PS2 Emulation: Difference between revisions

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= Description =
= Description =


PlayStation 2 emulation on PS4 is handled slightly differently comparing to PS3. Each PS2 game PS4 package file (.pkg) include emulator itself, so there is no included emulator in PS4 firmware. Although PS4 firmware have some PS2 emulator specific features, like functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu.
<pre>PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3,
Fact that emulator is now included in game pkg, is slightly complicating providing compatibility list. As emulators include some per title patches, and different default settings. Currently most used emulators came from Rogue Galaxy, and Jak games. Next difference is that BIOS in external file is included in .pkg, anyway it is exactly the same BIOS used in ps2_netemu. Another important difference is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file, but emulator still support LIMG sector that allow use non-2048 sector size discs. Memory card is also decrypted, but emulator check crc of some of it regions to ensure that fresh card is not modified. PS2 Emulator supports LUA scripting by "Lua Bridge", is powerful interface that provide many possibilities to improve compatibility.
as some issues on the PlayStation 3 were not fixed on the PlayStation 4's emulator. As a result, the PS4 inherited some of PS3's emulation glitches, along with introducing new ones.
This is first time when sony need really care about floats in their emulator. Comparing to PS3 CPU, x86-64 is doing worse job in mimic PS2 FPU, and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. Emulator use openCL for GS, and probably other components.
That came as a result of PS4's weakness towards emulation, which likely pressured Sony into trading accuracy for performance.


=Memory Mapping=
Each PS2ONPS4 package file (.pkg) includes the emulator itself. The ps4 does not have a native built-in emulator in its firmware, but it does a few PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, and sceSystemServiceShowImposeMenuForPs2Emu.
 
Emulators are programmed to be accurate for the games they were designed to emulate. In turn, this makes accurate emulation challenging, as emulators include per title patches and different default settings. The Playstation 2 hardware is a complex system to emulate; any small change in configuration can make or break a game.
Currently the most commonly used emulator is Jakv2 as it is the most compatible one out there. When game crashes are concerned, RECVX is typically used, whereas for VU accuracy it is roguev1.
 
The PS2 BIOS is included in the game's pkg, the same one used on the ps2_netemu. The lack of encryption mechanism for PS2 game disc image file is also important. This time it is a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Moreover, memory cards are also decrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was not modified. This PS2 Emulator also supports LUA scripting by "Lua Bridge", which is a powerful interface that may prove exceptionally handy in fixing games.
 
This is first time that Sony has ever cared about floats in its emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses openCL for GS, and likely other components as well.</pre>
 
= Emulator Configuration =
The emulator can be configured through 4 files.
 
== Files ==
 
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.
 
== Commands ==
The rest of the CLI and LUA commands can all be found inside of any emulator's '''Eboot.bin''' file.
=== config-emu-ps4.txt commands ===


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Name !! From !! To
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Misc ||  ||
|-
|-
|EE Flat Memory (4gb)              || 0x0000008000000000 || 0x0000008100000000
| --config-local-lua ||   ||   || --config-local-lua=""
|-
|-
|IOP Flat Memory (4gb)            ||  0x0000009000000000 ||  0x0000009100000000
| --lopnor-config ||  0,1  ||  Enables limited PS3's PS2 config support || --lopnor-config=1
|-
|-
|R59 Binary Cache                  || 0x0000000914B10000 || 0x0000000916B10000
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
|-
|-
|R30 Binary Cache                  ||  0x0000000916B14000 ||  0x0000000917314000
| --max-console-spam ||  ||  ||
|-
|-
|jitVU0                            ||  0x0000000917318000 || 0x0000000917B18000
| --path-snaps || dir/folder ||  Path to savestates folder || --path-snaps="/tmp/snapshots"
|-
|-
|jitVU1                            || 0x0000000917B1C000 || 0x0000000918B1C000
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
|-
|-
! !! Host's EE Memory Map !!
| --path-memcards || dir/folder ||  ||
|-
|-
|EE RAM - Kernel                  || 0x0000008000000000 || 0x0000008000080000
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
|-
|-
|EE RAM - Debug                    ||  0x0000008000078000 || 0x0000008000080000
| --emulog-file || 0, 1 ||  Creates a log file with information that is rarely useful || --emulog-file=1
|-
|-
|EE RAM - User                    ||  0x0000008000080000 || 0x0000008002000000
| --path-emulog || dir/folder || Sets the directory of the emulog file. Requires --emulog-file=1 command || --path-emulog="/tmp/recordings"
|-
|-
|EE Hw Devices                    || 0x0000008010000000 || 0x0000008010010000
| --path-manual || dir/folder ||  ||
|-
|-
|EE ROM                            || 0x000000801FC00000 || 0x000000801FFE0000
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
|-
|-
|EE RAM - Uncached                || 0x0000008020080000 || 0x0000008022000000
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
|-
|-
|EE RAM - UncachedAccel            || 0x0000008030100000 || 0x0000008032000000
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
|-
|-
|EE Scratchpad                    || 0x0000008070000000 || 0x0000008070004000
| --path-postproc || dir/folder || Post-processing (shaders?) ||
|-
|-
|EE Debug                          || 0x00000080FFFF8000 || 0x0000008100000000
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
|-
|-
! !! Host's IOP Memory Map !!
| --snapshot-name || ||  ||
|-
|-
|IOP RAM                          ||  0x0000009000000000 ||  0x0000009000200000
| --snapshot-datafile ||  ||  ||
|-
|-
|IOP RAM (mirror 1)                ||  0x0000009000200000 ||  0x0000009000400000
| --snapshot-restore ||  ||  ||
|-
|-
|IOP RAM (mirror 2)               || 0x0000009000400000 || 0x0000009000600000
| --snapshot-save || frameId(?) ||   ||
|-
|-
|IOP RAM (mirror 3)                ||  0x0000009000600000 ||  0x0000009000800000
| --snapshot-mcd-files ||  ||  ||
|-
|-
|IOP Scratchpad                    || 0x000000901F800000 || 0x000000901F801000
| --snapshot-repeat || repeat_count ||  ||
|-
|-
|IOP HW                            ||  0x000000901F801000 ||  0x000000901F810000
| --snapshot-modulo ||  ||  ||
|-
|-
|IOP ROM                          || 0x000000901FC00000 || 0x000000901FFE0000
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
|-
|-
|}
| --host-window-scale || scale/float ||  || --host-window-scale=0.5
 
=Open CL and Floats=
 
PS4 native Floating point supports and OpenCL info, for both CPU, and GPU. Understanding of floating points conversion is very important in emulating PS2.
<br>Below info comes from this gist: https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md
<br>There you can find more info about PS4 OpenCL.
 
==CPU==
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Value
|-
|-
| Device Name                                ||  CXD90026AG - DG1002FGF84HT
| --host-window-pos || x,y ||  ||
|-
|-
| Device Vendor                              ||   AuthenticAMD
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
|-
|-
| Device Vendor ID                            ||   0x1022
| --host-graph || fps || Debug option that requires an unleaked debug ps2 bios || --host-graph=fps
|-
|-
| Device OpenCL C Version                    ||  OpenCL C 1.2 pocl
| --host-osd || verbose, minimal ||  || --host-osd=0
|-
|-
| Device Type                                ||   CPU
| --host-vsync || 0, 1 ||  Enable or disable vsync || --host-vsync=1
|-
|-
| Max compute units                          ||  8
| --host-trophy-support ||  ||  ||
|-
|-
| Max work item dimensions                    ||  3
| --rtc-epoch ||  unix_time (seconds since epoch) ||  || --rtc-epoch=1523776362
|-
|-
| Max work item sizes                        ||   4096x4096x4096
| --framelimiter || 0, 1 || Enable or disable Frame limiting || --framelimiter=1
|-
|-
| Max work group size                        ||   4096
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
|-
|-
| Preferred work group size multiple          ||   8
| --framelimit-scalar || scalar/float || Scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
|-
|-
! Half-precision Floating-point support      !!  (n/a)
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo || A Standalone framelimiter || --framelimit-mode=fast
|-
|-
! Single-precision Floating-point support    !!  (core)
| --ps2-lang || system  || Sets language. Might seem like a useless command, but a tiny number of games refuse to boot without a selected language. || --ps2-lang=system
|-
|-
| Denormals                                  || Yes
| --ps2-title-id || XXXX-YYYYY Example: (SLUS-21515) || Sets title-id for patches. Requires the game's region code as value || --ps2-title-id=SLES-50366
|-
|-
| Infinity and NANs                          || Yes
| --gs-uprender || none, 2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|-
|-
| Round to nearest                            || Yes
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion || upscaling type || --gs-upscale=EdgeSmooth
|-style="background-color:#ffe680"
|  || CDVD || ||
|-
|-
| Round to zero                              || Yes
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5)  || --max-disc-num=1
|-
|-
| Round to infinity                          || Yes
| --boot-disc-id || 1-5  ||  sets boot disc for multi-disc pkg || --boot-disc-id=0
|-
|-
| IEEE754-2008 fused multiply-add            || No
| --switch-disc-reset ||  1 = Enables resetting the game upon disc swap, 0 = Disables resetting the game upon disc swap||  0 Can be used to prevent resetting the game when switching multiple discs. Useful for games like Samurai warriors 2 that include an import data feature. Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it || --switch-disc-reset=1
|-
|-
| Support is emulated in software            || No
| --cdvd-sector-read-cycles || 0.1 = Fastest, 80000 = Slowest|| Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems.|| --cdvd-sector-read-cycles=40000
|-
|-
| Correctly-rounded divide and sqrt operations|| Yes
| --cdvd-sector-seek-cycles || 0.1 = Fastest, 80000 = Slowest || Set the speed at which the emulated CDVD spins. Higher values are slower,
lower values are faster. Fixes boot-up sometimes. More info here [https://github.com/PCSX2/pcsx2/pull/3877]. || --cdvd-sector-seek-cycles=1
|-
|-
! Double-precision Floating-point support    !!  (cl_khr_fp64)
| --verbose-cdvd-reads || 0, 1 || Might improve disc reading if set to 1|| --verbose-cdvd-reads=0
|-style="background-color:#ff8080"
|  || Audio || ||
|-
|-
| Denormals                                  || Yes
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
|-
|-
| Infinity and NANs                          || Yes
| --path-audio-images || dir/folder ||  ||  
|-
|-
| Round to nearest                            || Yes
| --record-audio ||  ||  ||  
|-
|-
| Round to zero                              || Yes
| --record-audio-img ||  ||  ||  
|-
|-
| Round to infinity                          || Yes
| --record-audio-image ||  ||  ||  
|-
|-
| IEEE754-2008 fused multiply-add            || Yes
| --record-audio-ext ||  ||  ||  
|-
|-
| Support is emulated in software            || No
| --host-audio || 1,0,on,off,mono ||  || --host-audio=1
|-
|-
! Execution capabilities                      !!
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
|-
|-
| Run OpenCL kernels                          || Yes
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
|-
|-
| Run native kernels                          || Yes
|-style="background-color:#D7EF54"
|  || Controllers || ||  
|-
|-
| SPIR versions                              || 1.2
| --ds4-deadzone-adjust ||  ||  ||  
|-
|-
| Device Extensions                          ||   <div align="left"><pre> cl_khr_byte_addressable_store
| --ds4-diagonal-adjust || ||  ||
  cl_khr_global_int32_base_atomics
|-
cl_khr_global_int32_extended_atomics
| --host-pad-loses-focus ||  ||  ||  --host-pad-loses-focus=1
  cl_khr_local_int32_base_atomics
|-
  cl_khr_local_int32_extended_atomics
| --host-gamepads || 0, 1 || || --host-gamepads=1
  cl_khr_3d_image_writes
|-
cl_khr_spir
| --pad-record || 0, 1 || Enables logging pad info in emulog ||
cl_khr_fp64
|-
cl_khr_int64_base_atomics
| --pad-analog-to-digital || 0, 1 || Eternel ring emu uses the value 0 || --pad-analog-to-digital=0
cl_khr_int64_extended_atomics </pre></div>
|-
| --mtap1 || Disabled, Always, ByHost || Multitap switch. The values are correct but the multitap only works in certain games. || --mtap1=always
|-
|-
| --mtap2 || Disabled, Always, ByHost || Multitap switch. Some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that, we need to disable the first mtap. In some cases, the emulator can be flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1 by using memory patches. || --mtap2=always
|}
|}


==GPU==
=== XXXX-YYYYY_cli.conf commands ===


<pre>These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values. </pre>
<pre>All commands are pre-made. Creating new CLI commands is impossible.
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges.
Some CLI commands have no effect, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.</pre>
====EmotionEngine (MIPS-IV)====
=====[https://www.psdevwiki.com/ps2/Emotion_Engine EE]=====
<pre>Commands for the emulated Emotion Engine. These commands may improve performance, or allow for better sync.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Values
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks / Desync Fixes|| ||
|-
|-
|Device Name                                  ||   AMD LIVERPOOL
| --ee-cycle-scalar || Accelerate EE cycles: (0.99 => 0.1)<br>Decelerate EE cycles: (1.1 => 5.0) ||  Accelerating can help improve EE-DMA sync at the cost of performance, whereas decelerating can help ensure EE is in sync with VU0-VU1 while improving performance (too much deceleration can cause stuttery fmvs.) The default value is 1.0 || --ee-cycle-scalar=1.0
|-
|-
|Device Vendor                                ||   AMD
| --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious, but likely affect COP0. Does not work on Jak emulators. Default value is 360, and its type is 4 bytes. Seems to be useful for Bee Movie and Metal Gear Solid 3.|| --ee-context-switch-cycles=2700?
|-
|-
|Device Vendor ID                            ||   0x1002
| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Set a function to be applied every time the PC register reaches the selected offset in the EE memory. FastForwardClock stalls the EE for a  non-changeable number of cycles, while AdvanceClock stalls the EE for an allocated number of cycles to push other processing units to align with the EE's speed, and temporarily allocate higher cpu power for them, which is helpful when the vu1 requires higher juice for its performance, and when the vu0 and dma channels run slower than the ee. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock
|-
|-
|Device Version                                || OpenCL 1.1
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
|Device OpenCL C Version                      || OpenCL C 1.1
| --ee-jit-pagefault-threshold || 0-254 || Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
|-
|-
|Device Type                                  || GPU
| --ee-block-validation || PageProt, PageProtection, Hash, Full, none || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
|-
|-
|Max compute units                            || 18
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
|-
|-
|Max work item dimensions                      || 3
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none
|-
|-
|Max work item sizes                          || 256x256x256
| --ee-ignore-segfault || none, read, write, readwrite || Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) || --ee-ignore-segfault=readwrite
|-
|-
|Max work group size                            || 256
| --ee-native-function || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328
|-style="background-color:#FFAA00"
|  || Other || ||
|-
|-
|Compiler Available                              || Yes
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion engine Just in Time disassembler mode (Likely a debug log option) || --ee-jit-disasm=1
|-
|-
|Preferred work group size multiple            || 64
| --ee-ignore-break || 0, 1 || Turns a BREAK instruction into a NOP Instruction. ||  
|-
|-
!Half-precision Floating-point support        !!  (cl_khr_fp16)
| --ee-break-as-nop || 0, 1 || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
|-
|-
|Denormals                                    || No
| --ee-jit-opt-debug || 0, 1 || ||
|-
|-
|Infinity and NANs                            || Yes
| --ee-pc-coherency || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
|-
|-
|Round to nearest                              || Yes
| --ee-insn-flush-pc || 0, 1 || Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
|-
| --ee-inst-marking || 0,1? || ||  
|-
|-
|Round to zero                                || No
| --ee-insn-marking || 0,1? || ||  
|-
|-
|Round to infinity                            || No
| --ee-kernel-hle ||  0, 1 || High-level emulation kernel. Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply EE kernel patches which run previously prepared x64 code instead of recompiling real code part. ||  
|-
|-
|IEEE754-2008 fused multiply-add              || No
| --ee-injection-kernel || 0, 1 || Just like --ee-kernel-hle, except using a different name. ||
|-
|-
|Support is emulated in software              || No
| --ee-injection-title || 0, 1 || Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply per title patches which run previously prepared x64 code instead of recompiling real code part. ||
|-
|-
!Single-precision Floating-point support    !!    (core)
| --ee-validate-kernel || 0, 1 || ||
|-
|-
|Denormals                                    || No
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
|-
|-
|Infinity and NANs                            || Yes
| --ee-regalloc-simd || readwrite, writeonly, readonly || register allocation setting ||  
|-
|-
|Round to nearest                              || Yes
| --ee-regalloc-preserve-scalar || LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|-
|-
|Round to zero                                || No
| --ee-regalloc-preserve-simd || ReadOnly, RO, WriteOnly WO, RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|-
|-
|Round to infinity                            || No
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|-
|-
|IEEE754-2008 fused multiply-add              || No
| --vtune-ee || ||  ||
|-
|-
|Support is emulated in software              || No
| --ee-live32 || 0,1? || ||  
|-
|-
|Correctly-rounded divide and sqrt operations  || No
| --ee-cache-breaks-block || 0,1 || End recompiler block on r5900 cache opcode. ||
|-
|-
!Double-precision Floating-point support      !!  (cl_khr_fp64)
| --ee-evt-check-full || 0, 1 || Perform more accurate EE event check ||
|-
|-
|Denormals                                    || Yes
| --ee-peephole || 0, 1? || ||
|-
|-
|Infinity and NANs                            || Yes
| --ee-load-rewrites || 0,1? || ||  
|-
|-
|Round to nearest                              || Yes
| --ee-store-rewrites || 0,1? || ||  
|-
|-
|Round to zero                                || Yes
| --ee-precompile-trace || || ||
|-
|-
|Round to infinity                            || Yes
| --ee-penalize-short-blocks || 0, 1 || Add cycles to short recompiled blocks? ||
|-
|-
|IEEE754-2008 fused multiply-add              || Yes
| --ee-mem-check-eob || || EE memory check end of block ||  
|-
|-
|Support is emulated in software              || No
| --ee-insn-callmark || || ||
|-
| --ee-inline-limit-full || insn_count/integer ||  ||
|-
|-
!Execution capabilities !!
| --ee-inline-limit-partial || || ||
|-
|Run OpenCL kernels                            || Yes
|-
|-
|Run native kernels                            || No
| --ee-stlf-cycle-threshold || ? ||?||  
|-
|-
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
| --detect-idle-ee || 0, 1 ||  || --detect-idle-ee=1
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16</pre></div>
|-
|-
|}
|}


= Emulator Configuration =
=====FPU=====
 
<pre>The FPU is a fast single-precision unit that typically serves the EE by calculating in-game physics. It mostly controls the accuracy of the movement of in-game objects, or the game's gravity as a whole. In some cases, it is best to use COP2 commands with the FPU's to ensure the accuracy of the game's geometrical calculations.</pre>
== Files ==
 
Emulator configuration is probably handled by 4 files:
 
* '''config-emu-ps4.txt''' - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.
* '''XXXX-YYYYY_cli.conf''' - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
* '''XXXX-YYYYY_config.lua''' - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
* '''disc-swap-cli.conf''' - Stores info of multi disc games.
 
== Commands ==
 
=== config-emu-ps4.txt commands ===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage  
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --gs-uprender || none, 2x2 || Internal resolution uprender || --gs-uprender=2x2
| --fpu-no-clamping ||  1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the FPU. Might fix freezing issues, or misplaced characters/items (Inaccuracies with in-game physics) || --fpu-no-clamping=0
|-
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0
|-
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0
|-
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-muldiv  || 0 = Disabled<br>1 = Enabled  || Allows the FPU to accurately Divide/Multiply by 0 for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1
|-
| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1
|-
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
|-
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
|-
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec || upscaler? || --gs-upscale=EdgeSmooth
|-style="background-color:#7698FF"
|| Speedhacks || ||
|-
|-
| --config-local-lua ||   ||   || --config-local-lua=""
| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. It is enabled by default. Disabling it is required for the full accuracy of the FPU. || --fpu-rsqrt-fast-estimate=1
|-
|-
| --load-tooling-lua ||   ||   || --load-tooling-lua=0
| --fpu-accurate-mul-fast || 0, 1 || A command that prevents muldiv commands from slowing the emulation down.  || --fpu-accurate-mul-fast=1
|-style="background-color:#FFAA00"
|  || Other || ||
|-
|-
| --record-audio || || ||  
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add). Disabled by default. || --fpu-custom-fused-madd=0
|-
|-
| --record-audio-img ||  || ||  
| --fpu-to-double || 0, 1 || Converts floats to doubles (Accurate) || --fpu-to-double=1
|-
| --fpu-clamp-operands || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-operands=1
|-
| --fpu-clamp-results || 0, 1 || Affects the fpu's clamping behavior || --fpu-clamp-results=1
|-
|}
 
=====COP2=====
<pre>VU0 Macro-mode. These commands may assist the FPU further.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --record-audio-image ||  || ||  
| --cop2-opt-flags || 0, 1 ,2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) setting it to 0 can in some cases improve FPU accuracy. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
|-
| --cop2-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --cop2-opt-vf00=1
|-
| --cop2-const-prop || 0, 1 || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
|-
| --cop2-di-bits || 0, 1 || 0 to skip setting invalid, and div by Zero flags in status register, and therefore improve performance. Can be used as speedhack as it skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --record-audio-ext ||  ||  ||  
| --cop2-no-clamping ||  1 = Extra + preserve sign<br>0 = Extra || Changes the clamping behavior of the COP2. The default emulator's behavior is none of the included values and cannot be set by CLI commands. || --cop2-no-clamping=0
|-
|-
| --max-console-spam ||  || ||  
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) ||Accurate Mul/Div/Add/Sub math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567
|-
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || Accurate multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-mul || 1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1
|-
| --cop2-accurate-addsub ||  1 = Enabled<br>0 = Disabled || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1
|-
|-
| --path-snaps || dir/folder || Path to savestates folder || --path-snaps="/tmp/snapshots"
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. || --cop2-accurate-addsub-range=0x123456,0x134567
|-
|-
| --path-recordings || dir/folder ||   || --path-recordings="/tmp/recordings"
|-style="background-color:#FFAA00"
|| Other || ||
|-
|-
| --path-audio-images || dir/folder ||   ||  
| --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. Uknown function, might be a speechack. ||
|-
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
|-
| --cop2-inst-p || 0, 1 || instant P, no stalling on VWAITP, or instances of P. ||
|-
| --cop2-use-rcp || 0, 1 || Enables SSE RCP. Disabled by default ||
|-
| --cop2-use-rsqrt || 0, 1 || Enables SSE RSQRT || --cop2-use-rsqrt=0
|-
| --cop2-clamp-operands || 0, 1 || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
|-
| --cop2-clamp-results || 0, 1 || Affects the COP2's clamping behavior  || --cop2-clamp-results=1
|-
|}
 
====Vector Units (VU)====
=====VU=====
<pre>Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. Most of these commands fix broken or missing geometry along with black screens.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#ff99c2"
| || Graphical fixes || ||
|-
|-
| --path-memcards || dir/folder ||   ||
| --vu-xgkick-delay  || Limit is between (0 => 31)  || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. Can be used to repair missing graphics with 0 being the most compatible. Useful for games with GIF issues || --vu-xgkick-delay=8
|-
|-
| --path-vmc || dir/folder ||   || --path-vmc="/tmp/vmc"
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics by speeding up the vector units.|| --vu-custom-min-max=0
|-
|-
| --path-emulog || dir/folder ||   || --path-emulog="/tmp/recordings"
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --path-manual || dir/folder ||   ||
| --vu-hack-triace  || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1
|-
| --vu-branch-hazard || 0, 1 || Disabling it managed to prevent "Batman - Rise of Sin Tzu" from crashing|| --vu-branch-hazard=0
|-
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
|-
| --vu-to-double || 0, 1 || Converts floats to double. Enabling it is the accurate option.  || --vu-to-double=1
|-
|-
| --path-patches || dir/folder || Path to patches folder || --path-patches="/app0/patches"
| --vu-custom-fused-madd  || 0, 1 || Custom FMA (fused multiply-add). Disabled by default || --vu-custom-fused-madd=1
|-
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --path-trophydata || dir/folder ||   || --path-trophydata="/app0/trophy_data"
| --vu-opt-sf-check  || 0, 1 || Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on Arc Twilight of the Spirits™ || --vu-opt-sf-check=1
|- 
| --vu-opt-jr-caching  || 0, 1 || Optimize Jump Register caching. (vi15). Won't work with most emulators but will work on Arc Twilight of the Spirits™ || --vu-opt-jr-caching=1
|-style="background-color:#FEA15C"
|  || Other || ||
|-
|-
| --path-featuredata || dir/folder || Path to folder with XXXX-YYYYY_features.lua file || --path-featuredata="/app0/feature_data"
| --vu-d-bit  || 0, 1 || Debug break. Halts the VU and sends an interrupt to the EE. ||  --vu-d-bit=0
|-
| --vu-t-bit  || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0
|-
| --vu-inst-mflag  || 0, 1 || ? || --vu-inst-mflag=1
|-
| --vu-inst-cflag || 0, 1 || ?  || --vu-inst-cflag=1
|-
| --vtune-vu  || ? || ? ||
|-
| --vu-jit-disasm  || 0, 1, 2 || ? || --vu-jit-disasm=1
|-
| --vu-range-merge || vu_inst_cnt || ? ||
|-
|}
 
=====VU1=====
<pre>VU1 is the GS’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS; graphical glitches.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|  || Speedhacks || ||
|-
|-
| --path-postproc || dir/folder || Post-processing (shaders?) ||
| --vu1-mpg-cycles  || 0 - 400000 || Set initial speed for VU1 Micro-programs. 100 is the default value. If VU1 requirements were a bottleneck, increasing it will result in better performance while decreasing it will result in the opposite. Increasing it can be beneficial for games that are MTVU sensitive.|| --vu1-mpg-cycles=1000
|-
|-
| --path-toolingscript || dir/folder ||   || --path-toolingscript="/app0/patches"
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0
|-
|-
| --snapshot-name || || ||  
| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
|-
|-
| --snapshot-datafile || || ||  
| --vu1-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
|-
| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2
|-
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=newprog
|-
|-
| --snapshot-restore ||  || ||  
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog
|-
|-style="background-color:#D7EF54"
|  || Game fixes / Graphical fixes || ||
|-
|-
| --snapshot-save || frameId(?) ||   ||
| --vu1 || jit-sync || Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync
|-
|-
| --snapshot-mcd-files ||  || ||  
| --vu1-no-clamping ||  0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. || --vu1-no-clamping=0
|-
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF ||
|-
|-
| --snapshot-repeat || repeat_count ||   ||
| --vu1-accurate-addsub-range || vu1 memory offset start,end (0x0 - 0x7FF) || Allows the VU1 to accurately add/subtract in the specified ee memory range by using software floats rather than hardware floats.|| --vu1-accurate-addsub-range=0x0000,0x0600
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x7FF) || Allows the VU1 to accurately multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --vu1-mul0fix-range=0x123,0x123
|-
| --vu1-injection || 0, 1 || unknown || --vu1-injection=1
|-
|-
| --snapshot-modulo || || ||  
| --vu1-native-patch || 0, 1 || Use native patches from recompiler, not compatible with jak emus. Sony uses it for their official release of Primal|| --vu1-native-patch=1
|-
|-
| --switch-disc-reset || 0,1 || 0 Can be used to prevent Resetting The game when switching multiple discs, Useful for games Like SW2 that have Import data Feature || --switch-disc-reset=1
|-style="background-color:#FEA15C"
|| Other || ||
|-
|-
| --ds4-deadzone-adjust || || ||  
| --vu1-inst-p ||0, 1 || instant P, no stalling on WAITP, or instances of P || --vu1-inst-p=1
|-
| --vu1-use-rcp || 0, 1 || Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default ||
|-
|-
| --ds4-diagonal-adjust || || ||  
| --vu1-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1. ||
|-
|-  
| --host-pad-loses-focus ||  ||  || --host-pad-loses-focus=1
| --vu1-clamp-operands || 0, 1 || Clamp operands before mathematical operation. || --vu1-clamp-operands=1
|-
| --vu1-clamp-results || 0, 1 || Clamp result after mathematical operation. || --vu1-clamp-results=1
|-  
| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q. || --vu1-inst-q=1
|-
| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1, and helps prevent crashes in VU1 sensitive games when enabled. || --assert-path1-ad=1
|-  
|-  
| --host-gamepads || || --host-gamepads=1 Fixes urban reign detecting only 1 controller || --host-gamepads=1
|}
 
