MS Saga: A New Dawn ||  ||  ||  ||  ||
|-
| MTV Music Generator 2 ||  ||  ||  ||  ||
|-
| MTV Music Generator 3: This Is The Remix ||  ||  ||  ||  ||
|-
| MTX: Mototrax ||  ||  ||  ||  ||
|-
| The Mummy Returns ||  ||  ||  ||  ||
|-
| The Mummy: Tomb of the Dragon Emperor ||  ||  ||  ||  ||
|-
| Muppets Party Cruise ||  ||  ||  ||  ||
|-
| Musashi: Samurai Legend ||  ||  ||  ||  ||
|-
| Music 3000 ||  ||  ||  ||  ||
|-
| MVP Baseball 2003 ||  ||  ||  ||  ||
|-
| MVP Baseball 2004 ||  ||  ||  ||  ||
|-
| MVP Baseball 2005 ||  ||  ||  ||  ||
|-
| MVP 06: NCAA Baseball ||  ||  ||  ||  ||
|-
| MVP 07: NCAA Baseball ||  ||  ||  ||  ||
|-
| MX 2002 Featuring Ricky Carmichael ||  ||  ||  ||  ||
|-
| MX Super Fly ||  ||  ||  ||  ||
|-
| MX Unleashed ||  ||  ||  ||  ||
|-
| MX vs. ATV Unleashed ||  ||  ||  ||  ||
|-
| MX vs. ATV Untamed ||  ||  ||  ||  ||
|-
| MX World Tour: Featuring Jamie Little ||  ||  ||  ||  ||
|-
| MXRider ||  ||  ||  ||  ||
|-
| My Street ||  ||  ||  ||  ||
|-
| My-Otome: Otome Butoushi!! ||  ||  ||  ||  ||
|-
| Myst III: Exile ||  ||  ||  ||  ||
|-
| Mystic Heroes ||  ||  ||  ||  ||
|-
|}
==== N ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Namco Museum ||  ||  ||  ||  ||
|-
| Namco Museum: 50th Anniversary Arcade Collection ||  ||  ||  ||  ||
|-
| Namco X Capcom ||  ||  ||  ||  ||
|-
| Nano Breaker ||  ||  ||  ||  ||
|-
| NARC ||  ||  ||  ||  ||
|-
| Naruto: Ultimate Ninja ||  ||  ||  ||  ||
|-
| Naruto: Ultimate Ninja 2 ||  ||  ||  ||  ||
|-
| Naruto: Ultimate Ninja 3 ||  ||  ||  ||  ||
|-
| Naruto: Uzumaki Chronicles ||  ||  ||  ||  ||
|-
| Naruto: Uzumaki Chronicles 2 ||  ||  ||  ||  ||
|-
| Naruto Shippuden: Ultimate Ninja 4 ||  ||  ||  ||  ||
|-
| Naruto Shippuden: Ultimate Ninja 5 ||  ||  ||  ||  ||
|-
| NASCAR: Dirt to Daytona ||  ||  ||  ||  ||
|-
| NASCAR Heat 2002 ||  ||  ||  ||  ||
|-
| NASCAR 2001 ||  ||  ||  ||  ||
|-
| NASCAR Thunder 2002 ||  ||  ||  ||  ||
|-
| NASCAR Thunder 2003 ||  ||  ||  ||  ||
|-
| NASCAR Thunder 2004 ||  ||  ||  ||  ||
|-
| NASCAR 2005: Chase for the Cup ||  ||  ||  ||  ||
|-
| NASCAR 06: Total Team Control ||  ||  ||  ||  ||
|-
| NASCAR 07 (EA Sports) ||  ||  ||  ||  ||
|-
| NASCAR 08 ||  ||  ||  ||  ||
|-
| NASCAR 09 ||  ||  ||  ||  ||
|-
| Naval Ops: Commander ||  ||  ||  ||  ||
|-
| Naval Ops: Warship Gunner ||  ||  ||  ||  ||
|-
| Naval Ops: Warship Gunner 2 ||  ||  ||  ||  ||
|-
| NBA 06 ||  ||  ||  ||  ||
|-
| NBA 07 ||  ||  ||  ||  ||
|-
| NBA 08 ||  ||  ||  ||  ||
|-
| NBA '09: The Inside ||  ||  ||  ||  ||
|-
| NBA 2K2 ||  ||  ||  ||  ||
|-
| NBA 2K3 ||  ||  ||  ||  ||
|-
| NBA 2K6 ||  ||  ||  ||  ||
|-
| NBA 2K7 ||  ||  ||  ||  ||
|-
| NBA 2K8 ||  ||  ||  ||  ||
|-
| NBA 2K9 ||  ||  ||  ||  ||
|-
| NBA 2K10 ||  ||  ||  ||  ||
|-
| NBA 2K11 ||  ||  ||  ||  ||
|-
| NBA Ballers ||  ||  ||  ||  ||
|-
| NBA Ballers Phenom ||  ||  ||  ||  ||
|-
| NBA Hoopz ||  ||  ||  ||  ||
|-
| NBA Jam ||  ||  ||  ||  ||
|-
| NBA Live 2001 ||  ||  ||  ||  ||
|-
| NBA Live 2002 ||  ||  ||  ||  ||
|-
| NBA Live 2003 ||  ||  ||  ||  ||
|-
| NBA Live 2004 ||  ||  ||  ||  ||
|-
| NBA Live 2005 ||  ||  ||  ||  ||
|-
| NBA Live 06 ||  ||  ||  ||  ||
|-
| NBA Live 07 ||  ||  ||  ||  ||
|-
| NBA Live 08 ||  ||  ||  ||  ||
|-
| NBA Live 09 ||  ||  ||  ||  ||
|-
| NBA Live 10 ||  ||  ||  ||  ||
|-
| NBA Shootout 2001 ||  ||  ||  ||  ||
|-
| NBA Shootout 2003 ||  ||  ||  ||  ||
|-
| NBA Shootout 2004 ||  ||  ||  ||  ||
|-
| NBA Starting Five ||  ||  ||  ||  ||
|-
| NBA Street ||  ||  ||  ||  ||
|-
| NBA Street Vol. 2 ||  ||  ||  ||  ||
|-
| NBA Street V3 ||  ||  ||  ||  ||
|-
| NCAA College Basketball 2K3 ||  ||  ||  ||  ||
|-
| NCAA College Football 2K3 ||  ||  ||  ||  ||
|-
| NCAA Final Four 2001 ||  ||  ||  ||  ||
|-
| NCAA Final Four 2002 ||  ||  ||  ||  ||
|-
| NCAA Final Four 2003 ||  ||  ||  ||  ||
|-
| NCAA Final Four 2004 ||  ||  ||  ||  ||
|-
| NCAA Football 2002 ||  ||  ||  ||  ||
|-
| NCAA Football 2003 ||  ||  ||  ||  ||
|-
| NCAA Football 2004 ||  ||  ||  ||  ||
|-
| NCAA Football 2005 ||  ||  ||  ||  ||
|-
| NCAA Football 06 ||  ||  ||  ||  ||
|-
| NCAA Football 07 ||  ||  ||  ||  ||
|-
| NCAA Football 08 ||  ||  ||  ||  ||
|-
| NCAA Football 09 ||  ||  ||  ||  ||
|-
| NCAA Football 10 ||  ||  ||  ||  ||
|-
| NCAA Football 11 ||  ||  ||  ||  ||
|-
| NCAA Gamebreaker 2001 ||  ||  ||  ||  ||
|-
| NCAA Gamebreaker 2003 ||  ||  ||  ||  ||
|-
| NCAA Gamebreaker 2004 ||  ||  ||  ||  ||
|-
| NCAA March Madness 2002 ||  ||  ||  ||  ||
|-
| NCAA March Madness 2003 ||  ||  ||  ||  ||
|-
| NCAA March Madness 2004 ||  ||  ||  ||  ||
|-
| NCAA March Madness 2005 ||  ||  ||  ||  ||
|-
| NCAA March Madness 06 ||  ||  ||  ||  ||
|-
| NCAA March Madness 07 ||  ||  ||  ||  ||
|-
| NCAA March Madness 08 ||  ||  ||  ||  ||
|-
| Need For Speed: Hot Pursuit 2 ||  ||  ||  ||  ||
|-
| Need for Speed: Underground ||  ||  ||  ||  ||
|-
| Need for Speed: Underground 2 ||  ||  ||  ||  ||
|-
| Need for Speed: Most Wanted ||  ||  ||  ||  ||
|-
| Need for Speed: Most Wanted Black Edition ||  ||  ||  ||  ||
|-
| Need for Speed: Carbon ||  ||  ||  ||  ||
|-
| Need for Speed: ProStreet ||  ||  ||  ||  ||
|-
| Need for Speed: Undercover ||  ||  ||  ||  ||
|-
| Negima!?: 3rd time ||  ||  ||  ||  ||
|-
| Negima!?: Dream Tactics ||  ||  ||  ||  ||
|-
| Neo Contra ||  ||  ||  ||  ||
|-
| Neo Geo Battle Coliseum ||  ||  ||  ||  ||
|-
| Neopets: The Darkest Faerie ||  ||  ||  ||  ||
|-
| Newcastle United Club Football 2005 ||  ||  ||  ||  ||
|-
| Next Generation Tennis ||  ||  ||  ||  ||
|-
| Next Generation Tennis 2003 ||  ||  ||  ||  ||
|-
| NFL 2K2 ||  ||  ||  ||  ||
|-
| NFL 2K3 ||  ||  ||  ||  ||
|-
| NFL Blitz 20-02 ||  ||  ||  ||  ||
|-
| NFL Blitz 20-03 ||  ||  ||  ||  ||
|-
| NFL Blitz Pro ||  ||  ||  ||  ||
|-
| NFL GameDay 2001 ||  ||  ||  ||  ||
|-
| NFL GameDay 2002 ||  ||  ||  ||  ||
|-
| NFL GameDay 2003 ||  ||  ||  ||  ||
|-
| NFL GameDay 2004 ||  ||  ||  ||  ||
|-
| NFL Head Coach ||  ||  ||  ||  ||
|-
| NFL Quarterback Club 2002 ||  ||  ||  ||  ||
|-
| NFL Street ||  ||  ||  ||  ||
|-
| NFL Street 2 ||  ||  ||  ||  ||
|-
| NFL Street 3 ||  ||  ||  ||  ||
|-
| NHL 2001 ||  ||  ||  ||  ||
|-
| NHL 2002 ||  ||  ||  ||  ||
|-
| NHL 2003 ||  ||  ||  ||  ||
|-
| NHL 2004 ||  ||  ||  ||  ||
|-
| NHL 2005 ||  ||  ||  ||  ||
|-
| NHL 06 ||  ||  ||  ||  ||
|-
| NHL 07 ||  ||  ||  ||  ||
|-
| NHL 08 ||  ||  ||  ||  ||
|-
| NHL 09 ||  ||  ||  ||  ||
|-
| NHL 2K3 ||  ||  ||  ||  ||
|-
| NHL 2K6 ||  ||  ||  ||  ||
|-
| NHL 2K7 ||  ||  ||  ||  ||
|-
| NHL 2K8 ||  ||  ||  ||  ||
|-
| NHL 2K9 ||  ||  ||  ||  ||
|-
| NHL FaceOff 2001 ||  ||  ||  ||  ||
|-
| NHL FaceOff 2003 ||  ||  ||  ||  ||
|-
| NHL Hitz 20-02 ||  ||  ||  ||  ||
|-
| NHL Hitz 20-03 ||  ||  ||  ||  ||
|-
| NHL Hitz Pro ||  ||  ||  ||  ||
|-
| NHRA Drag Racing Countdown to the Championship 2007 ||  ||  ||  ||  ||
|-
| Nicktoons Movin' ||  ||  ||  ||  ||
|-
| Nicktoons Unite! ||  ||  ||  ||  ||
|-
| Nicktoons: Battle for Volcano Island ||  ||  ||  ||  ||
|-
| The Nightmare Before Christmas: Oogie's Revenge ||  ||  ||  ||  ||
|-
| The Nightmare of Druaga: Fushigino Dungeon ||  ||  ||  ||  ||
|-
| Nightshade ||  ||  ||  ||  ||
|-
| Ninja Assault ||  ||  ||  ||  ||
|-
| Nishanka's Ultimate Grand Turismo & Juiced ||  ||  ||  ||  ||
|-
| Noble Racing ||  ||  ||  ||  ||
|-
| Nobunaga's Ambition: Rise to Power ||  ||  ||  ||  ||
|-
| Nobunaga's Ambition: Iron Triangle ||  ||  ||  ||  ||
|-
| NRA Gun Club ||  ||  ||  ||  ||
|-
| NTRA Breeders' Cup World Thoroughbred Championships ||  ||  ||  ||  ||
|-
| Nuga-Cel! ||  ||  ||  ||  ||
|-
|}
==== O ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| ObsCure ||  ||  ||  ||  ||
|-
| Obscure II ||  ||  ||  ||  ||
|-
| Odin Sphere ||  ||  ||  ||  ||
|-
| Okage: Shadow King ||  ||  ||  ||  ||
|-
| Okami ||  ||  ||  ||  ||
|-
| One Piece Grand Adventure ||  ||  ||  ||  ||
|-
| One Piece Grand Battle ||  ||  ||  ||  ||
|-
| One Piece: Pirates Carnival ||  ||  ||  ||  ||
|-
| OneChanbara ||  ||  ||  ||  ||
|-
| Oni ||  ||  ||  ||  ||
|-
| Onimusha: Warlords ||  ||  ||  ||  ||
|-
| Onimusha 2: Samurai's Destiny ||  ||  ||  ||  ||
|-
| Onimusha 3: Demon Siege ||  ||  ||  ||  ||
|-
| Onimusha Blade Warriors ||  ||  ||  ||  ||
|-
| Onimusha: Dawn of Dreams ||  ||  ||  ||  ||
|-
| Open Season ||  ||  ||  ||  ||
|-
| Operation Air Assault ||  ||  ||  ||  ||
|-
| The Operative: No One Lives Forever ||  ||  ||  ||  ||
|-
| Orphen: Scion of Sorcery ||  ||  ||  ||  ||
|-
| Outlaw Golf ||  ||  ||  ||  ||
|-
| Outlaw Golf 2 ||  ||  ||  ||  ||
|-
| 'Outlaw Tennis ||  ||  ||  ||  ||
|-
| Outlaw Volleyball Remixed ||  ||  ||  ||  ||
|-
| OutRun 2006: Coast 2 Coast ||  ||  ||  ||  ||
|-
| Over the Hedge ||  ||  ||  ||  ||
|-
|}
==== P ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Pacific Warriors II: Dogfight ||  ||  ||  ||  ||
|-
| Pac-Man Fever ||  ||  ||  ||  ||
|-
| Pac-Man World 2 ||  ||  ||  ||  ||
|-
| Pac-Man World 3 ||  ||  ||  ||  ||
|-
| Pac-Man World Rally ||  ||  ||  ||  ||
|-
| PaRappa the Rapper 2 ||  ||  ||  ||  ||
|-
| Paris Dakar Rally ||  ||  ||  ||  ||
|-
| Pasty Maker Sandwich Van Pay Out ||  ||  ||  ||  ||
|-
| Penny Racers ||  ||  ||  ||  ||
|-
| Perfect Ace Pro Tournament Tennis ||  ||  ||  ||  ||
|-
| Peter Jackson's King Kong: The Official Game of the Movie ||  ||  ||  ||  ||
|-
| Phantom Brave ||  ||  ||  ||  ||
|-
| Phantasy Star Universe ||  ||  ||  ||  ||
|-
| Phantom Crash 2050 ||  ||  ||  ||  ||
|-
| Pilot Down ||  ||  ||  ||  ||
|-
| Pimp My Ride: Street Racing ||  ||  ||  ||  ||
|-
| Pinball Fun ||  ||  ||  ||  ||
|-
| Pinball Hall of Fame: The Gottlieb Collection ||  ||  ||  ||  ||
|-
| Pink Pong ||  ||  ||  ||  ||
|-
| Pipo Saru 2001 ||  ||  ||  ||  ||
|-
| Pirates: Legend of the Black Buccaneer ||  ||  ||  ||  ||
|-
| Pirates: The Legend of Black Kat ||  ||  ||  ||  ||
|-
| Pirates of the Caribbean: At Worlds End ||  ||  ||  ||  ||
|-
| Pirates of the Caribbean: The Legend of Jack Sparrow ||  ||  ||  ||  ||
|-
| Pitfall: The Lost Expedition ||  ||  ||  ||  ||
|-
| Planetarian: Chiisana Hoshi no Yume ||  ||  ||  ||  ||
|-
| Playboy: The Mansion ||  ||  ||  ||  ||
|-
| The Polar Express ||  ||  ||  ||  ||
|-
| Pool Paradise ||  ||  ||  ||  ||
|-
| Pool Paradise: International Edition ||  ||  ||  ||  ||
|-
| Pool Shark 2 ||  ||  ||  ||  ||
|-
| PopCap Hits! Vol. 1 ||  ||  ||  ||  ||
|-
| Pop'n Music 7 ||  ||  ||  ||  ||
|-
| Pop'n Music: Best Hits ||  ||  ||  ||  ||
|-
| Pop'n Music 8 ||  ||  ||  ||  ||
|-
| Pop'n Music 9 ||  ||  ||  ||  ||
|-
| Pop'n Music 10 ||  ||  ||  ||  ||
|-
| Pop'n Music 11 ||  ||  ||  ||  ||
|-
| Pop'n Music 12 Iroha ||  ||  ||  ||  ||
|-
| Pop'n Music 13 Carnival ||  ||  ||  ||  ||
|-
| Pop'n Music 14 Fever! ||  ||  ||  ||  ||
|-
| Popeye: Hush Rush for the Spinach ||  ||  ||  ||  ||
|-
| Portal Runner ||  ||  ||  ||  ||
|-
| Power Rangers Dino Thunder ||  ||  ||  ||  ||
|-
| Power Volleyball ||  ||  ||  ||  ||
|-
| Powerdrome ||  ||  ||  ||  ||
|-
| Powerpuff Girls: Relish Rampage ||  ||  ||  ||  ||
|-
| Predator: Concrete Jungle ||  ||  ||  ||  ||
|-
| Primal ||  ||  ||  ||  ||
|-
| Primal Image ||  ||  ||  ||  ||
|-
| Prince of Persia: The Sands of Time ||  ||  ||  ||  ||
|-
| Prince of Persia: The Two Thrones ||  ||  ||  ||  ||
|-
| Prince of Persia: Warrior Within ||  ||  ||  ||  ||
|-
| Premier Manager 2005/2006 ||  ||  ||  ||  ||
|-
| Premier Manager 2006-2007 ||  ||  ||  ||  ||
|-
| Pride FC ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 2 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 3 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 4 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 5 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 6 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 2007 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 2008 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 2009 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 2010 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer 2011 ||  ||  ||  ||  ||
|-
| Pro Evolution Soccer Management ||  ||  ||  ||  ||
|-
| Pro Race Driver (TOCA Race Driver in Europe) ||  ||  ||  ||  ||
|-
| Pro Rally 2002 ||  ||  ||  ||  ||
|-
| Project Altered Beast ||  ||  ||  ||  ||
|-
| Project Eden ||  ||  ||  ||  ||
|-
| Project Minerva ||  ||  ||  ||  ||
|-
| Project: Snowblind ||  ||  ||  ||  ||
|-
| ProStroke Golf- World Tour 2007 ||  ||  ||  ||  ||
|-
| Psi-Ops: The Mindgate Conspiracy ||  ||  ||  ||  ||
|-
| Psychonauts ||  ||  ||  ||  ||
|-
| P.T.O. IV: Pacific Theater of Operations ||  ||  ||  ||  ||
|-
| Pump It Up Exceed Special Edition ||  ||  ||  ||  ||
|-
| The Punisher ||  ||  ||  ||  ||
|-
| Putt Nutz ||  ||  ||  ||  ||
|-
| Puzzle Challenge: Crosswords and More ||  ||  ||  ||  ||
|-
|}
==== Q ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Q-Ball Billiards Master ||  ||  ||  ||  ||
|-
| Quake III Revolution ||  ||  ||  ||  ||
|-
|}
==== R ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Radiata Stories ||  ||  ||  ||  ||
|-
| Ratchet & Clank ||  ||  ||  ||  ||
|-
| Ratchet & Clank: Going Commando ||  ||  ||  ||  ||
|-
| Ratchet & Clank: Up Your Arsenal ||  ||  ||  ||  ||
|-
| Ratchet: Deadlocked ||  ||  ||  ||  ||
|-
| Ratchet & Clank: Size Matters ||  ||  ||  ||  ||
|-
| Rayman 2: Revolution ||  ||  ||  ||  ||
|-
| Rayman Arena/Rayman M ||  ||  ||  ||  ||
|-
| Rayman 3: Hoodlum Havoc ||  ||  ||  ||  ||
|-
| Rayman Raving Rabbids ||  ||  ||  ||  ||
|-
| Raw Danger ||  ||  ||  ||  ||
|-
| Real World Golf ||  ||  ||  ||  ||
|-
| Realm of the Dead ||  ||  ||  ||  ||
|-
| Rebel Raiders: Operation Nighthawk ||  ||  ||  ||  ||
|-
| Red Card ||  ||  ||  ||  ||
|-
| Red Dead Revolver ||  ||  ||  ||  ||
|-
| Red Faction ||  ||  ||  ||  ||
|-
| Red Faction II ||  ||  ||  ||  ||
|-
| Red Ninja: End of Honor ||  ||  ||  ||  ||
|-
| The Red Star ||  ||  ||  ||  ||
|-
| Reel Fishing III ||  ||  ||  ||  ||
|-
| Reign of Fire ||  ||  ||  ||  ||
|-
| Reservoir Dogs ||  ||  ||  ||  ||
|-
| Resident Evil 4 ||  ||  ||  ||  ||
|-
| Resident Evil Code: Veronica X ||  ||  ||  ||  ||
|-
| Resident Evil: Dead Aim ||  ||  ||  ||  ||
|-
| Resident Evil Outbreak ||  ||  ||  ||  ||
|-
| Resident Evil Outbreak File #2 ||  ||  ||  ||  ||
|-
| Resident Evil Survivor 2 Code: Veronica ||  ||  ||  ||  ||
|-
| Return to Castle Wolfenstein: Operation Resurrection ||  ||  ||  ||  ||
|-
| Rez ||  ||  ||  ||  ||
|-
| Ribbit King ||  ||  ||  ||  ||
|-
| Richard Burns Rally ||  ||  ||  ||  ||
|-
| Ricky Ponting Cricket 2007 ||  ||  ||  ||  ||
|-
| Ridge Racer V ||  ||  ||  ||  ||
|-
| Ring of Red ||  ||  ||  ||  ||
|-
| Rise of the Kasai ||  ||  ||  ||  ||
|-
| Risk: Global Domination ||  ||  ||  ||  ||
|-
| River King: A Wonderful Journey ||  ||  ||  ||  ||
|-
| Roadkill ||  ||  ||  ||  ||
|-
| Road Trip Adventure ||  ||  ||  ||  ||
|-
| Robin Hood: Defender of the Crown ||  ||  ||  ||  ||
|-
| Robotech: Battlecry ||  ||  ||  ||  ||
|-
| Robotech Invasion ||  ||  ||  ||  ||
|-
| Robot Alchemical Drive ||  ||  ||  ||  ||
|-
| Robot Warlords ||  ||  ||  ||  ||
|-
| Robot Wars: Arenas of Destruction ||  ||  ||  ||  ||
|-
| Rock Band ||  ||  ||  ||  ||
|-
| Rock Band 2 ||  ||  ||  ||  ||
|-
| Rocket Power: Beach Bandits ||  ||  ||  ||  ||
|-
| Rockman 2: The Power Fighters ||  ||  ||  ||  ||
|-
| Rocky Legends ||  ||  ||  ||  ||
|-
| Rogue Galaxy ||  ||  ||  ||  ||
|-
| Rogue Ops ||  ||  ||  ||  ||
|-
| Rogue Trooper ||  ||  ||  ||  ||
|-
| Roland Garros 2002 ||  ||  ||  ||  ||
|-
| Roland Garros 2005: Powered by Smash Court Tennis ||  ||  ||  ||  ||
|-
| Rollercoaster World ||  ||  ||  ||  ||
|-
| Rolling ||  ||  ||  ||  ||
|-
| Romance of the Three Kingdoms VII ||  ||  ||  ||  ||
|-
| Romance of the Three Kingdoms VIII ||  ||  ||  ||  ||
|-
| Romance of the Three Kingdoms IX ||  ||  ||  ||  ||
|-
| Romance of the Three Kingdoms X ||  ||  ||  ||  ||
|-
| Romance of the Three Kingdoms XI ||  ||  ||  ||  ||
|-
| Romancing SaGa: Minstrel Song ||  ||  ||  ||  ||
|-
| RPG Maker 2 ||  ||  ||  ||  ||
|-
| RPG Maker 3 ||  ||  ||  ||  ||
|-
| RPM Tuning ||  ||  ||  ||  ||
|-
| R-Type Final ||  ||  ||  ||  ||
|-
| Ruff Trigger: The Vanocore Conspiracy ||  ||  ||  ||  ||
|-
| EA Sports Rugby ||  ||  ||  ||  ||
|-
| Rugby 2004 ||  ||  ||  ||  ||
|-
| Rugby 2005 ||  ||  ||  ||  ||
|-
| Rugby 06 ||  ||  ||  ||  ||
|-
| Rugby 08 ||  ||  ||  ||  ||
|-
| Rugby 10 ||  ||  ||  ||  ||
|-
| Rugby League ||  ||  ||  ||  ||
|-
| Rugby League 2 ||  ||  ||  ||  ||
|-
| Rugby League 2 World Cup Edition ||  ||  ||  ||  ||
|-
| Rule of Rose ||  ||  ||  ||  ||
|-
| Rumble Racing ||  ||  ||  ||  ||
|-
| Rumble Roses ||  ||  ||  ||  ||
|-
| Runabout 3 ||  ||  ||  ||  ||
|-
| Rune: Viking Warlord ||  ||  ||  ||  ||
|-
| RLH: Run Like Hell ||  ||  ||  ||  ||
|-
| Rygar: The Legendary Adventure ||  ||  ||  ||  ||
|-
|}
==== S ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| South Park Basketball ||  ||  ||  ||  ||
|-
| Sacred Blaze ||  ||  ||  ||  ||
|-
| Saint Seiya - Chapter Sanctuary ||  ||  ||  ||  ||
|-
| Saint Seiya - The Hades ||  ||  ||  ||  ||
|-
| Sakura Wars: So Long, My Love ||  ||  ||  ||  ||
|-
| Salt Lake 2002 ||  ||  ||  ||  ||
|-
| Samurai Champloo: Sidetracked ||  ||  ||  ||  ||
|-
| Samurai Jack: The Shadow of Aku ||  ||  ||  ||  ||
|-
| Samurai Shodown Anthology ||  ||  ||  ||  ||
|-
| Samurai Shodown V ||  ||  ||  ||  ||
|-
| Samurai Shodown VI ||  ||  ||  ||  ||
|-
| Samurai Warriors ||  ||  ||  ||  ||
|-
| Samurai Warriors: Xtreme Legends ||  ||  ||  ||  ||
|-
| Samurai Warriors 2 ||  ||  ||  ||  ||
|-
| Samurai Warriors 2 Empires ||  ||  ||  ||  ||
|-
| Samurai Warriors 2: Xtreme Legends ||  ||  ||  ||  ||
|-
| Samurai Western ||  ||  ||  ||  ||
|-
| Saturday Night Speedway ||  ||  ||  ||  ||
|-
| SBK-07 - Superbike World Championship ||  ||  ||  ||  ||
|-
| SBK Superbike World Championship ||  ||  ||  ||  ||
|-
| Scaler ||  ||  ||  ||  ||
|-
| Scarface: The World Is Yours ||  ||  ||  ||  ||
|-
| Scooby Doo: Mystery Mayhem ||  ||  ||  ||  ||
|-
| Scooby-Doo! Night of 100 Frights ||  ||  ||  ||  ||
|-
| Scooby-Doo! Unmasked ||  ||  ||  ||  ||
|-
| Sea Monsters: A Prehistoric Journey ||  ||  ||  ||  ||
|-
| Second Sight ||  ||  ||  ||  ||
|-
| Secret Agent Clank ||  ||  ||  ||  ||
|-
| Secret Weapons Over Normandy ||  ||  ||  ||  ||
|-
| The Seed ||  ||  ||  ||  ||
|-
| Seek and Destroy ||  ||  ||  ||  ||
|-
| Sega Ages ||  ||  ||  ||  ||
|-
| Sega Classics Collection ||  ||  ||  ||  ||
|-
| Sega Genesis Collection ||  ||  ||  ||  ||
|-
| Sega Mega Drive CollectionJP EU ||  ||  ||  ||  ||
|-
| Sega Rally 2006 ||  ||  ||  ||  ||
|-
| Sega Sports Tennis ||  ||  ||  ||  ||
|-
| Sega Superstars ||  ||  ||  ||  ||
|-
| Sega Superstars Tennis ||  ||  ||  ||  ||
|-
| Sensible Soccer 2006 ||  ||  ||  ||  ||
|-
| Serious Sam: The Next Encounter ||  ||  ||  ||  ||
|-
| Seven Samurai 20XX ||  ||  ||  ||  ||
|-
| Shadow Hearts ||  ||  ||  ||  ||
|-
| Shadow Hearts: Covenant ||  ||  ||  ||  ||
|-
| Shadow Hearts: From The New World ||  ||  ||  ||  ||
|-
| Shadow Man: 2econd Coming ||  ||  ||  ||  ||
|-
| Shadow of Destiny ||  ||  ||  ||  ||
|-
| Shadow of MemoriesJP EU ||  ||  ||  ||  ||
|-
| Shadow of the Colossus ||  ||  ||  ||  ||
|-
| Shadow of Rome ||  ||  ||  ||  ||
|-
| Shadow the Hedgehog ||  ||  ||  ||  ||
|-
| Shaman King: Funbari Spirits ||  ||  ||  ||  ||
|-
| Shaman King: Power of Spirit ||  ||  ||  ||  ||
|-
| SharkPort 2 ||  ||  ||  ||  ||
|-
| Shark Tale ||  ||  ||  ||  ||
|-
| Shaun Palmer's Pro Snowboarder ||  ||  ||  ||  ||
|-
| Shellshock: Nam '67 ||  ||  ||  ||  ||
|-
| Shifters ||  ||  ||  ||  ||
|-
| Shinobi ||  ||  ||  ||  ||
|-
| Shinobido: Way of the Ninja ||  ||  ||  ||  ||
|-
| Shin Megami Tensei: Devil Summoner: Raidou Kuzunoha vs. The Soulless Army ||  ||  ||  ||  ||
|-
| Shin Megami Tensei: Devil Summoner 2: Raidou Kuzunoha vs. King Abaddon ||  ||  ||  ||  ||
|-
| Shin Megami Tensei: Digital Devil Saga ||  ||  ||  ||  ||
|-
| Shin Megami Tensei: Digital Devil Saga 2 ||  ||  ||  ||  ||
|-
| Shin Megami Tensei: Nocturne ||  ||  ||  ||  ||
|-
| Shin Megami Tensei: Persona 3 ||  ||  ||  ||  ||
|-
| Shin Megami Tensei: Persona 4 ||  ||  ||  ||  ||
|-
| Shining Dragon ||  ||  ||  ||  ||
|-
| Shining Force Neo ||  ||  ||  ||  ||
|-
| Shining Tears ||  ||  ||  ||  ||
|-
| Showdown: Legends of Wrestling ||  ||  ||  ||  ||
|-
| Shrek: Super Party ||  ||  ||  ||  ||
|-
| Shrek Super Slam ||  ||  ||  ||  ||
|-
| Shrek 2 ||  ||  ||  ||  ||
|-
| Shuffle! On the Stage ||  ||  ||  ||  ||
|-
| Sidewinder F ||  ||  ||  ||  ||
|-
| Sidewinder Max ||  ||  ||  ||  ||
|-
| Sidewinder V ||  ||  ||  ||  ||
|-
| Silent Hill 2 ||  ||  ||  ||  ||
|-
| Silent Hill 3 ||  ||  ||  ||  ||
|-
| Silent Hill 4: The Room ||  ||  ||  ||  ||
|-
| Silent Hill: Origins ||  ||  ||  ||  ||
|-
| Silent Hill: Shattered Memories ||  ||  ||  ||  ||
|-
| Silent Line: Armored Core ||  ||  ||  ||  ||
|-
| Silpheed: The Lost Planet ||  ||  ||  ||  ||
|-
| Silent Scope ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 01: The Table Game ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 02: The Party Game ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 03: The Bass Fishing ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 04: The Double Mahjong Puzzle ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 05: The Block Kuzushi Hyper ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 06: The Snowboard ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 07: The Boxing - Real Fist Fight ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 08: The Tennis ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 09: The Ren'ai Adventure - Bittersweet Fools ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 10: The Table Game Sekaihen ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 42: The Ishu Kakutougi - Boxing vs Kick vs Karate vs Pro Wres vs Jujutsu vs... ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 50: The Daibijin ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 61: The Oneechanbara ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 74: Onna no Ko Senyo - The Ouji-sama to Romance: Ripple no Tamago ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 80: The Oneechamploo ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 86: The Menko Shutoku Simulation - Dorokotsuho Taioban ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 90: The Oneechanbara 2 ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 105: The Maid Fuku to Kikanju ||  ||  ||  ||  ||
|-
| Simple 2000 Series Vol. 114: The Jo'okappichi Torimonocho - Oharu-chan Go Go Go! ||  ||  ||  ||  ||
|-
| The Simpsons Game ||  ||  ||  ||  ||
|-
| The Simpsons Hit & Run ||  ||  ||  ||  ||
|-
| The Simpsons Road Rage ||  ||  ||  ||  ||
|-
| The Simpsons Skateboarding ||  ||  ||  ||  ||
|-
| The Sims ||  ||  ||  ||  ||
|-
| The Sims: Bustin' Out ||  ||  ||  ||  ||
|-
| The Sims 2 ||  ||  ||  ||  ||
|-
| The Sims 2 Pets ||  ||  ||  ||  ||
|-
| The Sims 2 Castaway ||  ||  ||  ||  ||
|-
| SingStar ||  ||  ||  ||  ||
|-
| SingStar '80s ||  ||  ||  ||  ||
|-
| SingStar Anthems ||  ||  ||  ||  ||
|-
| SingStar Legends ||  ||  ||  ||  ||
|-
| SingStar Party ||  ||  ||  ||  ||
|-
| SingStar Pop ||  ||  ||  ||  ||
|-
| SingStar Rocks! ||  ||  ||  ||  ||
|-
| SingStar R&B ||  ||  ||  ||  ||
|-
| SingStar '90s ||  ||  ||  ||  ||
|-
| SingStar The Dome ||  ||  ||  ||  ||
|-
| SingStar Rock Ballads ||  ||  ||  ||  ||
|-
| Siren ||  ||  ||  ||  ||
|-
| Siren 2 ||  ||  ||  ||  ||
|-
| Ski & Shoot ||  ||  ||  ||  ||
|-
| SkyGunner ||  ||  ||  ||  ||
|-
| Sky Odyssey ||  ||  ||  ||  ||
|-
| S.L.A.I.: Steel Lancer Arena International ||  ||  ||  ||  ||
|-
| Sled Storm ||  ||  ||  ||  ||
|-
| Sly Cooper and the Thievius Raccoonus ||  ||  ||  ||  ||
|-
| Sly 2: Band of Thieves ||  ||  ||  ||  ||
|-
| Sly 3: Honor Among Thieves ||  ||  ||  ||  ||
|-
| Smash Court Tennis Pro Tournament ||  ||  ||  ||  ||
|-
| Smash Court Tennis Pro Tournament 2 ||  ||  ||  ||  ||
|-
| Smarties: Meltdown ||  ||  ||  ||  ||
|-
| Smuggler's Run ||  ||  ||  ||  ||
|-
| Smuggler's Run 2: Hostile Territory ||  ||  ||  ||  ||
|-
| The Sniper 2 ||  ||  ||  ||  ||
|-
| Sniper Elite ||  ||  ||  ||  ||
|-
| SNK Arcade Classics Vol. 1 ||  ||  ||  ||  ||
|-
| Snoopy vs. the Red Baron ||  ||  ||  ||  ||
|-
| Snow White and the 7 Dwarfs ||  ||  ||  ||  ||
|-
| Snowboard Racer 2 ||  ||  ||  ||  ||
|-
| SOCOM: U.S. Navy SEALs ||  ||  ||  ||  ||
|-
| SOCOM II: U.S. Navy SEALs ||  ||  ||  ||  ||
|-
| SOCOM 3: U.S. Navy SEALs ||  ||  ||  ||  ||
|-
| SOCOM U.S. Navy SEALs: Combined Assault ||  ||  ||  ||  ||
|-
| Soccer Life! ||  ||  ||  ||  ||
|-
| Sol Divide ||  ||  ||  ||  ||
|-
| Sonic Gems Collection ||  ||  ||  ||  ||
|-
| Sonic Heroes ||  ||  ||  ||  ||
|-
| Sonic Mega Collection Plus ||  ||  ||  ||  ||
|-
| Sonic Riders ||  ||  ||  ||  ||
|-
| Sonic Riders: Zero Gravity ||  ||  ||  ||  ||
|-
| Sonic Unleashed ||  ||  ||  ||  ||
|-
| The Sopranos: Road to Respect ||  ||  ||  ||  ||
|-
| Soul Calibur II ||  ||  ||  ||  ||
|-
| Soul Calibur III ||  ||  ||  ||  ||
|-
| Space Channel 5: Special Edition ||  ||  ||  ||  ||
|-
| Space Invaders: Invasion Day ||  ||  ||  ||  ||
|-
| Spartan: Total Warrior ||  ||  ||  ||  ||
|-
| Spawn: Armageddon ||  ||  ||  ||  ||
|-
| Sphinx and the Cursed Mummy ||  ||  ||  ||  ||
|-
| The Spiderwick Chronicles ||  ||  ||  ||  ||
|-
| Spider-Man ||  ||  ||  ||  ||
|-
| Spider-Man 2 ||  ||  ||  ||  ||
|-
| Spider-Man 3 ||  ||  ||  ||  ||
|-
| Spider-Man: Web of Shadows - Amazing Allies Edition ||  ||  ||  ||  ||
|-
| Splashdown ||  ||  ||  ||  ||
|-
| SpongeBob SquarePants: Battle for Bikini Bottom ||  ||  ||  ||  ||
|-
| SpongeBob SquarePants: Creature from the Krusty Krab ||  ||  ||  ||  ||
|-
| SpongeBob SquarePants featuring Nicktoons: Globs of Doom ||  ||  ||  ||  ||
|-
| SpongeBob SquarePants: Revenge of the Flying Dutchman ||  ||  ||  ||  ||
|-
| The SpongeBob SquarePants Movie Game ||  ||  ||  ||  ||
|-
| SpongeBob SquarePants: Lights, Camera, Pants! ||  ||  ||  ||  ||
|-
| Sprint Cars: Road to Knoxville ||  ||  ||  ||  ||
|-
| Spy Fiction ||  ||  ||  ||  ||
|-
| Spy Hunter ||  ||  ||  ||  ||
|-
| Spy Hunter: Nowhere to Run ||  ||  ||  ||  ||
|-
| Spy Hunter 2 ||  ||  ||  ||  ||
|-
| Spyro: A Hero's Tail ||  ||  ||  ||  ||
|-
| Spyro: Enter the Dragonfly ||  ||  ||  ||  ||
|-
| SSX ||  ||  ||  ||  ||
|-
| SSX 3 ||  ||  ||  ||  ||
|-
| SSX on Tour ||  ||  ||  ||  ||
|-
| SSX Tricky ||  ||  ||  ||  ||
|-
| Stacked with Daniel Negreanu ||  ||  ||  ||  ||
|-
| Star Ocean: Till the End of Time ||  ||  ||  ||  ||
|-
| Star Trek: Conquest ||  ||  ||  ||  ||
|-
| Star Trek: Encounters ||  ||  ||  ||  ||
|-
| Star Trek: Shattered Universe ||  ||  ||  ||  ||
|-
| Star Trek: Voyager - Elite Force ||  ||  ||  ||  ||
|-
| Star Wars: Super Bombad Racing ||  ||  ||  ||  ||
|-
| Star Wars: Battlefront ||  ||  ||  ||  ||
|-
| Star Wars: Battlefront II ||  ||  ||  ||  ||
|-
| Star Wars: Bounty Hunter ||  ||  ||  ||  ||
|-
| Star Wars: The Clone Wars ||  ||  ||  ||  ||
|-
| Star Wars Episode III: Revenge of the Sith ||  ||  ||  ||  ||
|-
| Star Wars: Jedi Starfighter ||  ||  ||  ||  ||
|-
| Star Wars: Starfighter ||  ||  ||  ||  ||
|-
| Star Wars: The Force Unleashed ||  ||  ||  ||  ||
|-
| Starsky and Hutch ||  ||  ||  ||  ||
|-
| State of Emergency ||  ||  ||  ||  ||
|-
| State of Emergency 2 ||  ||  ||  ||  ||
|-
| Stealth Force: The War on Terror ||  ||  ||  ||  ||
|-
| Steambot Chronicles ||  ||  ||  ||  ||
|-
| Steamboy ||  ||  ||  ||  ||
|-
| Steel Dragon EX ||  ||  ||  ||  ||
|-
| Stella Deus: The Gate of Eternity ||  ||  ||  ||  ||
|-
| Stock Car Crash ||  ||  ||  ||  ||
|-
| Stolen ||  ||  ||  ||  ||
|-
| The Street Basketball: 3 on 3 ||  ||  ||  ||  ||
|-
| Street Racing ||  ||  ||  ||  ||
|-
| Street Fighter Anniversary Collection ||  ||  ||  ||  ||
|-
| Street Fighter Alpha Anthology ||  ||  ||  ||  ||
|-
| Street Fighter EX3 ||  ||  ||  ||  ||
|-
| Stretch Panic ||  ||  ||  ||  ||
|-
| Strike Force Bowling ||  ||  ||  ||  ||
|-
| Stuntman ||  ||  ||  ||  ||
|-
| Stuntman Ignition ||  ||  ||  ||  ||
|-
| Sub Rebellion ||  ||  ||  ||  ||
|-
| The Suffering ||  ||  ||  ||  ||
|-
| The Suffering: Ties That Bind ||  ||  ||  ||  ||
|-
| Suggoi! Arcana Heart 2 ||  ||  ||  ||  ||
|-
| Suikoden III ||  ||  ||  ||  ||
|-
| Suikoden IV ||  ||  ||  ||  ||
|-
| Suikoden V ||  ||  ||  ||  ||
|-
| Suikoden Tactics ||  ||  ||  ||  ||
|-
| The Sum of All Fears ||  ||  ||  ||  ||
|-
| Summer Heat Beach Volleyball ||  ||  ||  ||  ||
|-
| Summoner ||  ||  ||  ||  ||
|-
| Summoner 2 ||  ||  ||  ||  ||
|-
| Super Dragon Ball Z ||  ||  ||  ||  ||
|-
| Super Robot Wars Alpha 2 ||  ||  ||  ||  ||
|-
| Super Robot Wars Alpha 3 ||  ||  ||  ||  ||
|-
| Super Robot Wars Impact ||  ||  ||  ||  ||
|-
| Super Robot Wars MX ||  ||  ||  ||  ||
|-
| Supercar Street Challenge ||  ||  ||  ||  ||
|-
| SuperLite 2000: Tokyo Bus Guide ||  ||  ||  ||  ||
|-
| Superman Returns ||  ||  ||  ||  ||
|-
| Super Monkey Ball Adventure ||  ||  ||  ||  ||
|-
| Super Monkey Ball Deluxe ||  ||  ||  ||  ||
|-
| Super Trucks Racing ||  ||  ||  ||  ||
|-
| Suzumiya Haruhi no Tomadoi ||  ||  ||  ||  ||
|-
| The Perplexity of Haruhi Suzumiya ||  ||  ||  ||  ||
|-
| SVC Chaos: SNK vs. Capcom ||  ||  ||  ||  ||
|-
| Sven-Göran Eriksson's World Challenge ||  ||  ||  ||  ||
|-
| SWAT: Global Strike Team ||  ||  ||  ||  ||
|-
| SWAT: Siege ||  ||  ||  ||  ||
|-
| The Sword of Etheria ||  ||  ||  ||  ||
|-
| Syphon Filter: Dark Mirror ||  ||  ||  ||  ||
|-
| Syphon Filter: Logan's Shadow ||  ||  ||  ||  ||
|-
| Syphon Filter: The Omega Strain ||  ||  ||  ||  ||
|-
|}
==== T ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Taiko: Drum Master ||  ||  ||  ||  ||
|-
| Taito Legends ||  ||  ||  ||  ||
|-
| Taito Legends 2 ||  ||  ||  ||  ||
|-
| Tak and the Power of Juju ||  ||  ||  ||  ||
|-
| Tak 2: The Staff of Dreams ||  ||  ||  ||  ||
|-
| Tak: The Great Juju Challenge ||  ||  ||  ||  ||
|-
| Tak and the Guardians of Gross ||  ||  ||  ||  ||
|-
| Tales of the Abyss ||  ||  ||  ||  ||
|-
| Tales of Destiny (Remake) ||  ||  ||  ||  ||
|-
| Tales of Destiny 2 ||  ||  ||  ||  ||
|-
| Tales of Legendia ||  ||  ||  ||  ||
|-
| Tales of Rebirth ||  ||  ||  ||  ||
|-
| Tales of Symphonia ||  ||  ||  ||  ||
|-
| Taz Wanted ||  ||  ||  ||  ||
|-
| Technic Beat ||  ||  ||  ||  ||
|-
| Tecmo Cup, aka. Tehkan World Cup ||  ||  ||  ||  ||
|-
| Tekken Tag Tournament ||  ||  ||  ||  ||
|-
| Tekken 4 ||  ||  ||  ||  ||
|-
| Tekken 5 ||  ||  ||  ||  ||
|-
| Teen Titans ||  ||  ||  ||  ||
|-
| Teenage Mutant Ninja Turtles ||  ||  ||  ||  ||
|-
| Teenage Mutant Ninja Turtles 2: Battle Nexus ||  ||  ||  ||  ||
|-
| Teenage Mutant Ninja Turtles 3: Mutant Nightmare ||  ||  ||  ||  ||  
|-
| Tenchu: Fatal Shadows ||  ||  ||  ||  ||
|-
| Tenchu: Wrath of Heaven ||  ||  ||  ||  ||
|-
| Tenshi no Present ||  ||  ||  ||  ||
|-
| Terminator 3: Rise of the Machines ||  ||  ||  ||  ||
|-
| Terminator 3: The Redemption ||  ||  ||  ||  ||
|-
| Test Drive ||  ||  ||  ||  ||
|-
| Test Drive: Eve of Destruction ||  ||  ||  ||  ||
|-
| Test Drive Off-Road: Wide Open ||  ||  ||  ||  ||
|-
| Test Drive Unlimited ||  ||  ||  ||  ||
|-
| Tetris Worlds ||  ||  ||  ||  ||
|-
| The Super Dimension Fortress Macross ||  ||  ||  ||  ||
|-
| The Arcade ||  ||  ||  ||  ||
|-
| The Thing ||  ||  ||  ||  ||
|-
| Theme Park World ||  ||  ||  ||  ||
|-
| The Nightmare Before Christmas: Oogie's Revenge ||  ||  ||  ||  ||
|-
| This is Football 2002 ||  ||  ||  ||  ||
|-
| This is Football 2003 ||  ||  ||  ||  ||
|-
| This is Football 2004 ||  ||  ||  ||  ||
|-
| This is Football 2005 ||  ||  ||  ||  ||
|-
| Thomas & Friends: A Day at the Races ||  ||  ||  ||  ||
|-
| Thrillville ||  ||  ||  ||  ||
|-
| Thunderstrike: Operation Phoenix ||  ||  ||  ||  ||
|-
| Thunder Force VI ||  ||  ||  ||  ||
|-
| Tiger Woods PGA Tour 2001 ||  ||  ||  ||  ||
|-
| Tiger Woods PGA Tour 2002 ||  ||  ||  ||  ||
|-
| Tiger Woods PGA Tour 2003 ||  ||  ||  ||  ||
|-
| Tiger Woods PGA Tour 2004 ||  ||  ||  ||  ||
|-
| Tiger Woods PGA Tour 2005 ||  ||  ||  ||  ||
|-
| Tiger Woods PGA Tour 2006 ||  ||  ||  ||  ||
|-
| Tiger Woods PGA Tour 07 ||  ||  ||  ||  ||
|-
| Tiger Woods PGA Tour 08 ||  ||  ||  ||  ||
|-
| Tiger Woods PGA Tour 09 ||  ||  ||  ||  ||
|-
| Tiger Woods PGA Tour 10 ||  ||  ||  ||  ||
|-
| Tiger Woods PGA Tour 11 ||  ||  ||  ||  ||
|-
| Time Crisis II ||  ||  ||  ||  ||
|-
| Time Crisis 3 ||  ||  ||  ||  ||
|-
| Time Crisis: Crisis Zone ||  ||  ||  ||  ||
|-
| Time Traveler ||  ||  ||  ||  ||
|-
| TimeSplitters ||  ||  ||  ||  ||
|-
| TimeSplitters 2 ||  ||  ||  ||  ||
|-
| TimeSplitters: Future Perfect ||  ||  ||  ||  ||
|-
| Tiny Toon Adventures: Defenders of the Looniverse ||  ||  ||  ||  ||
|-
| TMNT ||  ||  ||  ||  ||
|-
| TNA Impact ||  ||  ||  ||  ||
|-
| TOCA Race Driver ||  ||  ||  ||  ||
|-
| TOCA Race Driver 2 ||  ||  ||  ||  ||
|-
| TOCA Race Driver 3 ||  ||  ||  ||  ||
|-
| To Heart 2 ||  ||  ||  ||  ||
|-
| Tokimeki Memorial 3 ||  ||  ||  ||  ||
|-
| Tokimeki Memorial Girl's Side ||  ||  ||  ||  ||
|-
| Tokobot Plus: Mysteries of the Karakuri ||  ||  ||  ||  ||
|-
| Tokyo Road Race ||  ||  ||  ||  ||
|-
| Tokyo Road Racer ||  ||  ||  ||  ||
|-
| Tokyo Xtreme Racer: 3 ||  ||  ||  ||  ||
|-
| Tokyo Xtreme Racer: Drift ||  ||  ||  ||  ||
|-
| Tokyo Xtreme Racer: Drift 2 ||  ||  ||  ||  ||
|-
| Tokyo Xtreme Racer: Zero ||  ||  ||  ||  ||
|-
| Tomb Raider: The Angel of Darkness ||  ||  ||  ||  ||
|-
| Tomb Raider: Legend ||  ||  ||  ||  ||
|-
| Tomb Raider: Anniversary ||  ||  ||  ||  ||
|-
| Tomb Raider: Underworld ||  ||  ||  ||  ||
|-
| Tom Clancy's Ghost Recon ||  ||  ||  ||  ||
|-
| Tom Clancy's Ghost Recon: Advanced Warfighter ||  ||  ||  ||  ||
|-
| Tom Clancy's Ghost Recon: Jungle Storm ||  ||  ||  ||  ||
|-
| Tom Clancy's Ghost Recon 2 ||  ||  ||  ||  ||
|-
| Tom Clancy's Rainbow Six 3: Raven Shield ||  ||  ||  ||  ||
|-
| Tom Clancy's Splinter Cell ||  ||  ||  ||  ||
|-
| Tom Clancy's Splinter Cell: Chaos Theory ||  ||  ||  ||  ||
|-
| Tom Clancy's Splinter Cell: Double Agent ||  ||  ||  ||  ||
|-
| Tom Clancy's Splinter Cell: Pandora Tomorrow ||  ||  ||  ||  ||
|-
| Tomoyo After: It's a Wonderful Life CS Edition ||  ||  ||  ||  ||
|-
| Tony Hawk's Pro Skater 3 ||  ||  ||  ||  ||
|-
| Tony Hawk's Pro Skater 4 ||  ||  ||  ||  ||
|-
| Tony Hawk's Underground ||  ||  ||  ||  ||
|-
| Tony Hawk's Underground 2 ||  ||  ||  ||  ||
|-
| Tony Hawk's American Wasteland ||  ||  ||  ||  ||
|-
| Tony Hawk's Project 8 ||  ||  ||  ||  ||
|-
| Tony Hawk's Downhill Jam ||  ||  ||  ||  ||
|-
| Tony Hawk's Proving Ground ||  ||  ||  ||  ||
|-
| Torino 2006 ||  ||  ||  ||  ||
|-
| Total Overdose: A Gunslinger's Tale in Mexico ||  ||  ||  ||  ||
|-
| Top Gear: Dare Devil ||  ||  ||  ||  ||
|-
| Top Spin ||  ||  ||  ||  ||
|-
| Tourist Trophy ||  ||  ||  ||  ||
|-
| Toy Story 3 ||  ||  ||  ||  ||
|-
| Train Simulator Real ||  ||  ||  ||  ||
|-
| Transformers ||  ||  ||  ||  ||
|-
| Transformers: The Game ||  ||  ||  ||  ||
|-
| Trapt ||  ||  ||  ||  ||
|-
| Treasure Planet ||  ||  ||  ||  ||
|-
| Tribes: Aerial Assault ||  ||  ||  ||  ||
|-
| Trigger Man ||  ||  ||  ||  ||
|-
| Trivial Pursuit Unhinged ||  ||  ||  ||  ||
|-
| Trivial Pursuit ||  ||  ||  ||  ||
|-
| Truck Racing 2 ||  ||  ||  ||  ||
|-
| True Crime: New York City ||  ||  ||  ||  ||
|-
| True Crime: Streets of LA ||  ||  ||  ||  ||
|-
| Tsugunai: Atonement ||  ||  ||  ||  ||
|-
| Turok: Evolution ||  ||  ||  ||  ||
|-
| Twinkle Star Sprites: La Petite Princesse ||  ||  ||  ||  ||
|-
| Twisted Metal: Black ||  ||  ||  ||  ||
|-
| Twisted Metal: Black Online ||  ||  ||  ||  ||
|-
| Ty the Tasmanian Tiger ||  ||  ||  ||  ||
|-
| Ty the Tasmanian Tiger 2: Bush Rescue ||  ||  ||  ||  ||
|-
| Ty the Tasmanian Tiger 3: Night of the Quinkan ||  ||  ||  ||  ||  
|-
|-
|}
|}