=====VU0=====
<pre>VU0 is the Emotion Engine’s alternate processing unit. It is sometimes referred to as "micro-mode"</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
| || Speedhacks || ||
|-
|-
| --host-keyboard || slot [0-7] ||   || --host-keyboard=4
| --vu0-mpg-cycles || 0 - 400000  || Set initial cycle speed for VU0 Micro-programs. 100 is the default value. || --vu0-mpg-cycles=1000
|-
|-
| --host-audio || 1,0,on,off,mono ||  || --host-audio=1
| --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0
|-
|-
| --host-audio-latency || msec/float || Audio latency must be between 0.010 and 4.0 || --host-audio-latency=1.5
| --vu0-const-prop || 0, 1 || Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=1
|-
| --vu0-opt-vf00  || 0, 1, 2 || Optimization for the vf00 register. || --vu0-opt-vf00=1
|-
| --vu0-opt-flags  || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
|-
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
|-
|-
| --host-window-scale || scale/float ||   || --host-window-scale=0.5
| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
|-style="background-color:#D7EF54"
|  || Game fixes || ||
|-
|-
| --host-window-pos || x,y ||   ||
| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
|-
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. || --vu0-no-clamping=0
|-
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.||  
|-
|-
| --host-display-mode || normal,full,4:3,16:9  || Set display mode || --host-display-mode=full
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0x1FF) || Allows the VU0 to accurately Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats ||
|-
|-
| --host-osd || 0,off,minimal,verbose ||   || --host-osd=0
|-style="background-color:#FEA15C"
|| Other || ||
|-
|-
| --host-vsync || FPS || Sets Vsync FPS || --host-vsync=60
| --vu0-injection || 0, 1 || Unknown usage. || --vu0-injection=1
|-
|-
| --host-trophy-support ||   ||   ||
| --vu0-inst-|| 0, 1  || instant Q, no stalling on WAITQ, or instances of Q  || --vu0-inst-q=1
|-
| --vu0-inst-p || 0, 1 || instant P, no stalling on WAITP, or instances of P|| --vu0-inst-p=1
|-
| --vu0-use-rcp  || 0, 1 || Use SSE/AVX RCP. Speedhack. Not sure why it is even available for VU0. Disabled by default || --vu0-use-rcp=1
|-
| --vu0-use-rsqrt || 0, 1 || Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather unsafe to use on VU0. || --vu0-use-rsqrt=1
|-
| --vu0-clamp-operands  || 0, 1 || Clamp operands before mathematical operation. || --vu0-clamp-operands=1
|-
| --vu0-clamp-results  || 0, 1 || Clamp result after mathematical operation. || --vu0-clamp-results=1
|-
|}
 
====DMA Channels====
=====VIF=====
<pre>The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands
are often used to fix freezing.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|  ||  VIF || Game fixes ||
|-
|-
| --rtc-epoch || unix_time (seconds since epoch) ||   || --rtc-epoch=1523776362
| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1
|-
|-
| --framelimiter || || ||  
| --vif-thread-chunk-size || 0, 1024 || Slows down both VIFS the lower it is, and speeds them up the higher it is. 1024 is the limit, with 112 being the default value.  || --vif-thread-chunk-size=100
|-
|-
| --framelimit-fps || FPS/float || framelimiter || --framelimit-fps=0.8
| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0
|-style="background-color:#ff8080"
|  || VIF1 || Game fixes ||
|-
|-
| --framelimit-scalar ||  scalar/float || scalar must be between 0.1 and 5.0 || --framelimit-scalar=3.2
| --vif1-ignore-cmd-ints || 0, 1 ||  Set to 1 to ignore command interrupt bit. ([https://psi-rockin.github.io/ps2tek/#vifcommands info] , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. || --vif1-ignore-cmd-ints=1
|-
|-
| --framelimit-mode || normal,fast,fastest,slow,slower,slowest ||   || --framelimit-mode=fast
| --vif1-instant-xfer ||  1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 is the accurate option. It can be used to fix graphical glitches or to potentially prevent games from freezing. || --vif1-instant-xfer=0
|}
 
=====SIF=====
<pre>The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance, and are rarely ever useful.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#99bbff"
|  ||  || SIF1 (IOP) ||
|-
|-
| --audio-stretching ||   ||   ||
| --iop-sif1-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP receives from the EE || --iop-sif1-cycle-scalar=0.1
|-
|-
| --ps2-lang || system  || sets language || --ps2-lang=system
| --ee-sif1-cycle-scalar ||Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE sends to the IOP || --ee-sif1-cycle-scalar=0.1
|-style="background-color:#99ddff"
|  ||  || SIF0 (EE) ||
|-
|-
| --pad-record ||   ||   ||
| --iop-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the IOP sends to the EE || --iop-sif0-cycle-scalar=0.1
|-
|-
| --max-disc-num || 1-5  || numbers of discs in package (maximum=5) || --max-disc-num=1
| --ee-sif0-cycle-scalar || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| Controls the speed at which the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1
|-
|-
| --ps2-title-id ||   || sets title-id for patches  || --ps2-title-id=SLES-50366
|}
 
====[https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS]====
<pre>"GS" stands for Graphics Synthesizer. It's the PlayStation®2's co-processor that's responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#7698FF"
|| Speedhacks || ||
|-
|-
| --cdvd-sector-read-cycles || || Kinetica use 40000, Psychonauts 4000, Red Dead Revolver 5000, Rise of Kasai 31000 || --cdvd-sector-read-cycles=40000
| --gs-optimize-30fps || 0, 1 || Speedhack for GS hungry games. || --gs-optimize-30fps=1
|-
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators.  It does however, work on jak emulators || --gs-adaptive-frameskip=1
|-
|-
| --injection-vu1 || 0,1 || Speed up fps ? || --injection-vu1=1 ||
| --gs-h2l-list-opt || 0, 1 || Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
|-
|-
| --boot-disc-id || 1-5  || sets boot disc for multi-disc pkg || --boot-disc-id=0
|-style="background-color:#cbddfb"
|| GS features || ||
|-
|-
| --mute-audio ||all,none,main,bgm || || --mute-audio=all
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. || --gs-use-mipmap=1
|-
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1
|-
|-
| --mute-streaming-audio || all,none,main,bgm || || --mute-streaming-audio=all
| --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It could possibly solve graphical issues or improve the quality of the colors. || --gs-use-clut-merge=1
|-
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe
|-
|-
| --mtap1 || Disabled, Always, ByHost || Multitap Switch || --mtap1=always
|-style="background-color:#D7EF54"
| || Gs settings / Behaviour || ||
|-
|-
| --mtap2 || Disabled, Always, ByHost || Multitap Switch, some games require Multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that we need to disable first mtap. || --mtap2=always
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
|}
|-
 
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
=== XXXX-YYYYY_cli.conf commands ===
|-
 
| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l need to be enabled before their options become usable|| --gs-kernel-cl-up="clutmerge2x2"
Please note that commands listed here work also in config-emu-ps4.txt. Anyway official way to use them is by CLI file. CLI file way is also needed for multi-disc packages.
|-
====EE====
| --gs-override-small-tri-area || 0, 1 || Small triangle rejection. Could potentially restore missing text in some games. || --gs-override-small-tri-area=1
Ps2's EmotionEngine Emulator Commands
|-
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
| --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1
! Command !! Values !! Notes !! Usage
|-
| --gs-ignore-dirty-page-border || 0, 1 || ? ||--gs-ignore-dirty-page-border=1
|-  
| --gs-ignore-rect-correction || 0, 1 || Setting it to 1 is known to fix graphical glitches occurring in far distances || --gs-ignore-rect-correction=1
|-
|-
| --ee-mem-check-eob || || EE Memory check end of block ||  
| --gs-opt-frbuff-switch || 0, 1 || || --gs-opt-frbuff-switch=0
|-
|-
| --ee-cache-breaks-block || || ||
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge"
|-
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
|-
|-
| --ee-validate-kernel || || ||  
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
|-
|-
| --ee-block-validation || PageProt, PageProtection, Hash, Full || Way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
| --gs-progressive || 0, 1 || Enables progressive scan. It's used to fix graphical glitches/double screen issues.  ||
|-
| --gs-vert-precision || 8, 16 || 3D rendering vertex precision. The emu expects the values of 8 or 16, any other values are not permitted. || --gs-vert-precision=8
|-
|-
| --ee-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||
| --gs-force-bilinear || 0, 1 || Forces bilinear filtering, can fix ghosting problems in some cases. Not recommended for games that use 2D images, as it could possibly break games that rely on nearest filtering.|| --gs-force-bilinear=1
|-
|-
| --ee-const-folding || None,Gpr,Fpu,All || EE constant folding, (Speedhack?) [https://en.wikipedia.org/wiki/Constant_folding More info] || --ee-const-folding=none
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1
|-
| --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1
|-
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. Reduces sharpness. (Trilinear filtering??) ||
|- 
| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1
|-
|-
| --ee-load-rewrites || || ||  
| --gs-render-tile-threshold || 0, 3000000 |||| --gs-render-tile-threshold=300000
|-
|-
| --ee-store-rewrites || || ||  
| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1
|-
|-
| --ee-live32 || || ||  
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|-
|-
| --ee-inline-limit-full || insn_count/integer || ||
| --gs-frontend-opt-mode || 0, 1, 2 || ? || --gs-frontend-opt-mode=1
|-
| --gs-motion-factor || 25, 50 ||  || --gs-motion-factor=25
|-
|-
| --ee-inline-limit-partial || || ||
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200
|-
|-
| --ee-jit-opt-debug || || ||
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection ? || --gs-check-trans-rejection=1
|-
| --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1
|-
|-
| --ee-pc-coherency || || ||  
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
|-
| --ee-inst-marking || || ||  
| --gs-h2l-accurate-hash || 0, 1 || ||--gs-h2l-accurate-hash=1
|-
|-
| --ee-insn-marking || || ||  
|-style="background-color:#9042f5"
|| Aspect ratio || ||
|-
|-
| --ee-kernel-hle || || High-level emulation kernel  ||  
| --gs-scanout-offsetx || relative offset/ignored || A zoom in setting in the x direction || --gs-scanout-offsetx=27
|-
| --gs-scanout-offsety || relative offset/ignored || A zoom in setting in the y direction || --gs-scanout-offsety=27
|-
|-
| --ee-injection-kernel || 0,1 || ||
| --safe-area-min || area/float (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator || An overscan setting|| --safe-area-min=0.9
|-
|-
| --ee-injection-title || 0,1 || ||
|-style="background-color:#FEA15C"
|| Other || ||
|-
|-
| --ee-regalloc-scalar || 0,none,ReadOnly,WriteOnly,RW || register allocation setting ||  
| --framelimit-mode || slowest,slower,slow,normal,fast,fastest,turbo ||Standalone Framelimiter|| --framelimit-mode=fast
|-
|-  
| --ee-regalloc-simd || || register allocation setting ||  
| --gs-hdr-support || 0, 1? || ? ||
|}
 
====IOP====
<pre>The emulated I/O Processor (IOP) settings. Commands here are rarely useful, as very few games will require them. The IOP controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output devices</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-style="background-color:#D7EF54"
|| Game fixes || ||
|-
|-
| --ee-regalloc-preserve-scalar || LoadOnly, StoreOnly, SO, LoadStore,  LS || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
| --iop-cycle-scalar ||<br>Accelerate IOP cycles: (0.99 => 0.1) <br>Decelerate IOP cycles: (1.1 => 5.0)|| '''Not a Speedhack'''. Accelerating can improve DVD reading speed|| --iop-cycle-scalar=1.0
|-
|-
| --ee-regalloc-preserve-simd || ReadOnly, RO, WO, WriteOnly ,RW || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|-
| --ee-static-block-links || options Type,Type,... [Branch,Branches,JAL,COP2,All] || || --ee-static-block-links=JAL,COP2
|-
| --ee-insn-flush-pc || || ||
|-
| --ee-insn-callmark || || ||
|-
| --ee-peephole || || ||
|-
|-
| --ee-ignore-break || 0,1 ? || ignore break instruction (we should never land here) ||  
| --iop-tight-slice-count || 0, 2000 || Seems to slow down the iop the higher the value, Can be used in games such as the godfather or gran turismo 4 to solve stuttering fmvs due to very fast iop cycles|| --iop-tight-slice-count=12
|-
|-
| --ee-hook || AdvanceClock, FastForwardClock, MfifoDrain || Non-conditional EE hook (This is not speedhack!), advancing/ff'ing clock can be useful for getting better sync CFC2/CTC2 || --ee-hook=0x0025b3b0,FastForwardClock
| --iop-hook || AdvanceClock, FastForwardClock || IOP native hook, Sony uses it on their official release of Red dead revolver || --iop-hook=0x0086ac,FastForwardClock
|-
|-
| --ee-jit-disasm || 0 or 1 for mips and 2 for x86 || Emotion Engine Just in Time disassembler mode (seems to be debug log option) || --ee-jit-disasm=1
| --iop-block-validation || IsC, ShortHash, Hash || Way of validating that block been modified, and require recompilation. Other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
|-
|-
| --ee-jit-pagefault-threshold || || This Command Fixes MANY games that refuse to boot or are Stuck on the first splash screen. This Acts similarly to OPL's Mode 2 || --ee-jit-pagefault-threshold=30
|-style="background-color:#FEA15C"
|| Other || ||
|-
|-
| --ee-context-switch-cycles || || || --ee-context-switch-cycles=1440
| --iop-validate-kernel || 0, 1 || ||  
|-
|-
| --ee-evt-check-full || || ||  
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||  
|-
|-
| --ee-break-as-nop || 0,1 || use nop when hit break instruction (this seems to be rarely useful as break usually mean eof) || --ee-break-as-nop=1
| --iop-pc-coherency || 0, 1||   ||  
|-
|-
| --ee-cycle-scalar || Multiplier/float between 0.1 And 5.0 || Multiplier for emulated EE cycles, Works same way EE cyclerate speedhack in pcsx2 functions, frequently used by scene to fix Low FPS issues. Anything higher than 1.5 has a chance of Destabilizing FMVs, But will Improve FPS InGame the higher it goes || --ee-cycle-scalar=1.0
| --iop-inst-marking || 0, 1? || ||  
|-
|-
| --vtune-ee || || ||
| --detect-idle-iop || 0, 1 || Enabled by default. || --detect-idle-iop=0
|-
|-
| --ee-sif0-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --ee-sif0-cycle-scalar=2.0
| --iop-jit-disasm || || ||  
|-
|-
| --ee-sif1-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --ee-sif1-cycle-scalar=0.1
| --iop-evt-check-full || 0, 1 ?|| ||  
|-
|-
|}
|}


====IOP====
====Misc====
Input Output Processor Settings
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage  
! Command !! Values !! Notes !! Usage
|-
|-
| --iop-sif0-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --iop-sif0-cycle-scalar=1.5
| --idec-cycles-per-qwc || int/multiplier || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
|-
|-
| --iop-sif1-cycle-scalar || multiplier/float || Subsystem interface cycle scalar || --iop-sif1-cycle-scalar=1.8
| --mfifo-manual-drain || 0.1/5.0 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-manual-drain=0.30
|-
|-
| --iop-block-validation || IsC, ShortHash || || --iop-block-validation=IsC
| --mfifo-chunk-drain-cycles || 1/400000 || A command for changing the functionality of --ee-hook=0x0,Mfifodrain ||--mfifo-chunk-drain-cycles=210000
|-
|-
| --iop-validate-kernel || || ||  
| --pcr0-delta-hack || 0.1 , 400000.0 || Modify delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. || --pcr0-delta-hack=1.0
|-
|-
| --iop-shorthash-len || inst_count/integer || Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash ||
| --jitproc-use-aslr || || Disables compiler process ASLR, useful for easier debugging, as the compiler process will be always on fixed address. Theoretically useful for mast1c0re, but to change it you need to be already in... || --jitproc-use-aslr=0
|-
| --iop-const-folding || None,Gpr,All || IOP constant folding [https://en.wikipedia.org/wiki/Constant_folding More info] || --iop-const-folding=All
|-
| --iop-pc-coherency || || ||
|-
|-
| --iop-inst-marking || || ||  
| --detect-idle-intc ||0, 1|| Enabled by default, 0 disables it || --detect-idle-intc=0
|-
|-
| --iop-jit-disasm || || ||  
| --detect-idle-chcr|| 0, 1|| Enabled by default, 0 disables it  || --detect-idle-chcr=0
|-
|-
| --iop-evt-check-full || || ||  
| --rom || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working || --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"
|-
|-
| --iop-cycle-scalar || 0.80/5.0? || || --iop-cycle-scalar=0.80
| --cop2 || jit, trans || ? ||  
|-
|-
| --iop-tight-slice-count || || || --iop-tight-slice-count=12
| --vu0 || jit, trans || ? ||  
|-
|-
| --iop-hook || AdvanceClock, FastForwardClock || iop native hook || --iop-hook=0x0086ac,FastForwardClock
| --r30 || jit, trans || ? ||  
|-
|-
|}
|}


====FPU====
====PCSX2's gameindex====
<pre>PCSX2's commands on the PS4</pre>
 
<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml]
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#c300ff|#000000}}PS4 !! Notes
|-
| XGKickHack ||--vu-xgkick-delay=0 ||  Limit is between
(0 => 31)
|-
| VuAddSubHack ||--vu-hack-triace=1 || Required for every single game developed by TriAce
|-
| vuClampMode: 2 ||--vu1-no-clamping=0<br>--vu0-no-clamping=0  ||
|-
| vuClampMode: 3  || --vu1-no-clamping=1<br>--vu0-no-clamping=1 ||
|-
|-
| --fpu-to-double || || Converts floats to double ||
| vu0ClampMode: 2 || --vu0-no-clamping=0 ||
|-
| --fpu-no-clamping || 0, 1 || No clamping for fpu || --fpu-no-clamping=0 (this option when enabled (set to 1), for some unknown reason seems to behave similar to pcsx2 FPU FULL clamping mode)
|-
|-
| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for fpu in selected memory range || --fpu-no-clamp-range=0x1acce0,0x2acce0
| vu0ClampMode: 3 || --vu0-no-clamping=1 ||
|-  
|-
| --fpu-clamp-operands || 0, 1 || fpu clamp on operand stage (combined with --fpu-clamp-results = ee/fpu clamping: extra in pcsx2) || --fpu-clamp-operands=1
| vu1ClampMode: 2 || --vu1-no-clamping=0 ||
|-
|-
| --fpu-clamp-results || 0, 1 || fpu clamp for results of operations (ee/fpu clamping: normal in pcsx2) || --fpu-clamp-results=1
| vu1ClampMode: 3 || --vu1-no-clamping=1 ||
|-
|-
| --fpu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals || --fpu-custom-min-max=0
| eeClampMode: 2 || --fpu-no-clamping=0<br>--cop2-no-clamping=0 ||
|-  
|-
| --fpu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add) || --fpu-custom-fused-madd=0
| eeClampMode: || --fpu-no-clamping=1<br>--cop2-no-clamping=1 ||
|-  
|-
| --fpu-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || Can Be used to fix Non-Graphical Glitches Caused by Emulation Such as but not limited to Black fmvs or Infinite loading screens or Not being able to progress further after a certain mission || --fpu-accurate-range=0x1acce0,0x2acce0
| FpuNegDivHack<br>FpuMulHack || --fpu-accurate-muldiv=1 ||
|-  
|-
| --fpu-accurate-muldiv  || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv=0x123456
| cpuCLUTRender: 1 || --gs-uv-shift-pointsampling=1 ||
|-  
|-
| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
| MTVUSpeedHack: 0 || --vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
|-  
|-
| --fpu-accurate-mul-fast || 1 || || --fpu-accurate-mul-fast=1
| mergeSprite<br>alignSprite || --gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent
|-  
|-
| --fpu-accurate-addsub || offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub=0x234567
| cpuSpriteRenderBW: 4 || --gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent
|-  
|-
| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --fpu-accurate-addsub-range=0x1acce0,0x2acce0
| mipmap || --gs-use-mipmap=1 ||
|-
| autoFlush || --gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0
|-
| VIF1StallHack || --vif1-instant-xfer=0 || If that doesn't work, the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) might assist.
|-
|-
| --fpu-rsqrt-fast-estimate || 0,1 || less accurate rsqrt (possible speedhack, but can degrade accuracy) || --fpu-rsqrt-fast-estimate=1
| wildArmsHack || --gs-kernel-cl-up="DarkCloud2" ||
|-
|-
| deinterlace || --force-frame-blend=1 ||
|}
|}


====VU====
=== Emulators ===
Every emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed on the ps4, they have to be unpacked from an official Sony made PS2CLASSICS pkg. This list includes the typical usage of those emulators.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Emulator name !! Typical usage - Info !! API Version !! Similar emulators
|-style="background-color:#D7EF54"
|  || 2018 || ||
|-
|-
| --vu-to-double || || Converts floats to double ||
| The King of Fighters '98: Ultimate Match || The only known emulator where '''Mojin-ribbon''' is playable. Commonly known as "KOF98"|| 2.0 ||
|-
|-
| --vu-branch-hazard || || ||
|-style="background-color:#D7EF54"
|-
|  || 2017 || ||
| --vu-evil-branches || || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]||
|-
| --vu-d-bit  || 0/1 || ignore D-bit (note: D bit shouldn't ever be used in retail games. PCSX2 ignore it at default.) ||  --vu-d-bit=0
|-
| --vu-t-bit  || 0/1 || ignore T-bit (note: T bit is replacement of D bit for retail games, correct behavior of VU is to take it in count) ||  --vu-t-bit=0
|-
| --vu-inst-mflag  || || Instant mac flag, or instances of mac flag? ||
|-
| --vu-inst-cflag || || Instant clipping flag, or instances of clipping flag? ||
|-
| --vu-custom-min-max  || 0, 1 || Custom Max/Mini logic for denormals, pcsx2 use 0 at default || --vu-custom-min-max=0
|-
| --vu-custom-fused-madd || 0, 1 || Custom FMA (fused multiply-add) || --vu-custom-fused-madd=1
|-
| --vu-opt-jr-caching  || || Optimize Jump Register caching. (vi15). Is not clear how optimization is done. ||
|-
| --vu-opt-sf-check  || 0,1 || Optimize Status or Sticky Flag check(?) ||
|-
| --vu-hack-triace  || 0,1 || Special hack for Tri Ace games, correct VU addi calculation. Without it result is one bit off, which is enough to break game decryption algo. || --vu-hack-triace=1
|-
| --vu-xgkick-delay  || vu_cycles/integer || Delay xgkick instruction execute, pcsx2 use 6 cycles, emu in ps3 use 2-8 cycles depend on game || --vu-xgkick-delay=8
|-
|-
| --vu-range-merge || vu_inst_cnt || ||  
| Jak and Daxter: The Precursor Legacy || Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. In addition, Jak emus are one of the few emus that can use the '''--gs-adaptive-frameskip=1''' command. It is often referred to as "Jak v2"|| 2.2 || '''JakX,''' '''Jak 2,''' '''Jak 3,'''
|-  
|-
| --vtune-vu  || || ||
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
|-  
|-
| --vu-jit-disasm  || 0, 1, 2 || seems to be debug print only option. || 0,1=mips,2=x86
| Resident Evil – Code: Veronica || Fixes games like '''Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at a black/splash screen. Additionally, it fixes many games requiring '''OPL's mode 2'''. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.'''
|-  
|-
|}
| Fatal Fury Battle Archives: Volume 2 || The emulator with the closest VU0-EE sync on the PS4; setting eecyclescalar to 5 on this emulator will enable some VU0 sync demanding games to run on the PS4. ||  ||
 
|-style="background-color:#D7EF54"
====VU0====
|  || 2016 || ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| --vu0-opt-flags  || [0,1,2] - 1=safe, 2=unsafe || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu0-opt-flags=1
| Redfaction || It is prominently used to fix games that are VU1 sensitive. It was used to fix '''Tony Hawk games''' suddenly crashing, and to fix MTVU sensitive games such as '''Star Wars Battlefront II'''.|| 1.6 || '''Max payne'''
|-
| --vu0-opt-vf00  || [0,1,2] - 1=safe, 2=unsafe || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here.  ||
|-
| --vu0-opt-subroutine  || || ||
|-
| --vu0-const-prop || 0, 1 || Constant propagation, Can Be Used as speedhack for vu0 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu0-const-prop=0
|-
| --vu0-no-clamping || 0, 1 || No clamping for vu0 (default 1) || --vu0-no-clamping=0
|-
| --vu0-clamp-operands  || 0, 1 || vu0 clamp on operand stage || --vu0-clamp-operands=1
|-
| --vu0-clamp-results  || 0, 1 || vu0 clamp for results of operations || --vu0-clamp-results=1
|-
| --vu0-inst-q  || 0, 1  || instant Q, not stall on WAITQ, or instances of Q(?)  || --vu0-inst-q=1
|-
| --vu0-inst-p || 0, 1 || instant P, not stall on WAITP, or instances of P(?)|| --vu0-inst-p=1
|-
| --vu0-use-rcp  || || use sse rcp ||
|-
| --vu0-use-rsqrt || || use sse rsqrt ||
|-
| --vu0-di-bits || 0,1 || 0 to skip setting Invalid, and Div by zero flags in status register. Can be potentially used as speedhack as it skip costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game,|| --vu0-di-bits=0
|-
|-
| --vu0-mpg-cycles ||100-3000 || set initial cycles for vu0 microprograms, Can be used as a speedhack the higher the number is for vu0 hungry games, with no effects on fmvs, 100 is the Default value|| --vu0-mpg-cycles=1000
| Forbidden Siren || The only emulator that was able fix '''Ice age 2''' being stuck at splash screen by using it in conjunction with patches. It also fixed '''Gran turismo 4''' running EXTREMELY slow. || 0.1 ||
|-
|-
| --vu0-clamp-range || start, end offset || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120
| King of Fighters 2000 || Seemingly the emulator with closest VU0-EE sync on the PS4. Fixes graphical issues and sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer''', and '''prevents Koei tecmo games from suddenly freezing when battle starts. Likely the only emulator where '''Batman Begins''' does not crash.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage'''
|-
| --vu0-jr-cache-policy || newprog,sameprog,auto || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog
|-
|-
| --vu0-jalr-cache-policy || newprog,sameprog,auto || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows''' crashing. || 0.1 ||  
|-
|-
| --vu0-mul0fix-range || vu0 memory offset start,end (0x0 - 0xFFF) || Fix for games that multiply by zero ||
| Destroy All Humans! 2 || || 0.7 ||  
|-
|-
| --vu0-accurate-addsub-range || || ||
| Rise of the Kasai || Fixed most of the '''Harry potter''' games. Often referred to as "rotk"|| 0.2 ||
|-
|-
| --vu0-aot-start-addr || start address || Seems to be PS3 command 0x12 replacement ahead of time compilation with CRC then to start, and CRC when to finish||
|-style="background-color:#D7EF54"
|| 2015 || ||
|-
|-
| --vu0-aot-outmode || out/overwrite, append || ||
|War of the monsters v1 || The emulator that's used in PS2CLASSICSGUI, and the best one around for GS/GIF accuracy. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter'''
|-
|-
| --vu0-aot-end-addr || end address for ahead of time compilation || ||  
| GTA 3 || Fixed the pal version of '''Genji: Dawn of the Samurai''' || 0.6 ||
|-
|-
| --vu0-aot-start-crc || verify crc for aot start block (registers) || ||
| Parappa 2 || The only emulator that was able to boot '''Spyro: A Hero's Tail''' || 0.1 ||
|-
|-
| --vu0-aot-end-crc || verify crc for aot end block (registers) || ||
| Star Wars Racer Revenge || Seems to be the most similar emulator to the ps3. Useful for debugging games as it also shows useful information such as pagefault || 0.4 ||  
|-
|-
|}
|}
====VU1====
 
=== XXXX-YYYYY_config.lua ===
 
<br>It is the most powerful configuration on the emulator, it allows for direct patching of EE/IOP/VU memory, hooks registers, hook dma. Almost Everything can be done here.
<br>If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).
<br> [[PS2_PS4_LUA|Examples]]
<br>'''Known functions:
'''
Require cleanup.
====ApiRequest====
<pre>The most important part of the lua. The lua will crash the game if it were used without it. </pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Command !! Usage !! Notes
|-
|-
| --vu1 || jit-sync, jit, jit-async, trans || Selector between IR/JIT and it modes. Jit-sync behaves similar to turning off MTVU in pcsx2, Some ps2 Games only work with MTVU Turned off such as Tony hawk games || --vu1=jit-sync
| apiRequest || apiRequest(0.1) || apiRequest(<api version>)
Different emu versions support different highest api.  
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
|-
|-
| --vu1-mul0fix-range || vu1 memory offset start,end (0x0 - 0x3FFF) || Fix for games that multiply by zero || --vu1-mul0fix-range=0x1230,0x1238
|-
| --vu1-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Optimize flags instances when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0
|-
| --vu1-opt-vf00 || 0, 1 , 2|| optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. || --vu1-opt-vf00=2
|-
| --vu1-opt-subroutine || || ||
|-
| --vu1-const-prop || || Constant propagation, Can Be Used as speedhack for vu1 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1
|-
| --vu1-no-clamping || 0, 1 || No clamping for vu1 (default 1) || --vu1-no-clamping=0
|-
| --vu1-clamp-operands || 0, 1 || vu1 clamp on operand stage || --vu1-clamp-operands=1
|-
| --vu1-clamp-results || 0, 1 || vu1 clamp for results of operations || --vu1-clamp-results=1
|-
| --vu1-inst-q || 0, 1 || instant Q, not stall on WAITQ, or instances of Q(?) || --vu0-inst-q=1
|-
| --vu1-inst-p ||0, 1 || instant P, not stall on WAITP, or instances of P(?) || --vu0-inst-p=1
|-
| --vu1-jr-cache-policy || newprog,sameprog,auto || PCSX2 use newprog as default setting, Sameprog potential speedhack [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog
|-
| --vu1-jalr-cache-policy || newprog,sameprog,auto || PCSX2 use newprog as default setting, Sameprog protential speedhack[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog
|-
| --vu1-use-rcp || || use sse rcp ||
|-
| --vu1-use-rsqrt || || use sse rsqrt ||
|-
| --vu1-di-bits || 0,1 || 0 to skip setting Invalid, and Div by zero flags in status register. Can be potentially used as speedhack as it skip costly calculations, but at the same time can cause issues like broken geometry. Depending per game. || vu1-di-bits=0
|-
| --vu1-injection || 0, 1 or enable/disable depend on emu revision || || --vu1-injection=1
|-
| --vu1-native-patch || 0,1 || use native patches from recompiler || --vu1-native-patch=1
|-
| --vu1-mpg-cycles  || 100-3000 || set initial cycles for vu1 microprograms, Can be used as a speedhack the higher the number is for vu1 hungry games with no effects on fmvs, 100 is the Default value || --vu1-mpg-cycles=1000
|}
|}
 
=====(Emulator) EmuObject=====
====COP2====
<pre> Commands for the emulator</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
! Command !! Usage !! Notes
|-
|-style="background-color:#D7EF54"
| --cop2-opt-flags || [0,1,2] - 1=safe, 2=unsafe || Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
| || Object calling class ||
|-  
| --cop2-opt-vf00 || [0,1,2] - 1=safe, 2=unsafe || optimization for vf00? Not really sure here as vf00 is a special register where x,y,z are hard coded to 0.0 and w is hard-coded to 1.0. Not sure what to optimize here. ||
|-  
| --cop2-const-prop || || Constant propagation, Can Be Used as speedhack for cop2 hungry games when set to 0 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] ||
|-
| --cop2-no-clamping || || No clamping for COP2 (default 1) || --cop2-no-clamping=0
|-
|-
| --cop2-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || No clamping for COP2 in selected range || --cop2-no-clamp-range=0x123456,0x134567
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
|-
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
| --cop2-clamp-operands || 0,1 || clamp on operand stage || --cop2-clamp-operands=1
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
|-
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
| --cop2-clamp-results || 0,1 || clamp for results of operations || --cop2-clamp-results=1
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
|-
EnableImposeMenu GetDiscId GetDiscTitleId
| --cop2-regalloc || || PCSX2 seems to have this enabled by default. ||
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
|-
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook
| --cop2-inst-q || || instant Q, not stall on VWAITQ, , or instances of Q(?) ||
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal
|-
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar
| --cop2-inst-p || || ? ||
AddPadHook PadPressureStickRemap SetVolumes GetVolumes
|-
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
| --cop2-use-rcp || || use sse rcp ||
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
|-
|-style="background-color:#c6ecd9"
| --cop2-use-rsqrt || 0,1 || use sse rsqrt || --cop2-use-rsqrt=0
| || Hooks ||
|-
| --cop2-di-bits || 0,1 || 0 to skip setting Invalid, and Div by Zero flags in status register. Can be potentially used as speedhack as it skip costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game. || --cop2-di-bits=1
|-
| --cop2-accurate-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-range=0x123456,0x134567
|-
| --cop2-accurate-mul || offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-mul=0x123456
|-
| --cop2-accurate-mul-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-mul-range=0x123456,0x134567
|-
| --cop2-accurate-addsub || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub=0x123456
|-  
| --cop2-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || || --cop2-accurate-addsub-range=0x123456,0x134567
|}
 
====GS/VIF====
Graphics Synthesizer Settings
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| --vif-ignore-invalid-cmd || 0,1 || Ignore invalid vif commands || --vif-ignore-invalid-cmd=1
|AddVsyncHook || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)
my_function can be anything, from simple patches, to extensive hook.
Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.
|-
|-
| --vif1-ignore-cmd-ints || 0,1 || || --vif1-ignore-cmd-ints=1
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
|-
|-
| --vif1-instant-xfer || 0,1 || "Instant VIF transfer" Default 1. Correct behavior is 0, but we don't know how accurate VIF timing is in that emu. || --vif1-instant-xfer=0
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
|-
|-
| --vif-thread-chunk-size || int/kilowords || ||
|RemoveEntryPointHook || ||
|-
|-
| --force-frame-blend || 0, 1 || || --force-frame-blend=1
|AddLoginHook || ||
|-
|-
| --framelimit-mode || --framelimit-mode || normal,fast,fastest,slow,slower,slowest || --framelimit-mode=slowest
|RemoveLoginHook || ||
|-
|-
| --gs-scanout-delay || hsync_count/integer || ||
|AddLogoutHook || ||
|-
| --gs-fieldswap-delay || || Wait longer than usual to change field ||
|-
| --gs-use-deferred-l2h || || Some delay option for L2H (local to host, GS to EE)|| -gs-use-deferred-l2h=1
|-
| --l2h-2d-params || TRXREG,BITBLTBUF,height ||  || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
|-
|-
| --gs-adaptive-frameskip || 0,1 ||   ||
|RemoveLogoutHook || ||
|-
| --gs-uprender || none,2x2 || Rendering upscaler (use higher internal resolution) || --gs-uprender=2x2
|-
| --gs-upscale || none, gpu, edgesmooth, motionvec, point, || after recompilation upscaler? || --gs-upscale=EdgeSmooth
|-
| --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65
|-
|-
| --gs-hdr-support || 0,1? || ||
|AddImageHook || ||
|-
| --gs-progressive || || Force progressive scan?  ||
|-
| --gs-force-bilinear || 0,1 || force bilinear filtering || --gs-force-bilinear=1
|-
|-
| --gs-frontend-opt-mode || (0-2?) || || --gs-frontend-opt-mode=1
|AddGifTagHook || ||
|-
| --gs-use-mipmap || 0,1 || Required for CL kernels using mipmaping || --gs-use-mipmap=1
|-
| --gs-use-clut-merge || 0.1 || Required for CL kernels using merging CLUT || --gs-use-clut-merge=1
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision || Kernel Variant || --gs-kernel-cl="clutmerge"
|-
| --gs-kernel-cl-up || h2lpool2x2, OptRightTri, clutmerge2x2, mipmap2x2, up2x2simple, up2x2skipinterp || Kernel Variant Upscaler || --gs-kernel-cl-up="clutmerge2x2"
|-
| --gs-optimize-30fps || || || --gs-optimize-30fps=1
|-
| --gs-motion-factor || motion factor || [value 25 is used on NTSC-U game in official PKG, so unknown what it is] || --gs-motion-factor=25
|-
|-
| --gs-override-small-tri-area ||  || ||  
| AddSectorReadHook || emuObj.AddSectorReadHook(<sector, unk, task>) || Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
|-
|-
| --gs-check-trans-rejection68 || 0,1?  || || --gs-check-trans-rejection68=1
|AddMCWriteHook ||emuObj.AddMCWriteHook() ||
|-
| --gs-check-trans-rejection || || ||
|-
| --gs-skip-dirty-flush-on-mipmap || 0,1 || Require mipmap GS CL kernel || --gs-skip-dirty-flush-on-mipmap=1
|-
| --gs-packed15-fmv-opt || 0,1 || || --gs-packed15-fmv-opt=1
|-
| --gs-scanout-offsetx || relative offset/ignored || Directly overwrite GS register? || --gs-scanout-offsetx=27
|-
| --gs-scanout-offsety || relative offset/ignored || ||  
|-
|-
| --gs-dirty-page-policy || 0,1? || || --gs-dirty-page-policy=1
|AddAssertionHook ||emuObj.AddAssertionHook() ||
|-
|-
| --force-pal-60hz || 0,1 || Force 60hz PAL mode || --force-pal-60hz=1
|AddSnapshotLoadedHook || ||
|-
|-
| --gs-flush-ad-xyz || always, safe, off, 0 || || --gs-flush-ad-xyz=safe
|RemoveSnapshotLoadedHook || ||
|-
|-
| --gs-render-tile-threshold || || || --gs-render-tile-threshold=300000
|AddPadHook ||emuObj.AddPadHook() ||
|-
|-
| --gs-uv-shift-pointsampling || || || --gs-uv-shift-pointsampling=1
|-style="background-color:#ff8080"
| || Audio ||  
|-
|-
| --safe-area-min || area/float (range 0.9 to 1.0) || || --safe-area-min=0.9
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
|-
|-
| --threaded-gs || 0,1 (more?) || || --threaded-gs=0
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
|-
|-
| --gs-opt-frbuff-switch || || || --gs-opt-frbuff-switch=1
|SetAudioRoute || ||
|-
|-
| --gs-ignore-rect-correction || || || --gs-ignore-rect-correction=1
|GetAudioRoute || ||
|-style="background-color:#c2c2d6"
| || Game loading speed ||  
|-
|-
| --idec-cycles-per-qwc || int/multiplier || || --idec-cycles-per-qwc=768
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
|-
|-
|}
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
 
====SPU====
Ps2's Audio Emulator Settings
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| --spu2-update-deferral  || Ts/integer || ||
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter during loading screens.
|-style="background-color:#ffe680"
|  || CDVD ||  
|-
|-
| --spu2Trace  || ||  ||
|OpenDiscTray || ||
|-
|-
| --spu2-reverb  || 0,1?  || Enables Reverb ?  || --spu2-reverb=1
|CloseDiscTray || ||
|-
|-
| --spu2-ignore-kof  || 0,1?  ||  ||
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|-
|-
| --spu2-warnings  || 0,1? ||  ||
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|-
|-
|}
| GetDiscTitleId || ||
 
====Other====
Commands Without a category
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Values !! Notes !! Usage
|-
|-
| --verbose-cdvd-reads || ||  ||
|ShowDiscSwitchInfo ||emuObj.ShowDiscSwitchInfo() ||
|-
|-
| patch || 1,(INTERFACE),(ADDRESS) (ADDRESS TYPE) (?) || || patch=1,EE,00480DB0,word,10000000
|-style="background-color:#FEA15C"
| || Other ||  
|-
|-
| --verbose-cpu-cycles || ||  ||
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|-
|-
| --mfifo-manual-drain  || multiplier/float  || || --mfifo-manual-drain=0.30
|LoadConfig || ||
|-
|-
| --mfifo-chunk-drain-cycles  || int  || || --mfifo-chunk-drain-cycles=210000
|SaveConfig || ||
|-
|-
| --cpu-avx || 0,1?|| Enables avx ? ||
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:
|-
<div align="left"><pre>local CheckInputs = function()
| --cpu-crc32 || 0,1?|| Enables crc32 ? ||
|-
| --pcr0-delta-hack || float ||  ||
|-
| --switch-disc-delay  || Delay in ms?  || Puts a delay when Switching discs  ||
|-
| --detect-idle-vif || 0,1? ||  ||
|-
| --detect-idle-ee || 0,1? ||  ||
|-
| --detect-idle-iop || 0,1? ||  ||
|-
| --detect-idle-intc || 0,1? ||  ||
|-
|}


=== XXXX-YYYYY_config.lua ===
local pad_bits = emuObj.GetPad()
local UP = pad_bits &  0x0010
local DOWN = pad_bits &  0x0040
local LEFT = pad_bits &  0x0080
local RIGHT = pad_bits &  0x0020
local Triangle = pad_bits &  0x1000
local Cross = pad_bits &  0x4000
local Square = pad_bits &  0x8000
local Circle = pad_bits &  0x2000
local L1 = pad_bits &  0x0400
local L2 = pad_bits &  0x0100
local L3 = pad_bits &  0x0002
local R1 = pad_bits &  0x0800
local R2 = pad_bits &  0x0200
local R3 = pad_bits &  0x0004
local Select = pad_bits &  0x0001
local Start = pad_bits &  0x0008


It is most powerful config. Allow direct patching EE/IOP/VU memory, hooks registers, hook dma. Everything can be done here.
if (L2 ~= 0) then
<here function that should be done when L2 is pushed>
end
end


If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
 
'''Known functions:
'''
Require cleanup.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
|-
| apiRequest || apiRequest(<api version>) || example: apiRequest(0.1)
|SwapMemCard || ||
Different emu versions support different highest api.
Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.
|-
|-
! !! getEmuObject class !!
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
Allow to use custom memory card.
|-
|-
| getEmuObject || local emuObj = getEmuObject() || Required for all functions using emuObj, that include: <div align="left"><pre>LoadConfig SaveConfig GetPad AddVsyncHook
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar
emuAddPadHook PadPressureStickRemap SetVolumes GetVolumes
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch </pre></div>
|-
|-
|LoadConfig || ||
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18. In some cases, games will hang on a black screen with some other language settings (eg Japanese) - Example for usage: emuObj.SetPs2Lang(1)
|-
<div align="left"><pre>0 - japanese
|SaveConfig || ||
1 - english
|-
2 - french
|GetPad || emuObj.GetPad(<gamepad button by bits>)|| example usage for reading input:  
3 - spanish
<div align="left"><pre>local CheckInputs = function()
4 - german
 
5 - italian
local pad_bits = emuObj.GetPad()
6 - dutch
local UP = pad_bits &  0x0010
7 - portuguese
local DOWN = pad_bits &  0x0040
8 - russian
local LEFT = pad_bits &  0x0080
9 - korean
local RIGHT = pad_bits &  0x0020
10 - traditonal-chinese
local Triangle = pad_bits &  0x1000
11 - simplified-chinese
local Cross = pad_bits &  0x4000
12 - finnish
local Square = pad_bits &  0x8000
13 - swedish
local Circle = pad_bits &  0x2000
14 - danish
local L1 = pad_bits &  0x0400
15 - norwegian
local L2 = pad_bits &  0x0100
16 - polish
local L3 = pad_bits &  0x0002
17 - portuguese-brazil
local R1 = pad_bits &  0x0800
18 - english-uk</pre></div>
local R2 = pad_bits &  0x0200
|-
local R3 = pad_bits &  0x0004
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. The correct port values are 0-3, correct light values are 0-255.
local Select = pad_bits &  0x0001
|-
local Start = pad_bits &  0x0008
|PadPressureStickRemap || emuObj.PadPressureStickRemap()||
 
|-
if (L2 ~= 0) then
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
<here function that should be done when L2 is pushed>
|-
end
| IsToolingVerbose || ||
end
 
emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync></pre></div>
|-
|-
|AddVsyncHook || emuObj.AddVsyncHook(<task to be done every vsync>) || emuObj.AddVsyncHook(my_function)
|CheckEntitlement || ||
my_function can be anything, from simple patches, to extensive hook.
Example usage can be found in SLUS-21550 features file.
|-
|-
|RemoveVsyncHook || emuObj.RemoveVsyncHook(<previously added task to be removed>) || emuObj.RemoveVsyncHook(my_function)
| emuMediaPatch || emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.
|-style="background-color:#c6ecd9"
|  || GS related ||
|-
|-
|AddEntryPointHook || emuObj.AddEntryPointHook(<task>) || Task to be done at ps2 game main elf entry point (right where game is loaded).
| CountFrameOnPS2 || emuObj.CountFrameOnPS2() || updates FRAPS/Actual FPS reading in olympus
|-
|-
|RemoveEntryPointHook || ||
| SetGsTitleFix || emuObj.SetGsTitleFix() || [[PS2_Emulation#SetGsTitleFix|More info]]
|-
|-
|AddLoginHook || ||
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|-
|-
|RemoveLoginHook || ||
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|-
|-
|AddLogoutHook || ||
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
|-
|-
|RemoveLogoutHook || ||
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
Example:
Global_InitGpuResources = function()
emuObj.LoadFsShader(1, "./shader.sb")
end
 
That only load Fragment Shader to program memory, to use it we need BindFragmentShader,
and if depend on shader SetShaderParams.</pre></div>
|-
|-
|CheckEntitlement || ||
|SetDisplaySafeArea || ||
|-
|-
|AddImageHook || ||
|}
 
=====(EE) EEObject=====
<pre>Commands for the emulated Emotion Engine</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
|AddGifTagHook || ||
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
|-style="background-color:#7698FF"
|  || Memory editing ||  
|-
|-
|SwapMemCard || ||
|ReplaceMem64 || eeObj.ReplaceMem64(<address>, <value>)||
|-
|-
|SetFormattedCard || emuObj.SetFormattedCard(<"file name">) || emuObj.SetFormattedCard("custom_formatted.card")
|ReplaceMem32 || eeObj.ReplaceMem32(<address>, <value>) || Permanently replace an offset without needing addvsynchook?
Allow to use custom memory card.
|-
|-
|OpenDiscTray || ||
|ReplaceMem16 || eeObj.ReplaceMem16(<address>, <value>)||
|-
|-
|CloseDiscTray || ||
|ReplaceMem8 ||eeObj.ReplaceMem8(<address>, <value>) ||
|-
|-
|SwitchDisc || emuObj.SwitchDisc(<disc ID>) || ID can be provided as is, or for example read from memory or register when needed.
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|-
|-
| EnableImposeMenu || emuObj.EnableImposeMenu(<true/false>) || EnableImposeMenu(false)
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|-
|-
| GetDiscId || emuObj.GetDiscId() || Return DiscId in XXXX_YYY.ZZ format
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|-
|-
| GetDiscTitleId || ||
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|-
|-
| AddSectorReadHook || emuObj.AddSectorReadHook(<sector, unk, task>) || Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
|WriteMem128 || ||
|-
|-
|AddMCWriteHook || ||
|WriteMemFloat128 || ||
|-
|-
|ShowDiscSwitchInfo || ||
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
|-
|-
| GetPs4SystemLang || emuObj.GetPs4SystemLang() || Return PS4 system language (in unknown format).
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
|-
|-
| SetPs2Lang || emuObj.SetPs2Lang(<Lang ID>) || Set emulated PS2 language, correct Lang IDs are 0-18.
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
<div align="left"><pre>0 - japanese
eeObj.ReadMem32(gp - 31348)
1 - english
|-
2 - french
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
3 - spanish
4 - german
5 - italian
6 - dutch
7 - portuguese
8 - russian
9 - korean
10 - traditonal-chinese
11 - simplified-chinese
12 - finnish
13 - swedish
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk</pre></div>
|-
|-
|ThrottleNorm ||emuObj.ThrottleNorm() || Enable default framelimiter (50/60 fps depend on region).
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|-
|-
|ThrottleFast || emuObj.ThrottleFast() || Faster than default, but exact value is unknown.
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|-
|-
|ThrottleMax || emuObj.ThrottleMax() || Disable framelimiter at all, usually used during static loadings in official packages. WARNING: Using this in config remove framelimiter! PS2 games have tied game speed to frame per second. By using this globally you make game running faster than it was on original hardware, sometimes even twice as fast. This setting is very harmful when used globally in config files. Loadings are faster, but game also run faster than it should when PS4 have enough free cpu power!
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|-
|-
|AddAssertionHook || ||
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|-
|-
| SetGsTitleFix || || [[PS2_Emulation#SetGsTitleFix|More info]]
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
|-
|-
|SetDisplayAspectWide || emuObj.SetDisplayAspectWide() || Force display area to 16:9 (If game not support widescreen, it will be stretched).
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
|-
|-
|SetDisplayAspectNormal || emuObj.SetDisplayAspectNormal() || Force display area to 4:3.
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) . Pointer can be read from GPR
|-style="background-color:#ff9999"
|  || GPR require (Necessary for register related commands)||  
|-
|-
|ForceRefreshRate || emuObj.ForceRefreshRate(<hz>) || emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
| || local gpr = require( "ee-gpr-alias" )
|-
|-
|LoadFsShader || emuObj.LoadFsShader(<slot?>, "<path>") || <div align="left"><pre>Shaders must be loaded right after GS has been initialized.
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
Example:
Global_InitGpuResources = function()
emuObj.LoadFsShader(1, "./shader.sb")
end
 
That only load Fragment Shader to program memory, to use it we need BindFragmentShader,
and if depend on shader SetShaderParams.</pre></div>
|-
|-
|SetDisplaySafeArea || ||
|SetGpr64 || ||
|-
|-
|PadSetLightBar || emuObj.PadSetLightBar(<port, red, green, blue>) || Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
| GetGprFloat || || Get gpr value as float value
|-
|-
|emuAddPadHook || ||
| SetGprFloat || || Set gpr value as float value
|-
|-
|PadPressureStickRemap || ||
|GetGpr || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|-
|-
|SetVolumes || emuObj.SetVolumes('global', 'main', 'bgm') || Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
|SetGpr|| eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
Require defined getEEObject() as eeObj
|-
|-
|GetVolumes || emuObj.GetVolumes() || Return current volume levels for ('global', 'main', 'bgm') in floating point values.
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
|-
|-
|SetAudioRoute || ||
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|-
|-
|GetAudioRoute || ||
| GetFpr || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|-
|-
| CountFrameOnPS2 || ||
| SetFpr  || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
But we can also combine commands to add/sub from registers
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
|-
|-
|AddSnapshotLoadedHook || ||
|GetPc || eeObj.GetPc() ||This command is very helpful as it will return to you the current EE address that's being read. Can be used also with additional var. like eeObj.GetPc()+4
|-
|-
|RemoveSnapshotLoadedHook || ||
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|-
|-
| IsNeoMode || emuObj.IsNeoMode() || Check that PS4 run in NEO (PRO) mode. Return 1/0
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|-
|-
| IsToolingVerbose || ||
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
| emuMediaPatch || emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) || Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
! !! getIOPObject class !!
|RemoveHook || ||
|-
|-
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
|AddPreHook || ||
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
GetCPR0 SetCPR0 iopInsnReplace</pre></div>
|-
|-
|ReplaceMem64 || ||
|AddPostHook || ||
|-
|-
|ReplaceMem32 || ||
|RemovePreHook || ||
|-
|-
|ReplaceMem16 || ||
|RemovePostHook || ||
|-
|-
|ReplaceMem8 || ||
|AddJitResetHook || ||
|-
|-
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|RemoveJitResetHook || ||
|-
|-
|WriteMemFloat || iopbj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
| AddHookJT || eeObj.AddHookJT(Offset, offset opcode, function) || Seems be a hook related to the jit
|-
|-
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> ||  
|-style="background-color:#ffb3b3"
| || Dma ||  
|-
|-
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> ||
|DmaAddHook || <pre>eeobj.DmaAddHook(channel=%d key=%x)</pre> || Possible Dma channel numbers (?)
<pre> GIF = 0 VIF0 = 1
VIF1 = 2 SIF0 = 4
SIF1 = 5 IPU0 = 6
IPU1 = 7  </pre>
Possible values for hooks
<pre>DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. </pre>
|-
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
|DmaRemoveHook || ||
iopObj.ReadMem32(gp - 348)
|-
|-
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|-style="background-color:#b3f0ff"
| || Speedhacks ||  
|-
|-
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles?
|-
|-
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|AdvanceClock || eeObj.AdvanceClock() || it is still unknown how to use this command. Check Psychonauts lua for more details.
|-
|-
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
| GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?)
|-
|-
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || Works just like the cli command --vu1-mpg-cycles=
|-style="background-color:#FEA15C"
|  || Other ||
|-
|-
|ReadMemStr || ||
| CallPredicate
|-
|-
|AddHook || ||
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles)<br>Example:<br>eeObj.AddHook(0x0033A4DC,0xAC430000, function() eeObj.SchedulerDelayEvent("gif.dma", 0x10500) end) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command allows for the delayment of certain DMA transfer by cycles.
|-
|-
|RemoveHook || ||
|WaitVu1 || eeObj.WaitVu1() || Likely to be the lua equivalent of "--vu1=jit-sync".
|-
|-
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|GetPcRingBuffer || ||
|-
|-
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|Precompile || || Requires unknown values
|-
|-
|GetPc || ||iopObj.GetPc(), can be used also with additional var. like iopObj.GetPc()+8
|CalcInsnHash || ||
|-
|-
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|getOverlayObject || eeObj.getOverlayObject() || local eeOverlay = eeObj.getOverlayObject()
|-
|-
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
|-
|-
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|}
======SetGsTitleFix======
 
<pre>One of the most important commands in lua, allows to change the GS's behavior.
Part of EmuObject() class. Used frequently in official configs.</pre>
'''Examples'''
<pre>
-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
------------------------------------------------------------------------------------------------------
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
------------------------------------------------------------------------------------------------------
--  Performance  fix ( bug# 9474 )
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 125000} )
else
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
end
------------------------------------------------------------------------------------------------------
-- bug# 9972
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bully bug 9392
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
------------------------------------------------------------------------------------------------------
-- Bug#9174 -
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bug#9240 (Light maps uprender)
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
------------------------------------------------------------------------------------------------------
-- Performace fix (bug #9785 )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
------------------------------------------------------------------------------------------------------
-- Accumulate fill area only when conditions are met
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
------------------------------------------------------------------------------------------------------
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Disable post-processing
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )
</pre>
 
 
<br>'''Commands'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Example !! Notes !! Values
|-
|globalSet || emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5}) || used with workLoadThreshold or  waveThreshold or loadThreshold
|-
|reserved || ||
|-
|-
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in iop memory, correct memory range is 0x0 to 0x1FFFFF
|ignoreSubBuffCov|| ||ignore ? buffer coverage
|-
|-
! !! getEEObject class !!
|ignoreUpRenderTimeout|| emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} ) ||
|-
|-
| getEEObject || local eeObj = getEEObject() || Required for all functions using eeObj
|ignoreAreaUpdate|| emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } ) ||
|-
|-
|ReplaceMem64 || ||
|ignoreSprite|| emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } ) ||
|-
|-
|ReplaceMem32 || ||
|ignoreUpShiftTri|| emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} ) ||
|-
|-
|ReplaceMem16 || ||
|clipScissors|| emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} ) ||
|-
|-
|ReplaceMem8 || ||
|trianglesAsParticles|| emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } ) ||
|-
|-
|ReadMemFloat || eeObj.ReadMemFloat(<address>) || eeObj.ReadMemFloat(0x258c3c)
|SetSelfRender|| emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } ) ||
|-
|-
|WriteMemFloat || eeObj.WriteMemFloat(<address>, <value>) || eeObj.WriteMemFloat(0x365364, 1.3333333)
|forceBiLinear || ||
|-
|-
|ReadMem128 || <pre>eeObj.ReadMem128(<ee memory offset>)</pre> || Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
|forcePoint|| emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} ) ||
|-
|-
|ReadMemFloat128 || <pre>eeObj.ReadMemFloat128(<ee memory offset>)</pre> || return 16 bytes from offset in float form
|forceSimpleFetch ||   emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} ) ||Used frequently to fix graphical corruptions
|-
|-
|WriteMem128 || ||
|forcePointSampling|| emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } ) ||
|-
|-
|WriteMemFloat128 || ||
|setRejectionArea|| emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } ) ||
|-
|-
| ReadMem64 || <pre>eeObj.ReadMem64(<ee memory offset>)</pre> || Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
|ignoreUpRender|| emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} ) || Ignore uprender for texture type described in params
|-
|-
| WriteMem64 || <pre>eeObj.WriteMem64(<ee memory offset>, <data>)</pre> ||  
|includeAreaUpdate|| ||
|-
|-
| ReadMem32 || <pre>eeObj.ReadMem32(<ee memory offset>)</pre> || Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)
|fetchFromCurrBuff|| emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) ||
eeObj.ReadMem32(gp - 31348)
|-
|-
| WriteMem32 || <pre>eeObj.WriteMem32(<ee memory offset>, <data>)</pre> || Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
|skipPacked|| emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 }) ||
|-
|-
| ReadMem16 || <pre>eeObj.ReadMem16(<ee memory offset>)</pre> || Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
|changeAlpha|| ||
|-
|-
| WriteMem16 || <pre>eeObj.WriteMem16(<ee memory offset>, <data>)</pre> || Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
|}
 
<br>'''Arguments/variables'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Usage !! Notes
|-style="background-color:#7698FF"
|  || Variable ||
|-
|-
| ReadMem8 || <pre>eeObj.ReadMem8(<ee memory offset>)</pre> || Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
|alpha_mask || ||
|-
|-
| WriteMem8 || <pre>eeObj.WriteMem8(<ee memory offset>, <data>)</pre> || Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
|texType || {texType = 3}|| (1-3, more? )
|-
|-
|ReadMemStr || eeObj.ReadMemStr(address/register) || Read string from address until null terminator
|texMode || || 1 - Point? , 2 - bilinear
|-style="background-color:#D7EF54"
|  || Argument ||
|-
|-
| AddHook || eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) || example: <div align="left"><pre>local W1 =
|alphaIsNot || || alpha - is not X
function()
emuObj.SetDisplayAspectNormal()
end
 
local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)</pre></div>
|-
|-
|RemoveHook || ||  
|twIsLess || || texture width - is less than X
|-
|-
|AddPreHook || ||
|thIsLess || || texture height - is less than X
|-
|-
|RemovePreHook || ||
|twIsNot || || texture width - is not X
|-
|-
|RemovePostHook || ||
|thIsNot || || texture width - is not X
|-
|-
|GetGpr64 || eeObj.GetGPR64(<gpr register>) || example: eeObj.GetGPR64(t3)
|psmIsNot || || texture pixel storage format - is not X
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|SetGpr64 || ||
|primIsNot || || GS primitive type - is not
<pre>Point        = 0
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
| GetGprFloat || || Get gpr value as float value
|mipIsGt || || mip level is grater than X (?)
|-
|-
| SetGprFloat || || Set gpr value as float value
|-style="background-color:#FEA15C"
| || Needs wikify ||
|-
|-
|GetGpr / GetGPR || eeObj.GetGPR(<gpr register>) || eeObj.GetGPR(t3)
|zmsk || || Z (depth) draw mask
<pre>update Z buffer      = 0
don't update Z buffer = 1
 
When 1 depth test result will be ignored</pre>
|-
|-
|SetGpr / SetGPR || eeObj.SetGPR(<gpr register> ,<value>) || example: eeObj.SetGPR(gpr.a3 ,1)
|tw || || texture width
Require defined getEEObject() as eeObj
|-
|-
| GetFprHex || eeObj.GetFprHex(<FPU register (0-31)>)|| Get/return floating point register value as hex string
|th || || texture height
|-
|-
| SetFprHex || eeObj.SetFprHex(<FPU register (0-31), value (u32)>)|| Set floating point register value as hex string
|ztst || || Z (depht) test method
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3
 