==== U ====
== Negmem ==
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
 
|- bgcolor="#cccccc"
Netemu use memory part called internally negmem. Memory is mapped to 0xFFFFFFFFFFFF0000, but emulator take advantage only of memory from 0xFFFFFFFFFFFF8000 to 0xFFFFFFFFFFFFFFFF. Why? Because that range is loadable with single opcode. How? By "r0" loads/stores (https://www.psdevwiki.com/ps3/Talk:PS2_Emulation#Netemu_load.2Fstore_with_r0_register). With that clever way emulator can access high addresses by setting negative offset for r0 register. This range is used for PS2 registers, DMAC status, next event delta, INTC, and many more. That way emu is able to load value from cached ps2 register in single opcode! Very clever idea!
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
 
|-
Negmem memory map.
| UEFA Champions League 2004-2005 || || || || ||
 
|-
// Accurate Mul/Div
| UEFA Euro 2004 || || || || ||
0xFFFFFFFFFFFF8094 = Storage for accurate mul/div
|-
0xFFFFFFFFFFFF8098 = Storage for accurate mul/div
| UFC Sudden Impact || || ||  ||  ||
  0xFFFFFFFFFFFF809C = Storage for accurate mul/div
|-
   
| UFC: Throwdown || || || || ||
  // Cycles
|-
  0xFFFFFFFFFFFF8110 = r5900_cycles
| Ultimate Board Game Collection || || || || ||
|-
  // Accurate Add/Sub
| Ultimate Mind Games || || || || ||
  0xFFFFFFFFFFFF8138 = Storage for accurate add/sub fs, also for result
|-
  0xFFFFFFFFFFFF8140 = Storage for accurate add/sub ft
| Ultimate Sky Surfer || || || || ||
   
|-
// Cache checks
| Ultimate Spider-Man || || || || ||
  0xFFFFFFFFFFFF8180
|-
  \
| Ultraman || || || || ||
  |- 512 entries. 23 bits for PFN + 2 upper bits for Valid, and LFR flags.
|-
  |- Checks are performed for 2 entries at 1 time.
| Ultraman Fighting Evolution 2 || || || || ||
  /
|-
  0xFFFFFFFFFFFF897C
| Ultraman Fighting Evolution 3 || || || || ||
   