0 -                       All pixels fail
1 -                      All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer</pre>
|-
|-
| GetFpr / GetFPR || eeObj.GetFpr(<register number>) || example eeObj.GetFpr(14)
|mmin || || MMIN flag
<pre>NEAREST                = 0
LINEAR                = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR  = 5</pre>
|-
|-
| SetFpr / SetFPR || eeObj.SetFpr(<fpr register number>, <value>) || Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0
|prim || || GS primitive type
But we can also combine commands to add/sub from registers
<pre>Point        = 0
eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value
Line          = 1
LineStrip    = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan  = 5
Sprite        = 6</pre>
|-
|-
|GetPc || ||eeObj.GetPc(), can be used also with additional var. like eeObj.GetPc()+4
|fillArea || ||  
|-
|-
|SetPc || eeObj.SetPC(<PC>) ||eeObj.SetPC(0x266B80)
|frameW || ||  
|-
|-
|GetCPR0 || eeObj.GetCPR0(<COP0 register>) ||  
|renderSelf || ||  
|-
|-
|SetCPR0 || eeObj.SetCPR0(<COP0 register>) ||  
|hasClut || ||  
|-
|-
|SchedulerDelayEvent || eeObj.SchedulerDelayEvent("event", cycles) || Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) Possible events are gif.dma,  vif0.dma,  vif1.dma,  sif0.dma,  sif1.dma,  ipu0.dma,  ipu1.dma . This command allow to delay certain DMA transfer by cycles.
|alphaTest || ||  
|-
|-
|DmaAddHook || ||
|primTest || ||  
|-
|-
|DmaRemoveHook || ||
|workLoadThreshold || ||  
|-
|-
|WaitVu1 || ||
|alpha || || <pre> example: alpha=0x80000044
alpha=0</pre>
|-
|-
|Vu1MpgCycles || eeObj.Vu1MpgCycles(<cycles>) || eeObj.Vu1MpgCycles(100) Values is cycles that VU1 microprogram should run before force end
|tbp || || texture base pointer
|-
|-
|GetPcRingBuffer || ||
|cbp || {cbp = 0x2390} || CLUT buffer base pointer
|-
|-
|WriteMemStr || eeObj.WriteMemStr(address, string) ||  
|psm || {psm=0}  || texture pixel storage format
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|-
|FastForwardClock || ||
|mxl || || maximum mip level (0-6)
|-
|-
|AdvanceClock || ||
|fbmask || { fbmask= 0x00FFFFFF}|| Framebuffer mask(?)
|-
|-
|WriteMemStrZ || || eeObj.WriteMemStrZ(string pointer, string) .  Pointer can be read from GPR
|totalArea || ||  
|-
|-
|Precompile || ||
|packedRegs || ||  
|-
|-
|CalcInsnHash || ||
|packedRegsLo || ||  
|-
|-
|AddJitResetHook || ||
|packedRegsHi || ||  
|-
|-
|RemoveJitResetHook || ||
|packedRegsNum || ||  
|-
|-
|getOverlayObject || || local eeOverlay = eeObj.getOverlayObject()
|packedFlags || ||  
|-
|-
| GetVif1Cycles || eeObj.GetVif1Cycles() || local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later, you can rename it as you wish.
|packedPrim || ||  
|-
|-
! !! getGLSObject class !!
|areaNumFrames || ||
|-
|-
| getGLSObject || ||  
|waveThreshold || ||  
|-
|-
|Enable || ||
|loadThreshold || ||  
|-
|-
|EnableServerRecording || ||  
|fixSpriteDivTab || ||
|}
 
=====(IOP) IOPObject=====
<pre>Commands for the emulated input-output processor</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
|Pause || ||  
| getIOPObject || local iopObj = getIOPObject() || Required for all functions using iopObj, that include: <div align="left"><pre>ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
GetCPR0 SetCPR0</pre></div>
|-style="background-color:#7698FF"
|  || Memory editing ||  
|-
|-
! !! getGsObject class !!
|ReplaceMem64 ||iopObj.ReplaceMem64(<address>, <value>) ||
|-
|-
| getGsObject || local gsObj = getGsObject() ||  
|ReplaceMem32 || iopObj.ReplaceMem32(<address>, <value>)||
|-
|-
|SetL2HMode || ||
|ReplaceMem16 || iopObj.ReplaceMem16(<address>, <value>)||
|-
|-
|SetUprenderMode ||gsObj.SetUprenderMode(0)|| Sets uprender mode.  Overrides CLI 0=none, 1=2x2
|ReplaceMem8 ||iopObj.ReplaceMem8(<address>, <value>) ||
|-
|-
|SetUpscaleMode || ||
|ReadMemFloat || iopObj.ReadMemFloat(<address>) || iopObj.ReadMemFloat(0x28c3c)
|-
|-
|GetFramesInQueue || ||
|WriteMemFloat || iopObj.WriteMemFloat(<address>, <value>) || iopObj.WriteMemFloat(0x65364, 1.3333333)
|-
|-
|SetFrameSkipping || ||
|ReadMem128 || iopObj.ReadMem128(<iop memory offset>)||  
|-
|-
|SetDeinterlaceShift || || gsObj.SetDeinterlaceShift(0)
|WriteMem128 || iopObj.WriteMem128(<iop memory offset>, <value>)||
|-
|ReadMemFloat128 ||iopObj.ReadMemFloat128(<iop memory offset>) ||
|-
|-
! !! getAudioObject class !!
|WriteMemFloat128 || iopObj.WriteMemFloat128(<iop memory offset>, <value>)||
|-
|-
| getAudioObject || ||  
| ReadMem64 || <pre>iopObj.ReadMem64(<iop memory offset>)</pre> || Read 8  Bytes From offset
|-
|-
| muteStreamingAll || ||  
| WriteMem64 || <pre>iopObj.WriteMem64(<iop memory offset>, <data>)</pre> || Write 8  Bytes From offset
|-
| ReadMem32 || <pre>iopObj.ReadMem32(<iop memory offset>)</pre> || Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)
iopObj.ReadMem32(gp - 348)
|-
|-
| muteStreamingMain || ||  
| WriteMem32 || <pre>iopObj.WriteMem32(<iop memory offset>, <data>)</pre> || Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
|-
|-
| muteStreamingBGM || ||  
| ReadMem16 || <pre>iopObj.ReadMem16(<iop memory offset>)</pre> || Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
|-
|-
! !! getRemotePlayObject class !!
| WriteMem16 || <pre>iopObj.WriteMem16(<iop memory offset>, <data>)</pre> || Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
|-
|-
| getRemotePlayObject || ||  
| ReadMem8 || <pre>iopObj.ReadMem8(<iop memory offset>)</pre> || Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
|-
|-
| Enable || ||  
| WriteMem8 || <pre>iopObj.WriteMem8(<iop memory offset>, <data>)</pre> || Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
|-
|-
! !! getVideoRecordingObject class !!
|ReadMemStr || ||
|-
|-
| getVideoRecordingObject || ||
|GetGpr || iopObj.GetGPR(<gpr register>) || iopObj.GetGPR(a1)
|-
|-
| Enable || ||  
|SetGpr || iopObj.SetGPR(<gpr register> ,<value>) || example: iopObj.SetGPR(gpr.v0 ,3)
|-
|-
! !! getSharePlayObject class !!
|GetPc || iopObj.GetPc() || can be used also with additional var. like iopObj.GetPc()+8
|-
|-
| getSharePlayObject || ||  
|SetPc || iopObj.SetPC(<PC>) ||iopObj.SetPC(0x6B80)
|-
|-
| Enable || ||  
|GetCPR0 || iopObj.GetCPR0(<COP0 register>) ||
|-
|-
! !! getSpriteObject group  !!
|SetCPR0 || iopObj.SetCPR0(<COP0 register>) ||
|-
|-
|getSpriteObject || ||
|-style="background-color:#FEA15C"
| || Clock speed ||  
|-
|-
|Enable || ||
| FastForwardClock || iopObj.FastForwardClock() ||
|-
|-
|Disable || ||
| AdvanceClock || iopObj.AdvanceClock() ||
|-
|-
|BindFragmentShader || ||
| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?)
|-style="background-color:#c6ecd9"
|  || Hooks ||
|-
|-
|SetShaderParams || || <div align="left">
|AddHook || iopObj.AddHook()||
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:
 
local sprite0 = getSpriteObject(0)
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
|BindTexture || ||
|RemoveHook || iopObj.RemoveHook()||
|-
|-
|SetPosXY || ||
|}
 
=====(GS) GsObject=====
<pre>Commands for the emulated Graphics synthesizer</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-style="background-color:#D7EF54"
|  || Object calling class ||
|-
|-
|SetSizeXY || ||
| getGsObject || local gsObj = getGsObject() ||
|-style="background-color:#c6ecd9"
|  || Graphical fixes / Improvement ||  
|-
|-
|SetPosUV || ||
|SetL2HMode || gsObj.SetL2HMode(true)|| (true) and (false) are only known options
|-
|-
|SetSizeUV || ||
|SetUprenderMode ||gsObj.SetUprenderMode(1)|| Set uprender mode.  Overrides CLI, 0=none, 1=2x2
|-
|-
|PrintContext || ||
|SetUpscaleMode || gsObj.SetUpscaleMode("EdgeSmooth") || Sets upscale mode.  Overrides CLI
|-
|-
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
|GetFramesInQueue || gsObj.GetFramesInQueue() || Returns the value of the frames that are still in queue
<pre>local sprite0 = getSpriteObject(0)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
|-
|-
! !! Not require Obj call group, or unknown !!
|SetFrameSkipping || gsObj.SetFrameSkipping(true) || false and true are the values.
|-
|-
| eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
|SetDeinterlaceShift || gsObj.SetDeinterlaceShift(0) || The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
|-
|-
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
|}
 
=====Does not require Object calling or Uknown=====
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Usage !! Notes
|-
| eeInsnReplace || eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) || Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
|-
| vuInsnReplace || <pre>vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) </pre>|| Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254. <pre>example:
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38</pre>
Replace 64 bits of VU0 at offset 0xB38</pre>
|-
| iopInsnReplace || iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) || Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0)
|-
|-
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
| eeNativeFunction || eeNativeFunction(<ee offset>, <original opcode>, <function>) || eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
Line 1,327: Line 1,586:
|-
|-
| GsCustomShader || ||  
| GsCustomShader || ||  
|-
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
| getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
|-
|-
| Unlock || ||  
| Unlock || ||  
|-
| getScreenShotObject || ||
|-
|-
| IsUnlocked || ||  
| IsUnlocked || ||  
Line 1,378: Line 1,631:
|-
|-
|}
|}
<b>Note:</b> eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.
<pre>Note: eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.</pre>


===Registers for hook===
=====Other objects=====
Registers defined in alias files.
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
 
! Command !! Usage !! Notes
'''GetGpr/SetGpr
|-
'''
! !! getGLSObject class !!
<pre>gpr.zero gpr.at
|-
gpr.v0  gpr.v1
| getGLSObject || ||
gpr.a0  gpr.a1  gpr.a2  gpr.a3
|-
gpr.t0  gpr.t1  gpr.t2  gpr.t3
|Enable || ||
gpr.t4  gpr.t5  gpr.t6  gpr.t7
|-
gpr.s0  gpr.s1  gpr.s2  gpr.s3
|EnableServerRecording || ||
gpr.s4  gpr.s5  gpr.s6  gpr.s7
|-
gpr.t8  gpr.t9
|Pause || ||
gpr.k0  gpr.k1
|-
gpr.gp  gpr.sp  gpr.fp  gpr.ra
! !! getAudioObject class !!
gpr.lo  gpr.hi  gpr.sa
|-
 
| getAudioObject || ||
example: eeObj.GetGpr(gpr.a1) </pre>
|-
 
| muteStreamingAll || ||
'''GetCPR0/SetCPR0
|-
'''
| muteStreamingMain || ||
<pre>cpr.index   cpr.pagemask
|-
cpr.random   cpr.wired
| muteStreamingBGM || ||
cpr.entrylo0      cpr.badvaddr
|-
cpr.entrylo1      cpr.count
! !! getRemotePlayObject class !!
cpr.context   cpr.entryhi
|-
 
| getRemotePlayObject || ||
 
cpr.compare   cpr.config    cpr.taglo
cpr.status   cpr.badpaddr  cpr.taghi
cpr.cause   cpr.hwbk cpr.errorepc
cpr.epc   cpr.pccr
cpr.prid
 
example: eeObj.GetCPR0(cpr.status) </pre>
 
===SetGsTitleFix===
 
One of very important commands in ps2 emu lua, allow to change GS behavior.
Part of EmuObject() class, used frequently in official configs.
<br>Example usage from official config files: https://pastebin.com/yf802Up3
 
 
'''Commands'''
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Command !! Notes
|-
|-
|globalSet || used with workLoadThreshold or  waveThreshold or loadThreshold
| Enable || ||  
|-
|-
|reserved ||
! !! getVideoRecordingObject class !!
|-
|-
|forceBiLinear ||
| getVideoRecordingObject || ||
|-
|-
|ignoreSubBuffCov|| ignore ? buffer coverage
| Enable || ||  
|-
|-
|trianglesAsParticles||
! !! getSharePlayObject class !!
|-
|-
|ignoreAreaUpdate||
| getSharePlayObject || ||  
|-
|-
|SetSelfRender||
| Enable || ||  
|-
|-
|ignoreSprite||
! !! getSpriteObject group  !!
|-
|-
|clipScissors||
|getSpriteObject || ||
|-
|-
|forcePoint||
|Enable || ||
|-
|-
|forcePointSampling||
|Disable || ||
|-
|-
|setRejectionArea||
|BindFragmentShader || ||
|-
|-
|ignoreUpRender|| Ignore uprender for texture type described in params
|SetShaderParams || || <div align="left">
|-
<pre> Is not clear that params depend on shader, or are somehow hardcoded.
|includeAreaUpdate||
Example usage:
 
local sprite0 = getSpriteObject(0)
local scanlineParams = {
240.0, -- float scanlineCount
  0.7, -- float scanlineHeight;
1.5,        -- float scanlineBrightScale;
0.5,        -- float scanlineAlpha;
0.5        -- float vignetteStrength;
}
 
sprite0.SetShaderParams(scanlineParams)</pre></div>
|-
|-
|forceSimpleFetch||
|BindTexture || ||
|-
|-
|fetchFromCurrBuff||
|SetPosXY || ||
|-
|-
|ignoreUpShiftTri||
|SetSizeXY || ||
|-
|-
|skipPacked||
|SetPosUV || ||
|-
|-
|changeAlpha||
|SetSizeUV || ||
|-
|-
|ignoreUpRenderTimeout||
|PrintContext || ||
|-
|-
|}
|SetBlendColor || sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0 || <div align="left">
 
<pre>local sprite0 = getSpriteObject(0)
'''Arguments/variables
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)</pre></div>
'''
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Argument !! Notes
|-
|-
|alpha_mask ||  
| getTrophyObject || local trophyObj = getTrophyObject() || Required for all functions using trophyObj
|-
|-
|alphaIsNot || alpha - is not X
| getDmaObject || local dmaObj = getDmaObject() || Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
|-
|-
|texMode || 1 - Point? , 2 - bilinear
| getScreenShotObject || ||  
|-
|-
|twIsLess || texture width - is less than X
|}
|-
|thIsLess || texture height - is less than X
|-
|twIsNot || texture width - is not X
|-
|thIsNot || texture width - is not X
|-
|psmIsNot || texture pixel storage format - is not X
<pre>PSMCT32  = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27  </pre>
|-
|zmsk || Z (depth) draw mask
<pre>update Z buffer      = 0
don't update Z buffer = 1


When 1 depth test result will be ignored</pre>
====Registers for hook====
|-
Registers defined in alias files.
|tw || texture width
|-
|th || texture height
|-
|ztst || Z (depht) test method
<pre>ZNOUSE  = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3


0 -                      All pixels fail
'''GetGpr/SetGpr
1 -                      All pixels pass
'''
2 - Pass if Z grater or equal to Z buffer
<pre>gpr.zero gpr.at
3 -        Pass if Z grater than Z buffer</pre>
gpr.v0  gpr.v1
|-
gpr.a0  gpr.a1  gpr.a2  gpr.a3
|mipIsGt || mip level is grater than X (?)
gpr.t0  gpr.t1  gpr.t2  gpr.t3
|-
gpr.t4  gpr.t5  gpr.t6  gpr.t7
|mmin || MMIN flag
gpr.s0  gpr.s1  gpr.s2  gpr.s3
<pre>NEAREST                = 0
gpr.s4  gpr.s5  gpr.s6  gpr.s7
LINEAR                = 1
gpr.t8  gpr.t9
NEAREST_MIPMAP_NEAREST = 2
gpr.k0  gpr.k1
NEAREST_MIPMAP_LINEAR  = 3
gpr.gp  gpr.sp  gpr.fp  gpr.ra
LINEAR_MIPMAP_NEAREST = 4
gpr.lo  gpr.hi  gpr.sa
LINEAR_MIPMAP_LINEAR   = 5</pre>
 
|-
example: eeObj.GetGpr(gpr.a1)
|prim || GS primitive type
</pre>
<pre>Point        = 0
 
Line          = 1
'''GetCPR0/SetCPR0
LineStrip    = 2
'''
Triangle      = 3
<pre>cpr.index   cpr.pagemask
TriangleStrip = 4
cpr.random   cpr.wired
TriangleFan  = 5
cpr.entrylo0      cpr.badvaddr
Sprite        = 6</pre>
cpr.entrylo1      cpr.count
|-
cpr.context   cpr.entryhi
|primIsNot || GS primitive type - is not
 
<pre>Point        = 0
 
Line          = 1
cpr.compare   cpr.config    cpr.taglo
LineStrip    = 2
cpr.status   cpr.badpaddr cpr.taghi
Triangle      = 3
cpr.cause   cpr.hwbk cpr.errorepc
TriangleStrip = 4
cpr.epc   cpr.pccr
TriangleFan  = 5
cpr.prid
Sprite        = 6</pre>
 
|-
example: eeObj.GetCPR0(cpr.status) </pre>
|fillArea ||
 
|-
 
|frameW ||
====Official examples====
|-
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Official_PS2emu_Configuration_Files You can find the rest of them here]
|renderSelf ||
<br>Canis Canem Edit
|-
<br>'''SLES 535.61'''
|hasClut ||  
<br>'''LUA'''
|-
<pre>
|alphaTest ||  
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
|-
apiRequest(0.1)
|primTest ||  
-- EA sports cricket 07 bug 9392
-- Performance fix
local emuObj = getEmuObject()
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
</pre>
 
====Custom config.lua examples====
Here is the first custom lua config created by the community:
 
<pre>
apiRequest(0.1)
 
-- Fix black screen SLUS-20064
 
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
</pre>
This is a very basic command to replace a part of the EE memory with another instruction.
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.
* -- Fix black screen SLUS-20064 is comment
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing the value 0x4100FFFF to 0x00000000 at the offset of 0x1CF3CC  . Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed
[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here]
 
=Memory Mapping=
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: left;"
! Name !! From !! To
|-
|EE Flat Memory (4gb)              ||  0x0000008000000000 || 0x0000008100000000
|-
|IOP Flat Memory (4gb)            || 0x0000009000000000 || 0x0000009100000000
|-
|-
|workLoadThreshold ||  
|R59 Binary Cache                  || 0x0000000914B10000 ||  0x0000000916B10000
|-
|-
|alpha || <pre> example: alpha=0x80000044
|R30 Binary Cache                  || 0x0000000916B14000 ||  0x0000000917314000
alpha=0</pre>
|-
|-
|texType || (1-3, more? )
|jitVU0                            || 0x0000000917318000 ||  0x0000000917B18000
|-
|-
|tbp || texture base pointer
|jitVU1                            || 0x0000000917B1C000 ||  0x0000000918B1C000
|-
|-
|cbp || CLUT buffer base pointer
! !! Host's EE Memory Map !!
|-
|-
|psm || texture pixel storage format
|EE RAM - Kernel                  ||  0x0000008000000000 || 0x0000008000080000
<pre>PSMCT32 = 0  PSMT4HL = 36
PSMCT24  = 1  PSMT4HH = 44
PSMCT16  = 2  PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H  = 27 </pre>
|-
|-
|mxl || maximum mip level (0-6)
|EE RAM - Debug                    ||  0x0000008000078000 || 0x0000008000080000
|-
|-
|fbmask || ?
|EE RAM - User                    || 0x0000008000080000 ||  0x0000008002000000
|-
|-
|totalArea ||  
|EE Hw Devices                    || 0x0000008010000000 ||  0x0000008010010000
|-
|-
|packedRegs ||  
|EE ROM                            || 0x000000801FC00000 ||  0x000000801FFE0000
|-
|-
|packedRegsLo ||  
|EE RAM - Uncached                || 0x0000008020080000 ||  0x0000008022000000
|-
|-
|packedRegsHi ||  
|EE RAM - UncachedAccel            || 0x0000008030100000 ||  0x0000008032000000
|-
|-
|packedRegsNum ||  
|EE Scratchpad                    || 0x0000008070000000 ||  0x0000008070004000
|-
|-
|packedFlags ||  
|EE Debug                          || 0x00000080FFFF8000 ||  0x0000008100000000
|-
|-
|packedPrim ||
! !! Host's IOP Memory Map  !!
|-
|-
|areaNumFrames ||  
|IOP RAM                          || 0x0000009000000000 ||  0x0000009000200000
|-
|-
|waveThreshold ||  
|IOP RAM (mirror 1)                || 0x0000009000200000 ||  0x0000009000400000
|-
|-
|loadThreshold ||  
|IOP RAM (mirror 2)                || 0x0000009000400000 ||  0x0000009000600000
|-
|IOP RAM (mirror 3)                ||  0x0000009000600000 ||  0x0000009000800000
|-
|IOP Scratchpad                    ||  0x000000901F800000 ||  0x000000901F801000
|-
|IOP HW                            ||  0x000000901F801000 ||  0x000000901F810000
|-
|IOP ROM                          ||  0x000000901FC00000 ||  0x000000901FFE0000
|-
|-
|fixSpriteDivTab ||
|}
|}


===Example configs===
==Registers Map==
 
===EE-IOP===
====Official example====
<pre>This list of registers is yet to be completed. Some registers are incorrectly named or include incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless.
<pre>
Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
(IOP, VU0, and VU1 registers' offsets are static in all emulators).
apiRequest(0.4)
</pre>
<pre> List was designed for Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3</pre>
{| class=wikitable style="border: none; background: none;"
! scope=col | GPR-EE
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | FPR
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | CP0
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | GPR-IOP
! scope=col | Address
|-
| zero  || 0x1000000000 || f00 ||  0x1000000230 || Index ||  0x10000002D0 || zero ||  0x1020000000
|-style="background-color:#EEEFF2"
|  at || 0x1000000010  ||  f01 ||  0x1000000234 ||  Random ||  0x10000002D4  || at  || 0x1020000004
|-
|  v0 ||  0x1000000020 ||  f02 ||  0x1000000238 ||  EntryLo0  || 0x10000002D8  || v0  || 0x1020000008
|-style="background-color:#EEEFF2"
|  v1 ||  0x1000000030 || f03 || 0x100000023C  || EntryLo1 ||  0x10000002DC  || v1  || 0x102000000C
|-
|  a0 ||  0x1000000040 || f04  || 0x1000000240  ||  Context ||  0x10000002E0  || a0 || 0x1020000010
|-style="background-color:#EEEFF2"
|  a1 ||  0x1000000050 ||  f05 ||  0x1000000244 ||  PageMask ||  0x10000002E4  ||  a1 || 0x1020000014
|-
|  a2 ||  0x1000000060 ||  f06 ||  0x1000000248 ||  Wired  ||    0x10000002E8 || a2  || 0x1020000018
|-style="background-color:#EEEFF2"
|  a3 ||  0x1000000070 ||  f07 || 0x100000024C  ||  rsvd7  ||    0x10000002EC ||  a3 || 0x102000001C
|-
|  t0  ||  0x1000000080 ||  f08 ||  0x1000000250 ||  BadVAddr ||    0x10000002F0 ||  t0 || 0x1020000020
|-style="background-color:#EEEFF2"
|  t1  ||  0x1000000090 ||  f09||  0x1000000254 ||  Count  ||    0x10000002F4 ||  t1 || 0x1020000024
|-
|  t2  ||  0x10000000A0 ||  f10 ||  0x1000000258 ||  EntryHi  ||    0x10000002F8 ||  t2 || 0x1020000028
|-style="background-color:#EEEFF2"
|  t3  || 0x10000000B0  || f11  ||  0x100000025C ||  Compare ||    0x10000002FC ||  t3 || 0x102000002C
|-
|  t4  || 0x10000000C0  ||  f12 || 0x1000000260  ||  Status ||    0x1000000300 ||  t4 || 0x1020000030
|-style="background-color:#EEEFF2"
|  t5  || 0x10000000D0  ||  f13 ||  0x1000000264 ||  Cause ||    0x1000000304 ||  t5 || 0x1020000034
|-
|  t6  || 0x10000000E0  ||  f14 ||  0x1000000268 ||  EPC  ||    0x1000000308 ||  t6 || 0x1020000038
|-style="background-color:#EEEFF2"
|  t7 ||  0x10000000F0 ||  f15 ||  0x100000026C ||  PRid  ||    0x100000030C || t7  || 0x102000003C
|-
|  s0 ||  0x1000000100 ||  f16 || 0x1000000270 || Config ||    0x1000000310 ||  s0 || 0x1020000040
|-style="background-color:#EEEFF2"
|  s1 || 0x1000000110  || f17  ||  0x1000000274 ||  Iab ||    0x1000000314 || s1  || 0x1020000044
|-
|  s2 ||  0x1000000120 ||  f18 ||  0x1000000278 ||  Iabm ||    0x1000000318 || s2  || 0x1020000048
|-style="background-color:#EEEFF2"
|  s3 ||  0x1000000130 || f19 || 0x100000027C  ||  Dab ||    0x100000031C ||  s3 || 0x102000004C
|-
|  s4 || 0x1000000140  || f20  || 0x1000000280  ||  Dabm ||    0x1000000320 || s4  || 0x1020000050
|-style="background-color:#EEEFF2"
|  s5 ||  0x1000000150 || f21  ||  0x1000000284 ||  Dvm  ||    0x1000000324 || s5  || 0x1020000054
|-
|  s6 ||  0x1000000160 ||  f22 ||  0x1000000288 ||  Dvbm  ||    0x1000000328 || s6  || 0x1020000058
|-style="background-color:#EEEFF2"
|  s7 ||  0x1000000170 ||  f23 ||  0x100000028C ||  BadPAddr ||    0x100000032C ||  s7 || 0x102000005C
|-
|  t8 || 0x1000000180  ||  f24 || 0x1000000290  ||  Debug  ||    0x1000000330 || t8  ||  0x1020000060
|-style="background-color:#EEEFF2"
|  t9 ||  0x1000000190 ||  f25 ||  0x1000000294 ||  Perf  ||    0x1000000334 || t9  || 0x1020000064
|-
|  k0 ||  0x10000001A0 || f26  ||  0x1000000298 ||  Pcr0 ||    0x1000000338 || k0 ||  0x1020000068
|-style="background-color:#EEEFF2"
|  k1 ||  0x10000001B0 || f27  || 0x100000029C  ||  Pcr1 ||    0x100000033C ||  k1 ||  0x102000006C
|-
|  gp ||  0x10000001C0 || f28  ||  0x10000002A0 || TagLo  ||    0x1000000340 ||  gp  || 0x1020000070
|-style="background-color:#EEEFF2"
|  sp ||  0x10000001D0 ||  f29 || 0x10000002A4  || TagHi  ||    0x1000000344 ||  sp  || 0x1020000074
|-
|  fp ||  0x10000001E0 ||  f30 || 0x10000002A8  ||  ErrorEPC ||    0x1000000348 ||  fp || 0x1020000078
|-style="background-color:#EEEFF2"
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C
|-
|  hi/hi1 (2x 64bit) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C   
|-style="background-color:#EEEFF2"
|  lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
|-
|  sa  ||  0x1000000220 ||  cp1cond  ||  0x10000002B4 || real Pcr1  || 0x1000000358  ||  lo  || 0x1020000094 ??
|--style="background-color:#EEEFF2"
|    ||  ||  fpu ver ||  0x10000002B8   
|-
|  ||  || fpu sticky  ||  0x10000002BC   
|--style="background-color:#EEEFF2"
|  ||  ||  fpu ctrl ||  0x10000002C0
|-
|  ||  ||  2CF unknown ||  0x10000002C4 
|-
|}


-- Star Wars: Racer Revenge (SLES-50366) [US]
===Emulator related regs===
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! {{cellcolors|#7698FF|#000000}}"Fake" registers !! Address !! Notes 
|-
| (?) || 0x1000000360      || Locking the value seems to cause a crash.
|-style="background-color:#8b9dc3"
|Current PC<br>(4 Bytes) || 0x1000000368 || Shows the current offset that's being executed by the EE.<br>
Updated only on branch/jump tests, unless commands such as --ee-pc-coherency  or --ee-insn-flush-pc are used.<br>
Then updates are instant, right when instructions are executed. <br>
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830
|-
| (?) || 0x100000036C ||
Updated on branch/jump instructions, emulator seems to use it to store next address that will be executed.
At least in recompiler to interpreter fallback mode. During tests it shows 0x80000184
|-
| Delta counter  || 0x1000000370  ||<pre>(Passed cycles, likely decrementer).
Evt check is performed on branch test when 0.
Fastforwardclock set this to 0,
advanceclock subtract value from this fake reg)</pre>
|-
|Cycles ||0x1000000378||
|-
| (?) || 0x1000000384 || <pre>Address when last exception occurred on r5900.
This register most of times will hold last executed syscall address,
sometimes last tlb miss or break(if "as nop" is disabled).
Unlike the pc, this one doesn't change after a crash and has much lower latency.
Thus meaning it's better at diagnosing problems.</pre>
|-
|}


local eeObj = getEEObject()
===VU0 Registers===
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
{| class=wikitable style="border: none; background: none;"
eeInsnReplace(0x13BCD0, 0x3c023f80, 0x3C023F40) -- Zoom
! scope=col | Register
eeInsnReplace(0x1153B4, 0x3c023f80, 0x3C023FAB) -- Y-FOV
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
|-
| vf00 || 0x103000000C|| 0x1030000008 || 0x1030000004||  0x1030000000|| vf17 || 0x103000011C|| 0x1030000118|| 0x1030000114||  0x1030000110
|-style="background-color:#EEEFF2"
| vf01 || 0x103000001C || 0x1030000018|| 0x1030000014||0x1030000010 || vf18 || 0x103000012C|| 0x1030000128|| 0x1030000124|| 0x1030000120
|-
| vf02 || 0x103000002C|| 0x1030000028|| 0x1030000024|| 0x1030000020|| vf19 ||0x103000013C|| 0x1030000138|| 0x1030000134|| 0x1030000130
|-style="background-color:#EEEFF2"
| vf03 || 0x103000003C||0x1030000038 ||0x1030000034 || 0x1030000030|| vf20 || 0x103000014C|| 0x1030000148|| 0x1030000144|| 0x1030000140
|-
| vf04 || 0x103000004C|| 0x1030000048|| 0x1030000044|| 0x1030000040|| vf21 || 0x103000015C||0x1030000158 || 0x1030000154|| 0x1030000150
|-style="background-color:#EEEFF2"
| vf05 || 0x103000005C|| 0x1030000058|| 0x1030000054|| 0x1030000050|| vf22 || 0x103000016C|| 0x1030000168|| 0x1030000164|| 0x1030000160
|-
| vf06 || 0x103000006C|| 0x1030000068 || 0x1030000064|| 0x1030000060|| vf23 || 0x103000017C||0x1030000178 || 0x1030000174||0x1030000170
|-style="background-color:#EEEFF2"
| vf07 || 0x103000007C|| 0x1030000078 || 0x1030000074|| 0x1030000070|| vf24 ||0x103000018C || 0x1030000188|| 0x1030000184||0x1030000180
|-
| vf08 || 0x103000008C|| 0x1030000088|| 0x1030000084|| 0x1030000080|| vf25 || 0x103000019C || 0x1030000198||0x1030000194 ||0x1030000190
|-style="background-color:#EEEFF2"
| vf09 || 0x103000009C ||0x1030000098||0x1030000094 || 0x1030000090|| vf26 || 0x10300001AC|| 0x10300001A8||0x10300001A4||0x10300001A0
|-
| vf10|| 0x10300000AC|| 0x10300000A8|| 0x10300000A4|| 0x10300000A0|| vf27 || 0x10300001BC||0x10300001B8 ||0x10300001B4||0x10300001B0
|-style="background-color:#EEEFF2"
| vf11 || 0x10300000BC|| 0x10300000B8|| 0x10300000B4||0x10300000B0 || vf28 || 0x10300001CC||0x10300001C8 || 0x10300001C4||0x10300001C0
|-
| vf12 ||0x10300000CC || 0x10300000C8||0x10300000C4 || 0x10300000C0|| vf29 || 0x10300001DC||0x10300001D8 ||0x10300001D4 ||0x10300001D0
|-style="background-color:#EEEFF2"
| vf13 || 0x10300000DC|| 0x10300000D8|| 0x10300000D4|| 0x10300000D0|| vf30 || 0x10300001EC|| 0x10300001E8|| 0x10300001E4||0x10300001E0
|-
| vf14 || 0x10300000EC||0x10300000E8 || 0x10300000E4|| 0x10300000E0|| vf31 || 0x10300001FC|| 0x10300001F8|| 0x10300001F4||0x10300001F0
|-style="background-color:#EEEFF2"
| vf15 || 0x10300000FC|| 0x10300000F8|| 0x10300000F4|| 0x10300000F0|| ACC || 0x103000020C|| 0x1030000208||0x1030000204 || 0x1030000200
|-
| vf16 || 0x103000010C ||0x1030000108 || 0x1030000104|| 0x1030000100
|-
|}


{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | Address
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | Address
|-
| vi00 || 0x1030000210 ||Status|| 0x1030000310??
|-style="background-color:#EEEFF2"
| vi01 || 0x1030000220  || MACflag || 0x1030000320??
|-
|  vi02|| 0x1030000230  || Clipflag || 0x1030000330??
|-style="background-color:#EEEFF2"
|  vi03||  0x1030000240 || c2c19 || 0x1030000340??
|-
|  vi04||  0x1030000250 ||  R || 0x1030000350??
|-style="background-color:#EEEFF2"
|  vi05|| 0x1030000260  || I || 0x1030000360
|-
|  vi06||  0x1030000270 || Q || 0x1030000590
|-style="background-color:#EEEFF2"
|  vi07||  0x1030000280 || c2c23 || 0x1030000380??
|-
|  vi08||  0x1030000290 || c2c24 || 0x1030000390??
|-style="background-color:#EEEFF2"
|  vi09||  0x10300002A0 || c2c25 || 0x10300003A0??
|-
|  vi10||  0x10300002B0 || TPC || 0x10300003B0
|-style="background-color:#EEEFF2"
|  vi11||  0x10300002C0|| CMSAR0 || 0x10300003C0??
|-
|  vi12||  0x10300002D0 || FBRST || 0x10300003D0
|-style="background-color:#EEEFF2"
|  vi13||  0x10300002E0 || VPU-STAT || 0x10300003E0??
|-
|  vi14||  0x10300002F0 || CMSAR1 || 0x10300003F0??
|-style="background-color:#EEEFF2"
|  vi15||  0x1030000300 || c2c30 || 0x1030000400??
|-
|}
===VU1 Registers===
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
{| class=wikitable style="border: none; background: none;"
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
| rowspan=900 style="border: none; background: none;"|
! scope=col | Register
! scope=col | W
! scope=col | Z
! scope=col | Y
! scope=col | X
|-
| vf00 || 0x104000000C|| 0x1040000008 || 0x1040000004||  0x1040000000|| vf17 || 0x104000011C|| 0x1040000118|| 0x1040000114||  0x1040000110
|-style="background-color:#EEEFF2"
| vf01 || 0x104000001C || 0x1040000018|| 0x1040000014||0x1040000010 || vf18 || 0x104000012C|| 0x1040000128|| 0x1040000124|| 0x1040000120
|-
| vf02 || 0x104000002C|| 0x1040000028|| 0x1040000024|| 0x1040000020|| vf19 ||0x104000013C|| 0x1040000138|| 0x1040000134|| 0x1040000130
|-style="background-color:#EEEFF2"
| vf03 || 0x104000003C||0x1040000038 ||0x1040000034 || 0x1040000030|| vf20 || 0x104000014C|| 0x1040000148|| 0x1040000144|| 0x1040000140
|-
| vf04 || 0x104000004C|| 0x1040000048|| 0x1040000044|| 0x1040000040|| vf21 || 0x104000015C||0x1040000158 || 0x1040000154|| 0x1040000150
|-style="background-color:#EEEFF2"
| vf05 || 0x104000005C|| 0x1040000058|| 0x1040000054|| 0x1040000050|| vf22 || 0x104000016C|| 0x1040000168|| 0x1040000164|| 0x1040000160
|-
| vf06 || 0x104000006C|| 0x1040000068 || 0x1040000064|| 0x1040000060|| vf23 || 0x104000017C||0x1040000178 || 0x1040000174||0x1040000170
|-style="background-color:#EEEFF2"
| vf07 || 0x104000007C|| 0x1040000078 || 0x1040000074|| 0x1040000070|| vf24 ||0x104000018C || 0x1040000188|| 0x1040000184||0x1040000180
|-
| vf08 || 0x104000008C|| 0x1040000088|| 0x1040000084|| 0x1040000080|| vf25 || 0x104000019C || 0x1040000198||0x1040000194 ||0x1040000190
|-style="background-color:#EEEFF2"
| vf09 || 0x104000009C ||0x1040000098||0x1040000094 || 0x1040000090|| vf26 || 0x10400001AC|| 0x10400001A8||0x10400001A4||0x10400001A0
|-
| vf10|| 0x10400000AC|| 0x10400000A8|| 0x10400000A4|| 0x10400000A0|| vf27 || 0x10400001BC||0x10400001B8 ||0x10400001B4||0x10400001B0
|-style="background-color:#EEEFF2"
| vf11 || 0x10400000BC|| 0x10400000B8|| 0x10400000B4||0x10400000B0 || vf28 || 0x10400001CC||0x10400001C8 || 0x10400001C4||0x10400001C0
|-
| vf12 ||0x10400000CC || 0x10400000C8||0x10400000C4 || 0x10400000C0|| vf29 || 0x10400001DC||0x10400001D8 ||0x10400001D4 ||0x10400001D0
|-style="background-color:#EEEFF2"
| vf13 || 0x10400000DC|| 0x10400000D8|| 0x10400000D4|| 0x10400000D0|| vf30 || 0x10400001EC|| 0x10400001E8|| 0x10400001E4||0x10400001E0
|-
| vf14 || 0x10400000EC||0x10400000E8 || 0x10400000E4|| 0x10400000E0|| vf31 || 0x10400001FC|| 0x10400001F8|| 0x10400001F4||0x10400001F0
|-style="background-color:#EEEFF2"
| vf15 || 0x10400000FC|| 0x10400000F8|| 0x10400000F4|| 0x10400000F0|| ACC || 0x104000020C|| 0x1040000208||0x1040000204 || 0x1040000200
|-
| vf16 || 0x104000010C ||0x1040000108 || 0x1040000104|| 0x1040000100
|-
|}


-- Track#
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
-- The Grand Reefs : 6
{| class=wikitable style="border: none; background: none;"
-- Ruins of Carnuss Gorgull : 9
! scope=col | Register
eeObj.AddHook(0x187330, 0x3c010001, function()
! scope=col | Address
local track = eeObj.GetGpr(gpr.a1)
| rowspan=900 style="border: none; background: none;"|
print(string.format("Track : %d", track))
! scope=col | Register
if track == 6 or track == 9 then
! scope=col | Address
eeObj.Vu1MpgCycles(1000) -- makes it be 30fps.
|-  
else
| vi00 || 0x1040000210 ||vi16|| 0x1040000310??
eeObj.Vu1MpgCycles(100) -- default value.
|-style="background-color:#EEEFF2"
end
| vi01 || 0x1040000220  || vi17 || 0x1040000320??
end)
|-
</pre>
|  vi02|| 0x1040000230  || vi18 || 0x1040000330??
 
|-style="background-color:#EEEFF2"
====Custom config.lua example====
|  vi03||  0x1040000240 || vi19 || 0x1040000340??
 
|-
Here is the first custom lua config created by the community:
|  vi04||  0x1040000250 ||  vi20 || 0x1040000350??
 
|-style="background-color:#EEEFF2"
<pre>
|  vi05|| 0x1040000260  || vi21 || 0x1040000360
apiRequest(0.1)
|-
 
|  vi06||  0x1040000270 || vi22 || 0x1040000370??
-- Fix black screen SLUS-20064
|-style="background-color:#EEEFF2"
 
|  vi07||  0x1040000280 || vi23 || 0x1040000380??
eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) -- bc0f 0x1CF3CC to nop
|-
</pre>
|  vi08||  0x1040000290 || vi24 || 0x1040000390??
|-style="background-color:#EEEFF2"
|  vi09||  0x10400002A0 || vi25 || 0x10400003A0??
|-
|  vi10||  0x10400002B0 || vi26 || 0x10400003B0
|-style="background-color:#EEEFF2"
|  vi11||  0x10400002C0|| vi27 || 0x10400003C0??
|-
|  vi12||  0x10400002D0 || vi28 || 0x10400003D0
|-style="background-color:#EEEFF2"
|  vi13||  0x10400002E0 || vi29 || 0x10400003E0??
|-
|  vi14||  0x10400002F0 || vi30 || 0x10400003F0??
|-style="background-color:#EEEFF2"
|  vi15||  0x1040000300 || vi31 || 0x1040000400??
|-
|}


This is very basic command to replace part of EE memory with other instruction.
=Open CL and Floats=
* apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 0.4 is highest known for now.
* -- Fix black screen SLUS-20064 is comment
* eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing here 0x4100FFFF to 0x00000000 at 0x1CF3CC memory offset. Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
* -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed


==PS3 Config support==
PS4 native Floating point support and OpenCL info, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2.
<br>Info found below came from this: [https://gist.github.com/masterzorag/06cadbc5fbe7d3375704fc52518f434e#file-gistfile1-md gist]
<br>There you can find more info about PS4's OpenCL.


Emulator support configs in format known from ps2_netemu/ps2classic from PS3. This feature was officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.<br/>
==CPU==
To enable ps3 style config add this to config-emu-ps4.txt:
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
 
! Info !! Value
*--lopnor-config=1
*--ps2-title-id=TITLE-ID
 
Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).
<br>Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
<br>Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
 
 
'''Config repository:''' https://github.com/Zarh/ManaGunZ/tree/master/pkgfiles/USRDIR/sys/CONFIG
Just download as raw file, and rename correctly.
 
Please keep in mind that not all commands are recognized, only 0x01 (can depend on emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
For example Rayman 3 config not work due to unsupported command.<br>
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value). Same goes for 0x11 (--vu0-accurate-addsub-range can be used).<br>
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= PS2 Bios =
 
==Description==
 
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It Is '''exactly''' the same BIOS that Sony used in ps2_netemu.self in PS3. Due to lack of many X modules homebrew compatibility is limited, and many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them thru mc/cdvd. Important non X module that is missing is libsd, and homebrew that need it, will most likely fail to boot, or error.
<br>Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that  [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]]
 
Bios version seems to be Developement v2.20 from Japan region (22/01/2007), but it's of course not limited to booting only NTSC-J games.
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios have included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". Most noticeable difference for both bios files seems to be special RDRAM module.
<br>
<br>'''PS20220WD20050620.crack file MD5: 83AD2B530C9C102A561BA1CDC6D996D5'''
 
While PS3 emulators patch bios to preferred region, emulator used in PS4 use so called CallHook which is known better for pcsx2 users as fastboot. No need to describe patch here, just look at PCSX2 fastboot code. It's literally the same code, but PS4 emus don't have patches for different bios revisions.
 
==Files inside ROM image==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
| Device Name                                ||   CXD90026AG - DG1002FGF84HT
|-
|-
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
| Device Vendor                              ||   AuthenticAMD
|-
|-
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
| Device Vendor ID                            ||   0x1022
|-
|-
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
| Device OpenCL C Version                    ||   OpenCL C 1.2 pocl
|-
|-
| LOGO || 0xA2D0 || PS1 logo? || BIN
| Device Type                                ||   CPU
|-
|-
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF.  || BIN
| Max compute units                          ||   8
|-
|-
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
| Max work item dimensions                    ||   3
|-
|-
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
| Max work item sizes                        ||   4096x4096x4096
|-
|-
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
| Max work group size                        ||   4096
|-
|-
| EXCEPMAN || 0x22380 || Exception manager. || ELF
| Preferred work group size multiple          ||   8
|-
|-
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
! Half-precision Floating-point support      !!  (n/a)
|-
|-
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
! Single-precision Floating-point support    !!  (core)
|-
|-
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
| Denormals                                  || Yes
|-
|-
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
| Infinity and NANs                          || Yes
|-
|-
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
| Round to nearest                            || Yes
|-
|-
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
| Round to zero                              || Yes
|-
|-
| SYSCLIB || 0x2BE30 || System C Library. || ELF
| Round to infinity                          || Yes
|-
|-
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
| IEEE754-2008 fused multiply-add            || No
|-
|-
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
| Support is emulated in software            || No
|-
|-
| VBLANK || 0x38020 || V-Blank management || ELF
| Correctly-rounded divide and sqrt operations|| Yes
|-
|-
| IOMAN || 0x38DB0 || IO Manager || ELF
! Double-precision Floating-point support    !!  (cl_khr_fp64)
|-
|-
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
| Denormals                                  || Yes
|-
|-
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
| Infinity and NANs                          || Yes
|-
|-
| ADDDRV || 0x3DF60 ||  Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
| Round to nearest                            || Yes
|-
|-
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
| Round to zero                              || Yes
|-
|-
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
| Round to infinity                          || Yes
|-
|-
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
| IEEE754-2008 fused multiply-add            || Yes
|-
|-
| EESYNC || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
| Support is emulated in software            || No
|-
|-
| EENULL || 0x40E10 ||  The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
! Execution capabilities                      !!
|-
|-
| PS1ID || 0x40E50 ||  Only found in newer boot ROMs || BIN
| Run OpenCL kernels                          || Yes
|-
|-
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
| Run native kernels                          || Yes
|-
|-
| PS1VERJ || 0x40F50 ||  || BIN
| SPIR versions                              || 1.2
|-
|-
| PS1VERA || 0x40F60 ||  || BIN
| Device Extensions                          ||  <div align="left"><pre> cl_khr_byte_addressable_store
|-
cl_khr_global_int32_base_atomics
| PS1VERE || 0x40F70 || || BIN
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_3d_image_writes
cl_khr_spir
cl_khr_fp64
cl_khr_int64_base_atomics
  cl_khr_int64_extended_atomics </pre></div>
|-
|-
| PS1VERC || 0x40F80 ||  || BIN
|}
 
==GPU==
 
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Info !! Values
|-
|-
| PS1VERH || 0x40F90 ||  || BIN
|Device Name                                  ||   AMD LIVERPOOL
|-
|-
| OSDSYS || 0x40FA0 || The browser || BIN
|Device Vendor                                ||   AMD
|-
|-
| - || 0x40FB0 ||  || BIN
|Device Vendor ID                            ||   0x1002
|-
|-
| RDRAM || 0x41000 || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|Device Version                                ||  OpenCL 1.1
|-
|-
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|Device OpenCL C Version                      || OpenCL C 1.1
|-
|-
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|Device Type                                  || GPU
|-
|-
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|Max compute units                            || 18
|-
|-
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|Max work item dimensions                      || 3
|-
|-
| EECONF || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
|Max work item sizes                          || 256x256x256
|-
|-
| - || 0x49FF0 ||  || BIN
|Max work group size                            || 256
|-
|-
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
|Compiler Available                              || Yes
|-
|-
| - || 0x4B160 ||  || BIN
|Preferred work group size multiple            || 64
|-
|-
| TBIN || 0x4B800 ||  The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
!Half-precision Floating-point support        !!  (cl_khr_fp16)
|-
|-
| XSHA1 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
|Denormals                                    || No
|-
|-
| XLOADFILE || 0x5A740 || Updated module || ELF
|Infinity and NANs                            || Yes
|-
|-
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
|Round to nearest                              || Yes
|-
|-
| - || 0x5F420 ||  || BIN
|Round to zero                                || No
|-
|-
| MCSERV || 0x61340 ||  RPC server for MCMAN. || ELF
|Round to infinity                            || No
|-
|-
| - || 0x63040 ||  || BIN
|IEEE754-2008 fused multiply-add              || No
|-
|-
| KROMG || 0x64000 ||  || BIN
|Support is emulated in software              || No
|-
|-
| - || 0x65CC0 ||  || BIN
!Single-precision Floating-point support    !!    (core)
|-
|-
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|Denormals                                    || No
|-
|-
| - || 0x7FE70 ||  || BIN
|Infinity and NANs                            || Yes
|-
|-
| ROMVER || 0x7FF00 || ROM version. || BIN
|Round to nearest                              || Yes
|-
|-
| - || 0x7FF10 ||  || BIN
|Round to zero                                || No
|-
|-
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|Round to infinity                            || No
|-
|-
| - || 0x7FF90 ||  || BIN
|IEEE754-2008 fused multiply-add              || No
|-
|-
| ROMGSCRT || 0x80000 ||  || BIN
|Support is emulated in software              || No
|-
|-
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|Correctly-rounded divide and sqrt operations  || No
|-
|-
| SECRMAN || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
!Double-precision Floating-point support      !!  (cl_khr_fp64)
|-
|-
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|Denormals                                    || Yes
|-
|-
| PADMAN || 0xA30C0 || Pad manager. || ELF
|Infinity and NANs                            || Yes
|-
|-
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|Round to nearest                              || Yes
|-
|-
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|Round to zero                                || Yes
|-
|-
| FILEIO || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
|Round to infinity                            || Yes
|-
|-
| CLEARSPU || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|IEEE754-2008 fused multiply-add              || Yes
|-
|-
| UDNL || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|Support is emulated in software              || No
|-
|-
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
!Execution capabilities !!
|-
|-
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|Run OpenCL kernels                            || Yes
|-
|-
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|Run native kernels                            || No
|-
|-
| XCDVDFSV || 0xE1B30 ||  cdvd_ee_driver - Updated module || ELF
|Device Extensions                              || <div align="left"><pre>cl_khr_byte_addressable_store
|-
cl_khr_byte_addressable_store
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
cl_khr_global_int32_base_atomics
|-
cl_khr_global_int32_extended_atomics
| PS2LOGO || 0x11ABB0 ||  Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16</pre></div>
|-
|-
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|-
| OSDSYS || 0x139A00 ||  The browser || BIN
|-
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root).  || BIN
|-
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5


== Game_ID/DiscID in PS20220WD20050620.crack ==
=PS3 Config support=
<pre>
The emulator supports configurations in the format known from ps2_netemu/ps2classic that came from the PS3. This feature was
officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.
To enable ps3 style config add this to config-emu-ps4.txt:


There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.
--lopnor-config=1
--ps2-title-id=TITLE-ID


Original PS2 bios from models with emulated IOP, include similar list file called XPARAM.ELF. Title IDs there are not the same, although some of them exist on both lists.
Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345).
Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
</pre>


{| class="wikitable sortable" ||
<pre>
|-  
Please keep in mind that not all commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
! Command !! Name
For example Rayman 3 config Does not work due to the command being unsupported
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value).
Same goes for 0x11 (--vu0-accurate-addsub-range can be used).
</pre>
*Configs explained in text form: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
*More about PS3 style configs/commands: https://www.psdevwiki.com/ps3/PS2_Emulation#Game_CONFIG
*Log from loading that kind of config: https://pastebin.com/ZpUyU8DE
 
= Known issues =
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;"
! Issue !! Games affected !! Solution !! Description
|-
|-
| 0x00 || TITLE_MASK
| Inaccurate GIF timing || The Matrix: Path of Neo, Tenchu - Fatal Shadows, Genji dawn of the samurai, Batman begins, Dragon ball z budokai tenkaichi 1, possibly many more! || LUA patches or hooking schedulerdelayevent on a troublesome offset ||
|-
|-
| 0x01 || SIO2_MASK
| No support for EE Cache || Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, [https://github.com/PCSX2/pcsx2/issues/2248 Others]|| Lua patches to the EE memory and picking the right emulator || It's not a ps4 issue per say since these issues are also encountered by Pcsx2. but Pcsx2 does have support for EE cache, though it doesn't use it to fix these games because emulating EE cache is extremely slow. so that's why the Pcsx2 team decided to use pnach patches to fix this issue.
|-
|-
| 0x02 || DEV9_MASK
| Missing COP2 pipeline emulation. || [https://github.com/PCSX2/pcsx2/issues/4439 other games affected by COP2 timing]  || Rearranging code through lua patches. || While COP2 is part of EE, in terms of emulation it's separate processor that can run on its own. So some operations take some time while EE still mind own business. Some games abuse that fact and do own thing knowing that COP2 calculation take expected number of cycles. On this emu every COP2 opcode is instant, which break games that expect it to take some time.
|-
|-
| 0x03 || USB_MASK
| VU0 is not running in sync with EE core || 24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. All games using M-bit. || EE hook AdvanceClock or fastforwardclock commands on affected addresses to push VU0 ahead while stalling EE, patches to rearrange code. Most of the time it will be CTC2/QMTC2 instructions with interlock that are affected. || Emulator kickstart VU0 for 256 cycles, while report 512 cycles passed. Yup, we are out of sync right from the start of VU0 mpg because people working for $ony don't know that VU0 run at EE MHz, not at EE bus MHz. Not to mention that 256 cycles kickstart is too much even on correct speed. Later things just got worse. This issue can be partially replicated on Pcsx2 if you overclock the EE by +3
|-
|-
| 0x04 || SIF_DMA_SYNC
| FPU/VU math inaccuracies. || Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Many others  || Lua patches to the EE memory, accurate math commands. || PS2 use really obscure floating point math, only one guard bit is used in calculations. PCSX2 hack it with different rounding modes, emu on ps4 fix it with soft floats, usually applied per offset. Sometime with patches directly to affected code (THPS engine).
<br>Worth to note that pcsx2 by default apply "accurate add/sub" for every single FPU opcode, and only to fpu opcodes. That why sometimes we need to use accurate add/sub while pcsx2 is happy at default settings.
|-
|-
| 0x05 || SIF_DMA_LOAD
| M-Bit support is broken || '''Every game that uses M-Bit'''. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [https://github.com/PCSX2/pcsx2/pull/3593] || Lua patches to the EE memory || While emulator respect m-bit, way that VU0 work on it make it broken most of times (check "VU0 is not running in sync with EE core" issue).
|-
|-
| 0x06 || DMAC_CH10_INT_DELAY
| Wrong disc read speed for some games || Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY. [https://github.com/PCSX2/pcsx2/pull/3877 and many other affected games] || Try your luck with IOP and CDVD CLI commands. || Also known in sony's bios as CDVD_READ_DELAY
|-
|-
| 0x07 || MECHA_RECOGTIME
| Inaccurate VU0/VU1/COP2 emulation || Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Klonoa 2, others.  || Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands || The issue leads to SPS and graphical issues and sometimes freezing.
|-
|-
| 0x08 || CPU_DELAY
| Multitap doesn't support all games || Urban reign, others || Lua patches || Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port.
|-
|-
| 0x09 || DEV5_INT_SPEED
| DMA writes when busy signal is engaged || Ratchet and clank games, Metal gear solid 2, others || None yet || AKA eetiminghack
|-
|-
| 0x0A || CDVD_READ_DELAY
|VIF1 runs too fast || Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others  || Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command || Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible
|-
|-
| 0x0B || SPU2_BEHAVIOR
|Reading VU TPC registers returns wrong values || Street Fighter 3 EX(VU0), R: Racing Revolution(VU0), Spiderman 3 (VU0, in T-Bit handler...), Edge of Reality games(VU1) || Patches in lua. || In this emu TPC stores full addresses, which is wrong. Real hardware keep there addr >> 3. Worth noting that EoR games read VU1 TPC in a nasty way, accessing 0x43A0(VU1 TPC) from COP2 code.
|-
|-
|}
|VIF command interrupts handled before VIFn_CODE is updated. || Onimusha Blade Warriors || Fixed by patch in intr handler. || This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically makes everything out of sync later as interrupts are happening, but handler does nothing about them.
 
{| class="wikitable sortable" ||  
|-
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| IPU emulation inaccuracy || Burnout 3, Tony Hawk's Underground, Onimusha Dawn of Dreams || ? ||  
|-
|-
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region uses special SDK. This issue makes cdvdman become stuck on any request because it thinks that the cdvd key is invalid.
|-
|-
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| Lack of CDVD error handling || Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. || Patches in lua if needed. || One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code.
|-
|-
|PBPX_952.07 || DVD Player (Version 2.10)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| Corrupted SIF0 transfer when not full QW is send by IOP || True Crime: LA, PDC DC 2008, Street Racing Syndicate(1.03) || Patches in lua. || IOP is able to send words by SIF0, EE DMAC can only transfer Quadwords. When IOP send not full QW real hardware use whatever was in buffer from previous transfer for missing words (only words that are requested by iop are overwritten in transfer buffer). Emu probably memset 0 that part.
|-
|-
|PBPX_952.08 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|}
|-
 
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
= PS2 Bios =
|-
 
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
==Description==
 
The PS2 bios is the file '''PS20220WD20050620.crack''' included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error.
<br>Bios is known to blacklist some titles, and refuse to boot them. This includes all titles with 00000000 000000A0 flag from that  [[PS2_Emulation#Game_ID/DiscID in PS20220WD20050620.crack | list (click here)]]
 
<br>'''More about the bios'''
<pre>
The version of the bios seems to be developement v2.20 from the Japanese region (22/01/2007), and is not limited to booting only NTSC-J games.
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles.  
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios has included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". The most noticeable difference for both bios files seems to be the special RDRAM module.
 