|-
  // r5900 GPRs
| Ultraman Fighting Evolution Rebirth || || || || ||
0xFFFFFFFFFFFF8980 = r5900_zero_upper64bits
|-
  0xFFFFFFFFFFFF8988 = r5900_zero_lower64bits
| Ultraman Nexus || || || || ||
  0xFFFFFFFFFFFF8990 = r5900_at_reg_upper64
|-
  0xFFFFFFFFFFFF8998 = r5900_at_reg_lower64
| Under the Skin || || || || ||
  0xFFFFFFFFFFFF89a0 = r5900_v0_reg_upper64
|-
0xFFFFFFFFFFFF89a8 = r5900_v0_reg_lower64
| Underworld: The Eternal War || || || || ||
  0xFFFFFFFFFFFF89b0 = r5900_v1_reg_upper64
|-
  0xFFFFFFFFFFFF89b8 = r5900_v1_reg_lower64
| UNiSON || || || || ||
  0xFFFFFFFFFFFF89c0 = r5900_a0_reg_upper64
|-
  0xFFFFFFFFFFFF89c8 = r5900_a0_reg_lower64
| Unlimited SaGa || || || || ||
0xFFFFFFFFFFFF89d0 = r5900_a1_reg_upper64
|-
  0xFFFFFFFFFFFF89d8 = r5900_a1_reg_lower64
| Unreal Tournament || || || || ||
  0xFFFFFFFFFFFF89e0 = r5900_a2_reg_upper64
|-
  0xFFFFFFFFFFFF89e8 = r5900_a2_reg_lower64
| Urban Chaos: Riot Response || || || || ||
  0xFFFFFFFFFFFF89f0 = r5900_a3_reg_upper64
|-
0xFFFFFFFFFFFF89f8 = r5900_a3_reg_lower64
| Urban Reign || || || || ||
  0xFFFFFFFFFFFF8a00 = r5900_t0_reg_upper64
|-
  0xFFFFFFFFFFFF8a08 = r5900_t0_reg_lower64
| The Urbz: Sims in the City || || || || ||
  0xFFFFFFFFFFFF8a10 = r5900_t1_reg_upper64
|-
  0xFFFFFFFFFFFF8a18 = r5900_t1_reg_lower64
|}
0xFFFFFFFFFFFF8a20 = r5900_t2_reg_upper64
==== V ====
  0xFFFFFFFFFFFF8a28 = r5900_t2_reg_lower64
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
  0xFFFFFFFFFFFF8a30 = r5900_t3_reg_upper64
|- bgcolor="#cccccc"
  0xFFFFFFFFFFFF8a38 = r5900_t3_reg_lower64
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
  0xFFFFFFFFFFFF8a40 = r5900_t4_reg_upper64
|-
0xFFFFFFFFFFFF8a48 = r5900_t4_reg_lower64
| V8 Supercar: Race Driver || || || || ||
  0xFFFFFFFFFFFF8a50 = r5900_t5_reg_upper64
|-
  0xFFFFFFFFFFFF8a58 = r5900_t5_reg_lower64
| V8 Supercar 2 || || || || ||
  0xFFFFFFFFFFFF8a60 = r5900_t6_reg_upper64
|-
  0xFFFFFFFFFFFF8a68 = r5900_t6_reg_lower64
| V8 Supercar 3 || || || || ||
0xFFFFFFFFFFFF8a70 = r5900_t7_reg_upper64
|-
  0xFFFFFFFFFFFF8a78 = r5900_t7_reg_lower64
| Valkyrie Profile 2: Silmeria || || || || ||
  0xFFFFFFFFFFFF8a80 = r5900_s0_reg_upper64
|-
  0xFFFFFFFFFFFF8a88 = r5900_s0_reg_lower64
| Vampire: Darkstalkers Collection || || || || ||
  0xFFFFFFFFFFFF8a90 = r5900_s1_reg_upper64
|-
0xFFFFFFFFFFFF8a98 = r5900_s1_reg_lower64
| Vampire Night || || || || ||
  0xFFFFFFFFFFFF8aa0 = r5900_s2_reg_upper64
|-
  0xFFFFFFFFFFFF8aa8 = r5900_s2_reg_lower64
| Vampire Panic ||  ||  ||  ||  ||
  0xFFFFFFFFFFFF8ab0 = r5900_s3_reg_upper64
|-
  0xFFFFFFFFFFFF8ab8 = r5900_s3_reg_lower64
| Van Helsing ||  || || || ||
0xFFFFFFFFFFFF8ac0 = r5900_s4_reg_upper64
|-
  0xFFFFFFFFFFFF8ac8 = r5900_s4_reg_lower64
| VeggieTales: Larry-Boy and the Bad Apple || || || || ||
  0xFFFFFFFFFFFF8ad0 = r5900_s5_reg_upper64
|-
  0xFFFFFFFFFFFF8ad8 = r5900_s5_reg_lower64
| Venus & Braves || || || || ||
  0xFFFFFFFFFFFF8ae0 = r5900_s6_reg_upper64
|-
0xFFFFFFFFFFFF8ae8 = r5900_s6_reg_lower64
| Vexx || || || || ||
  0xFFFFFFFFFFFF8af0 = r5900_s7_reg_upper64
|-
  0xFFFFFFFFFFFF8af8 = r5900_s7_reg_lower64
| Vib-Ripple || || || || ||
  0xFFFFFFFFFFFF8b00 = r5900_t8_reg_upper64
|-
  0xFFFFFFFFFFFF8b08 = r5900_t8_reg_lower64
| Victorious Boxers: Ippo's Road to Glory || || || || ||
0xFFFFFFFFFFFF8b10 = r5900_t9_reg_upper64
|-
  0xFFFFFFFFFFFF8b18 = r5900_t9_reg_lower64
| Victorious Boxers 2 || || ||  ||  ||
  0xFFFFFFFFFFFF8b20 = r5900_k0_reg_upper64
|-
  0xFFFFFFFFFFFF8b28 = r5900_k0_reg_lower64
| Vietcong Purple Haze || || || || ||
  0xFFFFFFFFFFFF8b30 = r5900_k1_reg_upper64
|-
0xFFFFFFFFFFFF8b38 = r5900_k1_reg_lower64
| Viewtiful Joe || || || || ||
  0xFFFFFFFFFFFF8b40 = r5900_gp_reg_upper64
|-
  0xFFFFFFFFFFFF8b48 = r5900_gp_reg_lower64
| Viewtiful Joe 2 || || || || ||
  0xFFFFFFFFFFFF8b50 = r5900_sp_reg_upper64
|-
  0xFFFFFFFFFFFF8b58 = r5900_sp_reg_lower64
| V.I.P. || || || || ||
0xFFFFFFFFFFFF8b60 = r5900_fp_reg_upper64
|-
  0xFFFFFFFFFFFF8b68 = r5900_fp_reg_lower64
| Virtua Cop: Elite Edition || || || || ||
  0xFFFFFFFFFFFF8b70 = r5900_ra_reg_upper64
|-
  0xFFFFFFFFFFFF8b78 = r5900_ra_reg_lower64
| Virtua Fighter 4 || || || ||  ||
   
|-
// r5900 COP0 Registers
| Virtua Fighter 4 Evolution ||  ||  ||  ||  ||
  0xFFFFFFFFFFFF8b80 = COP0_Index_REG
|-
  0xFFFFFFFFFFFF8b84 = COP0_Random_REG (unused)
| Virtua Quest ||  ||  ||  ||  ||
  0xFFFFFFFFFFFF8b88 = COP0_EntryLo0_REG
|-
  0xFFFFFFFFFFFF8b8c = COP0_EntryLo1_REG
| Virtua Tennis 2 ||  ||  ||  ||  ||
0xFFFFFFFFFFFF8b90 = COP0_Context_REG
|-
0xFFFFFFFFFFFF8b94 = COP0_PageMask_REG
| Virtual-On Marz ||  ||  ||  ||  ||
  0xFFFFFFFFFFFF8b98 = COP0_Wired_REG
|-
  0xFFFFFFFFFFFF8b9c = COP0_7_REG
| Visual Mix Ayumi Hamasaki Dome Tour 2001 ||  ||  ||  ||  ||
  0xFFFFFFFFFFFF8ba0 = COP0_BadVAddr_REG
|-
  0xFFFFFFFFFFFF8ba4 = COP0_9_REG
| V-Rally 3 ||  ||  ||  ||  ||
0xFFFFFFFFFFFF8ba8 = COP0_EntryHi_REG
|-
  0xFFFFFFFFFFFF8bac = COP0_Compare_REG
|}
  0xFFFFFFFFFFFF8bb0 = COP0_Status_REG
==== W ====
  0xFFFFFFFFFFFF8bb4 = COP0_Cause_REG
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
  0xFFFFFFFFFFFF8bb8 = COP0_EPC_REG
|- bgcolor="#cccccc"
0xFFFFFFFFFFFF8bbc = COP0_15_REG
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
  0xFFFFFFFFFFFF8bc0 = COP0_PRid_REG
|-
  0xFFFFFFFFFFFF8bc4 = COP0_17_REG
| Wacky Races Starring Dastardly and Muttley || ||  ||  || ||
  0xFFFFFFFFFFFF8bc8 = COP0_18_REG
|-
  0xFFFFFFFFFFFF8bcc = COP0_19_REG
| Wallace & Gromit in Project Zoo ||  ||  ||  ||  ||
0xFFFFFFFFFFFF8bd0 = COP0_20_REG
|-
0xFFFFFFFFFFFF8bd4 = COP0_21_REG
| Wallace & Gromit: The Curse of the Were-Rabbit ||  ||  ||  ||  ||
0xFFFFFFFFFFFF8bd8 = COP0_22_REG
|-
0xFFFFFFFFFFFF8bdc = COP0_BadPaddr_REG
| War of the Monsters ||  ||  ||  ||  ||
0xFFFFFFFFFFFF8be0 = COP0_24_REG
|-
0xFFFFFFFFFFFF8be4 = COP0_Perf_REG
| The Warriors ||  ||  ||  ||  ||
0xFFFFFFFFFFFF8be8 = COP0_26_REG
|-
0xFFFFFFFFFFFF8bec = COP0_27_REG
| Warriors Orochi ||  ||  ||  ||  ||
0xFFFFFFFFFFFF8bf0 = COP0_TagLo_REG
|-
0xFFFFFFFFFFFF8bf4 = COP0_TagHi_REG
| Warriors Orochi 2 ||  ||  ||  ||  ||
0xFFFFFFFFFFFF8bf8 = COP0_ErrorEPC_REG
|-
0xFFFFFFFFFFFF8bfc = COP0_31_REG
| Wave Rally ||  ||  ||  ||  ||
|-
// r5900 TLB
| Way of the Samurai ||  ||  ||  ||  ||
0xFFFFFFFFFFFF9110 = r5900_tlb
|-
\
| Way of the Samurai 2 ||  ||  ||  ||  ||
  |- 48 entries
|-
/
| Warhammer 40,000: Fire Warrior ||  ||  ||  ||  ||
0xFFFFFFFFFFFF9400 = r5900_tlb_last
|-
| Warship Gunner 2 ||  ||  ||  ||  ||
// IPU
|-
0xFFFFFFFFFFFF9770 = IPU_cycles_unk
| The Weakest Link ||  ||  ||  ||  ||
0xFFFFFFFFFFFF9774 = IPU_FFFF9774
|-
0xFFFFFFFFFFFF9778 = IPU_CTRL
| We Are* ||  ||  ||  ||  ||
  0xFFFFFFFFFFFF9780 = IPU_BP
|-
  0xFFFFFFFFFFFF9788 = IPU_TOP
| We Love Katamari ||  ||  ||  ||  ||
  0xFFFFFFFFFFFF9790 = IPU_FFFF9790
|-
   
| Whiplash ||  ||  ||  ||  ||
// Unk
|-
0xFFFFFFFFFFFF97B0 = 0x20000000000
| Who Wants To Be A Millionaire Party Edition ||  ||  ||  ||  ||
   
|-
  // Dump regs for debug
| Wild Arms 3 ||  ||  ||  ||  ||
  0xFFFFFFFFFFFF97C8 = Regs for dump
|-
  \
| Wild Arms 4 ||  ||  ||  ||  ||
  |- Used in sub_11A640, to dump regs, then notify debugger.
|-
/
| Wild Arms 5 ||  ||  ||  ||  ||
0xFFFFFFFFFFFF98E0 = Last reg for dump
|-
   
| Wild Arms Alter Code: F ||  ||  ||  ||  ||
  // Backup Regs
|-
  0xFFFFFFFFFFFF9920
| Wild Wild Racing ||  ||  ||  ||  ||
  \
|-
|- Another region do backup registers.
| Winter Sports 2: The Next Challenge ||  ||  ||  ||  ||
  |- Used mostly when cmd 0x01 is running, but not only then.
|-
  /
| WinBack: Covert Operations ||  ||  ||  ||  ||
  0xFFFFFFFFFFFF99A0
|-
   
| WinBack 2: Project Poseidon ||  ||  ||  ||  ||
// uintc (micro intc)
|-
  0xFFFFFFFFFFFFF000 = next event test delta (doubleword)
| Wipeout Fusion ||  ||  ||  ||  ||
  0xFFFFFFFFFFFFF08x = INTC_STAT      bits
|-
  0xFFFFFFFFFFFFF09x = INTC_MASK      bits
| Wipeout Pulse ||  ||  ||  ||  ||
  0xFFFFFFFFFFFFF0Ax = D_STAT.CIS      bits
|-
0xFFFFFFFFFFFFF0Bx = D_STAT.CIM      bits
| Without Warning ||  ||  ||  ||  ||
  0xFFFFFFFFFFFFF0Dx = D_PCR.CPC      bits
|-
  0xFFFFFFFFFFFFF0E0 = D_PCR          full
| Wizardry: Tale of the Forsaken Land ||  ||  ||  ||  ||
  0xFFFFFFFFFFFFF0E4 = INTC_STAT      full
|-
  0xFFFFFFFFFFFFF0E8 = INTC_MASK      full
| Woody Woodpecker ||  ||  ||  ||  ||
0xFFFFFFFFFFFFF0EC = D_STAT          full
|-
0xFFFFFFFFFFFFF0F0 = D_STAT upper 16 bits
| World Championship Poker ||  ||  ||  ||  ||
 
|-
== Shaders available in emulators ==
| World Championship Poker: Featuring Howard Lederer - All In ||  ||  ||  ||  ||
 
|-
V for Vertex, F for Fragment, P for Pixel
| World Championship Snooker 2001 ||  ||  ||  ||  ||
 
|-
===Netemu===
| World Destruction League: Thunder Tanks ||  ||  ||  ||  ||
FontShader  V
|-
  FontShader  F
| World of Outlaws: Sprint Cars 2002 ||  ||  ||  ||  ||
  ImageShader V
|-
ImageShader  F
| World Poker Tour ||  ||  ||  ||  ||
GaussShader0 V
|-
GaussShader0 F
| World Racing 2 ||  ||  ||  ||  ||
  GaussShader1 V
|-
  GaussShader1 F
| World Rally Championship ||  ||  ||  ||  ||
  ScanShader  V
|-
  ScanShader  F
| World Rally Championship 2 ||  ||  ||  ||  ||
 
|-
additionally 2 unnamed fragment shaders, 1 vertex shader,
| World Rally Championship 3 ||  ||  ||  ||  ||
and one "hidden" unaligned vertex shader (at 0x950270).
|-
 
| World Rally Championship 4 ||  ||  ||  ||  ||
===Softemu===
|-
  GS Base Vertex program              V
| World Series of Poker ||  ||  ||  ||  ||
  GS Base Fragment program            P
|-
  Page Translate Out Vertex          V
| World Series of Poker: Tournament of Champions ||  ||  ||  ||  ||
  Page Translate In Vertex            V
|-
Page Translate Out Fragment        F
| World Soccer Winning Eleven 9 ||  ||  ||  ||  ||
Page Translate Out Fragment_0      F
|-
  Page Translate Out PSMCT16 Fragment F
| Pro Evolution Soccer 5 PAL ||  ||  ||  ||  ||
  Page Translate Out PSMCT24 Fragment F
|-
  Page Translate Out PSMZ16 Fragment F
| World Super Police ||  ||  ||  ||  ||
Page Translate In Fragment          F
|-
  Page Translate In Fragment_0        F
| World Tour Soccer 2005 ||  ||  ||  ||  ||
  Page Translate In PSMCT16 Fragment F
|-
  Page Translate In PSMZ24 Fragment  F
| World War I: Aces Of the Sky ||  ||  ||  ||  ||
Page Translate In PSMZ16 Fragment  F
|-
  Block PSMCT4 Translate Frag        F
| World War II: Battle over the Pacific ||  ||  ||  ||  ||
  Block PSMCT8 Translate Frag        F
|-
  Block PSMCT16 Translate Frag        F
| World War II:Soldier ||  ||  ||  ||  ||
  Block PSMCT24 Translate Frag        F
|-
Block PSMCT32 Translate Frag        F
| World War II: Tank Battles ||  ||  ||  ||  ||
  Block PSMZ24 Translate Frag        F
|-
  Texture Block Translate Vertex      V
| World War Zero ||  ||  ||  ||  ||
Notice that GS Base Fragment program is really not fragment shader, but pixel shader.
|-
 
| Worms 3D ||  ||  ||  ||  ||
===Gxemu===
|-
  CG_fp_dilate        F
| Worms 4: Mayhem ||  ||  ||  ||  ||
  CG_fp_shrink        F
|-
  CG_fp_adjweave      F
| Worms Forts: Under Siege ||  ||  ||  ||  ||
  CG_fp_motionadj    F
|-
CG_fp_undither      F
| Wrath Unleashed ||  ||  ||  ||  ||
  CG_fp_deinterlace  F x
|-
  CG_fp_weave        F
| WRC: Rally Evolved ||  ||  ||  ||  ||
  CG_fp_edgeinterp    F
|-
CG_fp_smooth        F
| Wreckless: The Yakuza Missions ||  ||  ||  ||  ||
  CG_fp_sharpen      F x
|-
  CG_fp_upscale_smart F x
| WWE SmackDown! Here Comes The Pain ||  ||  ||  ||  ||
CG_fp_upscale      F  x
|-
  CG_fp_smart        F x
| WWF SmackDown! Just Bring It ||  ||  ||  ||  ||
  CG_fp_mofix        F x
|-
CG_fp_orientation  F  x
| WWE SmackDown! Shut Your Mouth ||  ||  ||  ||  ||
  CG_fp_gradient      F x
|-
  CG_vpshader        V x
| WWE SmackDown! vs. RAW ||  ||  ||  ||  ||
CG_interlace        F
|-
  CG_fpshader16      F
| WWE SmackDown! vs. RAW 2006 ||  ||  ||  ||  ||
  CG_fpshader        F x
|-
 
| WWE SmackDown vs. Raw 2007 ||  ||  ||  ||  ||
Plus 2 unnamed shaders, one F, one V.<br>
|-
Shaders with "x" are also available in PS1 emulators, and i sucessfully replaced some of them in ps1 emu on rpcs3 for testing purpose.
| WWE SmackDown vs. Raw 2008 ||  ||  ||  ||  ||
 
|-
===Emu===
| WWE Smackdown vs. Raw 2009 ||  ||  ||  ||  ||
Ps2emu have available 14 fragment shaders, and 8 vertex shaders. All of them don't give any hint about name or usage.
|-
 
| WWE SmackDown vs. Raw 2010 ||  ||  ||  ||  ||
== Custom command ideas ==
|-
 
| WWE SmackDown vs. Raw 2011 ||  ||  ||  ||  ||
* '''Disable GS downloads.'''<br>
|-
It is definitely a performance improvement for many titles. In theory, easy to implement (force 0x3 TRXDIR value for every 0x1 write instead). The point is, per-game patches are superior and more robust.<br>
|}
* '''Disable PCRTC blur.'''<br>
==== X ====
PCRTC merge circuits are mostly used for pathetic blurry anti-aliasing. Looks awful on modern TV screens (ToCA 3 is unreadable completely). Blending settings are controlled through the PMODE privileged register.
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
 
|- bgcolor="#cccccc"
===Discussion===
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
GS download config is partially done, need little bit more than TRXDIR patch. But this is something we can patch per-game too. Games do very obvious things to reverse VIF1 FIFO, and also BUSDIR write. From there you can disable whole function that need it. Config will be better of course, but HEN users... Anti Blur is kinda easy to do. Writes to DISPLAY1 can write also to 2 and write to 2 also to 1. So they always match, and config implementation will be rather easy. Most games just offset DX/DY, and never touch those regs again. For games that mess with it, more serious approach is needed. But again HEN users are out of luck if we create command for that. It doesn't help that this can be done by EE patches too. What need to be done is removing offset between DISPLAY1 and DISPLAY2.
|-
*Example for TOCA3 SLUS which use hard coded offset:
| X2: Wolverine's Revenge ||  ||  ||  ||  ||
  004C55F0 00000000
|-
  004C55F4 00000000
| The X-Files: Resist or Serve ||  ||  ||  ||  ||
I'm not saying no, but for now i'm kinda lacking of motivation if not so small HEN user base will be out of luck. But more ideas can help with motivation. :P --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 22:00, 8 August 2023 (CEST)
|-
| X-Men Legends ||  ||  ||  ||  ||
|-
| X-Men Legends II: Rise of Apocalypse ||  ||  ||  ||  ||
|-
| X-Men: Next Dimension ||  ||  ||  ||  ||
|-
| X-Men Origins: Wolverine ||  ||  ||  ||  ||
|-
| X-Squad ||  ||  ||  ||  ||
|-
| X-Men: The Official Game ||  ||  ||  ||  ||
|-
| Xenosaga Episode I: Der Wille zur Macht ||  ||  ||  ||  ||
|-
| Xenosaga Episode II: Jenseits von Gut und Böse ||  ||  ||  ||  ||
|-
| Xenosaga Episode III: Also sprach Zarathustra ||  ||  ||  ||  ||
|-
| XG3: Extreme G Racing ||  ||  ||  ||  ||
|-
| XGRA: Extreme-G Racing Association ||  ||  ||  ||  ||
|-
| Xiaolin Showdown ||  ||  ||  ||  ||
|-
| X-treme Express ||  ||  ||  ||  ||
|-
| XIII ||  ||  ||  ||  ||
|-
|}
==== Y ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Yakuza ||  ||  ||  ||  ||
|-
| Yakuza 2 ||  ||  ||  ||  ||
|-
| Yanya Caballista: City Skater ||  ||  ||  ||  ||
|-
| Yourself!Fitness ||  ||  ||  ||  ||
|-
| Ys I And II Eternal Story ||  ||  ||  ||  ||
|-
| Ys III: Wanderers from Ys ||  ||  ||  ||  ||
|-
| Ys IV: Mask of the Sun ||  ||  ||  ||  ||
|-
| Ys V: Kefin, The Lost City of Sand ||  ||  ||  ||  ||
|-
| Ys: The Ark of Napishtim ||  ||  ||  ||  ||
|-
| Yu-Gi-Oh! Capsule Monster Coliseum ||  ||  ||  ||  ||
|-
| Yu-Gi-Oh! The Duelists of the Roses ||  ||  ||  ||  ||
|-
| Yu-Gi-Oh GX! Tag Force Evolution ||  ||  ||  ||  ||
|-
| Yu Yu Hakusho: Dark Tournament ||  ||  ||  ||  ||
|-
| Yu Yu Hakusho Forever ||  ||  ||  ||  ||
|-
|}
==== Z ====
{| border="1" cellspacing="0" cellpadding="5" border="#999" class="wikitable" style="border:1px solid #999; border-collapse: collapse;"
|- bgcolor="#cccccc"
! Title !! ps2<br />emu !! ps2<br />gxemu !! ps2<br />softemu !! Other !! Notes
|-
| Zapper: One Wicked Cricket ||  ||  ||  ||  ||
|-
| Zatch Bell! Mamodo Battles ||  ||  ||  ||  ||
|-
| Zatch Bell! Mamodo Fury ||  ||  ||  ||  ||
|-
| Zoids Infinity Fuzors ||  ||  ||  ||  ||
|-
| Zoids Struggle ||  ||  ||  ||  ||
|-
| Zoids Tactics ||  ||  ||  ||  ||
|-
| Zombie Hunters ||  ||  ||  ||  ||
|-
| Zombie Virus ||  ||  ||  ||  ||
|-
| Zombie Zone ||  ||  ||  ||  ||
|-
| Zone of the Enders ||  ||  ||  ||  ||
|-
| Zone of the Enders: The 2nd Runner ||  ||  ||  ||  ||
|-
|}

Latest revision as of 11:09, 22 April 2024

Game CONFIG commands (notepad and worklog)[edit source]

All info here related with commands needs to be moved to frontpage at some point

ps2_netemu command 0x1[edit source]

There are some additional internal patches using CONFIG cmd id 0x01, using subs not available in 0x3B list

condition: 0xBBB5F800, 0x3B949C00, 0x42133A90
setting: 
  0x18E1F0, sub_4670C (4.70)
  0x348EC8, sub_44338 (4.70)

Function Mapping[edit source]

ps2_netemu.self contains a table (with entry_length=8 and entry_number=variable) where are listed the function offsets used by config command 0x01

This table is used to assign a funct_id to a funct_offset. The funct_id is given by the position of the entry in the table, so the first entry in the table is funct_id=0x00, second entry is funct_id=0x01 and so on

The purpose of this table is to be able use the same funct_id values in the external CONFIG files for netemu, this way even if the func_offset changes in between versions (internally inside the ps2_netemu.self file structure) the funct_id will be the same. The other ps2 emulator types doesnt have this table (doesnt needs it because doesnt uses external CONFIG files)


  • funct_offset_table location by ps2_netemu versions:
    • Table v1 (the table contains the same data)
      • Firmware:370-374 offset:0x897ED8 length:0x1C8
    • Table v2 (the table contains the same data)
      • Firmware:400-401 offset:0x8970E8 length:0x1C8
    • Table v3 (the table contains the same data)
      • Firmware:410-411 offset:0x8971E8 length:0x1C8
      • Firmware:420-425 offset:0x8972F8 length:0x1C8
    • Table v4
      • Firmwares 4.30 up to 4.76 was not tested (if someone wants to add this info do it here)
    • Table vX (latest)
      • Firmware:478-488 offset:0x8063f8 length:0x1E0

Example from ps2_netemu.self 4.88

Offset(h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

008063F0                          00 00 00 00 00 04 2F 70          ....../p
00806400  00 00 00 00 00 04 30 34 00 00 00 00 00 04 47 C0  ......04......GÀ
00806410  00 00 00 00 00 04 46 E0 00 00 00 00 00 04 33 84  ......Fà......3„
00806420  00 00 00 00 00 04 74 5C 00 00 00 00 00 04 6D 20  ......t\......m 
00806430  00 00 00 00 00 04 7C 1C 00 00 00 00 00 04 31 00  ......|.......1.
00806440  00 00 00 00 00 04 31 D8 00 00 00 00 00 04 34 48  ......1Ø......4H
00806450  00 00 00 00 00 04 35 20 00 00 00 00 00 04 45 E8  ......5 ......Eè
00806460  00 00 00 00 00 04 45 0C 00 00 00 00 00 04 44 30  ......E.......D0
00806470  00 00 00 00 00 04 42 54 00 00 00 00 00 04 41 70  ......BT......Ap
00806480  00 00 00 00 00 04 40 8C 00 00 00 00 00 04 60 FC  ......@Œ......`ü
00806490  00 00 00 00 00 04 35 E4 00 00 00 00 00 04 7F C4  ......5ä.......Ä
008064A0  00 00 00 00 00 04 5A 1C 00 00 00 00 00 04 55 90  ......Z.......U.
008064B0  00 00 00 00 00 04 6A DC 00 00 00 00 00 04 5F A8  ......jÜ......_¨
008064C0  00 00 00 00 00 04 7A 88 00 00 00 00 00 04 5C 6C  ......zˆ......\l
008064D0  00 00 00 00 00 04 54 C0 00 00 00 00 00 04 53 F0  ......TÀ......Sð
008064E0  00 00 00 00 00 04 53 20 00 00 00 00 00 04 52 50  ......S ......RP
008064F0  00 00 00 00 00 04 51 80 00 00 00 00 00 04 50 B0  ......Q€......P°
00806500  00 00 00 00 00 04 4F E0 00 00 00 00 00 04 4F 10  ......Oà......O.
00806510  00 00 00 00 00 04 4E 40 00 00 00 00 00 04 4D 70  [email protected]
00806520  00 00 00 00 00 04 4C A0 00 00 00 00 00 04 4B D0  ......L ......KÐ
00806530  00 00 00 00 00 04 4B 00 00 00 00 00 00 04 4A 30  ......K.......J0
00806540  00 00 00 00 00 04 49 60 00 00 00 00 00 04 48 90  ......I`......H.
00806550  00 00 00 00 00 04 66 2C 00 00 00 00 00 04 71 14  ......f,......q.
00806560  00 00 00 00 00 04 6F 9C 00 00 00 00 00 04 6E 24  ......oœ......n$
00806570  00 00 00 00 00 04 59 2C 00 00 00 00 00 04 58 48  ......Y,......XH
00806580  00 00 00 00 00 04 57 64 00 00 00 00 00 04 56 80  ......Wd......V€
00806590  00 00 00 00 00 04 75 60 00 00 00 00 00 00 00 00  ......u`........
008065A0  00 00 00 00 00 04 62 18 00 00 00 00 00 04 36 B4  ......b.......6´
008065B0  00 00 00 00 00 04 7D 28 00 00 00 00 00 04 72 98  ......}(......r˜
008065C0  00 00 00 00 00 04 76 74 00 00 00 00 00 04 6B D4  ......vt......kÔ
008065D0  00 00 00 00 00 04 3F AC                          ......?¬
netemu 0x01 gxemu 0x00 softemu 0x00
3.70~4.91 3.70~3.74 4.00~4.01 4.10~4.25 4.78~4.88 4.78~4.82 3.72~4.01
funct_id funct_offset funct_offset funct_offset funct_offset funct_offset funct_offset
0x00 0x46720 0x42E00 0x42EB8 0x42F70 0x36B40 0x2FEF0
0x01 0x42DB0 0x42EC4 0x42F7C 0x43034 0x35FB0 0x31E38
0x02 0x44394 0x4456C 0x44560 0x447C0 0x34068 0x30220
0x03 0x442B4 0x4448C 0x44480 0x446E0 0x34144 0x302FC
0x04 0x43100 0x43214 0x432CC 0x43384 0x33F98 ? 0x30150
0x05 0x46A90 0x46DB4 0x47184 0x4745C 0x36CF8 0x31D08
0x06 0x46D64 0x46AE0 0x46934 0x46D20 0x34224 0x303DC
0x07 0x47134 0x47154 0x47524 0x47C1C 0x37850
0x08 0x42E7C 0x42F90 0x43048 0x43100 0x33DFC 0x2FFB4
0x09 0x42F54 0x43068 0x43120 0x431D8 0x36C04 0x31C14
0x0A 0x431C4 0x432D8 0x43390 0x43448 0x36EF0 0x31FCC
0x0B 0x4329C 0x433B0 0x43468 0x43520 0x34354
0x0C 0x441BC 0x44394 0x44388 0x445E8 0x34424 0x30518
0x0D 0x440E0 0x442B8 0x442AC 0x4450C 0x34520
0x0E 0x44004 0x441DC 0x441D0 0x44430 0x345FC 0x306F0
0x0F 0x43E28 0x44000 0x43FF4 0x44254 0x365F0 0x31124
0x10 0x43D44 0x43F1C 0x43F10 0x44170 0x36510 0x31044
0x11 0x43C64 0x43E3C 0x43E30 0x4408C 0x36430 0x30F64
0x12 0x45CD4 0x45EAC 0x46EA0 0x460FC 0x34DD0 0x311F8
0x13 0x469C0 0x43474 0x46864 0x435E4 0x366C4 0x30C28
0x14 0x4777C 0x4779C 0x478CC 0x47FC4 0x34EDC 0x31304
0x15 0x455F0 0x457C8 0x457BC 0x45A1C 0x3795C 0x327B4
0x16 0x45164 0x4533C 0x45330 0x45590 0x3521C 0x31580
0x17 0x468C8 0x469DC 0x4676C 0x46ADC 0x347D0 0x308C4
0x18 0x45B80 0x45D58 0x45D48 0x45FA8 0x35300 0x31664
0x19 0x4706C 0x46FC0 0x4745C 0x47A88 0x36E28 0x31F04
0x1A 0x45844 0x45A1C 0x45A0C 0x45C6C 0x37614 0x325B4
netemu 0x01 gxemu 0x00 softemu 0x00
3.70~4.91 3.70~3.74 4.00~4.01 4.10~4.25 4.78~4.88 4.78~4.82 3.72~4.01
funct_id funct_offset funct_offset funct_offset funct_offset funct_offset funct_offset
0x1B 0x45094 0x4526C 0x45260 0x454C0 0x35434 0x31798
0x1C 0x44FC4 0x4519C 0x45190 0x453F0 0x354F8 0x30A88
0x1D 0x44EF4 0x450CC 0x450C0 0x45320 0x355BC
0x1E 0x44E24 0x44FFC 0x44FF0 0x45250 0x35680
0x1F 0x44D54 0x44F2C 0x44F20 0x45180 0x35744
0x20 0x44C84 0x44E5C 0x44E50 0x450B0 0x35808
0x21 0x44BB4 0x44D8C 0x44D80 0x44FE0 0x358CC
0x22 0x44AE4 0x44CBC 0x44CB0 0x44F10 0x35990
0x23 0x44A14 0x44BEC 0x44BE0 0x44E40 0x35A54
0x24 0x44944 0x44B1C 0x44B10 0x44D70 0x35B18
0x25 0x44874 0x44A4C 0x44A40 0x44CA0 0x35BDC
0x26 0x447A4 0x4497C 0x44970 0x44BD0 0x35CA0
0x27 0x446D4 0x448AC 0x448A0 0x44B00 0x35D64
0x28 0x44604 0x447DC 0x447D0 0x44A30 0x35E28
0x29 0x44534 0x4470C 0x44700 0x44960 0x35EEC
0x2A 0x44464 0x4463C 0x44630 0x44890 0x35158
0x2B 0x467E4 0x463DC 0x46688 0x4662C 0x34994
0x2C 0x465D0 0x464B4 0x46D28 0x47114 0x36FC8
0x2D 0x47384 0x473A4 0x46BB0 0x46F9C 0x3607C
0x2E 0x47234 0x47254 0x46A38 0x46E24
0x2F 0x45500 0x456D8 0x456CC 0x4592C 0x34A70
0x30 0x4541C 0x455F4 0x455E8 0x45848 0x34B48
0x31 0x45338 0x45510 0x45504 0x45764 0x34C20
0x32 0x45254 0x4542C 0x45420 0x45680 0x34CF8
0x33 0x46E74 0x46EB8 0x47288 0x47560 0x37714
0x34 0x00000 0x00000 0x00000 0x00000
0x35 0x45DF0 0x45FC8 0x46274 0x46218
0x36 0x4336C 0x43544 0x43538 0x436B4
0x37 0x474E0 0x47500 0x47630 0x47D28
0x38 0x46BA0 0x46BF0 0x46FC0 0x47298
0x39 No No No 0x47674
0x3A No No No 0x46BD4
0x3B No No No 0x43FAC

Function 0x0D[edit source]

What is the purpose of this function? Could it be used as a potential fix for the various DMA issues (similar to the EE timing hack in PCSX2)? I may be wrong, but I think the majority of netemu's emulation problems are caused by DMA issues, which are unfortunately hard to fix.