While PS3 patches its bios to preferred regions, PS4 uses a so called CallHook which is better known for pcsx2 users as fastboot. No need to describe this patch here, just look at PCSX2 fastboot code. It's the same code, but the only difference is that PS4 emus don't have patches for different bios revisions.
</pre>
<br>'''Bios file information:'''
<pre>
File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5
</pre>
 
==Files inside ROM image==
 
{| class="wikitable" style="font-size:small;"
! File !! Offset in exported bin !! Description !! File type (exportable)
|-
|-
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| RESET || 0x00 || Bootstrap code for the EE and IOP. || BIN
|-
|-
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| ROMDIR || 0x2780 || The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. || BIN
|-
|-
|PBPX_952.22 || DVD Player (Version 2.14)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| EXTINFO || 0x2CC0 || Contains the "EXTINFO" for all files in the ROM image. || BIN
|-
|-
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| SBIN || 0x3330 || Seems to be the pad controller library for the PS1 monitor. || BIN
|-
|-
|PBPX_952.28 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| LOGO || 0xA2D0 || PS1 logo? || BIN
|-
|-
|PBPX_952.35 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| IOPBTCONF || 00x1EA20 || Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF.  || BIN
|-
|-
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| IOPBTCON2 || 0x1EB10 || Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). || BIN
|-
|-
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| SYSMEM || 0x1EBE0 || System Memory Manager. || ELF
|-
|-
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| LOADCORE || 0x1FE00 || The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. || ELF
|-
|-
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| EXCEPMAN || 0x22380 || Exception manager. || ELF
|-
|-
|PBPX_955.18 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| INTRMANP || 0x22F60 || Interrupt Manager. According to wisi, it is for PS mode. || ELF
|-
|-
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| INTRMANI || 0x24970 || Interrupt Manager. According to wisi, it is for IOP mode. || ELF
|-
|-
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| SSBUSC || 0x267B0 || SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. || ELF
|-
|-
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| TIMEMANP || 0x26F20 || Timer Manager (PS mode) || ELF
|-
|-
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| TIMEMANI || 0x27B00 || Timer Manager (IOP mode) || ELF
|-
|-
|PTPX_970.38 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| DMACMAN || 0x28730 || DMA Controller Manager. || ELF
|-
|-
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
| SYSCLIB || 0x2BE30 || System C Library. || ELF
|-
|-
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
| HEAPLIB || 0x2E590 || Memory HEAP LIBrary (i.e. thvpool, thfpool) || ELF
|-
|-
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
| THREADLIB || 0x2F290 || Multi_Thread_Manager || ELF
|-
|-
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
| VBLANK || 0x38020 || V-Blank management || ELF
|-
|-
|SCPM_621.15 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
| IOMAN || 0x38DB0 || IO Manager || ELF
|-
|-
|SCPM_621.16 ||                                                                     || 0x00 ||  0x1000000 || TITLE_MASK
| MODLOAD || 0x3AD20 || IOP module loader. || ELF
|-
|-
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| ROMDRV || 0x3D070 || ROM driver. Provides access to the boot ROM (rom0). || ELF
|-
|-
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| ADDDRV || 0x3DF60 || Adds support for the DVD ROM (rom1:), via ROMDRV. || ELF
|-
|-
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| STDIO || 0x3D3C0 || Standard I/O library. || ELF
|-
|-
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| SIFMAN || 0x3EFB0 || SIF manager. || ELF
|-
|-
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| SIFINIT || 0x40550 || Initializes the SIF. || ELF
|-
|-
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| EESYNC || 0x40970 || For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. || ELF
|-
|-
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                           || 0x01 ||    0x1800 || SIO2_MASK
| EENULL || 0x40E10 || The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. || BIN
|-
|-
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||     0x1800 || SIO2_MASK
| PS1ID || 0x40E50 || Only found in newer boot ROMs || BIN
|-
|-
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||    0x1800 || SIO2_MASK
| LIBFI || 0x40E60 || Not present in the boot ROM of the SCPH-10000 and SCPH-15000. || BIN
|-
|-
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||     0x1800 || SIO2_MASK
| PS1VERJ || 0x40F50 ||   || BIN
|-
|-
|SCPS_150.38 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
| PS1VERA || 0x40F60 ||   || BIN
|-
|-
|SCPS_150.39 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
| PS1VERE || 0x40F70 || || BIN
|-
|-
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
| PS1VERC || 0x40F80 || || BIN
|-
|-
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| PS1VERH || 0x40F90 || || BIN
|-
|-
|SCPS_200.39 ||                                                                     || 0x00 || 0x4000000 || TITLE_MASK
| OSDSYS || 0x40FA0 || The browser || BIN
|-
|-
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||     0x2000 || SIF_DMA_SYNC
| - || 0x40FB0 ||   || BIN
|-
|-
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||        0xB || DEV9_MASK
| RDRAM || 0x41000  || Provides a RDRAM test for the EE at power-on. This is run from RESET. || BIN
|-
|-
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||      0x800 || SIO2_MASK
| EELOADCNF || 0x43D50 || Contains the IOP boot configuration file for EELOAD. || BIN
|-
|-
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||      0xC1C || CPU_DELAY
| SIFCMD || 0x43F00 || SIF command module. Contains the SIF command and SIF RPC functions. || ELF
|-
|-
|SLES_503.64 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
| REBOOT || 0x46140 || The reboot service. Receives IOP reset packets from the EE, from across the SIF. || ELF
|-
|-
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
| LOADFILE || 0x46910 || The RPC server for MODLOAD || ELF
|-
|-
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
| EECONF || 0x49070 || Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. || ELF
|-
|-
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||   0x80600 || CDVD_READ_DELAY
| - || 0x49FF0 ||   || BIN
|-
|-
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
| IOPBOOT || 0x4A000 || IOP bootup program || BIN
|-
|-
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
| - || 0x4B160 ||   || BIN
|-
|-
|SLES_507.29 ||                                                                     || 0x0A ||    0x803E8 || CDVD_READ_DELAY
| TBIN || 0x4B800 || The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. || BIN
|-
|-
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
| XSHA1 || 0x59770 || sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related?|| ELF
|-
|-
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
| XLOADFILE || 0x5A740 || Updated module || ELF
|-
|-
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
| SIO2MAN || 0x5D7F0 || SIO2 manager. Provides access to the SIO2 interface. || ELF
|-
|-
|SLES_518.44 || Time Crisis 3                                                        || 0x01 ||     0x800 || SIO2_MASK
| - || 0x5F420 ||   || BIN
|-
|-
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
| MCSERV || 0x61340 || RPC server for MCMAN. || ELF
|-
|-
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||     0x800 || SIO2_MASK
| - || 0x63040 ||   || BIN
|-
|-
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||     0x802 || SIO2_MASK
| KROMG || 0x64000 ||   || BIN
|-
|-
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||     0x801 || SIO2_MASK
| - || 0x65CC0 ||   || BIN
|-
|-
|SLES_537.55 || Castlevania: Curse of Darkness                                      || 0x04 ||      0x10 || SIF_DMA_SYNC
| KROM || 0x66000 || Kanji ROM? Not sure where this is used. || BIN
|-
|-
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||     0x1800 || SIO2_MASK
| - || 0x7FE70 ||   || BIN
|-
|-
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||    0x3000 || SIO2_MASK
| ROMVER || 0x7FF00 || ROM version. || BIN
|-
|-
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||   0x80540 || CDVD_READ_DELAY
| - || 0x7FF10 ||   || BIN
|-
|-
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
| VERSTR || 0x7FF30 || Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. || BIN
|-
|-
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
| - || 0x7FF90 ||   || BIN
|-
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||     0xC1C || CPU_DELAY
| ROMGSCRT || 0x80000 ||   || BIN
|-
|-
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
| NCDVDMAN || 0x82D30 || It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. || ELF
|-
|-
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                    || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
| SECRMAN || 0x8F770 || Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. || ELF
|-
|-
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||    0x1A5E || CPU_DELAY
| MCMAN || 0x93C30 || Memory Card Manager. || ELF
|-
|-
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
| PADMAN || 0xA30C0 || Pad manager. || ELF
|-
|-
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||    0x1388 || CPU_DELAY
| CDVDMAN || 0xAC810 || The CD/DVD manager. || ELF
|-
|-
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||    0x1388 || CPU_DELAY
| CDVDFSV || 0xB4BC0 || The RPC server for CDVDMAN. || ELF
|-
|-
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||    0x1388 || CPU_DELAY
| FILEIO || 0xBCF80 || RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. || ELF
|-
|-
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||    0x1388 || CPU_DELAY
| CLEARSPU || 0xBF080 || Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. || ELF
|-
|-
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||    0x1388 || CPU_DELAY
| UDNL || 0xC0CC0 || It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. || ELF
|-
|-
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||    0x1388 || CPU_DELAY
| IGREETING || 0xC2BC0 || Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed || ELF
|-
|-
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||    0x1388 || CPU_DELAY
| EELOAD || 0xC3C20 || The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. || BIN
|-
|-
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
| XCDVDMAN || 0xD2DA0 || cdvd_driver - Updated module || ELF
|-
|-
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                            || 0x08 ||     0x1388 || CPU_DELAY
| XCDVDFSV || 0xE1B30 || cdvd_ee_driver - Updated module || ELF
|-
|-
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||    0x1388 || CPU_DELAY
| OSDSND || 0xEFF60 || OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. || ELF
|-
|-
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||    0x1388 || CPU_DELAY
| PS2LOGO || 0x11ABB0 || Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. || ELF
|-
|-
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
| XPARAM2 || 0x137500 || File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) || ELF
|-
|-
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
| OSDSYS || 0x139A00 || The browser || BIN
|-
|-
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||    0x1388 || CPU_DELAY
| PIOPRP || 0x177880 || Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root).  || BIN
|-
|-
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||     0x1F40 || CPU_DELAY
| KERNEL || 0x1BB7E0 || The EE kernel || BIN
|}
Description source: https://gist.github.com/uyjulian/25291080f083987d3f3c134f593483c5
 
== Game_ID/DiscID in PS20220WD20050620.crack ==
 
<pre>There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles.
 
Original PS2 bios from models with emulated IOP, include similar list file called XPARAM.ELF. Title IDs there are not the same, although some of them exist on both lists.</pre>
 
{| class="wikitable sortable" ||  
|-
! Command !! Name
|-
|-
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||    0x1388 || CPU_DELAY
| 0x00 || TITLE_MASK
|-
|-
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||    0x2000 || SIF_DMA_SYNC
| 0x01 || SIO2_MASK
|-
|-
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||    0x1388 || CPU_DELAY
| 0x02 || DEV9_MASK 
|-
|-
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||    0x1388 || CPU_DELAY
| 0x03 || USB_MASK
|-
|-
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||    0x1388 || CPU_DELAY
| 0x04 || SIF_DMA_SYNC
|-
|-
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||    0x1450 || CPU_DELAY
| 0x05 || SIF_DMA_LOAD
|-
|-
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||    0x1450 || CPU_DELAY
| 0x06 || DMAC_CH10_INT_DELAY 
|-
|-
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||    0x1800 || SIO2_MASK
| 0x07 || MECHA_RECOGTIME 
|-
|-
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||        0xB || DEV9_MASK
| 0x08 || CPU_DELAY
|-
|-
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||    0x20014 || SPU2_BEHAVIOR
| 0x09 || DEV5_INT_SPEED
|-
|-
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
| 0x0A || CDVD_READ_DELAY 
|-
|-
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
| 0x0B || SPU2_BEHAVIOR
|-
|-
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||     0x300 || CDVD_READ_DELAY
|}
 
{| class="wikitable sortable" ||
|-
! ID !! Title !! Command !! Value !! Remarks
|-
|PBPX_952.01 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
|PBPX_952.02 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||     0xFA0 || CPU_DELAY
|PBPX_952.03 || DVD Utility Disc Version 1.01                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||   0x80380 || CDVD_READ_DELAY
|PBPX_952.06 || DVD Player (Version 2.01)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)               || 0x02 ||       0xB || DEV9_MASK
|PBPX_952.07 || DVD Player (Version 2.10)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)           || 0x02 ||       0xB || DEV9_MASK
|PBPX_952.08 || DVD Player (Version 2.10)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||     0x1C00 || SIO2_MASK
|PBPX_952.09 || DVD Player (Version 2.10)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||       0xB || DEV9_MASK
|PBPX_952.10 || DVD Utility Disc Version 2.10                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_658.94 || Winning Post 6: 2005 Version                                         || 0x01 ||     0x2400 || SIO2_MASK
|PBPX_952.11 || DVD Utility Disc Version 1.00                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|PBPX_952.21 || DVD Player (Version 2.12)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                 || 0x02 ||       0xB || DEV9_MASK
|PBPX_952.22 || DVD Player (Version 2.14)                                           || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|PBPX_952.24 || DVD Player (Version 2.16)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|PBPX_952.28 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|PBPX_952.35 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||     0xC1C || CPU_DELAY
|PBPX_952.39 || Online Start Up Disc v3.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 || 0x2000000 || TITLE_MASK
|PBPX_955.01 || Linux for PS2 Beta Release 1                                        || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_660.57 || Taito Memories Vol.1                                                 || 0x08 ||     0xCE4 || CPU_DELAY
|PBPX_955.07 || Playstation 2 Linux Runtime Environment v1.0 (Disc 1)                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
|PBPX_955.09 || Linux for PS2 Release 1.0                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||       0x60 || CPU_DELAY
|PBPX_955.18 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||   0x2001C || SPU2_BEHAVIOR
|PDPX_991.09 || DVD Player (Version 3.04)                                            || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|PSXC_002.01 || PSX Update Disc 1.10                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|PSXC_002.02 || PSX Update Disc 1.20                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||       0xB || DEV9_MASK
|PSXC_002.03 || PSX Update Disc 1.31                                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||       0xB || DEV9_MASK
|PTPX_970.38 ||                                                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
|SCAJ_201.25 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_664.36 || Aria the Natural                                                    || 0x00 || 0xA000000 || TITLE_MASK
|SCAJ_201.26 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||       0xB || DEV9_MASK
|SCES_532.02 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||     0x3E8 || CPU_DELAY
|SCKA_200.49 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLPM_665.74 || Detective Evangelion                                                || 0x00 ||  0x2000000 || TITLE_MASK
|SCPM_621.15 ||                                                                     || 0x00 ||  0x1000000 || TITLE_MASK
|-
|-
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||     0x1388 || CPU_DELAY
|SCPM_621.16 ||                                                                     || 0x00 || 0x1000000 || TITLE_MASK
|-
|-
|SLPM_680.10 ||                                                                     || 0x08 ||     0x1388 || CPU_DELAY
|SCPN_601.01 || PlayStation BB Navigator (Version 0.10)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
|SCPN_601.30 || PlayStation BB Navigator (Version 0.20)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
|SCPN_601.40 || PlayStation BB Navigator (Version 0.30)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SCPN_601.50 || PlayStation BB Navigator (Version 0.31)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
|SCPN_601.60 || PlayStation BB Navigator (Version 0.32)                              || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|SCPS_110.01 || I.Q. Remix                                                          || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                           || 0x0B || 0x20000000 || SPU2_BEHAVIOR
|SCPS_110.10 || Yoake no Mariko (Performance Pack Edition)                           || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPS_201.01 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|SCPS_110.18 || Yoake no Mariko                                                      || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SCPS_110.21 || Yoake no Mariko 2nd Act (Limited Edition)                            || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SCPS_110.22 || Yoake no Mariko 2nd Act                                              || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
|SCPS_150.38 || Lifeline                                                            || 0x0A ||    0x80300 || CDVD_READ_DELAY
|-
|-
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|SCPS_150.39 || Lifeline                                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLPS_201.99 || F1 2002                                                              || 0x0B ||   0x20005 || SPU2_BEHAVIOR
|SCPS_170.01 || Gran Turismo 4                                                      || 0x0B || 0x10000000 || SPU2_BEHAVIOR
|-
|-
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||       0xB || DEV9_MASK
|SCPS_175.01 || Linux (for PlayStation2) Release 1.0                                || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||   0x80300 || CDVD_READ_DELAY
|SCPS_200.39 ||                                                                     || 0x00 || 0x4000000 || TITLE_MASK
|-
|-
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||    0x1B58 || CPU_DELAY
|SCUS_971.67 || PaRappa the Rapper 2                                                || 0x04 ||    0x2000 || SIF_DMA_SYNC
|-
|-
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SCUS_972.69 || Final Fantasy XI [Disc 2]                                            || 0x02 ||       0xB || DEV9_MASK
|-
|-
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||      0xC1C || CPU_DELAY
|SLES_500.48 || Donald Duck: Quack Attack                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|SLES_500.62 || Orphen: Scion of Sorcery                                            || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
|SLES_503.64 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|-
|-
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|SLES_504.46 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|-
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||   0x805DC || CDVD_READ_DELAY
|SLES_505.40 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|SLES_506.08 || Shadow Man 2: The Second Coming                                      || 0x0A ||    0x80600 || CDVD_READ_DELAY
|-
|-
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLES_506.28 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLES_507.28 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||     0x802 || SIO2_MASK
|SLES_507.29 ||                                                                     || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||    0x80300 || CDVD_READ_DELAY
|SLES_512.82 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
|-
|-
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
|SLES_514.79 || Def Jam Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
|-
|-
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
|SLES_518.41 || SpyHunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||     0x1800 || SIO2_MASK
|SLES_518.44 || Time Crisis 3                                                       || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLES_519.97 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|-
|-
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||      0xDAC || CPU_DELAY
|SLES_520.97 || SWAT: Global Strike Force                                            || 0x01 ||      0x800 || SIO2_MASK
|-
|-
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|SLES_530.37 || Super Monkey Ball Deluxe                                            || 0x01 ||     0x802 || SIO2_MASK
|-
|-
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLES_536.68 || Micro Machines v4                                                    || 0x01 ||     0x801 || SIO2_MASK
|-
|-
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                       || 0x07 ||         5 || MECHA_RECOGTIME
|SLES_537.55 || Castlevania: Curse of Darkness                                       || 0x04 ||       0x10 || SIF_DMA_SYNC
|-
|-
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLES_537.96 || FIFA Street 2                                                        || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 || 0xA000000 || TITLE_MASK
|SLPM_620.42 || Kurogane no Houkou: Warship Commander                                || 0x01 ||     0x3000 || SIO2_MASK
|-
|-
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||     0x1800 || SIO2_MASK
|SLPM_620.62 || Gitaroo Man One                                                      || 0x0A ||   0x80540 || CDVD_READ_DELAY
|-
|-
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 || 0xA000000 || TITLE_MASK
|SLPM_621.05 || Taikou Risshiden IV                                                  || 0x09 || 0x2B47000A || DEV5_INT_SPEED
|-
|-
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_621.24 || Ready 2 Rumble Boxing: Round 2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x08 ||     0xC1C || CPU_DELAY
|-
|-
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B || 0x8000000 || SPU2_BEHAVIOR
|SLPM_621.25 || Gauntlet: Dark Legacy                                                || 0x09 || 0x2B470005 || DEV5_INT_SPEED
|-
|-
|SLPS_257.22 || Routes PE (Limited Edition)                                         || 0x08 ||     0x3E8 || CPU_DELAY
|SLPM_621.35 || Final Fantasy: XI (Beta Version)                                     || 0x00 || 0xA0000000 || TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
|-
|-
|SLPS_257.27 || Routes PE                                                            || 0x08 ||     0x3E8 || CPU_DELAY
|SLPM_621.54 || DDRMAX Dance Dance Revolution 6thMix                                || 0x08 ||     0x1A5E || CPU_DELAY
|-
|-
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 || 0xA000000 || TITLE_MASK
|SLPM_622.39 || Supercar Street Challenge                                            || 0x0A ||   0x80300 || CDVD_READ_DELAY
|-
|-
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_623.69 || Karaoke Revolution: J-Pop Vol.1                                      || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 || 0x8000010 || DEV5_INT_SPEED
|SLPM_623.79 || Karaoke Revolution: J-Pop Vol.2                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||     0x800 || SIO2_MASK
|SLPM_623.80 || Karaoke Revolution: J-Pop Vol.3                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_202.74 || City Crisis                                                          || 0x0A ||   0x80BB8 || CDVD_READ_DELAY
|SLPM_623.81 || Karaoke Revolution: J-Pop Vol.4                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||     0x800 || SIO2_MASK
|SLPM_623.82 || Karaoke Revolution: Love & Ballad                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_623.83 || Karaoke Revolution: Night Selection 2003                            || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||   0x80600 || CDVD_READ_DELAY
|SLPM_624.14 || Karaoke Revolution: Dreams & Memories                                || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPM_624.37 || Suisui Sweet: Amai Ai no Mitsukekata                                || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|-
|-
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                             || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_624.50 || Karaoke Revolution: Anime Song Selection                             || 0x08 ||    0x1388 || CPU_DELAY
|-
|-
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||   0x803E8 || CDVD_READ_DELAY
|SLPM_624.51 || Karaoke Revolution: J-Pop Vol.5                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||     0x800 || SIO2_MASK
|SLPM_624.54 || Karaoke Revolution: J-Pop Vol.6                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||     0x801 || SIO2_MASK
|SLPM_624.55 || Karaoke Revolution: J-Pop Vol.7                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||     0x800 || SIO2_MASK
|SLPM_624.56 || Karaoke Revolution: J-Pop Vol.8                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||   0x80400 || CDVD_READ_DELAY
|SLPM_624.57 || Karaoke Revolution: Snow & Party                                    || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||     0x802 || SIO2_MASK
|SLPM_624.64 || Pop'n Taisen Pazurudame Online                                      || 0x08 ||     0x1F40 || CPU_DELAY
|-
|-
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||   0x500000 || CDVD_READ_DELAY
|SLPM_624.79 || Karaoke Revolution: J-Pop Vol.9                                      || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_624.91 || Mega Man: The Power Battle                                          || 0x04 ||    0x2000 || SIF_DMA_SYNC
|-
|-
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||     0x800 || SIO2_MASK
|SLPM_624.92 || Karaoke Revolution: Kids Song Selection                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
|SLPM_625.28 || Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition)              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||       0xB || DEV9_MASK
|SLPM_625.29 || Karaoke Revolution: Kazoku Idol Sengen                              || 0x08 ||     0x1388 || CPU_DELAY
|-
|-
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||    0x1388 || CPU_DELAY
|SLPM_650.86 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1)                || 0x08 ||    0x1450 || CPU_DELAY
|-
|-
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||     0x800 || SIO2_MASK
|SLPM_650.87 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2)                || 0x08 ||     0x1450 || CPU_DELAY
|-
|-
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||     0x800 || SIO2_MASK
|SLPM_650.90 || Spy Hunter                                                          || 0x01 ||     0x1800 || SIO2_MASK
|-
|-
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
|SLPM_651.97 || Nobunaga's Ambition Online                                          || 0x02 ||        0xB || DEV9_MASK
|-
|-
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||     0x1388 || CPU_DELAY
|SLPM_652.09 || Star Ocean: Till the End of Time                                    || 0x0B ||   0x20014 || SPU2_BEHAVIOR
|-  
|-
|}
|SLPM_654.38 || Star Ocean: Till the End of Time (Director's Cut) (Disc 1)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
 
|-
= Folder/File layout =
|SLPM_654.39 || Star Ocean: Till the End of Time (Director's Cut) (Disc 2)          || 0x0B ||    0x20014 || SPU2_BEHAVIOR
 
|-
Example: Max Payne Classic
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x0A ||      0x300 || CDVD_READ_DELAY
 
|-
<pre>
|SLPM_654.88 || Grand Theft Auto: Vice City                                          || 0x09 || 0x36000200 || DEV5_INT_SPEED
├── config-emu-ps4.txt
|-
├── docs
|SLPM_656.33 || I Love Baseball: Pro Yakyu wo Koyonaku                              || 0x08 ||      0xFA0 || CPU_DELAY
│   └── revision.h
|-
├── eboot.bin
|SLPM_656.98 || Love Songs: ADV Futaba Riho 14-sai Natsu                            || 0x0A ||    0x80380 || CDVD_READ_DELAY
├── feature_data
|-
│   └── SLES-50326_features.lua
|SLPM_657.05 || Final Fantasy XI: Chains of Promathia (Expansion Disc)              || 0x02 ||        0xB || DEV9_MASK
├── formatted.card
|-
├── image
|SLPM_657.06 || Final Fantasy XI: Chains of Promathia (All-In-One Edition)          || 0x02 ||        0xB || DEV9_MASK
│   └── disc01.iso
|-
├── lua_include
|SLPM_657.19 || Burnout 3: Takedown                                                  || 0x01 ||    0x1C00 || SIO2_MASK
│   ├── ee-cpr0-alias.lua
|-
│   ├── ee-gpr-alias.lua
|SLPM_657.83 || Nobunaga no Yabou Online: Tappi no Shou                              || 0x02 ||        0xB || DEV9_MASK
│   ├── ee-hwaddr.lua
|-
│   ├── language.lua
|SLPM_658.94 || Winning Post 6: 2005 Version                                        || 0x01 ||    0x2400 || SIO2_MASK
│   ├── pad-and-key.lua
|-
│   ├── ps2.lua
|SLPM_659.34 || Maple Colors                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│   └── utils.lua
|-
├── patches
|SLPM_659.53 || Final Fantasy: XI (Entry Disc 2005)                                  || 0x02 ||        0xB || DEV9_MASK
│   └── SLES-50326_cli.conf
|-
├── PS20220WD20050620.crack
|SLPM_659.84 || Grand Theft Auto: San Andreas                                        || 0x0A ||    0x803E8 || CDVD_READ_DELAY
├── ps2-emu-compiler.self
|-
├── sce_companion_httpd
|SLPM_660.33 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
│   └── html
|-
│      ├── BackCover.jpg
|SLPM_660.33 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      ├── base
|-
│      │   ├── arrow_up.png
|SLPM_660.48 || The Sword of Etheria                                                || 0x08 ||      0xC1C || CPU_DELAY
│      │   └── sprites.png
|-
│      ├── css
|SLPM_660.48 || The Sword of Etheria                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      │   ├── default-skin.png
|-
│      │   └── styles.min.css
|SLPM_660.57 || Taito Memories Vol.1                                                || 0x08 ||      0xCE4 || CPU_DELAY
│      ├── index.html
|-
│      ├── js
|SLPM_661.56 || Marheaven: Arm Fight Dream                                          || 0x01 ||     0x1800 || SIO2_MASK
│      │   └── app.min.js
|-
│      ├── large
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x08 ||      0x60 || CPU_DELAY
│      │   ├── Box01.jpg
|-
│      │   ├── Box04.jpg
|SLPM_661.75 || Akumajo Dracula: Yami no Juin                                        || 0x0B ||    0x2001C || SPU2_BEHAVIOR
│      │   ├── landscape
|-
│       │   │   ├── Box01.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   │   ├── Box04.jpg
|-
│      │   │   ├── Page01.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page02.jpg
|-
│      │   │   ├── Page03.jpg
|SLPM_663.93 || Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition)      || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page04.jpg
|-
│      │   │   ├── Page05.jpg
|SLPM_663.94 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page06.jpg
|-
│      │   │   ├── Page07.jpg
|SLPM_664.36 || Aria the Natural                                                    || 0x01 ||     0x1800 || SIO2_MASK
│      │   │   ├── Page08.jpg
|-
│      │   │   ├── Page09.jpg
|SLPM_664.36 || Aria the Natural                                                    || 0x00 ||  0xA000000 || TITLE_MASK
│      │   │   ├── Page10.jpg
|-
│      │   │   ├── Page11.jpg
|SLPM_665.39 || Nobunaga no Yabou Online: Haten no Shou                              || 0x02 ||        0xB || DEV9_MASK
│       │   │   ├── Page12.jpg
|-
│      │   │   ├── Page13.jpg
|SLPM_665.58 || Tomb Raider: Legend                                                  || 0x08 ||      0x3E8 || CPU_DELAY
│      │   │   ├── Page14.jpg
|-
│      │   │   ├── Page15.jpg
|SLPM_665.74 || Detective Evangelion                                                || 0x00 ||  0x2000000 || TITLE_MASK
│      │   │   ├── Page16.jpg
|-
│      │   │   ├── Page17.jpg
|SLPM_680.07 || Karaoke Revolution (Trial)                                          || 0x08 ||    0x1388 || CPU_DELAY
│      │   │   ├── Page18.jpg
|-
│      │   │   ├── Page19.jpg
|SLPM_680.10 ||                                                                      || 0x08 ||     0x1388 || CPU_DELAY
│      │   │   ├── Page20.jpg
|-
│      │   │   ├── Page21.jpg
|SLPS_200.08 || Morita Shogi                                                        || 0x08 ||     0x1388 || CPU_DELAY
│      │   │   ├── Page22.jpg
|-
│      │   │   ├── Page23.jpg
|SLPS_200.20 || FIFA 2000 World Championship                                        || 0x04 ||     0x2001 || SIF_DMA_SYNC
│      │   │   ├── Page24.jpg
|-
│      │   │   ├── Page25.jpg
|SLPS_200.37 || Go Go Golf                                                          || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│       │   │   ├── Page26.jpg
|-
│      │   │   ├── Page27.jpg
|SLPS_200.38 || Grappler Baki: Baki Saidai no Tournament                            || 0x08 ||     0x1194 || CPU_DELAY
│       │   │   ├── Page28.jpg
|-
│      │   │   ├── Page29.jpg
|SLPS_200.53 || Tenshi no Present: Marle Oukoku Monogatari (Limited Edition)        || 0x0B || 0x20000000 || SPU2_BEHAVIOR
│       │   │   ├── Page30.jpg
|-
│      │   │   ├── Page31.jpg
|SLPS_200.66 || Tenshi no Present: Marle Oukoku Monogatari                          || 0x0B || 0x20000000 || SPU2_BEHAVIOR
│      │   │   ├── Page32.jpg
|-
│      │   │   ├── Page33.jpg
|SLPS_201.01 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   │   ├── Page34.jpg
|-
│       │   │   ├── Page35.jpg
|SLPS_201.11 || Magical Sports Pro Baseball 2001                                    || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page36.jpg
|-
│      │   │   ├── Page37.jpg
|SLPS_201.72 || Koushien: Konpeki no Sora                                            || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page38.jpg
|-
│      │   │   ├── Page39.jpg
|SLPS_201.73 || Hard Hitter 2                                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   │   ├── Page40.jpg
|-
│      │   │   ├── Page41.jpg
|SLPS_201.97 || Surfing Air Show with RatBoy                                        || 0x09 || 0x2B47000A || DEV5_INT_SPEED
│      │   │   ├── Page42.jpg
|-
│      │   │   ├── Page43.jpg
|SLPS_201.99 || F1 2002                                                              || 0x0B ||    0x20005 || SPU2_BEHAVIOR
│      │   │   ├── Page44.jpg
|-
│      │   │   ├── Page45.jpg
|SLPS_202.00 || Final Fantasy XI                                                    || 0x02 ||        0xB || DEV9_MASK
│      │   │   ├── Page46.jpg
|-
│      │   │   ├── Page47.jpg
|SLPS_204.04 || Rakushou! Pachi-Slot Sengen 2                                        || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   │   ├── Page48.jpg
|-
│      │   │   ├── Page49.jpg
|SLPS_204.29 || Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V                  || 0x08 ||    0x1B58 || CPU_DELAY
│      │   │   ├── Page50.jpg
|-
│      │   │   ├── Page51.jpg
|SLPS_204.55 || Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby          || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   │   ├── Page52.jpg
|-
│      │   │   ├── Page53.jpg
|SLPS_250.08 || Sorcerous Stabber Orphen                                            || 0x08 ||      0xC1C || CPU_DELAY
│      │   │   ├── Page54.jpg
|-
│      │   │   ├── Page55.jpg
|SLPS_250.71 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||     0x1450 || CPU_DELAY
│      │   │   ├── Page56.jpg
|-
│      │   │   ├── Page57.jpg
|SLPS_250.72 || A Visual Mix: Ayumi Hamasaki Dome Tour 2001                          || 0x08 ||    0x1450 || CPU_DELAY
│      │   │   ├── Page58.jpg
|-
│      │   │   └── Page59.jpg
|SLPS_250.81 || Saishuu Densha                                                      || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page01.jpg
|-
│      │   ├── Page02.jpg
|SLPS_251.36 || Kuon no Kizuna Sairin Mikotonori                                    || 0x0A ||    0x805DC || CDVD_READ_DELAY
│      │   ├── Page03.jpg
|-
│       │   ├── Page04.jpg
|SLPS_251.42 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page05.jpg
|-
│      │   ├── Page06.jpg
|SLPS_251.50 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page07.jpg
|-
│      │   ├── Page08.jpg
|SLPS_252.37 || Only You                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page09.jpg
|-
│      │   ├── Page100.jpg
|SLPS_252.75 || Def Jam: Vendetta                                                    || 0x01 ||      0x802 || SIO2_MASK
│      │   ├── Page101.jpg
|-
│      │   ├── Page102.jpg
|SLPS_252.78 || Memories Off: Mix                                                    || 0x0A ||    0x80300 || CDVD_READ_DELAY
│      │   ├── Page103.jpg
|-
│      │   ├── Page104.jpg
|SLPS_252.90 || Time Crisis 3                                                        || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page105.jpg
|-
│      │   ├── Page106.jpg
|SLPS_253.15 || One Piece: Grand Battle 3                                            || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page107.jpg
|-
│      │   ├── Page108.jpg
|SLPS_253.57 || 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate!          || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page109.jpg
|-
│      │   ├── Page10.jpg
|SLPS_253.79 || Tokyo Majin Gakuen: Kaihoujyou Kefurokou                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page110.jpg
|-
│      │   ├── Page111.jpg
|SLPS_254.06 || Hitman: Contracts                                                    || 0x08 ||      0xDAC || CPU_DELAY
│      │   ├── Page112.jpg
|-
│      │   ├── Page113.jpg
|SLPS_254.18 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
│      │   ├── Page114.jpg
|-
│       │   ├── Page115.jpg
|SLPS_255.10 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page116.jpg
|-
│      │   ├── Page11.jpg
|SLPS_255.85 || Monster Farm 5: Circus Caravan                                      || 0x07 ||          5 || MECHA_RECOGTIME
│       │   ├── Page12.jpg
|-
│      │   ├── Page13.jpg
|SLPS_255.86 || Tales of the Abyss                                                  || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page14.jpg
|-
│      │   ├── Page15.jpg
|SLPS_256.04 || Ar tonelico Qoga: Knell of Ar Ciel                                  || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page16.jpg
|-
│      │   ├── Page17.jpg
|SLPS_256.67 || Daito Giken Premium Pachi-Slot Collection: Yoshimune                || 0x01 ||     0x1800 || SIO2_MASK
│      │   ├── Page18.jpg
|-
│      │   ├── Page19.jpg
|SLPS_256.98 || Fatal Fury Battle Archives Volume 2                                  || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page20.jpg
|-
│      │   ├── Page21.jpg
|SLPS_257.08 || The Familiar of Zero (Limited Edition)                              || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page22.jpg
|-
│      │   ├── Page23.jpg
|SLPS_257.09 || The Familiar of Zero                                                || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page24.jpg
|-
│      │   ├── Page25.jpg
|SLPS_257.21 || HimeHibi - Princess Days                                            || 0x0B ||  0x8000000 || SPU2_BEHAVIOR
│      │   ├── Page26.jpg
|-
│      │   ├── Page27.jpg
|SLPS_257.22 || Routes PE (Limited Edition)                                          || 0x08 ||      0x3E8 || CPU_DELAY
│      │   ├── Page28.jpg
|-
│      │   ├── Page29.jpg
|SLPS_257.27 || Routes PE                                                            || 0x08 ||      0x3E8 || CPU_DELAY
│       │   ├── Page30.jpg
|-
│      │   ├── Page31.jpg
|SLPS_732.49 || Ar tonelico Qoga: Knell of Ar Ciel (Platinum)                        || 0x00 ||  0xA000000 || TITLE_MASK
│      │   ├── Page32.jpg
|-
│      │   ├── Page33.jpg
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x08 ||    0x1388 || CPU_DELAY
│      │   ├── Page34.jpg
|-
│      │   ├── Page35.jpg
|SLUS_200.11 || Orphen: Ocion of Sorcery                                            || 0x09 ||  0x8000010 || DEV5_INT_SPEED
│      │   ├── Page36.jpg
|-
│      │   ├── Page37.jpg
|SLUS_200.77 || Donald Duck: Go'in Quackers                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page38.jpg
|-
│      │   ├── Page39.jpg
|SLUS_202.74 || City Crisis                                                          || 0x0A ||    0x80BB8 || CDVD_READ_DELAY
│      │   ├── Page40.jpg
|-
│      │   ├── Page41.jpg
|SLUS_203.05 || Simpsons: Road Rage                                                  || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page42.jpg
|-
│      │   ├── Page43.jpg
|SLUS_203.64 || Tiger Woods PGA Tour 2002                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page44.jpg
|-
│      │   ├── Page45.jpg
|SLUS_204.13 || Shadowman 2                                                          || 0x0A ||    0x80600 || CDVD_READ_DELAY
│      │   ├── Page46.jpg
|-
│      │   ├── Page47.jpg
|SLUS_204.33 || SWAT: Global Strike Team                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page48.jpg
|-
│      │   ├── Page49.jpg
|SLUS_204.88 || Star Ocean: Til the end of Time [Disc 1]                            || 0x08 ||    0x1388 || CPU_DELAY
│      │   ├── Page50.jpg
|-
│      │   ├── Page51.jpg
|SLUS_205.72 || Tiger Woods PGA Tour 2003                                            || 0x0A ||    0x803E8 || CDVD_READ_DELAY
│      │   ├── Page52.jpg
|-
│      │   ├── Page53.jpg
|SLUS_205.90 || Spyhunter 2                                                          || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page54.jpg
|-
│      │   ├── Page55.jpg
|SLUS_206.35 || Muppets Party Cruise                                                || 0x01 ||      0x801 || SIO2_MASK
│      │   ├── Page56.jpg
|-
│      │   ├── Page57.jpg
|SLUS_206.39 || Def Jam Vendetta                                                    || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page58.jpg
|-
│      │   ├── Page59.jpg
|SLUS_206.86 || Splashdown: Rides Gone Wild                                          || 0x0A ||    0x80400 || CDVD_READ_DELAY
│      │   ├── Page60.jpg
|-
│      │   ├── Page61.jpg
|SLUS_208.38 || All-Star Baseball 2005                                              || 0x01 ||      0x802 || SIO2_MASK
│      │   ├── Page62.jpg
|-
│      │   ├── Page63.jpg
|SLUS_208.51 || Ace Combat 5: The Unsung War                                        || 0x0A ||  0x500000 || CDVD_READ_DELAY
│      │   ├── Page64.jpg
|-
│      │   ├── Page65.jpg
|SLUS_208.91 || Star Ocean: Til the end of Time [Disc 2]                            || 0x08 ||     0x1388 || CPU_DELAY
│      │   ├── Page66.jpg
|-
│      │   ├── Page67.jpg
|SLUS_209.18 || Super Monkey Ball: Deluxe                                            || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page68.jpg
|-
│      │   ├── Page69.jpg
|SLUS_210.59 || Tekken 5                                                            || 0x0B || 0x40000000 || SPU2_BEHAVIOR
│      │   ├── Page70.jpg
|-
│      │   ├── Page71.jpg
|SLUS_210.70 || Final Fantasy XI: Chains of Promathia                                || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page72.jpg
|-
│      │   ├── Page73.jpg
|SLUS_210.89 || Karaoke Revolution Vol.3                                            || 0x08 ||    0x1388 || CPU_DELAY
│      │   ├── Page74.jpg
|-
│      │   ├── Page75.jpg
|SLUS_213.31 || Sonic Riders                                                        || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page76.jpg
|-
│      │   ├── Page77.jpg
|SLUS_213.39 || Puzzle Challenge                                                    || 0x01 ||      0x800 || SIO2_MASK
│      │   ├── Page78.jpg
|-
│      │   ├── Page79.jpg
|SLUS_214.04 || Final Fantasy XI: Treasures of Aht Urhgan                            || 0x02 ||        0xB || DEV9_MASK
│      │   ├── Page80.jpg
|-
│       │   ├── Page81.jpg
|SLUS_214.52 || Valkyrie Profile 2: Silmeria                                        || 0x08 ||    0x1388 || CPU_DELAY
│      │   ├── Page82.jpg
|-
│      │   ├── Page83.jpg
|}
│      │   ├── Page84.jpg
 
│      │   ├── Page85.jpg
= Folder/File layout =
│      │   ├── Page86.jpg
 
│      │   ├── Page87.jpg
Example: Max Payne Classic
│      │   ├── Page88.jpg
 
│      │   ├── Page89.jpg
<pre>
│      │   ├── Page90.jpg
├── config-emu-ps4.txt
│      │   ├── Page91.jpg
├── docs
│      │   ├── Page92.jpg
│   └── revision.h
│      │   ├── Page93.jpg
├── eboot.bin
│      │   ├── Page94.jpg
├── feature_data
│       │   ├── Page95.jpg
│   └── SLES-50326_features.lua
│      │   ├── Page96.jpg
├── formatted.card
│      │   ├── Page97.jpg
├── image
│      │   ├── Page98.jpg
│   └── disc01.iso
│      │   └── Page99.jpg
├── lua_include
│   ├── ee-cpr0-alias.lua
│   ├── ee-gpr-alias.lua
│   ├── ee-hwaddr.lua
│   ├── language.lua
│   ├── pad-and-key.lua
│   ├── ps2.lua
│   └── utils.lua
├── patches
│   └── SLES-50326_cli.conf
├── PS20220WD20050620.crack
├── ps2-emu-compiler.self
├── sce_companion_httpd
│   └── html
│      ├── BackCover.jpg
│      ├── base
│      │   ├── arrow_up.png
│      │   └── sprites.png
│      ├── css
│      │   ├── default-skin.png
│      │   └── styles.min.css
│      ├── index.html
│      ├── js
│      │   └── app.min.js
│      ├── large
│      │   ├── Box01.jpg
│      │   ├── Box04.jpg
│      │   ├── landscape
│      │   │   ├── Box01.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   └── Page59.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   └── Page116.jpg
│      ├── medium
│      ├── medium
│      │   ├── Box01.jpg
│      │   ├── Box01.jpg
│      │   ├── Box04.jpg
│      │   ├── Box04.jpg
│      │   ├── landscape
│      │   ├── landscape
│      │   │   ├── Box01.jpg
│      │   │   ├── Box01.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page01.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   ├── Page02.jpg
│      │   │   └── Page59.jpg
│      │   │   ├── Page03.jpg
│      │   ├── Page01.jpg from 01 to 116
│      │   │   ├── Page04.jpg
│      │   └── Page116.jpg
│      │   │   ├── Page05.jpg
│      ├── small
│      │   │   ├── Page06.jpg
│      │   ├── Box01.jpg from 01 to 04
│      │   │   ├── Page07.jpg
│      │   ├── Box04.jpg
│      │   │   ├── Page08.jpg
│      │   ├── landscape
│      │   │   ├── Page09.jpg
│      │   │   ├── Box01.jpg from 01 to 04
│      │   │   ├── Page10.jpg
│      │   │   ├── Box04.jpg
│      │   │   ├── Page11.jpg
│      │   │   ├── Page01.jpg From 01 to 59
│      │   │   ├── Page12.jpg
│      │   │   └── Page59.jpg
│      │   │   ├── Page13.jpg
│      │   ├── Page01.jpg From 01 to 116
│      │   │   ├── Page14.jpg
│      │   └── Page116.jpg
│      │   │   ├── Page15.jpg
│      └── thumbnails
│       │   │   ├── Page16.jpg
│           ├── BoxThumb01.jpg
│       │   │   ├── Page17.jpg
│           ├── BoxThumb04.jpg
│       │   │   ├── Page18.jpg
│           ├── landscape
│       │   │   ├── Page19.jpg
│           │   ├── BoxThumb01.jpg
│       │   │   ├── Page20.jpg
│           │   ├── BoxThumb04.jpg
│       │   │   ├── Page21.jpg
│           │   ├── Thumb01.jpg from 01 to 59
│       │   │   ├── Page22.jpg
│           │   └── Thumb59.jpg
│      │   │   ├── Page23.jpg
│           ├── Thumb01.jpg From 01 to 116
│       │   │   ├── Page24.jpg
│           └── Thumb116.jpg
│      │   │   ├── Page25.jpg
├── sce_module
│      │   │   ├── Page26.jpg
│   ├── libc.prx
│      │   │   ├── Page27.jpg
│   └── libSceFios2.prx
│      │   │   ├── Page28.jpg
├── sce_sys
│      │   │   ├── Page29.jpg
│   ├── about
│      │   │   ├── Page30.jpg
│   │   └── right.sprx
│      │   │   ├── Page31.jpg
│   └── keystone
│      │   │   ├── Page32.jpg
└── trophy_data
│      │   │   ├── Page33.jpg
     └── SLES-50326_trophies.lua
│      │   │   ├── Page34.jpg
 
│      │   │   ├── Page35.jpg
</pre>
│      │   │   ├── Page36.jpg
 
│      │   │   ├── Page37.jpg
=LUA include files=
│      │   │   ├── Page38.jpg
<pre>Files that some official pkgs use in order for the lua files to be separate.
│      │   │   ├── Page39.jpg
</pre>
│      │   │   ├── Page40.jpg
<br>'''pad-connect-type.lua'''
│      │   │   ├── Page41.jpg
<pre>
│      │   │   ├── Page42.jpg
 
│      │   │   ├── Page43.jpg
local PadConnectType = {}
│      │   │   ├── Page44.jpg
 
│      │   │   ├── Page45.jpg
PadConnectType.DS4 = 0
│      │   │   ├── Page46.jpg
PadConnectType.HID              = 1 -- any 3rd party USB controller (fight stick, turbo controller, etc), always local.
│      │   │   ├── Page47.jpg
PadConnectType.REMOTE_DS4      = 2 -- remote DS4 should behave just like regular DS4
│      │   │   ├── Page48.jpg
PadConnectType.REMOTE_VITA      = 3 -- remote VITA lacks analog L2/R2
│      │   │   ├── Page49.jpg
 
│      │   │   ├── Page50.jpg
return PadConnectType
│      │   │   ├── Page51.jpg
</pre>
│      │   │   ├── Page52.jpg
<br>'''sprite.lua'''
│      │   │   ├── Page53.jpg
<pre>
│      │   │   ├── Page54.jpg
 
│      │   │   ├── Page55.jpg
local kFilterMode = {}
│      │   │   ├── Page56.jpg
kFilterMode.Point                          = 0x00000000 -- < Sample the one texel nearest to the sample point.
│      │   │   ├── Page57.jpg
kFilterMode.Bilinear                        = 0x00000001 -- < Sample the four texels nearest the sample point, and blend linearly.
│      │   │   ├── Page58.jpg
 
│      │   │   └── Page59.jpg
local kWrapMode = {}
│      │   ├── Page01.jpg
kWrapMode.Wrap                              = 0x00000000 -- < The integer portion of the input coordinate is discarded, and the fractional portion is used instead. <c>U=U-floorf(U);</c>
│      │   ├── Page02.jpg
kWrapMode.Mirror                            = 0x00000001 -- < The input coordinate is "reflected" across the texture boundary. This reflection may occur multiple times until the coordinate falls within the <c>[0..1]</c> range. <c>U=isOdd(floorf(U)) ? 1-fracf(U) : fracf(U)</c>
│      │   ├── Page03.jpg
kWrapMode.ClampLastTexel                    = 0x00000002 -- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
│      │   ├── Page04.jpg
kWrapMode.MirrorOnceLastTexel              = 0x00000003 -- < The input coordinate is reflected at most one time and then clamped to the range <c>[0..1]</c>. <c>U=abs(max(-1,min(1,U));</c>
│      │   ├── Page05.jpg
kWrapMode.ClampHalfBorder                  = 0x00000004 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
│      │   ├── Page06.jpg
kWrapMode.MirrorOnceHalfBorder              = 0x00000005 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
│      │   ├── Page07.jpg
kWrapMode.ClampBorder                      = 0x00000006 -- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
│      │   ├── Page08.jpg
kWrapMode.MirrorOnceBorder                  = 0x00000007 -- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
│      │   ├── Page09.jpg
 
│      │   ├── Page100.jpg
local kBlendMultiplier = {}
│      │   ├── Page101.jpg
kBlendMultiplier.Zero                            = 0x00000000  -- < Multiply the associated input by zero.
│      │   ├── Page102.jpg
kBlendMultiplier.One                              = 0x00000001  -- < Multiply the associated input by one.
│      │   ├── Page103.jpg
kBlendMultiplier.SrcColor                        = 0x00000002  -- < Multiply the associated input by the fragment color.
│      │   ├── Page104.jpg
kBlendMultiplier.OneMinusSrcColor                = 0x00000003  -- < Multiply the associated input by one minus the fragment color.
│      │   ├── Page105.jpg
kBlendMultiplier.SrcAlpha                        = 0x00000004  -- < Multiply the associated input by the fragment alpha.
│      │   ├── Page106.jpg
kBlendMultiplier.OneMinusSrcAlpha                = 0x00000005  -- < Multiply the associated input by one minus the fragment alpha.
│      │   ├── Page107.jpg
kBlendMultiplier.DestAlpha                        = 0x00000006  -- < Multiply the associated input by the render target alpha.
│      │   ├── Page108.jpg
kBlendMultiplier.OneMinusDestAlpha                = 0x00000007  -- < Multiply the associated input by one minus the render target alpha.
│      │   ├── Page109.jpg
kBlendMultiplier.DestColor                        = 0x00000008  -- < Multiply the associated input by the render target color.
│      │   ├── Page10.jpg
kBlendMultiplier.OneMinusDestColor                = 0x00000009  -- < Multiply the associated input by one minus the render target color.
│      │   ├── Page110.jpg
kBlendMultiplier.SrcAlphaSaturate                = 0x0000000a  -- < Multiply the associated input by the minimum of 1 or fragment alpha.
│      │   ├── Page111.jpg
kBlendMultiplier.ConstantColor                    = 0x0000000d  -- < Multiply the associated input by the constant color. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page112.jpg
kBlendMultiplier.OneMinusConstantColor            = 0x0000000e  -- < Multiply the associated input by one minus the constant color. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page113.jpg
kBlendMultiplier.Src1Color                        = 0x0000000f  -- < Multiply the associated input by a secondary fragment color.
│      │   ├── Page114.jpg
kBlendMultiplier.InverseSrc1Color                = 0x00000010  -- < Multiply the associated input by one minus a secondary fragment color.
│      │   ├── Page115.jpg
kBlendMultiplier.Src1Alpha                        = 0x00000011  -- < Multiply the associated input by a secondary fragment alpha.
│      │   ├── Page116.jpg
kBlendMultiplier.InverseSrc1Alpha                = 0x00000012  -- < Multiply the associated input by one minus a secondary fragment alpha.
│      │   ├── Page11.jpg
kBlendMultiplier.ConstantAlpha                    = 0x00000013  -- < Multiply the associated input by the constant color alpha. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page12.jpg
kBlendMultiplier.OneMinusConstantAlpha            = 0x00000014  -- < Multiply the associated input by one minus the constant color alpha. @see DrawCommandBuffer::setBlendColor()
│      │   ├── Page13.jpg
 
│      │   ├── Page14.jpg
local kBlendFunc = {}
│      │   ├── Page15.jpg
kBlendFunc.Add                          = 0x00000000  -- < The source value is added to the destination value.
│      │   ├── Page16.jpg
kBlendFunc.Subtract                    = 0x00000001  -- < The destination value is subtracted from the source value.
│      │   ├── Page17.jpg
kBlendFunc.Min                          = 0x00000002  -- < The minimum of the source and destination values is selected.
│      │   ├── Page18.jpg
kBlendFunc.Max                          = 0x00000003  -- < The maximum of the source and destination values is selected.
│      │   ├── Page19.jpg
kBlendFunc.ReverseSubtract              = 0x00000004  -- < The source value is subtracted from the destination value.
│      │   ├── Page20.jpg
 
│      │   ├── Page21.jpg
-- Default blending mode, ideal for typical alpha channel embedded into a PNG image.
│      │   ├── Page22.jpg
blendDefaultEquation = {
│      │   ├── Page23.jpg
kBlendMultiplier.SrcAlpha, -- src multiplier
│      │   ├── Page24.jpg
kBlendFunc.Add,                         -- blend function
│      │   ├── Page25.jpg
kBlendMultiplier.OneMinusSrcAlpha,     -- dest multiplier
│      │   ├── Page26.jpg
}
│      │   ├── Page27.jpg
 
│      │   ├── Page28.jpg
blendConstFadeEquation = {
│      │   ├── Page29.jpg
kBlendMultiplier.ConstantAlpha, -- src multiplier
│      │   ├── Page30.jpg
kBlendFunc.Add,                       -- blend function
│      │   ├── Page31.jpg
kBlendMultiplier.OneMinusConstantAlpha,     -- dest multiplier
│      │   ├── Page32.jpg
}
│      │   ├── Page33.jpg
 
│      │   ├── Page34.jpg
return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc
│      │   ├── Page35.jpg
 
│      │   ├── Page36.jpg
</pre>
│      │   ├── Page37.jpg
<br>'''ee-cpr0-alias.lua'''
│      │   ├── Page38.jpg
<pre>
│      │   ├── Page39.jpg
cpr = {}
│      │   ├── Page40.jpg
 
│      │   ├── Page41.jpg
cpr.index = 0
│      │   ├── Page42.jpg
cpr.random = 1
│      │   ├── Page43.jpg
cpr.entrylo0 = 2
│      │   ├── Page44.jpg
cpr.entrylo1 = 3
│      │   ├── Page45.jpg
cpr.context = 4
│      │   ├── Page46.jpg
cpr.pagemask = 5
│      │   ├── Page47.jpg
cpr.wired = 6
│      │   ├── Page48.jpg
cpr.badvaddr = 8
│      │   ├── Page49.jpg
cpr.count = 9
│      │   ├── Page50.jpg
cpr.entryhi = 10
│      │   ├── Page51.jpg
cpr.compare = 11
│      │   ├── Page52.jpg
cpr.status = 12
│      │   ├── Page53.jpg
cpr.cause = 13
│      │   ├── Page54.jpg
cpr.epc = 14
│      │   ├── Page55.jpg
cpr.prid = 15
│      │   ├── Page56.jpg
cpr.config = 16
│      │   ├── Page57.jpg
cpr.badpaddr = 23
│      │   ├── Page58.jpg
cpr.hwbk = 24
│      │   ├── Page59.jpg
cpr.pccr = 25
│      │   ├── Page60.jpg
cpr.taglo = 28
│      │   ├── Page61.jpg
cpr.taghi = 29
│      │   ├── Page62.jpg
cpr.errorepc = 30
│      │   ├── Page63.jpg
 
│      │   ├── Page64.jpg
return cpr
│      │   ├── Page65.jpg
</pre>
│      │   ├── Page66.jpg
'''ee-gpr-alias.lua'''
│      │   ├── Page67.jpg
<pre>
│      │   ├── Page68.jpg
 
│      │   ├── Page69.jpg
-- Recommended method to import this module:
│      │   ├── Page70.jpg
--  local gpr = require("ee-gpr-alias")
│      │   ├── Page71.jpg
--
│      │   ├── Page72.jpg
-- Using the global 'lang' variable is depreciated. This will change to a local-scope variable after
│      │   ├── Page73.jpg
-- the depreciation period has expired in April 2016.
│      │   ├── Page74.jpg
 
│      │   ├── Page75.jpg
gpr = {}
│      │   ├── Page76.jpg
 
│      │   ├── Page77.jpg
gpr.zero = 0
│      │   ├── Page78.jpg
gpr.at  = 1
│      │   ├── Page79.jpg
gpr.v0  = 2
│      │   ├── Page80.jpg
gpr.v1  = 3
│      │   ├── Page81.jpg
gpr.a0  = 4
│      │   ├── Page82.jpg
gpr.a1  = 5
│      │   ├── Page83.jpg
gpr.a2  = 6
│      │   ├── Page84.jpg
gpr.a3  = 7
│      │   ├── Page85.jpg
gpr.t0  = 8
│      │   ├── Page86.jpg
gpr.t1  = 9
│      │   ├── Page87.jpg
gpr.t2  = 10
│      │   ├── Page88.jpg
gpr.t3  = 11
│      │   ├── Page89.jpg
gpr.t4  = 12
│      │   ├── Page90.jpg
gpr.t5  = 13
│      │   ├── Page91.jpg
gpr.t6  = 14
│      │   ├── Page92.jpg
gpr.t7  = 15
│      │   ├── Page93.jpg
gpr.s0  = 16
│      │   ├── Page94.jpg
gpr.s1  = 17
│      │   ├── Page95.jpg
gpr.s2  = 18
│      │   ├── Page96.jpg
gpr.s3  = 19
│      │   ├── Page97.jpg
gpr.s4  = 20
│      │   ├── Page98.jpg
gpr.s5  = 21
│      │   └── Page99.jpg
gpr.s6  = 22
│      ├── small
gpr.s7  = 23
│      │   ├── Box01.jpg
gpr.t8  = 24
│      │   ├── Box04.jpg
gpr.t9  = 25
│      │   ├── landscape
gpr.k0  = 26
│      │   │   ├── Box01.jpg
gpr.k1  = 27
│      │   │   ├── Box04.jpg
gpr.gp  = 28
│      │   │   ├── Page01.jpg
gpr.sp  = 29
│      │   │   ├── Page02.jpg
gpr.fp  = 30
│      │   │   ├── Page03.jpg
gpr.ra  = 31
│      │   │   ├── Page04.jpg
 
│      │   │   ├── Page05.jpg
return gpr
│      │   │   ├── Page06.jpg
 
│      │   │   ├── Page07.jpg
</pre>
│      │   │   ├── Page08.jpg
'''ee-hwaddr.lua'''
│      │   │   ├── Page09.jpg
<pre>
│      │   │   ├── Page10.jpg
gif_hw  = {}
│      │   │   ├── Page11.jpg
vif0_hw = {}
│      │   │   ├── Page12.jpg
vif1_hw = {}
│      │   │   ├── Page13.jpg
 
│      │   │   ├── Page14.jpg
gif_hw.CHCR = 0x1000A000
│      │   │   ├── Page15.jpg
gif_hw.MADR = 0x1000A010
│      │   │   ├── Page16.jpg
gif_hw.QWC = 0x1000A020
│      │   │   ├── Page17.jpg
gif_hw.TADR = 0x1000A030
│      │   │   ├── Page18.jpg
gif_hw.ASR0 = 0x1000A040
│      │   │   ├── Page19.jpg
gif_hw.ASR1 = 0x1000A050
│      │   │   ├── Page20.jpg
gif_hw.SADR = 0x1000A080
│      │   │   ├── Page21.jpg
 
│      │   │   ├── Page22.jpg
vif0_hw.CHCR = 0x10008000
│      │   │   ├── Page23.jpg
vif0_hw.MADR = 0x10008010
│      │   │   ├── Page24.jpg
vif0_hw.QWC = 0x10008020
│      │   │   ├── Page25.jpg
vif0_hw.TADR = 0x10008030
│      │   │   ├── Page26.jpg
vif0_hw.ASR0 = 0x10008040
│      │   │   ├── Page27.jpg
vif0_hw.ASR1 = 0x10008050
│      │   │   ├── Page28.jpg
vif0_hw.SADR = 0x10008080
│      │   │   ├── Page29.jpg
 