  • This hack allow to run all spe cores while doing nothing on ppe side. Is like giving spe more time (100 msec). This can be used to fix some timing issues here or there. But if you know game offset that you want to use it, you probably can already fix it in different way. Also this probably won't affect "emulation cycles", so is not like pcsx2 EE timing hack. About pcsx2 EE timing hack.. This is really stupid hack if you ask me. Hack make all events listed [here] to take 8 cycles. No matter that really it was 1, or 2000 cycles, it will make all of that 8 cycles. Idea of that hack is not bad itself, but it is terrible implementation that make a lot of things random. I think that ps2 emu on ps4 do this much better, as you can select only one event, and set cycles for it. While on pcsx2 if you want DMAC_FROM_IPU to take 8 cycles, you also make ALL OTHER events to take 8 cycles. I don't know how lucky that hack is to not break other stuff. --Kozarovv (talk) 07:47, 12 March 2022 (UTC)

Function 0x12[edit source]

The 0x4FC500 EE memory offset is not hardcoded, isn't it? Since this hook fixes other Traveller's Tales games, like Wrath of Cortex, the memory offset should be taken from the opcode itself (if I remember correctly, it is "load word from global pointer").--Agrippa (talk) 11:48, 2 October 2022 (UTC)

  • Fun(?)fact, it is hardcoded.
oris r0, r0, 0x204F
ori r0, r0, 0xC500. 

But i think i know what happen. hook land here (on finding nemo):

lw           $s0, dword_4FC500
bnez         $s0, loc_187568

Notice that config beside 0x4FC500, set $s0 to zero. And here is another fun fact. At least on Nemo this is only place that read from that address. Making patch to 4FC500 meaningless, and not really needed. Assuming that other game doesn't use that exact address, this config is just additionally corrupting some random thing at 0x4FC500. I think that is probably the case also for other Nemo games. To be honest that config can be replaced to just nop that branch there and should do exactly the same thing. ¯\_(ツ)_/¯ --Kozarovv (talk) 12:23, 2 October 2022 (UTC)

    • Hmm, or not exactly the same thing as it also check that COP0 and DMAC stuff. Anyway, i think that patch to EE address do nothing there.
      • NET config for Finding Nemo (SLES-51755) seems to have a 0x42 replacement for 0x01 hook, including the COP0 and D_STAT checks you have mentioned.--Agrippa (talk) 13:33, 2 October 2022 (UTC)

Function 0x35[edit source]

Ninkyouden: Toseinin Ichidaiki (SLPM-66274) is using command 0x1 with function 0x35 at 0x13ED94...it seems like its executed at the VSync function of the game. This hook is also not in gxemu judging from the table above. No immediate change with or without the command that I can tell. Any idea on what this is doing?

  • Function check some bits in GIF, but i don't know what exactly (offset 0x300/0x310 in fe SPU). When bits are 0 command end. When bits are not 0, PPU side of PS3 sleeps 256 cycles, and then check again fe SPU. That loop won't ends unless bits are 0. Just small tip about hooks that are close to VSync. This is not always related to VSync per se. Of course can be, but don't really need to. I mean, if you want to run hook in predictable place, and with similar time steps. VSync is where you hook game code then. --Kozarovv (talk) 05:31, 22 August 2022 (UTC)
    • Yes, I first thought it would be VSync related, but I figured it could be something executed at every VSync like you said. Thanks for checking in on this hook. I am thinking of testing games like Tenchu: Wrath of Heaven and Street Fighter EX3 with this hook to see if anything changes (at least Tenchu's issue is directly related to GIF, SFEX3 not too sure). --Mrjaredbeta (talk) 00:54, 23 August 2022 (UTC)

ps2_netemu command 0x5[edit source]

The external config format used by ps2_netemu.self doesnt supports command ID 0x5. But this same command with a different ID (0x4) was used by this game configs embedded inside ps2_gxemu.self: Grand Theft Auto: Liberty City Stories (SLES-54135, SLES-54136, SLUS-21423), Grand Theft Auto: Vice City Stories (SLES-54622, SLES-54623, SLUS-21590), Hunter: The Reckoning Wayward (SLES-51823), Onimusha: Dawn of Dreams (SLPM-66275), Shinseiki Evangelion: Ayanami Ikusei Keikaku with Asuka Hokan Keikaku (SLPM-65340), Tekken Tag Tournament (SLUS-20001). The reason why this command is not supported in the external config files is because the related emulator code is enabled permanently in ps2_netemu.self for all games

This command patches EEDMA SPE program during emulator init (0x1F77C in latest netemu) to set different handling for DIRECT/DIRECTHL VIF1 commands. Weird solution, wasn't better to just change pointers in spe program instead of patching that on init?

  • Is there any way to patch the emulator to prevent that command to apply? I wonder if it is affecting the behaviour of some games.--Agrippa (talk) 20:00, 11 March 2022 (UTC)
    • Yeah, you can patch it on decrypted emu.

Find

91 48 00 00 90 09 00 1C 90 09 00 10 90 09 00 14 90 09 00 18 90 0b 00 1C 90 0b 00 10 90 0b 00 14 90 0b 00 18

Replace

91 48 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00

And find

E9 42 8C 20 3C 00 00 01 60 00 72 80 E9 2A 00 00

replace

4E 80 00 20 3C 00 00 01 60 00 72 80 E9 2A 00 00

Now you need to encrypt it with scetool, using original emu as a template.

scetool --template orig_ps2_netemu.self --sce-type=SELF --compress-data=TRUE --encrypt ps2_netemu.elf ps2_netemu.self

Remember to delete netemu from flash, then copy new one. Overwriting can fail as there is not enough space on dev_flash. --Kozarovv (talk) 07:35, 12 March 2022 (UTC)

ps2_netemu command 0x0B[edit source]

SRS:Street Racing Syndicate - sector to patch: 3021/1392496 (1.03) or 1402736 (2.00), offset correction: no, PCSX2 log:

CDRead: Reading Sector 0003021 (008 Blocks of Size 2048) at Speed=4x(CAV) Spindle=83

WRC: Rally Evolved - sector to patch: 3235/1792256 (1.01), offset correction: no, PCSX2 log:

CDRead: Reading Sector 0003235 (008 Blocks of Size 2048) at Speed=4x(CAV) Spindle=83

Notice the CDRead command instead of DvdRead.

  • Not sure this is the case here. But PCSX2 have bug in fastboot, where it always fallback to CDRead for few first reads. To confirm you can launch game with fastboot disabled, pcsx2 now should read those sectors with proper mode. At the second hand.. Maybe that's what happen on PS3? Probably no, as far as i know netemu bios perform something similar to fullboot. But maybe, sony can break unbreakable, and this actually seems to be reasonable explanation. --Kozarovv (talk) 05:18, 22 August 2022 (UTC)
    • That is how it does look like on the newest PCSX2 build at the moment of posting it. It does use a CDRead for few reads after loading an ELF file, even in the full boot mode. --Agrippa (talk) 17:27, 22 August 2022 (UTC)

Emulator does panic itself, when two separate 0x0B commands are used.--Agrippa (talk) 20:25, 15 November 2022 (UTC)

ps2_netemu command 0x0C[edit source]

These pairs of parameters: 0x0001 and 0x0400; 0x0001 and 0x0800; 0x0001 and 0x0180 fix few missing sound effects in the Klonoa 2. The side effect is slightly longer loading times in general. This game is known for its various audio buffer issues related to the CDVD speed.

  • I actually suspected this can be some delay for reads, but default value is (1, 0x1000) so doesn't really fit for delay. Since Shadowman 2 use it, and have known CD issue. Testing Shadowman2 without config can be interesting, if i'm right there will be a lot of broken textures right after you take control of main character. With broken Shadowman2 it will be easy to know that lower values are "better" or higher values are "better". That should help to understand what's going on. Assuming that SM2 really break without config... --Kozarovv (talk) 19:10, 3 March 2022 (UTC)
    • Tested Shadowman with and without config. No texture corruption either way, but it seems like the config helps with frame rate issues maybe caused by streaming in contents from the disc? Either that or placebo. --Mrjaredbeta (talk) 02:39, 4 March 2022 (UTC)
      • Well that's "unfortunate" because Shadowman2 would be perfect test case here. I noticed that Shadowma2 have hardcoded bios settings "CDVD_READ_DELAY", so maybe is handled there. --Kozarovv (talk) 19:11, 4 March 2022 (UTC)

It seems like this command can further improve FMVs that still have stuttering issues with command 0x21 enabled. The Fear's opening FMVs are heavily improved with command 0x21 set at 1, but there is still some video slowdown and audio stuttering and popping remaining. With the addition of command 0x0C set to 0x1 and 0x400, the slowdown and stutter is completely fixed. I have only tested 0x400 as a value so far.

The ingame FMVs with the graphic overlay are still stuttering heavily, though, and I am still unsure why. It seems like the shorter FMVs run fine, and the longer they are they more they have slowdown/stutter. This only applies to the "ingame" FMVs and not the opening ones.

I did some work on it, and it seems to modify read speed. Higher values should give faster read speed. Eventually higher values will give more frequent event checks, but read speed modifier seems to be more probable now when we know default values. To get faster read speed we should use (1, x > 0x400) for CD, and (1, x > 0x1000) for DVD. At this point Shadowman 2 is good test candidate again, just with some really high value. All configs from GX emu looks like they slowing down reads, because values for DVD are below 0x1000, Shadowman2 without config doesn't change anything because this config use default value... Burnout 3 is interesting here, only config that seems to use 0 (yolo read speed) option. --Kozarovv (talk) 22:24, 3 July 2023 (CEST)

void MECHA_on_state_3(__int64* mecha)
{
  ReadSectorSize = *(mecha + 0x70);
  if ( !ReadSectorSize )
    panic(1u);
   
  do
    current_tb = get_current_timebase()
  while ( !current_tb );
  
  readed_sectors_count = readed_size_in_bytes / ReadSectorSize;
  readed_sectors_count_mul_by_79800000 = 79800000LL * readed_sectors_count
  tb_for_seek_and_read = *(mecha + 0x18);
  skip = current_tb - tb_for_seek_and_read >= readed_sectors_count_mul_by_79800000 / val_from_cmd_0x0C_1)
  
  if ( cmd_0x0C_0 != 1 || val_from_cmd_0x0C_1 == 0 || skip )
  {
    if ( *(mecha + 0xD4) <= BytesToRead && !*(mecha + 0xE4) )
    {
      *(mecha + 0xD4) = readed_size_in_bytes;
      *mecha_state = 4; // Reading done here. Going to next step.
      return;
    }
    panic(1u);
  }
  set_scheduler(
    5uLL,                                                                               // 5 - CDVD event
    tb_for_seek_and_read + readed_sectors_count_mul_by_79800000 / val_from_cmd_0x0C_1,  // When
    &syscall8_200,                                                                      // Event Handler.
    0LL);                                                                               // unk
}
  • Netemu does crash when the first param is set to 0x2.--Agrippa (talk) 21:03, 7 July 2023 (CEST)
    • No idea why, function that check config compare to 2 and panic if greater than. So 2 is accepted at least there. This config is used in 4 places. All of them use next part of config only if this one is 1. 3 places check explicitly for 1, one place check for 0. Setting 2 is weird from code point of view because it's almost like 0, but allow code to do one check in read function, and to be honest this doesn't look like intentional behavior because similar check is performed earlier in previous N command state, and there is handled properly including setting 1F402006 to error code instead of panic. --Kozarovv (talk) 22:31, 7 July 2023 (CEST)

ps2_netemu command 0x12[edit source]

type 1[edit source]

Playground discussion, unsure about clrlslwi r11, r0, 16,3 result

 Syphon Filter The Omega Strain
 298  00 00 00 00 
 29C  00 00 00 00 
 2A0  01 00>02 00< Type1, Count 2
 2A4  31 00 99 18  
 2A8  32 00 B6 18 


 type 1: (Syphon Filter The Omega Strain	)
	*0x48  | ptr to 1st value *0x2A4 (0x15F)
	*0x50  | count of type values

        (0x18990031 >> 0xC) & 0xFFFF0 = 0x18990
        (0x18B60032 >> 0xC) & 0xFFFF0 = 0x18B60

	store value in [0x18990 + ??? ] 
	
seg017:0000000000198498 next_value:                             # CODE XREF: read_id0x12_type_1+120�j
seg017:0000000000198498                 lwz       r0, 0(r10)    # -> 0x18990031
seg017:000000000019849C                 addi      r8, r8, 1     # counter
seg017:00000000001984A0                 ld        r29, 0(r31)
seg017:00000000001984A4                 addi      r10, r10, 4   # ptr to next value
seg017:00000000001984A8                 rlwinm    r28, r0, 20,12,27 # r28 = (r0 >> 12) & 0xFFFF0 = (0x18990031 >> 12) & 0xFFFF0 = 0x18990
seg017:00000000001984AC                 clrlslwi  r11, r0, 16,3 # r11 = 0x0031 << 3 = 0x188
seg017:00000000001984B0                 add       r26, r28, r29 # r26 = 0x18990 + ??
seg017:00000000001984B4                 stw       r11, 4(r26)   # store 0x62000? or 0x188? in r26
seg017:00000000001984B8                 lwz       r5, 0x50(r31) # count
seg017:00000000001984BC                 cmplw     cr6, r5, r8
seg017:00000000001984C0                 bgt       cr6, next_value


Leaving old info for now as it have good explanation of code itself. Command patch vu0_jit_data memory directly. For example above patch will write 0x188 to 0x1C018994 address. vu0 jit mem hold info about microprograms, like how many cycles will run, where program start/end, where is ebit, etc. For now is unknown which info is patched, but shift by 3 suggest it will be vu0 address related info. --Kozarovv (talk) 12:23, 14 June 2023 (CEST)

type 2[edit source]

Fix for interlocking/synchronization EE with VU0 in micro mode. Usually used with games that are m bit sensitive, or loop endlessly on VU0 due to lack of sync with EE core.

Primal
298  00 00 00 04 
29C  00 00 00 00  
2A0  02 00>03 00< Type 2, Count 3
2A4  5F 01 00 00 	
2A8  8D BD 6F 2C 	
2AC  67 03 00 00  	
2B0  02 00>03 00< Type 2, Count 3
2B4  6B 01 00 00 	
2B8  31 35 70 E9 	
2BC  72 03 00 00  	
2C0  03 00>02 00< Type 3, Count 2
2C4  60 9B 39 10 
2C8  18 9C 39 10	
2CC

type 2:
	*0x20C | counter
	*0x210 | 1st value: 0x15F      -> only gets compared, if passed check 2nd value
	*0x214 | 2nd value: 0x2C6FBD8D -> only gets compared, if passed use *0x218 + *0x21C
	*0x218 | 1 ( = count - 2)
        *0x21C | ptr to 3rd value *0x2AC (0x367)

First value is VU0 microprogram start address, multiply by 8 to get correct offset in VU0 micro mem. That one is confirmed,
and you can check CMSAR0 register status in pcsx2 when EE hit address from type 3 command to make sure. Now some guessing. 
Second value is probably hash of microprogram (from start address to e bit end). 
Third value can be run cycles before program is force stopped, for example to wait on m bit for EE side to catch, or to stop endless
loop that normally should already end if VU0 didn't run ahead of EE.
Fourth and next values if available can be run cycles for next program runs. 
A lot of guessing here. But looking at games that use it, there is high possibility that is correct.
This command is always used with type 3, or 4. This is probably not required, but without notifying EE side type 2 is useless. 

type 3[edit source]

 Example Primal
	*0x11B4| counter
	*0x11B8| -1 -> 0x399B60? 
	*0x11BC| 0 -> 0x399B60?
	*0x11C0| ptr to *0x2C4 values
	*0x11C4| count (2)

	r11 = r0 & 0xFFFFFFF = 0x10399B60 & 0xFFFFFFF = 0x399B60
	0x10399C18 & 0xFFFFFFF = 0x399C18

	r3 = r31 >> 28 = 0x10399B60 >> 0x1C = 1
	a check if 1,2

type 4[edit source]

        cmpwi     cr7, r0, 4
        bne       cr7, panic_dword_1967BC
        srwi      r9, r6, 1     # r9 = r6 >> 1 = count >> 1
        addi      r11, r4, 4
        stw       r9, 0x1238(r31) save count>>1
        std       r11, 0x1240(r31) save ptr to table values start

One correct entry is 2x 32 bit. First 32 bits are EE Opcode in little endian, second 32 bits are the same as first 4 bits of type 3 (interlocking). This type of config work in conjunction with type 2 config, and was required because R&C series use EE memory overlays. So type 3 config can't be used here as EE offset change per game level.

Here is alternative config for Rayman 3 (SLUS_206.01), this time using type 4 instead of 3. Just to confirm above is true. Untested, because i have no ability to do that.

12 00 00 00 0C 00 00 00 00 00 00 04 00 00 00 00
02 00 04 00 00 00 00 00 AE B3 4E 5D 20 02 00 00
46 02 00 00 04 00 04 00 00 30 D3 48 01 00 00 00
00 30 C8 48 01 00 00 00

ps2_netemu command 0x17[edit source]

This command is used only in Bully which is only known game by R* Vancouver, there is a chance that is only game which need it. But just in case, what game do is MTC0 $zero, Count
And read that at some point. Since we are in recompiler, count is updated only on events. This can create situation where game retrieve 0 value from count reg. Which according to pcsx2 source is wrong ([| referred as TIMR]). To be honest I'm not 100% sure that is issue here. Only other problem i can imagine is potential divide by 0 in emu itself. Anyway, if game do MTC0 zero, Count (00 48 80 40), or any weird operations with Count. This config should be tested.

ps2_netemu command 0x21[edit source]

Well, i don't know where to start.. This command with param 0 or 1 at some point prevent writes to TagLo register. Not with MTC0 tho, but during different opcode that is handled separately. I got this unresolved yet, but it seems that is CACHE opcode. That potentially mean ps2_netemu support some parts of instruction cache. But this need to be tested on real hardware. Good candidate here is WRC4. When command 0x21 with 0 or 1 is added to standard config, game should fail to load at all (unless game getting lucky like described in emu bugs section).

  • I assume the cache handling would be the cause for games panicking/shutting down when 0x21 is set at 0? I cannot remember correctly if WRC panics (Agrippa would know better), but games like Shadow Hearts 2/3 will shut down after loading a save when instructions are being loaded in the EE memory from outside the main executable. My mind is blanking on other games besides those two, but surely a handful of games I have tested have had shutdowns caused by this command.--Mrjaredbeta (talk) 20:13, 1 October 2022 (UTC)
    • Yes, since that command disable cache handling only partially. There could be some unexpected issues. Problem is that 0x21 do little bit more, and little bit weird. Not gonna lie, cache is new territory for me since i never worked with any emu that support it. PCSX2 support good chunk of cache, but only in interpreter mode, and usually i just patched games to not rely on cache. This is what i got for now.
      • If my memory serves me right:
        • WRC4 - panic at the loading of stages (0x21-0)
        • VP2 - panic at the switching to the battle mode (0x21-0) or player models fail to load in the battle mode (0x21-1)
        • MGS3 - frame rate improvement, at the expense of awfully longer loading times (0x21-0).--Agrippa (talk) 11:40, 2 October 2022 (UTC)
    • Since it’s worth mentioning, 0x21 set to 0 also fixes the camera angle issue in Radiata Stories after one or two battle sequences.--Mrjaredbeta (talk) 15:02, 2 October 2022 (UTC)
      • I think the issue is not related to the camera at all. It looks similar to the VP2 case I posted earlier - the models fail to load on the post battle screen (shadows are drawn, though). Moreover, various models do disappear for a second in the battle mode too, if I remember correctly. Just a guess, as both games share the same engine.--Agrippa (talk) 18:22, 4 October 2022 (UTC)

I messed little bit with this code today, and 0x21_1, plus 0x03 at the same time seems to be most aggressive combo to remove instruction cache emulation. Not sure about compatibility, but this two configs together skip most cache code in emulator. --Kozarovv (talk) 10:21, 21 October 2022 (UTC)

  • Quick test with this, random game (ATV Offroad Fury 4). It seems like 0x21_0 still gave a better improvement to menu FMV playback/stutter than 0x21_1 and 0x03. I didn't notice any change in performance with 0x21_1 in this scenario. Caching is still enabled with IHIN/IXIN with 0x21_0?--Mrjaredbeta (talk) 00:15, 22 October 2022 (UTC)
    • Whoops, sorry i meant 0x21_0 and 0x03. 0x21_1 actually create a lot of additional recompiled code. 0x21_0 is so fast because it skips lookup for cached addresses also outside of general cache opcodes (that how it looks like, i need to do little bit more work here). IHIN/IXIN (hit/index invalidation) can be totally disabled only with 0x03. 0x21 (0/1) still generate a lot of code for IHIN/IXIN when 0x03 is not used, even more that without 0x21. --Kozarovv (talk) 06:53, 22 October 2022 (UTC)
      • Okay, that makes sense. It is difficult to tell if adding 0x03 with 0x21_0 made any difference with this game as FMV is fixed with just 0x21_0, but it may be beneficial to test games that still have FMV playback issues with 0x21_0 enabled (slight desync still with Shadow Hearts).--Mrjaredbeta (talk) 15:05, 22 October 2022 (UTC)



Emotion Engine Cache support
Apparently, emulator support some parts of cache. More precisely instruction cache. Implementation seems to be simple and not 100% accurate, and there is no data cache support (obviously - speed). Still impressive there is something at all in recompiler.

Supported opcodes:

Opcode Info
r5900 CACHE BXLBT Unsupported, store 0 on COP0 TagLo and TagHi
r5900 CACHE DXLDT Unsupported, store 0 on COP0 TagLo
r5900 CACHE DXLTG Unsupported, store 0 on COP0 TagLo
r5900 CACHE IXLDT Unsupported, store 0 on COP0 TagLo
r5900 CACHE IXLTG Supported, cmd 0x21 (0,1) skip function and store 0 on COP0 TagLo
r5900 CACHE DXWBIN Not supported at all, empty function.
r5900 CACHE DXIN Not supported at all, empty function.
r5900 CACHE DHWBIN Not supported at all, empty function.
r5900 CACHE DHIN Not supported at all, empty function.
r5900 CACHE DHWOIN Not supported at all, empty function.
r5900 CACHE IHIN Full support, cmd 0x21 (0,1) change path of that opcode, 0x03 practically skip whole op.
r5900 CACHE IXIN Full support, cmd 0x21 (0,1) change path of that opcode, 0x03 practically skip whole op.
r5900 CACHE misc Do something, but function is little bit complicated to tell for now that it is something that make sense.

--Kozarovv (talk) 21:03, 1 October 2022 (UTC)

Example of recompiled code with enabled cache emulation: https://pastebin.com/sDwc1MLX

  • Every operation with r15 and following r7/r8 loads, compares, and cr operations will be skipped by emitter with 0x21 --> 0
  • r15 is loaded with current address (page?), to get full value shift it left by 6 eg. 0x808710 << 6 = 0x2021C400 (shift left by 6 = multiplying by 0x40)
  • For small part of code posted on pastebin, cache check is performed 33 times * 8 opcodes = 264 opcodes from 801 are cache checks! A lot of work, a lot of code mostly for nothing.
  • Conclusion. Use 0x21 --> 0 whenever you can. iCache emulation is pointless for 99% of games.
  • Small oftopic. Every opcode that write to r13 increase emulated cycles. Every opcode writing to r14 modify current r5900 pc. Every branch to 0x3800 mean that event test will be performed.
  • Problematic games (have issues with 0x21 enabled): Shadow Hearts 3, Jak & Daxter, VP2, Hot Shots series, Kingdom Hearts. Any game that load additional code overlays and do that custom way, for example Shadow Hearts 3 load code from bin files hidden in cpx files. All those games doesn't really need iCache emulation to work, but emulator seems to have issue with code invalidation. Only small amount of games used this method of loading, so it still should be fine for 99% of games.

--Kozarovv (talk) 07:32, 22 May 2023 (CEST)

  • Radiata does not crash. English patch for FFXII IZJS does crash though (0x21 fixes stuttering in turbo mode).--Agrippa (talk) 20:33, 22 May 2023 (CEST)
    • Whoops, my bad. Fixed. :P --Kozarovv (talk) 09:44, 23 May 2023 (CEST)
      • Actually, the icache invalidation issues could explain why the infamous Maori VP2 overlay anti-protection patch is not working on the netemu.--Agrippa (talk) 22:14, 15 June 2023 (CEST)
        • His patch is basically self modifying code, so its possible. You can try cmd 0x01 with 0x0E subcommand hook at 0x01feb1c0. This invalidate whole mem every time offset is hit, ensuring that new code that is written from patcher is not in conflict with cache. Also remember that 0x42 is applied only on syscall 7, so if game modify 0x1feb1c0 - 0x1feb2e0 region, it will wipe patcher. And games often memzero whole data memory right after start. This issue don't exist on pcsx2 because it will reapply it on next vsync, while on netemu only 0x09/0x0A patches are reapplied. --Kozarovv (talk) 15:37, 16 June 2023 (CEST)

ps2_netemu command 0x22[edit source]

Weird command. Sets something 1 (CDVD/MECHA), but seems to never use it.

ps2_netemu command 0x28[edit source]

This command is heavily stripped version of command from gxemu. On netemu only option that seems to change anything is 0. From what i gathered in emu, when set to 0 SEEK ncmd will to be ignored and instant command ack is set. When 0 is used cdvd.SeekToSector is not updated from NCMD params. For emulated vm this mean next read command will perform seek to sector from position where last read end. Not sure if i'm understanding that correctly, it seems to be very hacky solution.

After some more work, its either skip seek, or make seek instant. Still a hack, but may give some loading boosts here and there (and break a lot of stuff too).

ps2_netemu command 0x2A[edit source]

Any idea what this command is doing? It seems to be directly related to IPU. I thought it only fixed black screen issues on certain games, but it also fixes Mystery Mayhem’s glitching/freezing/stuttering FMVs.

  • This config skip check of another value, which finally make one of functions to never run. This affect "SYS" thread, and value that is checked seems to be related to EE/COP2 recompilers (pure guess by addresses that write there...). Nothing related directly to IPU, that's for sure. But this is part of emu that i have basically untouched, so i can't tell what its really skipped here. Function that is skipped trigger other functions which read cached mips code. So maybe something related to recompiler flushing, or constant propagation. Hard to tell at this point. For sure this is something i want to look more into, but not yet. --Kozarovv (talk) 05:56, 8 July 2022 (UTC)
    • Gotcha. So, I guess it is indirectly affecting the IPU? Or at least something EE/COP2 touches after IPU stuff. The current games that this command fixes are: All Star Baseball 2004 (GX config), Scooby-Doo! Mystery Mayhem (fixes repeating audio and FMV slowdown), Pro Evolution Soccer 6 (PAL v2.00 and NTSC-J only, unneeded in other versions, fixes black screen after opening FMV), and SCORE International Baja 1000 (fixes black screen after career mode FMV). These are all the currently known uses of the command. --Mrjaredbeta (talk) 02:15, 10 July 2022 (UTC)

ps2_netemu command 0x2E[edit source]

Without this command applied there is a black screen and no sound after the PS2LOGO, but the game (Growlanser Generations) is working in the background. Pressing the "PS" button fixes it. After applying this command (0x172 parameter) everything works correctly.

  • this (like most "mecha" commands) is messing with timing.
lwz       r0, 0x2C(r31)           # cmd_0x2E
cmpwi     cr7, r0, 0
beq       cr7, cdvd_error_1349B4  # skip cdvd error if cmd not 0.
nop

loc_134988:
mftb      r9
cmpwi     cr7, r9, 0
beq       cr7, loc_134988        # Loop until timebase is not 0
clrldi    r0, r0, 32
add       r0, r0, r9
li        r9, 5
std       r0, 0x20(r31)          # cmd_0x2E + timebase
stw       r9, 0(r31)
b         end_134844

Value from 0x20(r31) is later used in compare. That result in cdvd error, or in setting which seems schedule event to happen after time from timebase pass. This event is netemu syscall 8 (0x200) which is related to all ps2 cdvd reads. Tl;dr is that value give emulator some more time before cdvd error. Weird thing is that PS button fix it.. --Kozarovv (talk) 07:05, 7 March 2022 (UTC)

ps2_gxemu command 0x19[edit source]

Command disable reads/writes to selected IOP HW registers. Disabled regs are:

  • 0x10000000 - 0x10003FFF (DEV9/SPEED/ATA/SMAP)
  • 0x1F801460 - 0x1F80147F (Unknown)

Command is auto applied to titles listed here (duplicates are really there in emu too):

    Hash           ID                 Name
0x0CD1298155  SLES_540.13  World Snooker Championship 2007
0x12C93199A5  SLES_518.40  NHL Hitz Pro
0x15C93199AD  SLES_549.13  Pro Evolution Soccer 2008
0x24D92589A5  SLUS_211.86  NBA Ballers - Phenom
0x2CD12D8125  SLUS_212.35  MLB 2K6
0x34C9359935  SLUS_211.38  X-Men Legends II - Rise of Apocalypse
0x34C93599E5  SLUS_211.28  Blitz - The League
0x34C93599E5  SLUS_211.28  Blitz - The League
0x449961C9E5  SLES_542.10  NBA 2K7
0x4C9169C1CD  SLES_542.46  FIFA '07
0x4C9169C1D5  SLES_542.45  NHL '07
0x4C9169C1DD  SLES_542.44  FIFA '07
0x4C9169C1E5  SLES_542.43  FIFA '07
0x4C9169C1F5  SLES_542.41  FIFA '07
0x4C9169C1FD  SLES_542.40  FIFA '07
0x4CB14DE12D  SLUS_213.74  Marvel - Ultimate Alliance
0x54A955F915  SLUS_212.74  Outrun 2006 - Coast 2 Coas
0x5CA15DF165  SLUS_213.01  World Series of Poker
0x5CA15DF1FD  SLUS_212.86  WWE SmackDown! vs RAW 2006
0x5CA15DF1FD  SLUS_212.86  WWE SmackDown! vs RAW 2006
0x649965C94D  SLUS_214.63  Tom Clancy's Ghost Recon 2
0x649965C955  SLUS_214.60  NBA Live '07
0x649965C95D  SLUS_214.61  NASCAR '07
0x649965C965  SLUS_214.58  NHL '07
0x649965C96D  SLUS_214.59  NCAA Football '07
0x6BB149E15D  SLES_531.04  Tom Clancy's Rainbow Six - Lockdown
0x6C916DC165  SLUS_214.91  World Series of Poker - Tournament of Champions
0x6C916DC1A5  SLUS_214.83  Tiger Woods PGA Tour '07
0x6C916DC1AD  SLUS_214.82  NFL Street 3
0x6C916DC1B5  SLUS_214.81  NCAA March Madness '07
0x6C916DC1D5  SLUS_214.77  Madden NFL '07 [Hall of Fame Edition]
0x6C916DC1DD  SLUS_214.76  Madden NFL '07
0x748975D9DD  SLUS_213.83  Fight Night - Round 3
0x7C817DD125  SLUS_214.33  FIFA Soccer '07
0x7C817DD165  SLUS_214.25  NHL 2K7
0x7C817DD16D  SLUS_214.24  NBA 2K7
0x7C817DD175  SLUS_214.27  WWE SmackDown! vs RAW 2007
0x7C817DD1CD  SLUS_214.12  World Championship Poker featuring Howard Lederer - All-In
0x84798529BD  SLUS_205.65  Champions of Norrath
0x8559A109AD  uuunnnnnkkk  
0x8579852915  SLUS_215.68  Arena Football - Road to Glory
0x8579852965  SLUS_215.82  MVP '07 - NCAA Baseball
0x8D51A90145  SLES_545.11  UEFA Champions League
0x8D51A901B5  SLES_545.13  UEFA Champions League
0x8D51A901BD  SLES_545.12  UEFA Champions League
0x8D718D21BD  SLUS_216.20  NCAA Football '08
0x9C619D31E5  SLUS_205.41  NBA Ballers
0x9D41B911AD  SLES_544.48  World Series of Poker - Tournament of Champions
0x9D619D31C5  SLUS_215.61  Major League Baseball 2K7
0x9F29357805  SCUS_975.44  NBA '07 featuring The Life Vol.2
0x9F293578E5  SCUS_975.56  MLB '07 - The Show
0xB549B51915  SLUS_216.38  Madden NFL '0
0xB549B51925  SLUS_216.32  NHL 2K8
0xB549B5195D  SLUS_216.47  NHL '08
0xB549B519A5  SLUS_216.48  FIFA Soccer '08
0xB549B519AD  SLUS_216.49  NBA Live '08
0xBC61793025  SCES_532.85  Ratchet - Gladiator
0xBD41BD1105  SLUS_216.69  NBA 2K8
0xC439C569F5  SLUS_208.20  Tom Clancy's Ghost Recon - Jungle Storm
0xC7716D20D5  SCUS_974.01  Hot Shots Golf FORE!
0xC7716D20D5  SCUS_974.01  Hot Shots Golf FORE!
0xCA11E941F5  SLES_516.97  SSX 3
0xCF7965285D  SCUS_973.53  Ratchet and Clank - Up Your Arsenal
0xCF7965285D  SCUS_973.53  Ratchet and Clank - Up Your Arsenal
0xD20911582D  SCES_515.93  Hardware Online Arena [Beta, Promo & Full Release]
0xD7617D308D  SCUS_973.28  Gran Turismo 4
0xE339C1695D  SLES_525.45  Star Wars Battlefront
0xE794CCB06D  PCPX_980.42  Minna no Tennis
0xEA3129608D  SCES_515.78  Network Access Disc [Original, v4.02 & v4.03]
0xEC11ED4115  SLUS_209.73  Champions - Return to Arms
0xEF594508D5  SCUS_975.00  MLB '06 - The Show
0xF409F559AD  SLUS_208.89  MLB Slugfest - Loaded
0xF7415D10E5  SCUS_974.65  Ratchet - Deadlocked
0xF7415D10E5  SCUS_974.65  Ratchet - Deadlocked

As a result config disable HDD/NET capabilities.

XMB messages related with PS2 Emulation[edit source]

explore_category_sysconf.rco\Text\English.xml
Edit-copy purple.svg.png
 <Text name="msg_ps_ps2_upconvert">PS/PS2 - Upscaler</Text>
 <Text name="msg_ps_upconvert">PS - Upscaler</Text>
 
 <Text name="msg_ps_ps2_smoothing">PS/PS2 - Smoothing</Text>
 <Text name="msg_ps_smoothing">PS - Smoothing</Text>
 <Text name="msg_ps_ps2_smoothing_explanation">Reduces the roughness of the displayed image.</Text>
game_ext_plugin.rco\Text\English.xml
Edit-copy purple.svg.png
 <Text name="msg_error_cannot_play_ps2disc_scee">This title is not currently compatible with the PS3™ system. Please visit faq.eu.playstation.com/bc for a list of PlayStation®2 format software titles that are compatible, and to update the System Software that will enable your PS3™ system to play additional PlayStation®2 format software titles.</Text>
 <Text name="msg_error_cannot_play_ps2disc_scea">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://www.us.playstation.com/Support/CompatibleStatus to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text>
 <Text name="msg_error_cannot_play_ps2disc_scej">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://www.jp.playstation.com/ps3/status/ to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text>
 <Text name="msg_error_cannot_play_ps2disc_scek">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://www.playstation.co.kr/info/bc to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text>
 <Text name="msg_error_cannot_play_ps2disc_sceasia">This title is not currently compatible with the PS3™ system. If you update your system software the title may become compatible with your system. Please visit http://asia.playstation.com/status to check whether a specific PlayStation®2 format software title is compatible with the PS3™ system.</Text>
 
 <Text name="msg_cannot_run_ps2_fromat_corretly_stop">A problem has occurred. This PlayStation®2 format software was forced to quit.</Text>
explore_plugin_full.rco\Text\English.xml
Edit-copy purple.svg.png
 <Text name="msg_setting_file_ps2">Settings File (PlayStation®2)</Text>
 <Text name="msg_your_bb_navigator">Your PlayStation®BB Navigator</Text>
 <Text name="msg_system_driver_ps1">System Driver</Text>
 <Text name="msg_system_driver_ps2">System Driver (PlayStation®2)</Text>
 
 <Text name="msg_error_cannot_play_ps2_format">This model of the PS3™ system is not compatible with PlayStation®2 format software.</Text>

Obsolete experiments[edit source]

This is kept here for historical purposes, but needs to be rewritten or deleted

Getting Playstation 2 Software Emulator working[edit source]

Method (on Firmware 3.55, without! Cobra-USB Dongle or Downgrade) for all consoles (fat & slim).

1. Replace following files on your consoles /dev_flash/
   with the ones included in this archive
   p3dwik-ps2compatfiles.rar
2. Get into Factory Service Mode (FSM Tool/Dongle)
3. Insert your Original PS2 Game Disc
4. It will run.

Note: Backups wont work. You're getting the compatibility of the 2.60 software emulator with all of its bugs.

Download: p3dwik-ps2compatfiles.rar
Possible compatibility Lists:


boot_ps2[edit source]

http://foxbrew.org/ps3/otheros-utils/boot_ps2.git
http://www.multi...upload.com/QKK7ETPHXZ boot_ps2-src.rar (1.43 KB)
http://www.multi...upload.com/YCZ63Y6TQ5 boot_ps2.pkg (69.17 KB)

any chance of having this package resigned for 4.21 cfw? might be useful to see if it'll boot ps2_netemu.self LPAR.

(can boot ps2lpar, but also petitboot if otheros installed! 50:50 chance)

boot_ps2 4.xx eboots.zip (153 KB)
installing 3.55 pkg and replacing the eboot and editing the sfo should work.

Enable Playstation 2 on non BC's[edit source]

[Getting Playstation 2 Software Emulator working]

XMB Game Settings non BC/BC,patched


























Service Mode in relation to PS2 emulation tests[edit source]

  • Service mode resets display settings (on default it uses HDMI with composite on MultiAV connector) - this means that users of Component cables can get garbled screen / no display output (in tests below, the primairy screen) unless using composite wiring/screen (in tests below, the secondairy screen).
  • Service Mode also resets user presets like disc autoboot, so it needs to be disabled again if needed.
  • Any made Virtual Memory Cards previously will be removed and you will have no access to them, nor be able to create one.
  • When PS3 is switching to PS2, connection with Sixaxis / Dualshock 3 will be lost (even when using USB wired connection). In some cases easily resyncable by using PS button, but in other cases the leds stay off and the controller cannot be used (until ps2 mode is exited or console rebooted)
  • As a workaround for above wireless controller issue, you can use an USB2PS2 converter and connect an old PS2 / Dualshock2 controller.

tests on 2000 series PS3 Slim[edit source]

Testplatform:

SKU: 2000 series slim (minver 2.70)
Firmware: 3.55 'Rogero 3.4' mmap114+peek/poke but no SS-patches
Memorycards: MC:PS1 in slot1, MC:PS2 in slot2.
Mainscreen: Component+Composite 576i+P/720i+P//1080i
Sec.screen: Composite 576i
48 titles tested (PAL disc on PAL SKU) // Euss
  • Without Factory Service Mode : gives "Incompatible Data" when inserting PS2 disc
  • When enabling LV2Patcher without factory service mode (patch4 set as http://pastie.org/4355919) : gives XMB:Game PS2 smoothing/upscaling options, it also make an inserted disk to be seen as PS2 format. Still same problem of ¨incompatible title¨ and loss of BT/settings. Also after returning to XMB, it no longer sees the disc as PS2 format but as incompatible data (which suggests the lv2 patch is undone, as lv2 is reloaded when returning from the ps2 lpar)
  • Using boot_ps2.pkg without factory service mode : no resetting of date/time/displayoutput (still output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation), and after a long while comes up with the message that the title is not compatible and that the ps3 needs to be updated (Basic nag screen that is on BC PS3s when inserting a noncompatible title).
  • With Factory Service Mode enabled (there are no Xmb options to combinetest with LV2Patcher or boot_ps2.pkg): gives ´PS2 disc´ detected at disc icon, but starting gives: resetting of date/time/displayoutput (effectively disabling my mainscreen), then all connection to any bound bluetooth device is lost, even when connected via USB (needs multiple PS button reactivation), and after a long while comes up with the message that the title is not compatible and that the ps3 needs to be updated (Basic nag screen that is on BC PS3s when inserting a noncompatible title).

In short: boot_ps2.pkg and Factory Service Mode seem to enable simulare (it tries to boot it) while boot_ps2.pkg gives you more options e.g. using LV2Patcher. Perhaps hardswapping out all the dev_flash ps2 emu files for the same software only emulator would circumvent the 'incompatible title' message.


Second test: FW 2.70/3.15[edit source]

Silent Hill : gives disk icon "unsupported data" and error message like "This model of the PS3 system is not compatible with Playstation2 format software" when run via disc icon. Using boot_ps2.pkg gives title not supported error message like "This title is not currently compatible with the PS3 system".

Third test: FW 3.55 OtherOS++22GB (with SS Patches)[edit source]

Silent Hill : gives disk icon "unsupported data" and error message like "This model of the PS3 system is not compatible with Playstation2 format software" when run via disc icon. Using boot_ps2.pkg gives blackscreen lockup, not reacting on PS button, or powerbutton, requiring removing powercord.


considering titles to test[edit source]

These have no listed issues:

  • Half-Life
  • Hulk
  • Medal of Honor: Frontline

These have minor issues listed (but should still play):

  • Silent Hill 3
  • Second Sight

tests on CECHC04 (partial BC)[edit source]

on 3.41 or on 3.55 in normal XMB mode (no disc icon in XMB): boot_ps2.pkg gives no resetting of date/time/displayoutput (still output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation), and after a long while comes up with the message that the "The system was not turned off properly" as if it had experienced poweroff and from there booted back to XMB. It then returns to the XMB, but first gives an error screen, mentioning 0x80028F17 occured (PS2 mode error 0x80028F17 "An error occurred during the start operation (80028F17)," PlayStation 2 disc Boot Error, also related to PS1 PSN games.)

on 3.41 or on 3.55 in normal XMB mode (disc icon in XMB): boot_ps2.pkg gives resetting of date/time/displayoutput (no output on mainscreen), but all connection to any bound bluetooth device is lost, even when connected via USB (need PS button reactivation). The game is playable on secondary screen, and exit to XMB with holding PS button goes without 0x80028F17 errors, but does give the "The system was not turned off properly" error.

no disc icon:

  • Medal of Honor: Rising Sun
  • Half-Life

disc icon:

  • Hulk
  • Second Sight
  • Silent Hill 3

Renaming ps2_netemu to ps2_emu[edit source]

Tested renaming ps2_netemu.self to ps2_emu.self on CECHB01/rogero 4.21 with dev_blind mounting via multiMAN but boots to black screen, no disc activity, but controller shuts off and is synced. No PS button menu or anything.

boot_ps2.pkg boots, no disc activities, then throws up an error depending if the file is resigned for 4.21 or not. (tried both a resigned and the existing version)


PS2 on non BC HW - Tests[edit source]

Title DiscID Disc Icon ps2_softemu Remarks
Normal FSM 2.50 2.60 2.70
Action Replay MAX SCED54409
PS2CD icon
No
Battlefield 2 Modern Combat SLES53729
PS2DVD icon
No
Constantine SLES52872
PS2DVD icon
No
Demo Disc 3-073-543-11 PBPX95514
PS2DVD icon
No
EyeToy Play SCES51513
PS2DVD icon
No
EyeToy Play 2 SCES52748
PS2DVD icon
No
EyeToy Play 3 SLES53315
PS2DVD icon
No
Freedom Fighters SLES51467
PS2DVD icon
No
Ghost in the Shell Standalone Complex SLES53020
PS2DVD icon
No
GoldenEye Rogue Agent SLES52974
PS2DVD icon
No
Guerrilla Strike SLES53344
PS2CD icon
No
Gunfighter 2 Revenge of Jessy James SLES51289
PS2CD icon
No
Half Life SLES50504
PS2CD icon
No
HDLoader -
PS2CD icon
No
International Golf Pro SLES52349
PS2CD icon
No
Jet Ion GP SLES50544
PS2CD icon
No
killer7 SLES53366
PS2DVD icon
No
Kya Dark Lineage SLES51473
PS2DVD icon
No
London Racer Destruction Madness SLES53654
PS2CD icon
No
London Racer Police Madness SLES53536
PS2CD icon
No
Manhunt SLES52023
PS2DVD icon
No
Max Play - 10 Classic Retro Games -
PS2CD icon
No
Medal of Honor European Assault SLES53332
PS2DVD icon
No
Medal of Honor Frontline SLES50684
PS2DVD icon
No
Medal of Honor Rising Sun SLES51873
PS2DVD icon
No
Medal of Honor Vanguard SLES54683
PS2DVD icon
No
Men in Black II Alien Escape SLES50789
PS2DVD icon
No
Network Access Disc SCES51578
PS2DVD icon
No
OPM #66 SCED54409
PS2DVD icon
No
OPM #67 SCED54410
PS2DVD icon
No
OPM #68 SCED54412
PS2DVD icon
No
OPM #69 SCED54413
PS2DVD icon
No
OPM #70 SCED54415
PS2DVD icon
No
OPM #72 SCED54417
PS2DVD icon
No
OPM #73 SCED54418
PS2DVD icon
No
OPM #74 SCED55113
PS2DVD icon
No
OPM #75 SCED55114
PS2DVD icon
No
OPM #77 SCED55117
PS2DVD icon
No
OPM #79 SCED55119
PS2DVD icon
No
Perfect Ace Pro Tournament Tennis SLES51735
PS2CD icon
No
Prisoner of War SLES50397
PS2DVD icon
No
Ratchet & Clank 3 SCES52456
PS2DVD icon
No
Red Baron SLES53434
PS2CD icon
No
SAS Anti-terror Force SLES53435
PS2CD icon
No
Second Sight SLES52670
PS2DVD icon
No
Seek and Destroy SLES51603
PS2CD icon
No
Silent Hill 3 SLES51434
PS2DVD icon
Yes No
Socom US Navy SEALs SCES50928
PS2DVD icon
No
Socom II US Navy SEALs SCES51904
PS2DVD icon
No
Socom 3 US Navy SEALs SCES53300
PS2DVD icon
No
Socom US Navy SEALs Combined Assault SCES54477
PS2DVD icon
No
Swap Magic 3 plus (PAL version 3.6) CD SCED54409 No - No
Swap Magic 3 plus (PAL version 3.6) DVD SCED54409
PS2DVD icon
Yes No
Tenchu Wrath of Heaven SLES50679
PS2DVD icon
No
Terminator 3 Rise of the Machines SLES52152
PS2DVD icon
No
The Great Escape SLES51315
PS2DVD icon
No
The Hulk SLES51508
PS2DVD icon
Yes No
The Matrix Path of Neo SLES53799
PS2DVD icon
No
The Plan SLES53965
PS2CD icon
No
Time Crisis 3 SCES51844
PS2DVD icon
No
Tom Clancy's Ghost Recon SLES51181
PS2DVD icon
No
Tom Clancy's Rainbow Six 3 SLES52288
PS2DVD icon
No
Tom Clancy's Splinter Cell SLES51466
PS2DVD icon
No
Tom Clancy's Splinter Cell Chaos Theory SLES53007
PS2DVD icon
No
Tom Clancy's Splinter Cell Pandora Tomorrow SLES52149
PS2DVD icon
No
Trapt SLES53824
PS2DVD icon
No

Tests on NON-BC CECHP01/NTSC-U (Firmware 2.60/boot_ps2.pkg)[edit source]



Amplitude - Intro prompts are completely glitched, unresponsive to controller input.
Backyard Football 2007 - Graphical glitches during menu and gameplay. Frame rate is okay.
Boogie - Intro FMV runs very slow, fails to recognize input after the title screen.
MLB 08: The Show - Intro videos run smoothly. Menus load with no issue. Gameplay is extremely slow with graphical glitches. Network configuration utility is completely garbled.

-- Moose

Comparative listings: http://tortuga-cove.com/forums/viewtopic.php?f=57&t=530

Hidden/Inaccessible menu in ps2_emu[edit source]

Apparently PS2EMU (CECH A/B) have some hidden menu that is able to print IOP configs from bios (XPARAM.ELF), i didn't found way to get there, my only idea is replacing other menu with that one in jump case at 0x5D980 (emu around 4.78). Case 21, and 22 is what seems to be hidden menu. More info about printed data: https://www.psdevwiki.com/ps3/PS2_Emulation#TitleID.2FDiscID_in_ps2_netemu.self

Crazy Taxi check[edit source]

Emulators ps2_netemu, and ps2_gxemu (maybe others too), after calculating game hash perform compare check to 0x2BD12D81ED. ID match US release of Crazy Taxi. This id is kinda special, because Swap Magic CD version, and some other Datel products like Action Replay use Crazy Taxi TOC in their retail discs. Is known that they literally ripped part of disc (with key/logo, and TOC), and frankesteined it with own products. So mentioned check first compare hash, and if that match, then run function that perform another check at disc sector 267559 (0x41527), so exactly where main executable is. I didn't figured out what next, but this is probably anti AR/Datel/SM check. What's weird, there seems to be nothing for TimeSplitters2 which if i recall correctly was used for DVD version of Swap Magic.
There is also check for 0xE794CCB06D PCPX_980.42 Minna no Tennis entry, emu also refuse to boot it, and throw the same error as with SwapMagic/SCED discs.

CDVD Commands[edit source]

Netemu[edit source]

4.75 and up.

Supported CDVD N Commands:

opd_ptr  num   name
0x934AB0 0x00: N_CD_NOP
0x934AB8 0x01: N_CD_RESET
0x934AC0 0x02: N_CD_STANDBY
0x934AC8 0x03: N_CD_STOP
0x934AD0 0x04: N_CD_PAUSE
0x934AD8 0x05: N_CD_SEEK
0x934AE0 0x06: N_CD_READ
0x934AE8 0x07: N_CD_READ_CDDA
0x934AF0 0x08: N_DVD_READ
0x934AF8 0x09: N_CD_GET_TOC
0x934B00 0x0A: N_CMD_A                      panic
0x934B08 0x0B: N_CMD_B                      panic
0x934B10 0x0C: N_CD_READ_KEY
0x934B18 0x0D: N_CMD_D                      panic
any command above 0x0D                      panic

Supported CDVD S Commands:

opd_ptr  num   name
0x934B20 0x00: SCMD_Return_0
0x934B28 0x01: SCMD_GetDiscType             panic
0x934B30 0x02: SCMD_CdReadSubQ              panic
0x934B38 0x03: SCMD_Mecacon_command         (support 0x00, 0x01 ,0x30, 0x45 sub cmds)
0x934B40 0x04: SCMD_0x04                    panic
0x934B48 0x05: SCMD_CdTrayReqState
0x934B50 0x06: SCMD_CdTrayCtrl
0x934B58 0x07: SCMD_0x07                    panic
0x934B60 0x08: SCMD_CdReadRTC
0x934B68 0x09: SCMD_sceCdWriteRTC
0x934B70 0x0A: SCMD_sceCdReadNVM            panic
0x934B78 0x0B: SCMD_sceCdWriteNVM           panic
0x934B80 0x0C: SCMD_0x0C                    panic
0x934B88 0x0D: SCMD_0x0D                    panic
0x934B90 0x0E: SCMD_0x0E                    panic
0x934B98 0x0F: SCMD_sceCdPowerOff
0x934BA0 0x10: SCMD_0x10                    panic
0x934BA8 0x11: SCMD_0x11                    panic
0x934BB0 0x12: SCMD_sceCdReadILinkId        return zeroed iLinkId
0x934BB8 0x13: SCMD_sceCdWriteILinkID       panic
0x934BC0 0x14: SCMD_CdCtrlAudioDigitalOut   panic
0x934BC8 0x15: SCMD_sceCdForbidDVDP
0x934BD0 0x16: SCMD_AutoAdjustCtrl
0x934BD8 0x17: SCMD_CdReadModelNumber       Return SCPH-50000 (SCMD 0x03(0x00) return Mechacon version 3.9 which is wrong for that model..)
0x934BE0 0x18: SCMD_CdWriteModelNumber      panic
0x934BE8 0x19: SCMD_0x19                    panic
0x934BF0 0x1A: SCMD_sceCdBootCertify
0x934BF8 0x1B: SCMD_sceCdCancelPOffRdy
0x934C00 0x1C: SCMD_sceCdBlueLEDCtl
0x934C08 0x1D: SCMD_cdvdman_call116
0x934C10 0x1E: SCMD_sceRemote2Read
0x934C18 0x1F: SCMD_sceRemote2_7
0x934C20 0x20: SCMD_Return_0
0x934C28 0x21: SCMD_Return_0
0x934C30 0x22: SCMD_Return_0
0x934C38 0x23: SCMD_Return_0
0x934C40 0x24: SCMD_Return_0
0x934C48 0x25: SCMD_Return_0
0x934C50 0x26: SCMD_Return_0
0x934C58 0x27: SCMD_Return_0
0x934C60 0x28: SCMD_Return_0
0x934C68 0x29: SCMD_sceCdNoticeGameStart    panic
0x934C70 0x2A: SCMD_Return_0
0x934C78 0x2B: SCMD_Return_0
0x934C80 0x2C: SCMD_Return_0
0x934C88 0x2D: SCMD_Return_0
0x934C90 0x2E: SCMD_Return_0
0x934C98 0x2F: SCMD_Return_0
0x934CA0 0x30: SCMD_Return_0
0x934CA8 0x31: SCMD_Return_0
0x934CB0 0x32: SCMD_Return_0
0x934CB8 0x33: SCMD_Return_0
0x934CC0 0x34: SCMD_Return_0
0x934CC8 0x35: SCMD_Return_0
0x934CD0 0x36: SCMD_Return_0
0x934CD8 0x37: SCMD_Return_0
0x934CE0 0x38: SCMD_Return_0
0x934CE8 0x39: SCMD_Return_0
0x934CF0 0x3A: SCMD_Return_0
0x934CF8 0x3B: SCMD_Return_0
0x934D00 0x3C: SCMD_Return_0
0x934D08 0x3D: SCMD_Return_0
0x934D10 0x3E: SCMD_Return_0
0x934D18 0x3F: SCMD_Return_0
0x934D20 0x40: SCMD_CdOpenConfig
0x934D28 0x41: SCMD_CdReadConfig
0x934D30 0x42: SCMD_CdWriteConfig
0x934D38 0x43: SCMD_CdCloseConfig
0x934D40 0x44: SCMD_Return_0
0x934D48 0x45: SCMD_Return_0
0x934D50 0x46: SCMD_Return_0
0x934D58 0x47: SCMD_Return_0
0x934D60 0x48: SCMD_Return_0
0x934D68 0x49: SCMD_Return_0
0x934D70 0x4A: SCMD_Return_0
0x934D78 0x4B: SCMD_Return_0
0x934D80 0x4C: SCMD_Return_0
0x934D88 0x4D: SCMD_Return_0
0x934D90 0x4E: SCMD_Return_0
0x934D98 0x4F: SCMD_Return_0
0x934DA0 0x50: SCMD_Return_0
0x934DA8 0x51: SCMD_Return_0
0x934DB0 0x52: SCMD_Return_0
0x934DB8 0x53: SCMD_Return_0
0x934DC0 0x54: SCMD_Return_0
0x934DC8 0x55: SCMD_Return_0
0x934DD0 0x56: SCMD_Return_0
0x934DD8 0x57: SCMD_Return_0
0x934DE0 0x58: SCMD_Return_0
0x934DE8 0x59: SCMD_Return_0
0x934DF0 0x5A: SCMD_Return_0
0x934DF8 0x5B: SCMD_Return_0
0x934E00 0x5C: SCMD_Return_0
0x934E08 0x5D: SCMD_Return_0
0x934E10 0x5E: SCMD_Return_0
0x934E18 0x5F: SCMD_Return_0
0x934E20 0x60: SCMD_Return_0 
0x934E28 0x61: SCMD_Return_0
0x934E30 0x62: SCMD_Return_0
0x934E38 0x63: SCMD_Return_0
0x934E40 0x64: SCMD_Return_0
0x934E48 0x65: SCMD_Return_0
0x934E50 0x66: SCMD_Return_0
0x934E58 0x67: SCMD_Return_0
0x934E60 0x68: SCMD_Return_0
0x934E68 0x69: SCMD_Return_0
0x934E70 0x6A: SCMD_Return_0
0x934E78 0x6B: SCMD_Return_0
0x934E80 0x6C: SCMD_Return_0
0x934E88 0x6D: SCMD_Return_0
0x934E90 0x6E: SCMD_Return_0
0x934E98 0x6F: SCMD_Return_0
0x934EA0 0x70: SCMD_Return_0
0x934EA8 0x71: SCMD_Return_0
0x934EB0 0x72: SCMD_Return_0
0x934EB8 0x73: SCMD_Return_0
0x934EC0 0x74: SCMD_Return_0
0x934EC8 0x75: SCMD_Return_0
0x934ED0 0x76: SCMD_Return_0
0x934ED8 0x77: SCMD_Return_0
0x934EE0 0x78: SCMD_Return_0
0x934EE8 0x79: SCMD_Return_0
0x934EF0 0x7A: SCMD_Return_0
0x934EF8 0x7B: SCMD_Return_0
0x934F00 0x7C: SCMD_Return_0
0x934F08 0x7D: SCMD_Return_0
0x934F10 0x7E: SCMD_Return_0
0x934F18 0x7F: SCMD_Return_0
0x934F20 0x80: SCMD__mechacon_auth_0x80
0x934F28 0x81: SCMD__mechacon_auth_0x81
0x934F30 0x82: SCMD__mechacon_auth_0x82
0x934F38 0x83: SCMD__mechacon_auth_0x83
0x934F40 0x84: SCMD__mechacon_auth_0x84
0x934F48 0x85: SCMD__mechacon_auth_0x85
0x934F50 0x86: SCMD__mechacon_auth_0x86
0x934F58 0x87: SCMD__mechacon_auth_0x87
0x934F60 0x88: SCMD__mechacon_auth_0x88
0x934F68 0x89: SCMD_Return_0
0x934F70 0x8A: SCMD_Return_0
0x934F78 0x8B: SCMD_Return_0
0x934F80 0x8C: SCMD_Return_0
0x934F88 0x8D: SCMD_Return_0
0x934F90 0x8E: SCMD_Return_0
0x934F98 0x8F: SCMD__mechacon_auth_0x8F

Notes:
N commands handling differ a lot from pcsx2, doing that correctly is important for emulation.
Read model number return SCPH-50000 while returned mechacon version is (not existing?) 3.9.
This model should return Dragon mechacon rev, so 5.0 and up. 
Returned ConsoleID is 00 00 00 00 00 00 00 00 00, this can be issue in corner case where game additionally check for non zero result.
Returned iLinkID is 00 00 00 00 00 00 00 00 00, this break Time Crisis 2,3, and one of Armored Core games on pcsx2, surprisingly netemu run them fine.
Every "mechacon_auth" command return zeroed result with different size. Only exception here is 0x81 which return 1.

r5900 regs memory map[edit source]

Registers are updated only when recompiler flush them to memory, if there is pending operation on the same register in next instruction, recompiler have no need to update reg before that. So it flush result there.

Netemu[edit source]

Address in memory |  r5900 register
FFFFFFFFFFFF8980  |  5900_zero_upper64bits
FFFFFFFFFFFF8988  |  5900_zero_lower64bits
FFFFFFFFFFFF8990  |  5900_at_reg_upper64
FFFFFFFFFFFF8998  |  5900_at_reg_lower64
FFFFFFFFFFFF89A0  |  5900_v0_reg_upper64
FFFFFFFFFFFF89A8  |  5900_v0_reg_lower64
FFFFFFFFFFFF89B0  |  5900_v1_reg_upper64
FFFFFFFFFFFF89B8  |  5900_v1_reg_lower64
FFFFFFFFFFFF89C0  |  5900_a0_reg_upper64
FFFFFFFFFFFF89C8  |  5900_a0_reg_lower64
FFFFFFFFFFFF89D0  |  5900_a1_reg_upper64
FFFFFFFFFFFF89D8  |  5900_a1_reg_lower64
FFFFFFFFFFFF89E0  |  5900_a2_reg_upper64
FFFFFFFFFFFF89E8  |  5900_a2_reg_lower64
FFFFFFFFFFFF89F0  |  5900_a3_reg_upper64
FFFFFFFFFFFF89F8  |  5900_a3_reg_lower64
FFFFFFFFFFFF8A00  |  5900_t0_reg_upper64
FFFFFFFFFFFF8A08  |  5900_t0_reg_lower64
FFFFFFFFFFFF8A10  |  5900_t1_reg_upper64
FFFFFFFFFFFF8A18  |  5900_t1_reg_lower64
FFFFFFFFFFFF8A20  |  5900_t2_reg_upper64
FFFFFFFFFFFF8A28  |  5900_t2_reg_lower64
FFFFFFFFFFFF8A30  |  5900_t3_reg_upper64
FFFFFFFFFFFF8A38  |  5900_t3_reg_lower64
FFFFFFFFFFFF8A40  |  5900_t4_reg_upper64
FFFFFFFFFFFF8A48  |  5900_t4_reg_lower64
FFFFFFFFFFFF8A50  |  5900_t5_reg_upper64
FFFFFFFFFFFF8A58  |  5900_t5_reg_lower64
FFFFFFFFFFFF8A60  |  5900_t6_reg_upper64
FFFFFFFFFFFF8A68  |  5900_t6_reg_lower64
FFFFFFFFFFFF8A70  |  5900_t7_reg_upper64
FFFFFFFFFFFF8A78  |  5900_t7_reg_lower64
FFFFFFFFFFFF8A80  |  5900_s0_reg_upper64
FFFFFFFFFFFF8A88  |  5900_s0_reg_lower64
FFFFFFFFFFFF8A90  |  5900_s1_reg_upper64
FFFFFFFFFFFF8A98  |  5900_s1_reg_lower64
FFFFFFFFFFFF8AA0  |  5900_s2_reg_upper64
FFFFFFFFFFFF8AA8  |  5900_s2_reg_lower64
FFFFFFFFFFFF8AB0  |  5900_s3_reg_upper64
FFFFFFFFFFFF8AB8  |  5900_s3_reg_lower64
FFFFFFFFFFFF8AC0  |  5900_s4_reg_upper64
FFFFFFFFFFFF8AC8  |  5900_s4_reg_lower64
FFFFFFFFFFFF8AD0  |  5900_s5_reg_upper64
FFFFFFFFFFFF8AD8  |  5900_s5_reg_lower64
FFFFFFFFFFFF8AE0  |  5900_s6_reg_upper64
FFFFFFFFFFFF8AE8  |  5900_s6_reg_lower64
FFFFFFFFFFFF8AF0  |  5900_s7_reg_upper64
FFFFFFFFFFFF8AF8  |  5900_s7_reg_lower64
FFFFFFFFFFFF8B00  |  5900_t8_reg_upper64
FFFFFFFFFFFF8B08  |  5900_t8_reg_lower64
FFFFFFFFFFFF8B10  |  5900_t9_reg_upper64
FFFFFFFFFFFF8B18  |  5900_t9_reg_lower64
FFFFFFFFFFFF8B20  |  5900_k0_reg_upper64
FFFFFFFFFFFF8B28  |  5900_k0_reg_lower64
FFFFFFFFFFFF8B30  |  5900_k1_reg_upper64
FFFFFFFFFFFF8B38  |  5900_k1_reg_lower64
FFFFFFFFFFFF8B40  |  5900_gp_reg_upper64
FFFFFFFFFFFF8B48  |  5900_gp_reg_lower64
FFFFFFFFFFFF8B50  |  5900_sp_reg_upper64
FFFFFFFFFFFF8B58  |  5900_sp_reg_lower64
FFFFFFFFFFFF8B60  |  5900_fp_reg_upper64
FFFFFFFFFFFF8B68  |  5900_fp_reg_lower64
FFFFFFFFFFFF8B70  |  5900_ra_reg_upper64
FFFFFFFFFFFF8B78  |  5900_ra_reg_lower64
FFFFFFFFFFFF9100  |  5900_pc_reg_lower64

Below FFFFFFFFFFFF8B78 you can find COP0, and finally VFxx, and VIxx regs. Todo..

EE I/O Handlers list[edit source]

Netemu[edit source]

4.75 and up. Mode (1 = read / 2 = write)

mode size PS2_HW_REG handler_opd
1 4 T0_COUNT stru_723218
2 4 T0_COUNT stru_723290
1 4 T0_MODE stru_723308
2 4 T0_MODE stru_7233E0
1 4 T0_COMP stru_7231A0
2 4 T0_COMP stru_723248
1 4 T0_HOLD stru_723110
2 4 T0_HOLD stru_723128
1 4 T1_COUNT stru_7232F0
2 4 T1_COUNT stru_7233B0
1 4 T1_MODE stru_723278
2 4 T1_MODE stru_723260
1 4 T1_COMP stru_723140
2 4 T1_COMP stru_723380
1 4 T1_HOLD stru_7231E8
2 4 T1_HOLD stru_723200
1 4 T2_COUNT stru_7232D8
2 4 T2_COUNT stru_723398
1 4 T2_MODE stru_723338
2 4 T2_MODE stru_723410
1 4 T2_COMP stru_7231D0
2 4 T2_COMP stru_723368
1 4 T3_COUNT stru_7232C0
2 4 T3_COUNT stru_7233C8
1 4 T3_MODE stru_723320
2 4 T3_MODE stru_7233F8
1 4 T3_COMP stru_7231B8
2 4 T3_COMP stru_723350
1 8 IPU_CMD stru_721910
2 8 IPU_CMD stru_7218F8
1 4 IPU_CTRL stru_721970
2 4 IPU_CTRL stru_721958
1 4 IPU_BP stru_721940
1 8 IPU_TOP stru_721928
2 4 GIF_CTRL stru_7220C0
2 4 GIF_MODE stru_7220A8
1 4 GIF_STAT stru_722000
1 4 GIF_TAG0 stru_721EB0
1 4 GIF_TAG1 stru_721FE8
1 4 GIF_TAG2 stru_721FD0
1 4 GIF_TAG3 stru_721FB8
1 4 GIF_CNT stru_721EC8
1 4 GIF_P3CNT stru_721EE0
1 4 GIF_P3TAG stru_721EF8
1 4 VIF0_STAT stru_721820
2 4 VIF0_FBRST stru_721868
1 4 VIF0_ERR stru_7217A8
2 4 VIF0_ERR stru_721598
1 4 VIF0_MARK stru_721790
2 4 VIF0_MARK stru_7215B0
1 4 VIF0_CYCLE stru_721778
1 4 VIF0_MODE stru_721760
1 4 VIF0_NUM stru_721748
1 4 VIF0_MASK stru_721730
1 4 VIF0_CODE stru_721718
1 4 VIF0_ITOPS stru_721700
1 4 VIF0_ITOP stru_7216E8
1 4 VIF0_R0 stru_7216D0
1 4 VIF0_R1 stru_7216B8
1 4 VIF0_R2 stru_7216A0
1 4 VIF0_R3 stru_721688
1 4 VIF0_C0 stru_721670
1 4 VIF0_C1 stru_721658
1 4 VIF0_C2 stru_721640
1 4 VIF0_C3 stru_721628
1 4 VIF1_STAT stru_722960
2 4 VIF1_STAT stru_722618
2 4 VIF1_FBRST stru_722A98
1 4 VIF1_ERR stru_722948
2 4 VIF1_ERR stru_722630
1 4 VIF1_MARK stru_722930
2 4 VIF1_MARK stru_722648
1 4 VIF1_CYCLE stru_722918
1 4 VIF1_MODE stru_722900
1 4 VIF1_NUM stru_7228E8
1 4 VIF1_MASK stru_7228D0
1 4 VIF1_CODE stru_7228B8
1 4 VIF1_ITOPS stru_7228A0
1 4 VIF1_BASE stru_722888
1 4 VIF1_OFST stru_722870
1 4 VIF1_TOPS stru_722858
1 4 VIF1_ITOP stru_722840
1 4 VIF1_TOP stru_722828
1 4 VIF1_R0 stru_722810
1 4 VIF1_R1 stru_7227F8
1 4 VIF1_R2 stru_7227E0
1 4 VIF1_R3 stru_7227C8
1 4 VIF1_C0 stru_7227B0
1 4 VIF1_C1 stru_722798
1 4 VIF1_C2 stru_722780
1 4 VIF1_C3 stru_722768
2 0x10 VIF0_FIFO stru_721850
1 0x10 VIF1_FIFO stru_722678
2 0x10 VIF1_FIFO stru_722AB0
2 0x10 GIF_FIFO stru_722B40
1 0x10 IPU_Out_FIFO stru_7238A8
2 0x10 IPU_In_FIFO stru_723890
1 4 D0_CHCR stru_721610
2 4 D0_CHCR stru_721880
1 4 D0_MADR stru_721508
2 4 D0_MADR stru_721520
1 4 D0_QWC stru_721808
2 4 D0_QWC stru_721538
1 4 D0_TADR stru_7217F0
2 4 D0_TADR stru_721550
1 4 D0_ASR0 stru_7217D8
2 4 D0_ASR0 stru_721568
1 4 D0_ASR1 stru_7217C0
2 4 D0_ASR1 stru_721580
1 4 D1_CHCR stru_722690
2 4 D1_CHCR stru_722A68
1 4 D1_MADR stru_722A50
2 4 D1_MADR stru_722750
1 4 D1_QWC stru_722A38
2 4 D1_QWC stru_722738
1 4 D1_TADR stru_722A20
2 4 D1_TADR stru_722720
1 4 D1_ASR0 stru_722A08
2 4 D1_ASR0 stru_722708
1 4 D1_ASR1 stru_7229F0
2 4 D1_ASR1 stru_7226F0
1 4 D2_CHCR stru_722B28
2 4 D2_CHCR stru_722B58
1 4 D2_MADR stru_7229D8
2 4 D2_MADR stru_722AE0
1 4 D2_QWC stru_7229C0
2 4 D2_QWC stru_722AC8
1 4 D2_TADR stru_7229A8
2 4 D2_TADR stru_722AF8
1 4 D2_ASR0 stru_722990
2 4 D2_ASR0 stru_7226D8
1 4 D2_ASR1 stru_722978
2 4 D2_ASR1 stru_7226C0
1 4 D3_CHCR stru_723740
2 4 D3_CHCR stru_723800
1 4 D3_MADR stru_7237D0
2 4 D3_MADR stru_723878
1 4 D3_QWC stru_7237B8
2 4 D3_QWC stru_723860
1 4 D4_CHCR stru_7237A0
2 4 D4_CHCR stru_7237E8
1 4 D4_MADR stru_723788
2 4 D4_MADR stru_723848
1 4 D4_QWC stru_723770
2 4 D4_QWC stru_723830
1 4 D4_TADR stru_723758
2 4 D4_TADR stru_723818
1 4 D5_CHCR stru_722498
2 4 D5_CHCR stru_7224C8
1 4 D5_MADR stru_722408
2 4 D5_MADR stru_722390
1 4 D5_QWC stru_722468
2 4 D5_QWC stru_7223F0
1 4 D6_CHCR stru_722480
2 4 D6_CHCR stru_7224B0
1 4 D6_MADR stru_722450
2 4 D6_MADR stru_7223D8
1 4 D6_QWC stru_722420
2 4 D6_QWC stru_7223A8
1 4 unk_1000C430 stru_722438
2 4 unk_1000C430 stru_7223C0
1 4 D7_CHCR stru_7235C0
2 4 D7_CHCR stru_723530
1 4 D7_MADR stru_7235A8
2 4 D7_MADR stru_723500
1 4 D7_QWC stru_723590
2 4 D7_QWC stru_723518
1 4 D8_CHCR stru_7222D0
2 4 D8_CHCR stru_7222E8
1 4 D8_MADR stru_7222B8
2 4 D8_MADR stru_722168
1 4 D8_QWC stru_7222A0
2 4 D8_QWC stru_722180
1 4 D8_SADR stru_722288
2 4 D8_SADR stru_722198
1 4 D9_CHCR stru_722270
2 4 D9_CHCR stru_722318
1 4 D9_MADR stru_722258
2 4 D9_MADR stru_7221F8
1 4 D9_QWC stru_722240
2 4 D9_QWC stru_7221B0
1 4 D9_TADR stru_722228
2 4 D9_TADR stru_7221E0
1 4 D9_SADR stru_722210
2 4 D9_SADR stru_7221C8
1 4 D_CTRL stru_721C28
2 4 D_CTRL stru_721C70
1 4 D_STAT stru_724130
2 4 D_STAT stru_7241A8
1 4 D_PCR stru_724100
2 4 D_PCR stru_7240E8
1 4 D_SQWC stru_722138
2 4 D_SQWC stru_722150
1 4 D_RBSR stru_721BF8
2 4 D_RBSR stru_721B68
1 4 D_RBOR stru_721B80
2 4 D_RBOR stru_721B98
1 4 D_STADR stru_721C40
2 4 D_STADR stru_721BB0
1 4 INTC_STAT stru_724148
2 4 INTC_STAT stru_7241C0
1 4 INTC_MASK stru_724118
2 4 INTC_MASK stru_724160
2 4 KPUTCHAR stru_723B30
1 4 MSCOM stru_723578
2 4 MSCOM stru_723548
1 4 SMCOM stru_723560
1 4 MSFLAG stru_723620
2 4 MSFLAG stru_723680
1 4 SMFLAG stru_723608
2 4 SMFLAG stru_723668
1 4 SIF_CR stru_7235F0
2 4 SIF_CR stru_723650
1 4 unk_1000F260 stru_7235D8
2 4 unk_1000F260 stru_723638
1 4 unk_1000F280 stru_723428
2 4 unk_1000F280 stru_723440
1 4 unk_1000F290 stru_723458
1 4 unk_1000F2A0 stru_723470
2 4 unk_1000F2A0 stru_723488
1 4 unk_1000F2B0 stru_7234A0
2 4 unk_1000F2B0 stru_7234B8
1 4 unk_1000F2C0 stru_7234D0
2 4 unk_1000F2C0 stru_7234E8
1 4 D_ENABLER stru_721C10
2 4 D_ENABLEW stru_721C58
1 8 unk_1000F800 stru_7250C0
2 8 unk_1000F800 stru_7250D8
1 8 unk_1000F810 stru_725150
1 0x10 unk_1000F820 stru_7250F0
1 0x10 unk_1000F830 stru_725108
1 4 unk_1000F860 stru_725120
1 4 unk_1000F880 stru_725138
1 4 unk_1000F8B0 stru_725168
2 8 PMODE stru_721E20
2 8 SMODE1 stru_722060
2 8 SMODE2 stru_721F88
2 8 SRFSH stru_721E38
2 8 SYNCH1 stru_721F70
2 8 SYNCH2 stru_721F58
2 8 SYNCV stru_721F40
2 8 DISPFB1 stru_7220F0
2 8 DISPLAY1 stru_722018
2 8 DISPFB2 stru_7220D8
2 8 DISPLAY2 stru_722078
2 8 EXTBUF stru_721E50
2 8 EXTDATA stru_721E68
2 8 EXTWRITE stru_721E80
2 8 BGCOLOR stru_721E98
1 8 GS_CSR stru_722090
2 8 GS_CSR stru_722120
2 8 GS_IMR stru_722108
2 8 BUSDIR stru_721FA0
1 8 SIGLBLID stru_722030
2 8 SIGLBLID stru_722048

1000F800 to 1000F8B0 seems to be some fake regs for testing purposes. Probably not existing on real PS2. Addresses not described below are handled as a unk rw. Which mean they return 0 on read, and do nothing on write.

  • 1000F800 do nothing (blr). Have own handler, which suggest it was used for something earlier. [r/w]
  • 1000F810 get current ppc time base using mftb opcode, if tb == 0 then loop until its not. Could be useful, tb is used also in scheduler. [r only]
  • 1000F820 return "DrJock TV Quiz P" [r only]
  • 1000F830 return "hD bags few lynx" [r only]

That make string "DrJock TV Quiz PhD bags few lynx" - This is perfect summary of Sony work. Since correct pangram should use "MrJock". So even here they made mistake.

  • 1000F860 seems to return halfword of current pad state (0xFFFF if there is no button input currently). [r only]
  • 1000F880 return hardcoded value of 0x4457, which match emu revision i'm working on. Can be just coincidence. [r only]
  • 1000F8B0 return unk value. Seems to be related to fe spe. [r only]

Random notes about SPE in ps2_netemu[edit source]

IOP SPE[edit source]

This SPE run not only dma related stuff, but also fully fledged r3000 instruction interpreter (yes interpreter, not recompiler).

  opcode      | address
--------------+--------  
r3000_ADDI      0x317C0
r3000_ADDIU     0x31800
r3000_SLTI      0x31840
r3000_SLTIU     0x31880
r3000_ANDI      0x318C0
r3000_ORI       0x31900
r3000_XORI      0x31940
r3000_LUI       0x31980
r3000_ADD       0x319C0
r3000_ADDU      0x31A00
r3000_SUB       0x31A40
r3000_SUBU      0x31A80
r3000_SLT       0x31AC0
r3000_SLTU      0x31B00
r3000_AND       0x31B40
r3000_OR        0x31B80
r3000_XOR       0x31BC0
r3000_NOR       0x31C00
r3000_SLL       0x31C40
r3000_unk1      0x31C80 Primary opcode field (Bit 26..31) = 0x3E (debug stuff, not existing on real r3000)
r3000_unk2      0x31CC0 Primary opcode field (Bit 26..31) = 0x3F (debug stuff, not existing on real r3000)
r3000_SRL       0x31D00
r3000_SRA       0x31D40
r3000_SLLV      0x31D80
r3000_SRLV      0x31DC0
r3000_SRAV      0x31E00
r3000_MULT      0x31E40
r3000_MULTU     0x31F00
r3000_DIV       0x31F80
r3000_MFHI      0x32080
r3000_MFLO      0x320C0
r3000_MTHI      0x32100
r3000_MTLO      0x32140
r3000_J         0x32180
r3000_JAL       0x32200
r3000_JR        0x32280
r3000_JALR      0x322C0
r3000_BEQ       0x32300
r3000_BNE       0x32340
r3000_BLEZ      0x32380
r3000_BGTZ      0x323C0
r3000_BcondZ    0x32400
r3000_SYSCALL   0x32480
r3000_BREAK     0x324C0
r3000_COP_bad   0x32500
r3000_COP0      0x32540
r3000_bad_op    0x32740
r3000_LB        0x32840
r3000_LH        0x32940
r3000_LW        0x32A40
r3000_LBU       0x32B80
r3000_LHU       0x32C80
r3000_LWL       0x32D80
r3000_LWR       0x32E80
r3000_SB        0x32F80
r3000_SH        0x33080
r3000_SW        0x33180
r3000_SWL       0x33300
r3000_SWR       0x33400

Addresses above ARE NOT the ones in emulator memory, this is local storage address in IOP SPE program! 
Opcodes LWCx 0-3, and SWCx 0-3 are not supported at all.
Same goes for general COP 1-3 opcodes, but those cause COPx unusable r3000 exception.
While LWC/SWC are triggering bad opcode exception.
Not sure if LWC0/SWC0 should be allowed.
COP0 is working in PS2 mode, so those probably shouldn't cause exception.
At the second hand i don't know single IOP module that use that instruction.

This is unconfirmed by any code reversing for now, but IOP emulator print messages like:

Cache write (IOPADDR/LSADDR/SIZE)
Cache read  (IOPADDR/LSADDR/SIZE)
ERROR: Double ICACHE fault

Which suggest that instruction cache is emulated for IOP. Making this (ps2/gx/net) emu only PS2 emulator that support cache emulation for IOP. For now even most ps1 emulators lack of that feature, and none of known PS2 emulators do that (including Pcsx2/Play!/Dobiestation). With this we can safely assume that also load delay slots are handled correctly here. Unrelated, but is hard to believe that someone implemented icache, but not load delay slots. Which again make it only known emu set that support this afaik.

EEDMA on SPE3[edit source]

That one is one of most misleading names in whole emulator..
DMA channels are handled in:

  • 0 - VIF0 on PPU only
  • 1 - VIF1 dma, and VIF1 hw reads/writes including fifo write are handled in SPE3 (EEDMA)
  • 2 - GIF dma handled in SPE3 (EEDMA) incl. fifo write, but most HW reads is not handled here
  • 3 - IPUfrom dma, and whole ipu HW r/w is handled by SPE6
  • 4 - IPUto dma, and whole ipu HW r/w is handled by SPE6
  • 5 - SIF0 dma is handled in PPE, and SPE 0 (IOP)
  • 6 - SIF1 dma is handled in PPE, and SPE 0 (IOP)
  • 7 - SIF2 dma is handled in PPE, and SPE 0 (IOP)
  • 8 - SPRfrom dma is handled on PPE only it seems
  • 9 - SPRto dma is handled on PPE only it seems

Additionally EEDMA handle VU1 code writes/reads, VU1 code is stored at 0x1A000 of LS in big endian. Only VU1 code, VU1 data is handled by SPE2 (VU1), and any VU0 r/w is handled by PPU only.
So is more like "Close to GS" DMA handler.

"EEDMA" is also responsible for handling VIF1 commands, including UNPACKs. In SPE memory structure responsible for that is starting at 0x1910 (0x00), and last entry (0x7F command) is at 0x9810. This make 100 bytes per "slot" for command information, like pointers to registers, masks for unpacks, pointers to function responsible for commands handling, etc. (more info about VIF cmds: https://psi-rockin.github.io/ps2tek/#vifcommands)

VU1 emulation on SPE[edit source]

VU1 SPE program starts at 0x4000 of LS. Start function is responsible for loading all 128 spe registers with values from memory starting from 0x4230 of LS for r0, ends at 0x4A20 for r127 (r127 is trashed literally in next opcode after that...). This should result in all 0 value regs, excluding r0 which will be set to float(1.0, 0, 0, 0) like ps2 vf00. After that function notify PPE side that its done, and jump to 0x8000, here fun begins. SPE program now clear LS memory from 0x0000 to 0x7FF0, this include VU1 data mem that is located at first 0x4000 bytes. What's more important function that we started at 0x4000 will be deleted. Yup, self modifying code on SPU (good luck for eventual emulator that will try to run ps2_netemu).
When I disassembled VU1 SPE program, i noticed that real code is really small part of that. Not much to run real VU recompiler/interpreter. Then i found out something impressive in my opinion. Real deal is that real code delivered to SPE is created on PPE dynamically based on real PS2 VU1 code. Due to similarity of SPE with VU requested in IBM by Sony at design level, there is no VU1 interpreter or recompiler per se. Emulator take VU1 code, dismount it to parts by OP field types, and reassemble into ready SPE code using ready hex templates. I'm not familiar with professional naming of that operation, but its like ahead of time translation of code. So when VU1 code reach SPE is already translated to SPE opcodes. In other terms, SPE responsible for running VU1 is really running VU1 code in some way.

In latest ps2_netemu function responsible for translating VU1 code into SPE ready code is located at 0x13C69C

SPU registers always follow this layout when VU1 is running:

  • r0 - r31 = vf00 - vf31
  • r32 - r57 = vi00 - vi25 (vu ctrl regs above vi25 are mapped to vu0 anyway)
  • r48 = ACC (accessible from VU0 as vi19)

Additionally ppu can access those regs with addresses 0x3000xyy0. Where x is 4,5,6, or 7 (mirrors), and yy is reg number in hex.

  • 0x30004100 = vf16
  • 0x30004200 = vi00
  • 0x30004350 = I register (vi21)

etc.

Is worth to note that ppu is not accessing spu regs directly, instead 0x3000x000 is mapped to 0x3F000 of vu1 local store. On real PS2 hardware regs are accessible only when VU1 is stopped so program just dump regs to that location on every vu1 stop (ebit/tbit/force break). This mapping is added specially for VU0 which can access VU1 registers by use of memory address, when vu0 recompiled program run ppu always load 0x30000000 to r1 to compute address if needed.

IPU SPE6[edit source]

IDEC start code detection[edit source]

IDEC perform compare to 0 while starting to search code, but not check that required bits are even available in stream. Buffer is not refilled when there is more than 0 bits available (function proceed even if there is only 1 bit available). Next compare whole word to 0, which is wrong thing to do. Specially that whole word can be not even available at this point. More over there is no check that at least 8 "0" bits are in stream that way. So start code detection is totally broken. Surprisingly this seems to be handled properly for BDEC.. This probably break Onimusha DoD, and many other random games.

IPU skip mpeg hack[edit source]

There are some leftovers of SKIP MPEG hack in SPE 6 (IPU), i'm not sure that is still available.

SPE4 and SPE5[edit source]

And SPE7, because someone there forgot it doesn't work in retail. :P First thing is that emulator do a lot of setup for SPE7, including creating virtual address to access it (0x40380000 - 0x403BFFFF). Only thing that seems to be missing is actually starting that SPE.

SPE4 (FE) have a lot of PS2 GIF related code, GS downloads function in PPE check something there (BUSY? BUSDIR? DL ready? bit), and if that bit is not 1 loop for 1000000 x 4 cycles and check again. That spe is also place where GIF_TAG# can be read, so last processed tag on GIF unit. That was greatest hint to be honest, there is no reason to send it there if is not processed there. This is also where 0x49 and 0x4D config commands go. And surprisingly they are not really related. But fact is they go thru same parser on SPE side. 11, and 12 from those commands are subcommand on SPE side. 11 take no args that's why 0x49 send 11,0,0. 12 take 1 arg, and that's why 0x4D send 12, param, 0.
SPE5 (BE), well i didn't reversed that one too much. But it seems to have relation with "FE", and with RSX. This is only speculation but it seems that FE and BE are FrontEnd and BackEnd for GIF/GS emulation tandem. My first idea was BlendingEngine, but that doesn't seems to be the case. Well those 2 need more work.

SCANMSK on ps2_netemu[edit source]

Apparently SCANMSK is not really ignored, GIF process it, update, etc. So is rather not implemented in later parts of code (GS emulation), or this is some other bug. I guess this GIF code is shared with ps2_gxemu, so maybe it is really missing processing on software GS emulation in later stages.

0xD34C     hbrr     loc_D38C, Update_7E98
0xD350     lr       r4, r80
0xD354     lqr      r9, SCANMSK_REG
0xD358     il       r3, 0x22 ; GIF_REG_NR
0xD35C     shlqbyi  r5, r80, 4
0xD360     cwd      r6, 0x30+var_30+0xC(sp)
0xD364     andi     r5, r5, 3 ;        New SCANMSK write
0xD368     rotqbyi  r8, r9, 0xC
0xD36C     ceq      r7, r8, r5
0xD370     brnz     r7, return_D390 ;  branch if old SCANMSK == new
0xD374     lqr      r11, SCANMSK_REG
0xD378     lqd      lr, 0x30+link_reg(sp)
0xD37C     ai       sp, sp, 0x30
0xD380     lqd      r80, var_10(sp)
0xD384     shufb    r10, r5, r11, r6
0xD388     stqr     r10, SCANMSK_REG

0xD38C     br       UpdateGS_7E98

PS2 masterlist with ps2 emu hashes[edit source]

ps2_netemu supported video modes[edit source]

Both HDTV modes (0x51 1080i and 0x52 720p) crash the emulator. 0x53 576p mode does not, but the image is squished and displaced (looks like the DW is 2560, instead of 1440 and I cannot find any reliable documentation about this mode). Tested by forcing the values in the sceGsResetGraph function.

  • None of released games support 576p, so they probably didn't bothered. Afaik that mode is not really used for anything in PS2, like some leftover after testing, or something. I remember that older PS2 don't support it at all, so maybe it was planned as new feature? Also does forcing 480p work? I remember that 480p patching from Managunz gave similar result to what you described for 0x53 mode. But maybe its just broken feature in Managunz itself, i never tested manual patch. --Kozarovv (talk) 06:15, 29 March 2022 (UTC)
    • Only the 2.20 BOOT ROM versions and PSX DVR BIOSes support that mode. But in the netemu, I think this mode is not compatible with the real PS2 one. It looks like a regular PAL (0x03) mode to me with a progressive support (SMODE2 INT field set to zero sends correctly a full 576 frame, instead of 288 lines with a PAL 0x03). Judging by the GS DISPLAY registers of OPL's 576p setting, the parameters of this mode should be more similar to the 480p mode than 576i on the real hardware.
      You are right, it is actually the same case with the forced 480p through sceGsResetGraph. If you force this mode and leave the NTSC output buffer sizes, you get a horizontally magnified image (because the MAGH bit is switched in the register and the requested DW is bigger (2560) than expected (1440)). It could be related to the PCRTC/DVE emulation (maybe conversion of VCK units to pixels, I do not know how it does look like on the PS2). At least the parameters of 480p mode seems to follow the correct specifications, in contrary to the 576p.
      Anyway, forcing the 480p mode in the netemu is not needed at all (apart from the issue mentioned earlier). Even using the interlaced modes, it does output a progressive frame with the full height front buffer games. With the half height front buffer games, the deinterlacing quality is pretty good in my opinion, as long as the 50/60 fps is maintained.--Agrippa (talk) 18:03, 30 March 2022 (UTC)

Widescreen support[edit source]

If the game does retrieve the widescreen flag from the GetOSDConfigParam through the scescfGetAspect function, the results are as follows:

  • Upscaler turned off: widescreen flag set by BIOS,
  • Upscaler turned on - Normal setting (keep original aspect ratio): no flag is set,
  • Upscaler turned on - Full screen setting: widescreen flag set by BIOS.

Assuming the PS3 is connected with the HDMI cable and all HD resolutions are ticked in settings. Probably the widescreen support with the upscaler turned off is dependent on the connection and the PS3 resolution settings.

Emu Patches[edit source]

Display current PC/RA values for r5900[edit source]

Require ps2_netemu with 3141card patches to display temperatures (every current cfw have it). Mod update values in crazy interval, this is intended. Because mod is used mostly to figure out when game stuck on specific loop. But this can be easily modified to allow less frequent updates. Please note that PC and RA update only when recompiler registers are flushed to memory, luckily for us this happen on every r5900 branch test.

search for (2 times):
3F 40 02 41 63 5A E3 0C 89 3A 00 00 2F 89 00 00
39 29 FF FF 41 9E 00 7C 99 3A 00 00 88 DA 00 01
88 FA 00 02

replace to (2 times):
60 00 00 00 60 00 00 00 60 00 00 00 60 00 00 00
60 00 00 00 60 00 00 00 60 00 00 00 80 C0 91 00
80 E0 8B 7C

search for:
43 45 4C 4C 3A 20 25 30 32 64 20 C2 B0 43 26 23
78 61 3B 52 53 58 3A 20 20 20 25 30 32 64 20 C2
B0 43 00

replace to:
50 43 3A 20 25 30 38 58 26 23 78 61 3B 52 41 3A
20 25 30 38 58 00 00 00 00 00 00 00 00 00 00 00
00 00 00 

Skip demo disc check[edit source]

Sony is blocking every game which id from SYSTEM.CNF starts with S, and 4th character is D (SLED, SCED, etc.). When demo is detected sys_stat is set to error code, and emulator return to XMB. Patches here remove that restriction. Apparently ps2_emu don't have that check, probably because there was no need for it (compatibility reasons i guess).

ps2_netemu:

search for
41 9E 03 50 39 80 00 00 54 00 06 3E 54 69 38 30

replace to 
60 00 00 00 39 80 00 00 54 00 06 3E 54 69 38 30

in 4.75+ emu: 0x13356C  beq  cr7, demo_check  ---> nop

ps2_gxemu

search for
41 9E 04 50 78 E0 FE A2 78 C9 F6 E2 54 C6 30 32

replace to
60 00 00 00 78 E0 FE A2 78 C9 F6 E2 54 C6 30 32

in 4.75+ emu: 0x8EEA0  beq  cr7, demo_check  ---> nop

Extend config table by 50% in ps2_gxemu[edit source]

Patch increase config slots count from 0x314(788) to 0x49E (1182), so exactly 50% more than before. Patch is dedicated for advanced users, and there is no profit of using it if we don't plan to add any new configs. We are abusing fact that emulator isn't compiled by usual "GameOS" PS3SDK, and pointers are 8 bytes. Also fact that compiler to keep everything aligned is forced to add 4 zeroed bytes after config count.

8 bytes for hash, 8 bytes for pointer, 4 bytes for count, and 4 bytes of align to make data 0x18 sized. Without that PPC64 will throw exception because that data is read in a loop, so next read will be 8 bytes hash from xxxxx4 address. Sony (LV2/emus/guestOS) compiler isn't aware that emulator need really only 4 bytes for pointer, we have unused 4 bytes. Plus 4 bytes at the end used as alignment.

Now:

hash      00 00 00 FF FF FF FF FF
pointer   00 00 00 00 FF FF FF FF
cmd count FF FF FF FF
align     00 00 00 00 (previously we thought that is terminator)

Compacted:

hash      00 00 00 FF FF FF FF FF
pointer   FF FF FF FF
cmd count FF FF FF FF

We have reduced size from 0x18 to 0x10 for single title without losing any data, free 1576 bytes to use :) . After that i wrote small dumper that allowed me to edit table in easy way to recreate new table with empty slots. Hardest part behind us, now just patches to respect new table elements size, and we are done.

4.88.2 Evilnat ps2_gxemu.elf offsets:

0x6F938: 38 00 03 14 --> 38 00 04 9E  (increase loop count)
0x6F950: 39 29 00 18 --> 39 29 00 10  (decrease step incrementer)
0x6F968: 79 59 2E A4
         79 5A 1F 24
         7C 1A C8 50
             -->
         79 59 26 E4
         60 00 00 00
         7B 20 00 20                  (change way of config data offset calculation)
0x6F978: EB EB 00 08 --> 83 EB 00 08  (load config data pointer as zero extended word, instead of doubleword)
0x6F998: 80 0B 00 10 --> 80 0B 00 0C  (change load offset for config count)
0x6F9DC: 7D 3A C8 50 --> 7B 29 00 20  (change way of config data offset calculation for config with 2 or more cmds)
0x6F9F8: 80 09 00 10 --> 80 09 00 0C  (change load offset for config count)

For now we can add some configs to table, and use rest of new zeroed space to store configs itself. Alternatively we can use whole new space for extended table, and use language strings for configs itself. But that make things "per region" which i don't like. All that without removing or editing any existing config.

Patch need to be applied directly to decrypted elf file, using ppf-o-matic (select all files to see emus in browser), or other tool.
gxemu.elf MD5 before patch

38D891A6A67F9275D1B6D18E04BDCAA7

gxemu.elf MD5 after patch

B452CCB51348127DAF8A931B621E5E39

DL: https://www.mediafire.com/file/kpno5mubyy7q9p0/gx_cfg_ext.ppf/file

SPE programs dumper[edit source]

Script for IDA to dump SPE programs from PS2 emulators, don't work with ps2_emu. Script is basing on SPE program names to find correct offsets. Due to that is will miss any SPE program which name is not listed inside script. Tested with ps2_gxemu/ps2_softemu/ps2_netemu.

https://pastebin.com/x8fvY1UL

Random ps2_netemu notes[edit source]

  • Some members of pcsx2 team think that emulator is heavily based on early pcsx2. After some reversing this seems to be far away from true. But COP2 and VU0 (and only that for now) really are familiar here and there. To the point where i was able to use pcsx2 code to find names/usage of some variables (mVUbranch for example). But VU0/COP2 is for now only part that have obvious pcsx2 similarities. For example, VU1 is different story, and don't even share code with VU0 part of emulator as far as i see.
  • Emulator not only patch SPU programs on init, but also patch own PPU code. Which is hard to understand when you can just make changes in source code... eg. 0x1F128 - 0x1F134 in latest emu.
  • GUI seems to be tied to GIF/GS emulation. That research was inspired by Dolphin progress report, and it seems to be correct. Fe/be (frontend/backend) spus are involved here. Which explain some UI slowdowns on GIF intensive games.
  • Emulator is full of unused functions. Everything that is compiled inline its also there as separate unreachable function.
  • DEV9 registers are not implemented. Reads return 0, writes are void. In simple words Net and PS2 HDD emulation is impossible. Fun fact is that emu perform meaningless check for HDD supported titles.
  • USB registers are IMPLEMENTED and seems to be fully functional on ppe and spe side. We are missing something else here, not sure what.

Registers[edit source]

It seems that emulator try to keep lower 64 bits of some r5900 registers in specific ppc registers. At least at the time when recompiler is running, also when 0x01 command run. This helps little bit with understanding some hooks (0x01 commands). Reason is probably optimization, and cached regs are written only when they need to. At least that how it looks like from analyzing recompiled code.

r0  = 0x200000000, used when recompiler load something directly from EE memory.
r13 = Cycles. When recompiled code run, value is frequently compared to value from negmem F000 and event test is triggered depending on compare result. 
r14 = r5900_current_pc
r15 = r5900 pc >> 6, used for cache checks. r15 is also used as temp register when fallback to interpreter, etc. 
r16 = r5900_v0_reg_lower64
r17 = r5900_v1_reg_lower64
r18 = r5900_a0_reg_lower64
r19 = r5900_a1_reg_lower64
r20 = r5900_a2_reg_lower64
r21 = r5900_a3_reg_lower64
r31 = r5900_ra_reg_lower64

Additionally, Onimusha hooks expect r25 to be r5900 s0, and r28 to be r5900 s3. But i didn't found other parts of recompiler that expect the same. So, for now only values above are confirmed.


128 bit Altivec registers v20 - v23 are used to keep masks which is most likely used to extract/select/insert COP1 regs for next operations. Additionally v0, and v2 are used for other constants.
v0  = 0x0F0E0D0C, 0x0B0A0908, 0x07060504, 0x03020100
v2  = 0x80000000, 0x80000000, 0x80000000, 0x80000000
v20 = 0xFFFFFFFF, 0x00000000, 0x00000000, 0x00000000
v21 = 0x00000000, 0xFFFFFFFF, 0x00000000, 0x00000000
v22 = 0x00000000, 0x00000000, 0xFFFFFFFF, 0x00000000
v22 = 0x00000000, 0x00000000, 0x00000000, 0xFFFFFFFF

128 bit Altivec registers v24 - v31 are used as COP1 (fpu) regs.
v24 = f00, f01, f02, f03
v25 = f04, f05, f06, f07
v26 = f08, f09, f10, f11
v27 = f12, f13, f14, f15
v28 = f16, f17, f18, f19
v29 = f20, f21, f22, f23
v30 = f24, f25, f26, f27
v31 = f28, f29, f30, f31

Register that handle ACC is taken from different pool (same pool as all vfXX regs when in COP2 mode) with param 32 as reg nr (not real reg, probably part of one of vXX regs).
Most likely those regs are flushed to memory when COP2 opcode is running, for sure they are flushed when VU0 microprogram is running.

RSX workload on the netemu[edit source]

Looks like there is a way to overclock the RSX core by 50 or 100 MHz through LV1 patches. Will the netemu benefit from it?

  • Yes, i don't see why not. Assuming that is static patch to elf file, not some cobra style on the fly patch. But don't expect some magic from that. I don't know too much about RSX and not really much about GS. But PS2 emulation is usually limited by CPU power, specially in native resolution. But for example games that need 0x44 cmd, maybe they will work with smoothing now. Maybe some minor slowdowns will be fixed. I still don't know which parts of GS are emulated on RSX, for example softemu used something similar to pcsx2 software render. So there you will get almost nothing from RSX OC. But netemu is different. --Kozarovv (talk) 04:56, 20 March 2022 (UTC)
    • Tested the 600/750 MHz overclock with a few intensive games (SC3, ToCA3, CMR3, VP2, GT4). Assuming the patches are correctly applied (I have no idea at all), there is no performance boost at all.--Agrippa (talk) 15:24, 29 May 2022 (UTC)
      • Little bit late, but it seems that GS is almost fully "software" emulated (PPE + BE SPE). It was mistake to not touch ps2_softemu earlier, because that's what helped me to find out that all shaders in netemu are not strictly emulation related. While softemu have Cg shaders for hardware render. --Kozarovv (talk) 14:48, 29 June 2023 (CEST)

Netemu load/store with r0 register[edit source]

Emulator access weird addresses which are interpreted as eg. 0xFFFFFFFFFFFF9480, or load/store like std r14, -0x6B80(r0) which translate to std r14, -FFFF9480(r0), and its sign extended by CPU to 64 bit. Also easier example (without using negative addressing because this is additional emu quirk..). ld r2, 0x3008(r0). This opcode will load double word from 0x3008 address no matter what we currently have in r0, because RA is 0 which is badly interpreted as r0 base.

This is because of PowerPC quirk that i (and apparently IDA in 64 bit mode) wasn't aware. From IBM manual:

ld	RT, Disp(RA)

RT	Specifies target general-purpose register where result of operation is stored.
Disp	Specifies a 16-bit signed number that is a multiple of 4. The assembler divides this number by 4 when generating the instruction.
RA	Specifies source general-purpose register for EA calculation.

But according to the same manual:

If GPR RA is not 0, the EA is the sum of the contents of GPR RA and Disp. If GPR RA is 0, then the EA is Disp. 

Tl;dr is that if RA is 0 (which disassemblers show as r0), then Disp is real load/store address. This is used many times in emu itself to access negative addresses (0xFFFFFFFFxxxxxxxx), and is used in all netemu cmd 0x01 hooks. While this is more PPC itself than emu stuff, i feel is important to mention this here. Now if we remember that emu have mapped "negative address", loads/stores with r0 starting to make sense.

std       r4, 0x3008(r0) # store r4 on 0x3008, no matter what r0 actually is at the moment.

ld        r0, -0x6BF0(r0) # load to r0 from address 0xFFFFFFFFFFFF9410, no matter what r0 actually is at the moment.
ld        r4, 0x3008(r0) # load to r4 from address 0x3008, no matter what r0 actually is at the moment.

ps2_gxemu external bios/rom loading.[edit source]

Emulator can load external bios file. File need to be 4 bytes aligned, and 4MB or less size. File name need to be rom.bin (lower case), and probably need to have patched out RDRAM module to success RD check. At least that check is patched in current ps2_gxemu.self rom, maybe is not really needed.

To load bios we need to set emulator status flag bit 2 to true. I'm not sure that is already set, because i don't have memory dump, only elf file. In case is not, we can probably just ignore that check by patch. Emulator read file using lv1_read_remote_file with type 1, and path "rom.bin". So it seems to be relative to emulator self file (dev_flash/ps2emu)? All code is there and is valid, so external bios loading is fully implemented. Only two things required to do that is second bit of status flag set to true, and rom.bin file in correct path.

Note: This code don't exist in ps2_netemu.

Shin Sangoku Musou config[edit source]

This config does something with sceGsSyncPath by storing 0x4 to INTC_STAT before jumping to it (from one of the main function, so only a specific jump to sceGsSyncPath). I am thinking it fixes this: WhECT9RGZ0k (YouTube link)

What could be happening internally for something like this to be fixed? Interrupt delay to avoid an infinite loop or something? The freeze looks similar to something like the Ecole games (Melty Blood) where the game can move slightly after the freeze, or even break out of it entirely (rare).

  • It does write an interrupt request for the start of the VBlank. Looks like the game does sync with the refresh rate and the game logic (at least the specific function you have mentioned) does break itself when the timing is not right.--Agrippa (talk) 14:59, 10 August 2022 (UTC)
    • Writing to INTC_STAT remove vblank start bit in this case (acknowledge that interrupt happened). But yeah, generally this is timing issue. Probably similar issue to what pcsx2 have: [| here.] But affect different games due to other differences in emulator. --Kozarovv (talk) 19:38, 10 August 2022 (UTC)

Universal DNAS anti-wipe patch[edit source]

Tested with 2.8.0 and 3.0.0 DNAS libraries. EESYNC wipes the memory from 0x00084000 to 0x00100000. Patch is needed for 0x42 command to work with DNAS games when the overlay is installed in this memory region.

Original: 18 00 A2 AF 95 00 00 0C 1C 00 A0 AF
Patched:  18 00 A2 AF 01 00 02 24 1C 00 A0 AF

Accurate ADD/SUB[edit source]

Emulator need accurate math for PS2 floating points operations because PS2 FPU/VU are special (partially also PS3 SPEs, but that's story for different wiki page). PS3 VMX unit in PPU have special compatibility mode with SPU, activated by lv1_set_vmx_graphics_mode(1) hvcall. This is supposed to make floating points operations results as close to SPU as possible. This set default rounding mode to round to zero, denormals are treated as zero, and there are no infinities or NaNs. So practically same mode as PS2 use. Every PS2 EE emulator on PS3 use this mode as otherwise many of that need to be done by software which is inconvenient, and tank performance. There are some suggestions that Sony requested this mode from IBM specifically for PS2 emulators. At this point floats should be handled like on PS2 right? Nope. PS2 FPU/VU is even more "special" than that, and it seems that Sony missed, or IBM wasn't able to implement that. What is so special? Since PS2 guarantee to round to zero, there is no need for 3 guard bits (more precisely guard/round/sticky bits). Testing shows that PS2 use only 1 of those bits in way known from other platforms. This makes every FPU/VU ADD/SUB/MUL/DIV operation possibly inaccurate on hardware other than PS2. There is no way to reproduce that on hardware that is not created with that in mind. No matter it is PS3 VMX, or x86/ARM SSE/AVX. This behavior is not reproductible on currently used hardware without software approach. But this still doesn't sound that bad, how much developers can rely on bit precise floating point results? 80 from 788 ps2_gxemu configs is using accurate math command, and that's only small chunk of what is really needed. Not to mention direct patches like Persona 4, etc, and tons of custom configs.

Here is function used when accurate ADD/SUB math is requested: https://pastebin.com/sX6vfxin This code run for EVERY SINGLE add/sub separately when opcode is in command range.
Recompiled code for eg. fpu add d,c,b looks like this:

vaddfp d,c,b

While recompiled code for accurate fpu add d,c,b looks like this (simplified):

lis a,0xXXXX
ori a,a, 0xXXXX
stvx b,a, 0x0
add a,0x10
stvx c,a, 0x0
bla https://pastebin.com/sX6vfxin
lis a,0xXXXX
ori a,a, 0xXXXX
lvx d,a, 0x0

Accurate add/sub is really over-complicated, I think is possible to shrink it to prevents slow downs and cache resets when overused. For example instead of creating "constants", we can really use constants from unused memory. On every single accurate add/sub emulator run this code:

0x18726C    li        r9, -1                # --- start of "constants" creation ---
0x187270    clrlwi    r9, r9, 1             # r9 = 0x7FFFFFFF
0x187274    stw       r9, 0x20(r31)
0x187278    li        r9, 0xFF
0x18727C    stw       r9, 0x24(r31)
0x187280    li        r9, 31
0x187284    stw       r9, 0x28(r31)
0x187288    li        r9, 23
0x18728C    stw       r9, 0x2C(r31)
0x187290    li        r9, 0x20 # ' '
0x187294    lvxl      v16, r9, r31          # Load from 0x20(r31)
0x187294                                    # [0x7FFFFFFF, 255, 31, 23]
0x187298    li        r9, 0x97
0x18729C    stw       r9, 0x20(r31)
0x1872A0    clrlslwi  r9, r9, 31,23         # 4B800000 ?
0x1872A4    stw       r9, 0x24(r31)
0x1872A8    li        r9, 25
0x1872AC    stw       r9, 0x28(r31)
0x1872B0    li        r9, -1
0x1872B4    clrrwi    r9, r9, 8             # r9 = 0xFFFFFF00
0x1872B8    stw       r9, 0x2C(r31)
0x1872BC    li        r9, 0x20 # ' '
0x1872C0    lvxl      v15, r9, r31          # Load from 0x20(r31)
0x1872C0                                    # [0x97, 0x4B800000, 25, 0xFFFFFF00]
0x1872C0                                    # End of "constants" creation.

All that to load vector v15 with [0x97, 0x4B800000, 25, 0xFFFFFF00], and v16 with [0x7FFFFFFF, 255, 31, 23]. This is really painful when you need to do that on every accurate add/sub, 22 opcodes, even more cycles. But what if we patch emulator to have those values for example at 0x7000 - 0x701F offset? Then loading constants will be:

0x18726C    li        r9, 0x7000
0x187270    lvxl      v16, r9, r0
0x187274    addi      r9, r9, 0x10
0x187278    lvxl      v16, r9, r0

From 22 opcodes we end up with 4. 18 opcodes less on every accurate add/sub. Additionally we can skip preserving/restoring of LR, CTR, and maybe XER. That give another saving of 12 opcodes. Additional 2 opcodes could be saved by not using r6 as temp for save/restore values. We can reuse r9 instead, so there is no need to preserve/restore old r6. All that shrink add/sub from 216 opcodes to 184. For FPU add/sub even more could be done, but for VU/COP2 its most likely only possible optimisation. Still worth it, should bring noticeable difference in framerate on intensive games that need it.

Ugly fix for HDD whitelisted games loaded through Cobra[edit source]

The HDD whitelisted games are crashing when loaded through the Cobra (they do work as a 2P package, but the HDD install prompt does not appear of course). I do not know whether the backwards compatible models are affected. The serial ID is compared in the game_ext_plugin module and currently the webMAN MOD does rename the executable inside the ISO to avoid the check. Here is a patch meant to be done on the fly in the payload when mounting the game. Only the SOCOM games have been tested - the HDD install prompt appears and regardless of what you choose, the game will boot successfully.

Original: 4B FF 1A 11 38 81 00 A0 38 61 00 AC 4B FF ED 3D
Patched:  60 00 00 00 38 81 00 A0 38 61 00 AC 4B FF ED 3D

Unknown VIF issue - bad cmd[edit source]

Emulator seems to do something wrong when bad (unknown) command is sent to VIF. Since all examples are related to VIF1 lets assume that maybe only that part is broken.

  • Buffy send command 0x12 - At the time when command is sent VIF1_ERR.ME1 bit is not set. Correct behavior will be stall VIF, seems to be broken because stall take too long.
  • Jak TPL accidentally send bad data (vectors floats) as cmd - At the time when command is sent VIF1_ERR.ME1 bit is set. Correct behavior will be ignore bad cmd, and handle it as nop, no stall.
  • Formula One 05 bad cmd when entering pitstop - Unknown reason, fixed in pcsx2 at some unknown point. Can be dma issue, but worth to check if netemu is affected in any way (https://github.com/PCSX2/pcsx2/issues/2918)
  • General note. PS2 VIF seems to be broken by design. Manual have following warnings:
    • Due to a failure in determining DMAtag Mismatch error, setting ME0 bit to 0 may generate an error even though a correct packet has been transmitted. Set the ME0 bit to 1 when using it.
    • In V3_16 format, set the ME1 bit to 1.
    • The ER0 bit cannot be used appropriately due to a failure in determining DMAtag Mismatch error. Mask the DMAtag Mismatch error detection feature by setting VIF0_ERR.ME0 to 1.

Code which handle bad cmd:

0x14D00  ila     r4, 0x2000
0x14D04  shufb   r2, r104, r104, r89
0x14D08  ila     sp, sub_147C0
0x14D0C  a       r2, r2, r77
0x14D10  shufb   r2, r103, r102, r2
0x14D14  stqa    r2, VIF1_CODE
0x14D18  lqa     r2, VIF1_ERR
0x14D1C  lqa     r3, VIF1_STAT
0x14D20  andi    r2, r2, 4          ; VIF1_ERR.ME1
0x14D24  ceqi    r2, r2, 0          ; set if bad cmd is unmasked
0x14D28  selb    r3, r3, r2, r4     ; Set VIF_STAT.ER1 if bad cmd bit mask is not active
0x14D2C  andi    r4, r2, 0x10
0x14D30  selb    r2, sp, r39, r2    ; sub_147C0[sp] or (sub_12840 or sub_17700)[r39] depending on ME1 bit // Probably issue starts here. 
0x14D34  lnop
0x14D38  or      r87, r87, r4       ; Unk flags, stored at 0x290
0x14D3C  stqa    r3, VIF1_STAT
0x14D40  nop
0x14D44  bi      r2
  • Shoutout to Agrippa for finding where the bad cmd in J&D was sent out. Formula One 05 is affected and results in a freeze when entering the pit stop, but I created a patch a while ago to skip the sending of it, so current config fixes the freeze without issue.--Mrjaredbeta (talk) 03:37, 12 February 2023 (CET)

Games with EE threading/interrupt issues[edit source]

  • Harry Potter and the Chamber of Secrets
    • Seems to randomly hang on the last stage of loading (ra=0x19bf70). WaitSema calls spotted during the hang.
  • Gran Turismo 4
    • Hangs during the FMV playback on the idle wait loop. Game does wait for the interrupt that does not happen, probably.
      • Game wait in 81FC0 loop or some custom one? Never leave it? --Kozarovv (talk) 19:01, 11 April 2023 (CEST)
        • In the 81FC0 loop. It does leave for a split second indeed, but it is impossible to read the offset. The game is working right in gxemu, I have always wondered if the built-in CDVD emulation may be bugged somehow, introducing new glitches versus gxemu.--Agrippa (talk) 19:39, 11 April 2023 (CEST)

Assuming the game programming is right, the underlying issues are data transfer related, probably.

Games with GS emulation issues[edit source]

Neither performance, nor mipmap and SCANMSK related.

  • Prince of Persia: Warrior Within
    • Weapons' trails are rainbow (fixed by Auto-flush in PCSX2).
  • Lord of the Rings: The Return of the King
    • Top-left corner issue when the mist/fog is rendered.
  • Dance Summit 2001: Bust-a-Move
    • Front buffer is not flushed most of the time. Game seems to apply additional effects there, apart from the downsampling.
  • Snowblind Engine 2003+ games
    • Shows the very last "interlaced" frame when switching back to the interlaced mode from progressive one. I thought it could be a VBLANK issue, but that old frame should be long gone by then. The issue seems to be related to the PCRTC. The SMODE2 register is updated in the VBLANK handler. That old frame is shown when the FFMD bit is switched to 1. Looking for better workarounds than delaying the VSYNC or lowering the resolution in 60 fps mode. By the way, the 0x20 command does work with negative values too. Moreover, the max positive value for NTSC is something like 0x106. Anything higher makes the screen freeze on PS2 logo (but the game is working in the background).

Stuntman/Driv3r research[edit source]

Well, I decided to take another look at this game a few days ago after a weird dream I had. I am glad I did, since I have discovered some new things. This is with 0x0E accuracy adjustments.

Stuntman US
0x100000-0x1c5e68 - no change

0x1c5e6c - improvement in ApplyTyreForces__5WheelR3CarffG4MAv3N24R4MAm4Rf
  vadd.xyzw vf01, vf01, vf02
0x1c7128 - improvement in Update__5WheelR3CarR4MAm4R4MAv3T3
  vadd.xyzw vf01, vf01, vf02
0x1c727c - imrpovement in Update__5WheelR3CarR4MAm4R4MAv3T3
  vadd.xyzw vf01, vf01, vf02
    - both of the above with the others make most accurate path
    - vm insts 0x1c6e78-0x1c6ecc basically negate this additional accuracy?

0x1c769c-0x211f04 - nothing

0x211f08 - improvement in _dyForwardDynamics__FP10DYdynamicsf
  vadd.xyzw vf02, vf02, vf01
0x211f94 - improvement in dyStepRunge1__FP10DYdynamicsf
  vadd.xyzw vf04, vf04, vf01

0x2140b0-0x215118 - no change

0x215118 - obUpdateTransMatrix__FP8OBobject
    - negates additional accuracy of Update__5WheelR3CarR4MAm4R4MAv3T3?

0x215260-0x1ffffff - no change

This does not seem to make any stages completable, but it at least helps the AI car in 1-4 get past the indoor section and not get caught up on the turn/area after. Instead, it now hits the orange crate left of the path it is supposed to go. It could potentially have worse effects on other stages as well... Maybe these offsets/functions in particular can help PCSX2 research.

  • Try with EU version, you should be able to complete that mission with accu config. I remember that on pcsx2 with hacked vadd almost full EU game is playable. At some point i also hacked dyStepRunge little bit. dyStepRunge1 is less accurate, dyStepRunge5 is most accurate. Game decide which function should be used. But you can patch it to branch always to dyStepRunge5 etc. --Kozarovv (talk) 20:03, 4 January 2023 (UTC)

Patches for SCCS region games[edit source]

Most Chinese region games (SCCS) require the ROM2 modules to be present. However, even if they are required by the game in order to boot, they are not needed at all and are fully playable without ROM2 the vast majority of the time. I have compiled patches for all SCCS games that allow each one to at least boot on PS3 and PCSX2 (older versions, or newer ones without the correct BIOS) by simply skipping over the infinite loops the games get caught in: https://www.mediafire.com/file/skdka574f23b96g/SCCS_patches.zip/file

Mostly untested on PS3, but all have been tested on an older PCSX2 version. PS4 seems to not work with these patches. Even the bootable games without patching needed do not work, so I suspect there is some blacklist preventing them from booting on that emulator. In the end, only two games ended up having text bugs due to the character data not being loaded from ROM2:

Serial Number Game Bootable (without patch) ROM2 required
SCCS-40001 Ape Escape 2 No Yes (missing text)
SCCS-40002 Devil May Cry 2 (Disc 1) No No
SCCS-40003 Devil May Cry 2 (Disc 2) No No
SCCS-40004 XIGO: Zuihou de Touzi No No
SCCS-40005 Ico No No
SCCS-40006 Zhen Sanguo Wushuang 2 No No
SCCS-40007 Arc the Lad: Seirei no Tasogare No No
SCCS-40009 Dragon Ball Z 2 Yes No
SCCS-40010 Super Puzzle Bobble 2 No No
SCCS-40011 Armored Core 2: Another Age No No
SCCS-40014 World Soccer Winning Eleven 7 International No No
SCCS-40015 Viorate no Atelier: Gramnad no Renkinjutsushi 2 No Yes (text bugs)
SCCS-40016 Ape Escape: Pumped & Primed Yes No
SCCS-40017 EyeToy: Play No EyeToy game
SCCS-40018 Saru EyeToy Oosawagi: Wakki Waki Game Tenkomori!! No EyeToy game
SCCS-40019 Formula One 04 No No (English)
SCCS-40022 World Soccer Winning Eleven 8: Asia Championship No No
SCCS-60002 Gran Turismo 4 No No
  • I believe that real PS2 also need those patches. For OPL, but not only. ROM2 with CH fonts is not existing outside of 3 ps2 models. All of them released only in China, and one of them is still not even dumped (devkit). This ROM2 is even missing in Hong Kong region PS2. Btw. When i implemented ROM2 support in pcsx2, i tested patching game first. Unluckily for netemu, and fortunately for pcsx2. First and only game i tried to patch was Ape Escape 2. :) --Kozarovv (talk) 12:39, 23 November 2022 (UTC)
    • Yup, lucky for me I tested Dynasty Warriors 3 first, then Ape Escape 2 was the second if I recall. I was worried but pleasantly surprised by the rest of the results. I assume ROM2 has data for simplified Chinese characters while Hong Kong/Taiwan uses traditional characters, and that’s probably why there is no ROM2 in the HK/TW region. I am not sure why they even included ROM2 in the first place if barely any games utilize it, but oh well. --Mrjaredbeta (talk) 18:01, 28 November 2022 (UTC)
      • "PS4 seems to not work with these patches. Even the bootable games without patching needed do not work, so I suspect there is some blacklist preventing them from booting on that emulator.". Just for the record, ps4 don't blacklist them. It's issue with cdvdkey (known for PS3 users as "game hash". ;) ). Emulator fail to respond correctly to one of CDVD register reads. Issue is already patched with my ugly hacks (TC:LA-a-like code swap). Your patches are still required on ps4 after fixing other issues. --Kozarovv (talk) 17:39, 20 June 2023 (CEST)

Removing stuff from ps2 emu page[edit source]

I'm thinking about removing some data from PS2 Emulation page. Mostly stuff that is strictly PS2 thing.

  • PS2 Memory and Hardware Mapped Registers Layout
  • Video Modes
  • Config related info

Video Modes listed there are not even supported by emulators without GS, and likely to fail even on PS3 with GS. This is really info for PS2 wiki in my opinion. PS2 Memory and Hardware Mapped Registers Layout also fit more in PS2 wiki. This is more like general PS2 dev knowledge than emulation related stuff. Eventually keep them as a links to ps2tek or ps2 devwiki, or something. Let me know if you think this is/isn't good idea. For example PS1 page don't list stuff like this, same goes for PSP page. In case of Config stuff. This is crucial part of this page, but i feel that harm general readability. Due to complicated nature of PS2 config descriptions are getting bigger, and bigger. Honestly this is still missing a lot of info because many times we are limiting ourself to not make descriptions too extensive. All that to not flood page too much. Maybe it's time to move most of that to new dedicated page? We can leave some basic info, like that small table, plus some BOLD link to "advanced page". This should allow to wikify and move some non-config stuff from talk page. This are only ideas, i expect not everyone will be happy about all of them. Lets talk. :P --Kozarovv (talk) 08:21, 16 January 2023 (UTC)

  • I think these are all good ideas. I occasionally use the PS2 register info for help sometimes, but I could easily use PSI’s page for that (https://psi-rockin.github.io/ps2tek/). I agree that it doesn’t really belong on the page. I agree that emulation page is getting extensive, so maybe it would be good to move the config info to a new page. I am not opposed and are all for it. --Mrjaredbeta (talk) 15:12, 16 January 2023 (UTC)

Floating point arithmetic inaccuracies[edit source]

While the software emulators are doing a great job with their accurate paths, there are still issues with some games, unfortunately.

  • Stuntman/Driv3r

Completely broken AI, game is unplayable.

  • Gran Turismo series

An infamous licence demonstration bug - cars deviate from the racing line. It may affect the AI in the race too. Since the GT's AI is retarded, the subject is difficult to confirm.

  • Tokyo Xtreme Racer Zero

It is unconfirmed, but the cars path from PS2 imported replays are played back wrongly in the PCSX2.

  • PRIDE FC: Fighting Championships

It seems that y × 1 ≠ y sometimes. Fixed by patching the game code.

Manipulating r5900 cyclerate[edit source]

Cycles are count in function located at 0x17C9D0 (latest netemu). Emitter with addi to r13 register is what we are looking for. Since pcsx2 use different "unit", lets just call cycles here a... unit.

 ________________________________________________
|  Opcode type   |  Netemu/Gxemu   |     PCSX2   |
|----------------|-----------------|-------------|
| Default opcode |     1 unit      |    9 units  |
| Load/Store     |     2 units     |   14 units  |
| Multiply       |     4 units     |   16 units  |
| Divide         |    37 units     |  112 units  |
| COP 0          |     1 unit      |    7 units  |
| COP 1          |  1 unit(some 2) |    7 units  |
| COP 2          |     1 unit      |    7 untis  |
--------------------------------------------------

Additionally pcsx2 use different cycles for many other opcodes that ps3 emus just count as one. 
 * MMI      =  14 units
 * MMI Mult =  24 units
 * MMI Div  = 176 units
 * FPU Mul  =  32 units

At the second hand gx/net emu do some weird shenigans with cycles based on... Opcode number, this is still small unknown here. Yeah...

Underclocking/Overclocking could be done by modifying opcodes at 0x17CEB0, 0x17CFF8, 0x17D4C8.
What has been tested do far is shifting by 1 or 2 to the left (underclock by multiplying passed cycles). Sadly without any possitive result to framerate, shift by 2 was even slower.

Emulator status flags[edit source]

We can't really modify this flag from outside on retail emu, but we can always patch function that do init.

Netemu[edit source]

Localised at 0x934158 of emu memory.

1        = init done?
2        = unk thr sys
4        = unk thr sys
8        = unk
10       = run watchpoint opcode (debug halt) 0x11DD80
20       = set mecha 0x245828A to 2, and run sc8 (0x200)
40       = some setting for spe0_class0_int_handler
80       = enable cmd 0xF/0x26/0x27 for whole memory range
200      = set when emulated hardware init is done
400      = enable 0x934160 debug flag (watchpoint on ee and on iop)
800      = skip parsing config file
1000     = do cmd 0x1F with 0x3E8(1000) param
4000     = enable cmd 0x11 for whole VU0 mem (per range setting is inaccessible from config!)
20000    = skip SCED discs error (more, todo)
40000    = do cmd 0x14
80000    = memory card related (0x12A6D8) also run sc_7(2) in thr hdd
200000   = do cmd 0x05
400000   = enable config cmd 0x10 for whole memory range
800000   = do cmd 0x12 with 0x2DFF000 flags
4000000  = mecha related (todo 0x135664)
8000000  = run loop that wait for 0xB52BB8 to be non zero
10000000 = watchpoint (if thread flag is set)
20000000 = timing setting for media validity check
80000000 = show health warning message

Need work

Gxemu[edit source]

Localised at 0x3ED0 of emu memory.

1        = init done?
2        = load external bios.rom
4        = run sub_56784 and sub_56A6C
8        = unk
10       = run watchpoint opcode (debug halt) 0x3F02C
20       = set mecha 0x177AA4F to 2, and run sc8 (0x200) ___todo
40       = some setting for spe0_class0_int_handler
80       = enable gx cmd 0xC/0x22/0x23 for whole memory range
200      = check byte 0x6E6302 and do something if 2. Seems to disable media validity test. Set after EE hw init.
400      = set 0x3D60 to 1
800      = skip parsing internal config list
1000     = do gx cmd 0x1C with param 0x3E8 (1000)
4000     = enable cmd 0x0F for whole VU0 mem (per range setting is inaccessible from config!)
10000    = used as a param for sub_40054, unknown. Not available in netemu 
20000    = skip auto setting gx cmd 0x19 for games from hashlist, and later in different sub. Also skip setting SCED error.
40000    = do gx cmd 0x12
80000    = skip running unk syscall
100000   = do gx cmd 0x19 (command unavailable in netemu? Looks different)
200000   = do gx cmd 0x04
400000   = enable gx cmd 0x0E for whole memory range
800000   = run sub sub_F1D78, seems to be much more complicated version of what netemu do here.
1000000  = set 0x3D63 to 1

Need even more work...

Memory Map[edit source]

Netemu[edit source]

Tables at main page taken directly from emulator memory seems to be wrong. I double checked this and values are really there, but ea just don't match to what emulator code do (lpars are most likely correct there). So here it is memory map with addresses that emulator use when want to reach any of mentioned regions.

Name Start End Flags Notes
work 0 0x3200000 3 separated into work 0x0-0x300000, ro_work 0x300000-0x800000, and rw_work 0x800000-0x32000000.
menu_heap 0xE000000 0xE400000 3
negmem 0xFFFFFFFFFFFF0000 0 0x10000001
? 0x30000000 0x30008000 0x30000000 vu0
spu_iop 0x40000000 0x40060000 0xE0000001
spu_spu2 0x40080000 0x400E0000 0xE0000001
spu_vu1 0x40100000 0x40160000 0xE0000001
spu_eedma 0x40180000 0x401E0000 0xE0000001
fe 0x40200000 0x40260000 0xE0000001
be 0x40280000 0x402E0000 0xE0000001
spu_ipu 0x40300000 0x40360000 0xE0000001
be 0x40380000 0x403E0000 0xE0000001 not working spu be on spe7
SPC_SLB 0x50061000 0x50062000 0xF0000000 for spu_iop
0x50063000 0x50066000 0xF0000000
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
SPC_CSR 0x50062000 0x50063000 0xF0000000
SPC_SLB 0x500E1000 0x500E2000 0xF0000000 for spu_spu2
0x500E3000 0x500E6000 0xF0000000
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
SPC_CSR 0x500E2000 0x500E3000 0xF0000000
SPC_SLB 0x50161000 0x50162000 0xF0000000 for spu_vu1
0x50163000 0x50166000 0xF0000000
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
SPC_CSR 0x50162000 0x50163000 0xF0000000
SPC_SLB 0x501E1000 0x501E2000 0xF0000000 for spu_eedma
0x501E3000 0x501E6000 0xF0000000
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
SPC_CSR 0x501E2000 0x501E3000 0xF0000000
SPC_SLB 0x50261000 0x50262000 0xF0000000 for fe
0x50263000 0x50266000 0xF0000000
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
SPC_CSR 0x50262000 0x50263000 0xF0000000
SPC_SLB 0x502E1000 0x502E2000 0xF0000000 for be
0x502E3000 0x502E6000 0xF0000000
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
SPC_CSR 0x502E2000 0x502E3000 0xF0000000
SPC_SLB 0x50361000 0x50362000 0xF0000000 for spu_ipu
0x50363000 0x50366000 0xF0000000
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
SPC_CSR 0x50362000 0x50363000 0xF0000000
SPC_SLB 0x503E1000 0x503E2000 0xF0000000 for unused be on spe7
0x503E3000 0x503E6000 0xF0000000
3000 = SPC_MFC_CNTL
4000 = SPC_PUINT_MB
5000 = SPC_CSR1
SPC_CSR 0x503E2000 0x503E3000 0xF0000000
GSIF 0xA0020000 0xA0028000 0x80000000 rsx
NL 0xA0009000 0xA000A000 0x80000000 rsx
rsx_driver_info 0xA0004000 0xA0007000 0x80000000 rsx
rsx_dma_ctrl 0xA0030000 0xA0050000 0x80000000 rsx
? 0xA0008000 0xA0009000 0x80000000 rsx
ohci_mmio 0x60000000 0x60001000 0x60000000
ehci_mmio 0x60200000 0x60201000 0x60000000
ohci_mmio 0x60100000 0x60101000 0x60000000
ehci_mmio 0x60300000 0x60301000 0x60000000
base 0x80000000 0x80100000 0x70000003 usb
rawdata 0x80800000 0x80900000 0x70000003 usb
iopdata 0x81000000 0x81100000 0x70000003 usb
base 0x82000000 0x82100000 0x70000003 ehci? usb
ehci_vars 0x82800000 0x82900000 0x70000003 usb
bchs_pmalloc 0x83000000 0x83100000 0x70000003 usb
? 0x83800000 0x83900000 0x70000003
SB_CDVD 0x84000000 0x84100000 0x70000003
SB_HDD 0x84800000 0x84900000 0x70000003
? 0x85000000 0x85100000 0x70000003
SB_SIO2 0x85800000 0x85900000 0x70000003 only first 0x4000?
vrc_area 0x90000000 0x91000000 0xC00000003 vu1 recompiler area
ee_cached 0x200000000 0x202000000 0x100000003
? 0x211004000 0x211008000 0x300000000 vu1 memory direct rw
ee_rom 0x21FC00000 0x220000000 0x300000000
ee_uncached 0x220000000 0x222000000 0x100000003
ee_uncacc 0x230000000 0x232000000 0x100000003
ee_spr_lo 0x260000000 0x260002000 0x700000000 weird, that map directly to 0x60000000 ps2 address
ee_spr_hi 0x270000000 0x270006000 0x800000000 ee scratchpad
ee_kmem0 0x280000000 0x282000000 0x100000003
? 0x291004000 0x291008000 0x300000000 vu1 data rw in kernel mode
? 0x29FC00000 0x2A0000000 0x300000000 ee_rom in kernel mode
? 0x2A0000000 0x2A2000000 0x100000003 ee_uncached in kernel mode
? 0x2B1004000 0x2B1008000 0x300000000 vu1 data in kernel mode. Uncached, i doubt that is even accessible in ps2.
? 0x2BFC00000 0x2C0000000 0x300000000 ee_rom in uncached kernel mode
ee_dbg 0x2FFFF8000 0x300000000 0x900000000
iop_mem 0x400000000 0x400200000 0x400000003
iop_rom 0x4BFC00000 0x4C0000000 0x500000001 kernel mode
iop_kmmio0 0x4BF800000 0x4BF810000 0x500000001 including iop_spad at first 0x1000
? 0x4AFC00000 0x4B0000000 0x500000001 iop_rom, uncached?
iop_kmmio1 0x4AF800000 0x4AF810000 0x500000001 including iop_spad at first 0x1000
spu2_ram 0x600000000 0x600400000 0x600000003 starting from 0x200000 spu2_ram2
? 0x800000000 0x800010000 0x1000000001
? 0xC0000000 0xCF800000 0x1600000003
sgs_xdr 0xB4000000 0xB5700000 0x1900000003
? 0x40000000000 0x40000010000 0x1400000001
ee_jit_code 0x10000000 0x13000000 0xD00000003
vu0_jit_code 0x18000000 0x18400000 0xD00000003
vu0_jit_data 0x1C000000 0x1C400000 0xD00000003
eeram_jit_lut 0x20000000 0x22000000 0xE00000003
eerom_jit_lut 0x2FC00000 0x30000000 0xE00000003
ustack (micro stack) 0xAAA70000000 0xAAA70040000 0x4200000000001 Thread KRN0:1 (aka BOOT00)
ustack (micro stack) 0xAAA70040000 0xAAA70080000 0x4200010000001 Thread KRN1:1 (aka BOOT01)
ustack (micro stack) 0xAAA70080000 0xAAA700C0000 0x42000B0000001 VU0 stack (used in EEonBE when VU0 is running)
ustack (micro stack) 0xAAA700C0000 0xAAA70100000 0x4200030000001 Thread SYS
ustack (micro stack) 0xAAA70100000 0xAAA70140000 0x4200040000001 Thread VRC
ustack (micro stack) 0xAAA70140000 0xAAA70180000 0x4200050000001 Thread MECHA
ustack (micro stack) 0xAAA70180000 0xAAA701C0000 0x4200060000001 Thread HDD
ustack (micro stack) 0xAAA701C0000 0xAAA70200000 0x4200070000001 Thread UI
ustack (micro stack) 0xAAA70200000 0xAAA70280000 0x4200090000001 Thread BL2LNK and BL2MAIN
ustack (micro stack) 0xAAA70280000 0xAAA702C0000 0x42000A0000001 Thread USB
ustack (micro stack) 0xAAA702C0000 0xAAA70300000 0x42000B0000001 Thread EEonBE

Negmem[edit source]

Netemu use memory part called internally negmem. Memory is mapped to 0xFFFFFFFFFFFF0000, but emulator take advantage only of memory from 0xFFFFFFFFFFFF8000 to 0xFFFFFFFFFFFFFFFF. Why? Because that range is loadable with single opcode. How? By "r0" loads/stores (https://www.psdevwiki.com/ps3/Talk:PS2_Emulation#Netemu_load.2Fstore_with_r0_register). With that clever way emulator can access high addresses by setting negative offset for r0 register. This range is used for PS2 registers, DMAC status, next event delta, INTC, and many more. That way emu is able to load value from cached ps2 register in single opcode! Very clever idea!

Negmem memory map.

// Accurate Mul/Div
0xFFFFFFFFFFFF8094 = Storage for accurate mul/div
0xFFFFFFFFFFFF8098 = Storage for accurate mul/div
0xFFFFFFFFFFFF809C = Storage for accurate mul/div

// Cycles
0xFFFFFFFFFFFF8110 = r5900_cycles

// Accurate Add/Sub
0xFFFFFFFFFFFF8138 = Storage for accurate add/sub fs, also for result
0xFFFFFFFFFFFF8140 = Storage for accurate add/sub ft

// Cache checks
0xFFFFFFFFFFFF8180
\
 |- 512 entries. 23 bits for PFN + 2 upper bits for Valid, and LFR flags.
 |- Checks are performed for 2 entries at 1 time.
/
0xFFFFFFFFFFFF897C

// r5900 GPRs 
0xFFFFFFFFFFFF8980 = r5900_zero_upper64bits
0xFFFFFFFFFFFF8988 = r5900_zero_lower64bits
0xFFFFFFFFFFFF8990 = r5900_at_reg_upper64
0xFFFFFFFFFFFF8998 = r5900_at_reg_lower64
0xFFFFFFFFFFFF89a0 = r5900_v0_reg_upper64
0xFFFFFFFFFFFF89a8 = r5900_v0_reg_lower64
0xFFFFFFFFFFFF89b0 = r5900_v1_reg_upper64
0xFFFFFFFFFFFF89b8 = r5900_v1_reg_lower64
0xFFFFFFFFFFFF89c0 = r5900_a0_reg_upper64
0xFFFFFFFFFFFF89c8 = r5900_a0_reg_lower64
0xFFFFFFFFFFFF89d0 = r5900_a1_reg_upper64
0xFFFFFFFFFFFF89d8 = r5900_a1_reg_lower64
0xFFFFFFFFFFFF89e0 = r5900_a2_reg_upper64
0xFFFFFFFFFFFF89e8 = r5900_a2_reg_lower64
0xFFFFFFFFFFFF89f0 = r5900_a3_reg_upper64
0xFFFFFFFFFFFF89f8 = r5900_a3_reg_lower64
0xFFFFFFFFFFFF8a00 = r5900_t0_reg_upper64
0xFFFFFFFFFFFF8a08 = r5900_t0_reg_lower64
0xFFFFFFFFFFFF8a10 = r5900_t1_reg_upper64
0xFFFFFFFFFFFF8a18 = r5900_t1_reg_lower64
0xFFFFFFFFFFFF8a20 = r5900_t2_reg_upper64
0xFFFFFFFFFFFF8a28 = r5900_t2_reg_lower64
0xFFFFFFFFFFFF8a30 = r5900_t3_reg_upper64
0xFFFFFFFFFFFF8a38 = r5900_t3_reg_lower64
0xFFFFFFFFFFFF8a40 = r5900_t4_reg_upper64
0xFFFFFFFFFFFF8a48 = r5900_t4_reg_lower64
0xFFFFFFFFFFFF8a50 = r5900_t5_reg_upper64
0xFFFFFFFFFFFF8a58 = r5900_t5_reg_lower64
0xFFFFFFFFFFFF8a60 = r5900_t6_reg_upper64
0xFFFFFFFFFFFF8a68 = r5900_t6_reg_lower64
0xFFFFFFFFFFFF8a70 = r5900_t7_reg_upper64
0xFFFFFFFFFFFF8a78 = r5900_t7_reg_lower64
0xFFFFFFFFFFFF8a80 = r5900_s0_reg_upper64
0xFFFFFFFFFFFF8a88 = r5900_s0_reg_lower64
0xFFFFFFFFFFFF8a90 = r5900_s1_reg_upper64
0xFFFFFFFFFFFF8a98 = r5900_s1_reg_lower64
0xFFFFFFFFFFFF8aa0 = r5900_s2_reg_upper64
0xFFFFFFFFFFFF8aa8 = r5900_s2_reg_lower64
0xFFFFFFFFFFFF8ab0 = r5900_s3_reg_upper64
0xFFFFFFFFFFFF8ab8 = r5900_s3_reg_lower64
0xFFFFFFFFFFFF8ac0 = r5900_s4_reg_upper64
0xFFFFFFFFFFFF8ac8 = r5900_s4_reg_lower64
0xFFFFFFFFFFFF8ad0 = r5900_s5_reg_upper64
0xFFFFFFFFFFFF8ad8 = r5900_s5_reg_lower64
0xFFFFFFFFFFFF8ae0 = r5900_s6_reg_upper64
0xFFFFFFFFFFFF8ae8 = r5900_s6_reg_lower64
0xFFFFFFFFFFFF8af0 = r5900_s7_reg_upper64
0xFFFFFFFFFFFF8af8 = r5900_s7_reg_lower64
0xFFFFFFFFFFFF8b00 = r5900_t8_reg_upper64
0xFFFFFFFFFFFF8b08 = r5900_t8_reg_lower64
0xFFFFFFFFFFFF8b10 = r5900_t9_reg_upper64
0xFFFFFFFFFFFF8b18 = r5900_t9_reg_lower64
0xFFFFFFFFFFFF8b20 = r5900_k0_reg_upper64
0xFFFFFFFFFFFF8b28 = r5900_k0_reg_lower64
0xFFFFFFFFFFFF8b30 = r5900_k1_reg_upper64
0xFFFFFFFFFFFF8b38 = r5900_k1_reg_lower64
0xFFFFFFFFFFFF8b40 = r5900_gp_reg_upper64
0xFFFFFFFFFFFF8b48 = r5900_gp_reg_lower64
0xFFFFFFFFFFFF8b50 = r5900_sp_reg_upper64
0xFFFFFFFFFFFF8b58 = r5900_sp_reg_lower64
0xFFFFFFFFFFFF8b60 = r5900_fp_reg_upper64
0xFFFFFFFFFFFF8b68 = r5900_fp_reg_lower64
0xFFFFFFFFFFFF8b70 = r5900_ra_reg_upper64
0xFFFFFFFFFFFF8b78 = r5900_ra_reg_lower64

// r5900 COP0 Registers
0xFFFFFFFFFFFF8b80 = COP0_Index_REG
0xFFFFFFFFFFFF8b84 = COP0_Random_REG (unused)
0xFFFFFFFFFFFF8b88 = COP0_EntryLo0_REG
0xFFFFFFFFFFFF8b8c = COP0_EntryLo1_REG
0xFFFFFFFFFFFF8b90 = COP0_Context_REG
0xFFFFFFFFFFFF8b94 = COP0_PageMask_REG
0xFFFFFFFFFFFF8b98 = COP0_Wired_REG
0xFFFFFFFFFFFF8b9c = COP0_7_REG
0xFFFFFFFFFFFF8ba0 = COP0_BadVAddr_REG
0xFFFFFFFFFFFF8ba4 = COP0_9_REG
0xFFFFFFFFFFFF8ba8 = COP0_EntryHi_REG
0xFFFFFFFFFFFF8bac = COP0_Compare_REG
0xFFFFFFFFFFFF8bb0 = COP0_Status_REG
0xFFFFFFFFFFFF8bb4 = COP0_Cause_REG
0xFFFFFFFFFFFF8bb8 = COP0_EPC_REG
0xFFFFFFFFFFFF8bbc = COP0_15_REG
0xFFFFFFFFFFFF8bc0 = COP0_PRid_REG
0xFFFFFFFFFFFF8bc4 = COP0_17_REG
0xFFFFFFFFFFFF8bc8 = COP0_18_REG
0xFFFFFFFFFFFF8bcc = COP0_19_REG
0xFFFFFFFFFFFF8bd0 = COP0_20_REG
0xFFFFFFFFFFFF8bd4 = COP0_21_REG
0xFFFFFFFFFFFF8bd8 = COP0_22_REG
0xFFFFFFFFFFFF8bdc = COP0_BadPaddr_REG
0xFFFFFFFFFFFF8be0 = COP0_24_REG
0xFFFFFFFFFFFF8be4 = COP0_Perf_REG
0xFFFFFFFFFFFF8be8 = COP0_26_REG
0xFFFFFFFFFFFF8bec = COP0_27_REG
0xFFFFFFFFFFFF8bf0 = COP0_TagLo_REG
0xFFFFFFFFFFFF8bf4 = COP0_TagHi_REG
0xFFFFFFFFFFFF8bf8 = COP0_ErrorEPC_REG
0xFFFFFFFFFFFF8bfc = COP0_31_REG

// r5900 TLB
0xFFFFFFFFFFFF9110 = r5900_tlb
\
 |- 48 entries
/
0xFFFFFFFFFFFF9400 = r5900_tlb_last

// IPU
0xFFFFFFFFFFFF9770 = IPU_cycles_unk
0xFFFFFFFFFFFF9774 = IPU_FFFF9774
0xFFFFFFFFFFFF9778 = IPU_CTRL
0xFFFFFFFFFFFF9780 = IPU_BP
0xFFFFFFFFFFFF9788 = IPU_TOP
0xFFFFFFFFFFFF9790 = IPU_FFFF9790

// Unk
0xFFFFFFFFFFFF97B0 = 0x20000000000

// Dump regs for debug
0xFFFFFFFFFFFF97C8 = Regs for dump
\
 |- Used in sub_11A640, to dump regs, then notify debugger.
/
0xFFFFFFFFFFFF98E0 = Last reg for dump

// Backup Regs
0xFFFFFFFFFFFF9920
\
|- Another region do backup registers.
|- Used mostly when cmd 0x01 is running, but not only then.
/
0xFFFFFFFFFFFF99A0

// uintc (micro intc)
0xFFFFFFFFFFFFF000 = next event test delta (doubleword)
0xFFFFFFFFFFFFF08x = INTC_STAT       bits
0xFFFFFFFFFFFFF09x = INTC_MASK       bits
0xFFFFFFFFFFFFF0Ax = D_STAT.CIS      bits
0xFFFFFFFFFFFFF0Bx = D_STAT.CIM      bits
0xFFFFFFFFFFFFF0Dx = D_PCR.CPC       bits
0xFFFFFFFFFFFFF0E0 = D_PCR           full
0xFFFFFFFFFFFFF0E4 = INTC_STAT       full
0xFFFFFFFFFFFFF0E8 = INTC_MASK       full
0xFFFFFFFFFFFFF0EC = D_STAT          full
0xFFFFFFFFFFFFF0F0 = D_STAT upper 16 bits

Shaders available in emulators[edit source]

V for Vertex, F for Fragment, P for Pixel

Netemu[edit source]

FontShader   V
FontShader   F
ImageShader  V
ImageShader  F
GaussShader0 V
GaussShader0 F
GaussShader1 V
GaussShader1 F
ScanShader   V
ScanShader   F

additionally 2 unnamed fragment shaders, 1 vertex shader, and one "hidden" unaligned vertex shader (at 0x950270).

Softemu[edit source]

GS Base Vertex program              V
GS Base Fragment program            P
Page Translate Out Vertex           V
Page Translate In Vertex            V
Page Translate Out Fragment         F
Page Translate Out Fragment_0       F
Page Translate Out PSMCT16 Fragment F
Page Translate Out PSMCT24 Fragment F
Page Translate Out PSMZ16 Fragment  F
Page Translate In Fragment          F
Page Translate In Fragment_0        F
Page Translate In PSMCT16 Fragment  F
Page Translate In PSMZ24 Fragment   F
Page Translate In PSMZ16 Fragment   F
Block PSMCT4 Translate Frag         F
Block PSMCT8 Translate Frag         F
Block PSMCT16 Translate Frag        F
Block PSMCT24 Translate Frag        F
Block PSMCT32 Translate Frag        F
Block PSMZ24 Translate Frag         F
Texture Block Translate Vertex      V

Notice that GS Base Fragment program is really not fragment shader, but pixel shader.

Gxemu[edit source]

CG_fp_dilate        F
CG_fp_shrink        F
CG_fp_adjweave      F
CG_fp_motionadj     F
CG_fp_undither      F
CG_fp_deinterlace   F  x
CG_fp_weave         F
CG_fp_edgeinterp    F
CG_fp_smooth        F
CG_fp_sharpen       F  x
CG_fp_upscale_smart F  x
CG_fp_upscale       F  x
CG_fp_smart         F  x
CG_fp_mofix         F  x
CG_fp_orientation   F  x
CG_fp_gradient      F  x
CG_vpshader         V  x
CG_interlace        F
CG_fpshader16       F
CG_fpshader         F  x

Plus 2 unnamed shaders, one F, one V.
Shaders with "x" are also available in PS1 emulators, and i sucessfully replaced some of them in ps1 emu on rpcs3 for testing purpose.

Emu[edit source]

Ps2emu have available 14 fragment shaders, and 8 vertex shaders. All of them don't give any hint about name or usage.

Custom command ideas[edit source]

  • Disable GS downloads.

It is definitely a performance improvement for many titles. In theory, easy to implement (force 0x3 TRXDIR value for every 0x1 write instead). The point is, per-game patches are superior and more robust.

  • Disable PCRTC blur.

PCRTC merge circuits are mostly used for pathetic blurry anti-aliasing. Looks awful on modern TV screens (ToCA 3 is unreadable completely). Blending settings are controlled through the PMODE privileged register.

Discussion[edit source]

GS download config is partially done, need little bit more than TRXDIR patch. But this is something we can patch per-game too. Games do very obvious things to reverse VIF1 FIFO, and also BUSDIR write. From there you can disable whole function that need it. Config will be better of course, but HEN users... Anti Blur is kinda easy to do. Writes to DISPLAY1 can write also to 2 and write to 2 also to 1. So they always match, and config implementation will be rather easy. Most games just offset DX/DY, and never touch those regs again. For games that mess with it, more serious approach is needed. But again HEN users are out of luck if we create command for that. It doesn't help that this can be done by EE patches too. What need to be done is removing offset between DISPLAY1 and DISPLAY2.

  • Example for TOCA3 SLUS which use hard coded offset:
004C55F0 00000000
004C55F4 00000000

I'm not saying no, but for now i'm kinda lacking of motivation if not so small HEN user base will be out of luck. But more ideas can help with motivation. :P --Kozarovv (talk) 22:00, 8 August 2023 (CEST)