│      │   │   ├── Page30.jpg
vif1_hw.CHCR = 0x10009000
│      │   │   ├── Page31.jpg
vif1_hw.MADR = 0x10009010
│      │   │   ├── Page32.jpg
vif1_hw.QWC = 0x10009020
│      │   │   ├── Page33.jpg
vif1_hw.TADR = 0x10009030
│      │   │   ├── Page34.jpg
vif1_hw.ASR0 = 0x10009040
│      │   │   ├── Page35.jpg
vif1_hw.ASR1 = 0x10009050
│      │   │   ├── Page36.jpg
vif1_hw.SADR = 0x10009080
│      │   │   ├── Page37.jpg
 
│      │   │   ├── Page38.jpg
return gif_hw, vif0_hw, vif1_hw, nil
│      │   │   ├── Page39.jpg
</pre>
│      │   │   ├── Page40.jpg
'''language.lua'''
│      │   │   ├── Page41.jpg
<pre>
│      │   │   ├── Page42.jpg
 
│      │   │   ├── Page43.jpg
-- Recommended method to import this module:
│      │   │   ├── Page44.jpg
--  local lang = require("language")
│      │   │   ├── Page45.jpg
--
│      │   │   ├── Page46.jpg
-- Using the global 'lang' variable is depreciated. This will change to a local-scope variable after
│      │   │   ├── Page47.jpg
-- the depreciation period has expired in April 2016.
│      │   │   ├── Page48.jpg
 
│      │   │   ├── Page49.jpg
lang = {}
│      │   │   ├── Page50.jpg
 
│      │   │   ├── Page51.jpg
lang.japanese = 0
│      │   │   ├── Page52.jpg
lang.english = 1
│      │   │   ├── Page53.jpg
lang.french = 2
│      │   │   ├── Page54.jpg
lang.spanish = 3
│      │   │   ├── Page55.jpg
lang.german = 4
│      │   │   ├── Page56.jpg
lang.italian = 5
│      │   │   ├── Page57.jpg
lang.dutch = 6
│      │   │   ├── Page58.jpg
lang.portuguese = 7
│      │   │   └── Page59.jpg
lang.russian = 8
│      │   ├── Page01.jpg
lang.korean = 9
│      │   ├── Page02.jpg
lang.chinese_traditional = 10
│      │   ├── Page03.jpg
lang.chinese_simplified = 11
│      │   ├── Page04.jpg
lang.finnish = 12
│      │   ├── Page05.jpg
lang.swedish = 13
│      │   ├── Page06.jpg
lang.danish = 14
│      │   ├── Page07.jpg
lang.norwegian = 15
│      │   ├── Page08.jpg
lang.polish = 16
│      │   ├── Page09.jpg
lang.portuguese_brazil = 17
│      │   ├── Page100.jpg
lang.english_gb = 18
│      │   ├── Page101.jpg
lang.turkish = 19
│      │   ├── Page102.jpg
lang.spanish_la = 20
│      │   ├── Page103.jpg
lang.arabic = 21
│      │   ├── Page104.jpg
lang.french_canada = 22
│      │   ├── Page105.jpg
 
│      │   ├── Page106.jpg
return lang
│      │   ├── Page107.jpg
</pre>
│      │   ├── Page108.jpg
'''pad-and-key.lua'''
│      │   ├── Page109.jpg
<pre>
│      │   ├── Page10.jpg
 
│      │   ├── Page110.jpg
pad = {}
│      │   ├── Page111.jpg
 
│      │   ├── Page112.jpg
-- Left Side
│      │   ├── Page113.jpg
pad.LU = 0x0010 -- Up
│      │   ├── Page114.jpg
pad.LD = 0x0040 -- Down
│      │   ├── Page115.jpg
pad.LL = 0x0080 -- Left
│      │   ├── Page116.jpg
pad.LR = 0x0020 -- Right
│      │   ├── Page11.jpg
 
│      │   ├── Page12.jpg
-- Right Side
│      │   ├── Page13.jpg
pad.RU = 0x1000 -- Up (Triangle)
│      │   ├── Page14.jpg
pad.RD = 0x4000 -- Down (Cross)
│      │   ├── Page15.jpg
pad.RL = 0x8000 -- Left (Square)
│      │   ├── Page16.jpg
pad.RR = 0x2000 -- Right (Circle)
│      │   ├── Page17.jpg
 
│      │   ├── Page18.jpg
-- aliases
│      │   ├── Page19.jpg
pad.UP = 0x0010 -- LU
│      │   ├── Page20.jpg
pad.DOWN = 0x0040 -- LD
│      │   ├── Page21.jpg
pad.LEFT = 0x0080 -- LL
│      │   ├── Page22.jpg
pad.RIGHT = 0x0020 -- LR
│      │   ├── Page23.jpg
pad.TRIANGLE= 0x1000
│      │   ├── Page24.jpg
pad.CROSS = 0x4000
│      │   ├── Page25.jpg
pad.SQUARE = 0x8000
│      │   ├── Page26.jpg
pad.CIRCLE = 0x2000
│      │   ├── Page27.jpg
 
│      │   ├── Page28.jpg
pad.L1 = 0x0400
│      │   ├── Page29.jpg
pad.L2 = 0x0100
│      │   ├── Page30.jpg
pad.L3 = 0x0002
│      │   ├── Page31.jpg
 
│      │   ├── Page32.jpg
pad.R1 = 0x0800
│      │   ├── Page33.jpg
pad.R2 = 0x0200
│      │   ├── Page34.jpg
pad.R3 = 0x0004
│      │   ├── Page35.jpg
 
│      │   ├── Page36.jpg
pad.SELECT = 0x0001
│      │   ├── Page37.jpg
pad.START = 0x0008
│      │   ├── Page38.jpg
 
│      │   ├── Page39.jpg
keyboard = {}
│      │   ├── Page40.jpg
 
│      │   ├── Page41.jpg
keyboard.ESCAPE = 0x1000
│      │   ├── Page42.jpg
keyboard.SLASH = 0x1001
│      │   ├── Page43.jpg
keyboard.SEPARATOR = 0x1002 -- backslash or pipe (\|)
│      │   ├── Page44.jpg
keyboard.BACKQUOTE = 0x1003
│      │   ├── Page45.jpg
keyboard.PAGEDOWN = 0x1004
│      │   ├── Page46.jpg
keyboard.PAGEUP = 0x1005
│      │   ├── Page47.jpg
keyboard.F1 = 0x1006
│      │   ├── Page48.jpg
keyboard.F2 = 0x1007
│      │   ├── Page49.jpg
keyboard.F3 = 0x1008
│      │   ├── Page50.jpg
keyboard.F4 = 0x1009
│      │   ├── Page51.jpg
keyboard.F5 = 0x100a
│      │   ├── Page52.jpg
keyboard.F6 = 0x100b
│      │   ├── Page53.jpg
keyboard.F7 = 0x100c
│      │   ├── Page54.jpg
keyboard.F8 = 0x100d
│      │   ├── Page55.jpg
keyboard.F9 = 0x100e
│      │   ├── Page56.jpg
keyboard.F10 = 0x100f
│      │   ├── Page57.jpg
keyboard.F11 = 0x1010
│      │   ├── Page58.jpg
keyboard.F12 = 0x1011
│      │   ├── Page59.jpg
</pre>
│      │   ├── Page60.jpg
'''ps2.lua'''
│      │   ├── Page61.jpg
<pre>
│      │   ├── Page62.jpg
 
│      │   ├── Page63.jpg
require("ee-gpr-alias")
│      │   ├── Page64.jpg
require("utils")
│      │   ├── Page65.jpg
 
│      │   ├── Page66.jpg
MipsInsn = {}
│      │   ├── Page67.jpg
MipsInsn.IsAddi = function(insn) return (insn & 0xfc000000) == 0x20000000 end -- addi rt,rs,simm
│      │   ├── Page68.jpg
MipsInsn.IsAddiu = function(insn) return (insn & 0xfc000000) == 0x24000000 end -- addiu rt,rs,simm
│      │   ├── Page69.jpg
MipsInsn.IsBeq = function(insn) return (insn & 0xfc000000) == 0x10000000 end -- beq rs,rt,off
│      │   ├── Page70.jpg
MipsInsn.IsJ = function(insn) return (insn & 0xfc000000) == 0x08000000 end -- j target
│      │   ├── Page71.jpg
MipsInsn.IsJal = function(insn) return (insn & 0xfc000000) == 0x0c000000 end -- jal target
│      │   ├── Page72.jpg
MipsInsn.IsJr = function(insn) return (insn & 0xfc1fffff) == 0x00000008 end -- jr rs
│      │   ├── Page73.jpg
MipsInsn.IsLq = function(insn) return (insn & 0xfc000000) == 0x78000000 end -- lq rt,simm(rs)
│      │   ├── Page74.jpg
MipsInsn.IsLd = function(insn) return (insn & 0xfc000000) == 0xdc000000 end -- ld rt,simm(rs)
│      │   ├── Page75.jpg
MipsInsn.IsLw = function(insn) return (insn & 0xfc000000) == 0x8c000000 end -- lw rt,simm(rs)
│      │   ├── Page76.jpg
MipsInsn.IsSq = function(insn) return (insn & 0xfc000000) == 0x7c000000 end -- sq rt,simm(rs)
│      │   ├── Page77.jpg
MipsInsn.IsSd = function(insn) return (insn & 0xfc000000) == 0xfc000000 end -- sd rt,simm(rs)
│      │   ├── Page78.jpg
MipsInsn.IsSw = function(insn) return (insn & 0xfc000000) == 0xac000000 end -- sw rt,simm(rs)
│      │   ├── Page79.jpg
MipsInsn.IsEnd = function(insn) return (insn & 0xfc00003f) == 0x0000000d end
│      │   ├── Page80.jpg
 
│      │   ├── Page81.jpg
MipsInsn.GetRt = function(insn) return (insn >> 16) & 0x1f end
│      │   ├── Page82.jpg
MipsInsn.GetRs = function(insn) return (insn >> 21) & 0x1f end
│      │   ├── Page83.jpg
MipsInsn.GetSimm = function(insn) return ((insn << 48) >> 48) end
│      │   ├── Page84.jpg
MipsInsn.GetOff = function(insn) return MipsInsn.GetSimm(insn) end
│      │   ├── Page85.jpg
MipsInsn.GetTarget = function(insn) return insn & 0x3ffffff end
│      │   ├── Page86.jpg
 
│      │   ├── Page87.jpg
-- return FIFO queue of stack trace
│      │   ├── Page88.jpg
-- the queue item is { caller-addr, return-from }
│      │   ├── Page89.jpg
--
│      │   ├── Page90.jpg
-- example:
│      │   ├── Page91.jpg
--    print("=== stack trace ===")
│      │   ├── Page92.jpg
--   local stack_trace = MipsStackTrace(eeObj, eeObj.GetPc()+4, eeObj.GetGpr(gpr.ra), eeObj.GetGpr(gpr.sp))
│      │   ├── Page93.jpg
--   while not stack_trace:isEmpty() do
│      │   ├── Page94.jpg
-- local caller = stack_trace:dequeue()
│      │   ├── Page95.jpg
-- print( string.format(" 0x%08x [will return from : %x]", caller[1], caller[2]) )
│      │   ├── Page96.jpg
--   end
│      │   ├── Page97.jpg
--
│      │   ├── Page98.jpg
-- NOTE: you must +4 against GetPc() if you in a EE/IOP hook.
│      │   └── Page99.jpg
-- Because EE/IOP jit executed the instruction at the address already and it might affect $sp or $ra.
│      └── thumbnails
--
│          ├── BoxThumb01.jpg
-- obj : eeObj or iopObj
│          ├── BoxThumb04.jpg
-- pc  : current pc (from GetPC or readout from thread context)
│          ├── landscape
-- ra  : current ra (from GetGpr or readout from thread context)
│          │   ├── BoxThumb01.jpg
-- sp  : current sp (from GetGpr or readout from thread context)
│          │   ├── BoxThumb04.jpg
MipsStackTrace = function (obj, pc, ra, sp, depth)
│          │   ├── Thumb01.jpg
  local max_depth = depth or 10 -- max trace depth
│          │   ├── Thumb02.jpg
  local n_j = 1
│          │   ├── Thumb03.jpg
  local jmax = {}
│          │   ├── Thumb04.jpg
  local depth = 0
│          │   ├── Thumb05.jpg
  local bdl_count = 0
│          │   ├── Thumb06.jpg
  local new_pc    = 0
│          │   ├── Thumb07.jpg
  local icount    = 0
│          │   ├── Thumb08.jpg
 
│          │   ├── Thumb09.jpg
  local result = Queue.new()
│          │   ├── Thumb10.jpg
  local pushed_ra = Queue.new()
│          │   ├── Thumb11.jpg
  while depth < max_depth and icount < 2048 do
│          │   ├── Thumb12.jpg
  -- TODO: error checks
│          │   ├── Thumb13.jpg
  if (pc & 3) ~= 0 then
│          │   ├── Thumb14.jpg
return result
│          │   ├── Thumb15.jpg
  end
│          │   ├── Thumb16.jpg
  pc = pc & 0x01ffffff
│          │   ├── Thumb17.jpg
  sp = sp & 0x01ffffff
│          │   ├── Thumb18.jpg
  local insn = obj.ReadMem32(pc)
│          │   ├── Thumb19.jpg
  -- print(string.format("trace .. pc=%x insn=%x", pc, insn))
│          │   ├── Thumb20.jpg
  -- result:enqueue( { pc, insn } )
│          │   ├── Thumb21.jpg
 
│          │   ├── Thumb22.jpg
  if MipsInsn.IsJr(insn) and MipsInsn.GetRs(insn) == gpr.ra then
│          │   ├── Thumb23.jpg
bdl_count = 1
│          │   ├── Thumb24.jpg
depth = depth + 1
│          │   ├── Thumb25.jpg
new_pc = ra
│          │   ├── Thumb26.jpg
-- print(string.format("jr ra : ra=%x", ra))
│          │   ├── Thumb27.jpg
icount = 0
│          │   ├── Thumb28.jpg
-- print(string.format("enqueue caller pc=%x ret addr=%x", new_pc-8, pc))
│          │   ├── Thumb29.jpg
result:enqueue( {new_pc-8, pc} ) -- {return-addr, where-from}
│          │   ├── Thumb30.jpg
  elseif MipsInsn.IsAddiu(insn) and MipsInsn.GetRt(insn) == gpr.sp and MipsInsn.GetRs(insn) == gpr.sp then
│          │   ├── Thumb31.jpg
sp = sp + MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
│          │   ├── Thumb32.jpg
-- print(string.format("addiu sp,sp,** : new sp = %x", sp))
│          │   ├── Thumb33.jpg
  elseif MipsInsn.IsLq(insn) or MipsInsn.IsLd(insn) or MipsInsn.IsLw(insn) then
│          │   ├── Thumb34.jpg
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
│          │   ├── Thumb35.jpg
-- the code might push $ra on the stack after start pc.
│          │   ├── Thumb36.jpg
-- in such case, we must not retrieve $ra value from the memory.
│          │   ├── Thumb37.jpg
if pushed_ra:isEmpty() then
│          │   ├── Thumb38.jpg
  local imm = MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
│          │   ├── Thumb39.jpg
  -- print(string.format("retrieve ra from stack(%x) : sp=%x imm=%x", sp+imm, sp, imm))
│          │   ├── Thumb40.jpg
  ra = obj.ReadMem32(sp + imm)
│          │   ├── Thumb41.jpg
  -- print(string.format("load ra,%x(sp) : sp = %x+%x, ra = %x", imm, sp, imm, ra))
│          │   ├── Thumb42.jpg
else
│          │   ├── Thumb43.jpg
  -- print(string.format("retrieve ra from pushed one"))
│          │   ├── Thumb44.jpg
  pushed_ra:dequeue()
│          │   ├── Thumb45.jpg
end
│          │   ├── Thumb46.jpg
end
│          │   ├── Thumb47.jpg
  elseif MipsInsn.IsSq(insn) or MipsInsn.IsSd(insn) or MipsInsn.IsSw(insn) then
│          │   ├── Thumb48.jpg
if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
│          │   ├── Thumb49.jpg
pushed_ra:enqueue(pc);
│          │   ├── Thumb50.jpg
end
│          │   ├── Thumb51.jpg
  elseif MipsInsn.IsJ(insn) then -- j **
│          │   ├── Thumb52.jpg
local imm = MipsInsn.GetTarget(insn)
│          │   ├── Thumb53.jpg
imm = imm << 2
│          │   ├── Thumb54.jpg
if pc == imm then
│          │   ├── Thumb55.jpg
-- jump to self? maybe we can ignore it.
│          │   ├── Thumb56.jpg
else
│          │   ├── Thumb57.jpg
new_pc = imm
│          │   ├── Thumb58.jpg
-- print(string.format("j ** : new_pc = %x", new_pc))
│          │   └── Thumb59.jpg
bdl_count = 1
│          ├── Thumb01.jpg
for t=1, n_j do
│          ├── Thumb02.jpg
  if jmax[t] == new_pc then
│          ├── Thumb03.jpg
  return result -- closed loop
│          ├── Thumb04.jpg
  end
│          ├── Thumb05.jpg
end
│          ├── Thumb06.jpg
if n_j > 1024 then
│          ├── Thumb07.jpg
  return result -- jump buffer overflow
│          ├── Thumb08.jpg
end
│          ├── Thumb09.jpg
jmax[n_j] = new_pc
│          ├── Thumb100.jpg
n_j = n_j + 1
│          ├── Thumb101.jpg
end
│          ├── Thumb102.jpg
  elseif MipsInsn.IsBeq(insn) and MipsInsn.GetRs(insn) == gpr.zero then -- beq zero,**
│          ├── Thumb103.jpg
local offset = MipsInsn.GetOff(insn) -- ((insn<<48) >> 48)
│          ├── Thumb104.jpg
offset = offset << 2
│          ├── Thumb105.jpg
new_pc = pc + 4 + offset
│          ├── Thumb106.jpg
 
│          ├── Thumb107.jpg
if pc == new_pc then
│          ├── Thumb108.jpg
-- jump to self? maybe we can ignore it
│          ├── Thumb109.jpg
else
│          ├── Thumb10.jpg
-- print(string.format("beq zero,** : new_pc=%x", new_pc))
│          ├── Thumb110.jpg
bdl_count = 1
│          ├── Thumb111.jpg
for t = 1, n_j do
│          ├── Thumb112.jpg
  if jmax[t] == new_pc then
│          ├── Thumb113.jpg
  return result
│          ├── Thumb114.jpg
  end
│          ├── Thumb115.jpg
end
│          ├── Thumb116.jpg
if n_j > 1024 then
│          ├── Thumb11.jpg
  return result
│          ├── Thumb12.jpg
end
│          ├── Thumb13.jpg
jmax[n_j] = new_pc
│          ├── Thumb14.jpg
n_j = n_j + 1
│          ├── Thumb15.jpg
end
│          ├── Thumb16.jpg
  elseif MipsInsn.IsEnd(insn) then -- end
│          ├── Thumb17.jpg
-- print(string.format("end"))
│          ├── Thumb18.jpg
return result
│          ├── Thumb19.jpg
  elseif MipsInsn.IsJal(insn) then -- jal **
│          ├── Thumb20.jpg
local imm = insn & 0x03ffffff
│          ├── Thumb21.jpg
imm = imm << 2
│          ├── Thumb22.jpg
-- print(string.format("jal ** : addr = %x", imm))
│          ├── Thumb23.jpg
-- call
│          ├── Thumb24.jpg
  end
│          ├── Thumb25.jpg
 
│          ├── Thumb26.jpg
  icount = icount + 1
│          ├── Thumb27.jpg
  pc = pc + 4
│          ├── Thumb28.jpg
 
│          ├── Thumb29.jpg
  -- -- print(string.format("bdl_count=%d", bdl_count))
│          ├── Thumb30.jpg
  if bdl_count > 0 then
│          ├── Thumb31.jpg
if bdl_count == 2 then
│          ├── Thumb32.jpg
pc = new_pc
│          ├── Thumb33.jpg
bdl_count = 0
│          ├── Thumb34.jpg
else
│          ├── Thumb35.jpg
bdl_count = bdl_count + 1
│          ├── Thumb36.jpg
end
│          ├── Thumb37.jpg
  end
│          ├── Thumb38.jpg
  end
│          ├── Thumb39.jpg
  return result
│          ├── Thumb40.jpg
end
│          ├── Thumb41.jpg
 
│          ├── Thumb42.jpg
PS2 = {}
│          ├── Thumb43.jpg
PS2.GetCurrentThread = function(eeObj) return eeObj.ReadMem32(0x12fac) end
│          ├── Thumb44.jpg
PS2.GetThreads = function(eeObj)
│          ├── Thumb45.jpg
  local EE_THREAD_BASE = 0x18000
│          ├── Thumb46.jpg
  local EE_NUM_THREADS = 0x100
│          ├── Thumb47.jpg
  local th = EE_THREAD_BASE
│          ├── Thumb48.jpg
  local result = Queue.new()
│          ├── Thumb49.jpg
  for t = 0, EE_NUM_THREADS-1 do
│          ├── Thumb50.jpg
  -- 0 : node_prev
│          ├── Thumb51.jpg
  -- 4 : node_next
│          ├── Thumb52.jpg
  -- 8 : status
│          ├── Thumb53.jpg
  -- 12: pc
│          ├── Thumb54.jpg
  -- 16: sp
│          ├── Thumb55.jpg
  -- 20: gp
│          ├── Thumb56.jpg
  -- 24: init_pri
│          ├── Thumb57.jpg
  -- 26: curr_pri
│          ├── Thumb58.jpg
  -- 28: wstat
│          ├── Thumb59.jpg
  -- 32: waitId
│          ├── Thumb60.jpg
  -- 36: wakeupCount
│          ├── Thumb61.jpg
  -- 40: attr
│          ├── Thumb62.jpg
  -- 44: option
│          ├── Thumb63.jpg
  -- 48: func
│          ├── Thumb64.jpg
  -- 52: argc
│          ├── Thumb65.jpg
  -- 56: args
│          ├── Thumb66.jpg
  -- 60: stack
│          ├── Thumb67.jpg
  -- 64: size
│          ├── Thumb68.jpg
  -- 68: root
│          ├── Thumb69.jpg
  -- 72: endOfHeap
│          ├── Thumb70.jpg
  local status = eeObj.ReadMem32(th + 8)
│          ├── Thumb71.jpg
  if status ~= 0 then
│          ├── Thumb72.jpg
local id    = t
│          ├── Thumb73.jpg
local pri  = eeObj.ReadMem16(th + 26)
│          ├── Thumb74.jpg
local gp    = eeObj.ReadMem32(th + 20)
│          ├── Thumb75.jpg
local pc    = eeObj.ReadMem32(th + 12)
│          ├── Thumb76.jpg
local sp    = eeObj.ReadMem32(th + 16)
│          ├── Thumb77.jpg
result:enqueue( {id=id, status=status, pri=pri, gp=gp, pc=pc, sp=sp} )
│          ├── Thumb78.jpg
  end
│          ├── Thumb79.jpg
  th = th + 76
│          ├── Thumb80.jpg
  end
│          ├── Thumb81.jpg
  return result
│          ├── Thumb82.jpg
end
│          ├── Thumb83.jpg
</pre>
│          ├── Thumb84.jpg
'''utils.lua'''
│          ├── Thumb85.jpg
<pre>
│          ├── Thumb86.jpg
-- utility classes/functions
│          ├── Thumb87.jpg
 
│          ├── Thumb88.jpg
-- Stack
│          ├── Thumb89.jpg
-- ex:
│          ├── Thumb90.jpg
-- my_stack = Stack.new()
│          ├── Thumb91.jpg
--  my_stack:push( val )
│          ├── Thumb92.jpg
-- print( my_stack:pop( val ) )
│          ├── Thumb93.jpg
Stack = {}
│          ├── Thumb94.jpg
 
│          ├── Thumb95.jpg
function Stack.new()
│          ├── Thumb96.jpg
  local obj = { buff = {} }
│          ├── Thumb97.jpg
  return setmetatable(obj, {__index = Stack})
│          ├── Thumb98.jpg
end
│          └── Thumb99.jpg
 
├── sce_module
function Stack:push(x)
│   ├── libc.prx
  table.insert(self.buff, x)
│   └── libSceFios2.prx
end
├── sce_sys
 
│   ├── about
function Stack:pop()
│   │   └── right.sprx
  return table.remove(self.buff)
│   └── keystone
end
└── trophy_data
 
    └── SLES-50326_trophies.lua
function Stack:top()
 
  return self.buff[#self.buff]
end
 
function Stack:isEmpty()
  return #self.buff == 0
end
 
 
-- Queue
-- ex:
-- my_queue = Queue.new()
-- my_queue:enqueue( val )
-- print( my_queue:dequeue(val) )
Queue = {}
 
function Queue.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Queue})
end
 
function Queue:enqueue(x)
  table.insert(self.buff, x)
end
 
function Queue:dequeue()
  return table.remove(self.buff, 1)
end
 
function Queue:top()
  if #self.buff > 0 then
    return self.buff[1]
  end
end
 
function Queue:isEmpty()
  return #self.buff == 0
end
</pre>
</pre>


=Links=
=Links=
*More info: http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/
*[https://psi-rockin.github.io/ps2tek/ Ps2 Hardware Documentation]
*More emulator configurations examples: https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List  
*[https://pastebin.com/yf802Up3 GS title fix guide]
 
*[https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs]
*[http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator]
*[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples]
*[https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables]
*[https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games]
{{Reverse Engineering}}
{{Reverse Engineering}}
<noinclude>[[Category:Main]]</noinclude>
<noinclude>
[[Category:Main]]
</noinclude>

Revision as of 19:28, 25 April 2024

Description

PlayStation 2 emulation on the PlayStation 4 is handled with little difference to the PlayStation 3,
as some issues on the PlayStation 3 were not fixed on the PlayStation 4's emulator. As a result, the PS4 inherited some of PS3's emulation glitches, along with introducing new ones.
That came as a result of PS4's weakness towards emulation, which likely pressured Sony into trading accuracy for performance.

Each PS2ONPS4 package file (.pkg) includes the emulator itself. The ps4 does not have a native built-in emulator in its firmware, but it does a few PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, and sceSystemServiceShowImposeMenuForPs2Emu.

Emulators are programmed to be accurate for the games they were designed to emulate. In turn, this makes accurate emulation challenging, as emulators include per title patches and different default settings. The Playstation 2 hardware is a complex system to emulate; any small change in configuration can make or break a game.
Currently the most commonly used emulator is Jakv2 as it is the most compatible one out there. When game crashes are concerned, RECVX is typically used, whereas for VU accuracy it is roguev1.

The PS2 BIOS is included in the game's pkg, the same one used on the ps2_netemu. The lack of encryption mechanism for PS2 game disc image file is also important. This time it is a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Moreover, memory cards are also decrypted, but the emulator checks the CRC of some of the regions to ensure that the memory card was not modified. This PS2 Emulator also supports LUA scripting by "Lua Bridge", which is a powerful interface that may prove exceptionally handy in fixing games.

This is first time that Sony has ever cared about floats in its emulators. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicking FPU and VU floats calculation behavior. This is resolved by clamping, accurate math used per memory offset, and/or converting floats to double precision. The emulator uses openCL for GS, and likely other components as well.

Emulator Configuration

The emulator can be configured through 4 files.

Files

  • config-emu-ps4.txt - Stores paths, basic video/audio settings in official packages. But unofficially can be also used for advanced settings for global effect in multi disc .pkg with all commands originally used in cli.conf file.
  • XXXX-YYYYY_cli.conf - Stores per disc advanced settings. GS, VU, EE, IOP, FPU, COP2 emulation settings, are here. Also hacks, and hooks.
  • XXXX-YYYYY_config.lua - Used for per disc advanced scripts. Patching EE/IOP memory, Conditional hooks.
  • disc-swap-cli.conf - Stores info of multi disc games.

Commands

The rest of the CLI and LUA commands can all be found inside of any emulator's Eboot.bin file.

config-emu-ps4.txt commands

Command Values Notes Usage
Misc
--config-local-lua --config-local-lua=""
--lopnor-config 0,1 Enables limited PS3's PS2 config support --lopnor-config=1
--load-tooling-lua --load-tooling-lua=0
--max-console-spam
--path-snaps dir/folder Path to savestates folder --path-snaps="/tmp/snapshots"
--path-recordings dir/folder --path-recordings="/tmp/recordings"
--path-memcards dir/folder
--path-vmc dir/folder --path-vmc="/tmp/vmc"
--emulog-file 0, 1 Creates a log file with information that is rarely useful --emulog-file=1
--path-emulog dir/folder Sets the directory of the emulog file. Requires --emulog-file=1 command --path-emulog="/tmp/recordings"
--path-manual dir/folder
--path-patches dir/folder Path to patches folder --path-patches="/app0/patches"
--path-trophydata dir/folder --path-trophydata="/app0/trophy_data"
--path-featuredata dir/folder Path to folder with XXXX-YYYYY_features.lua file --path-featuredata="/app0/feature_data"
--path-postproc dir/folder Post-processing (shaders?)
--path-toolingscript dir/folder --path-toolingscript="/app0/patches"
--snapshot-name
--snapshot-datafile
--snapshot-restore
--snapshot-save frameId(?)
--snapshot-mcd-files
--snapshot-repeat repeat_count
--snapshot-modulo
--host-keyboard slot [0-7] --host-keyboard=4
--host-window-scale scale/float --host-window-scale=0.5
--host-window-pos x,y
--host-display-mode normal,full,4:3,16:9 Set display mode --host-display-mode=full
--host-graph fps Debug option that requires an unleaked debug ps2 bios --host-graph=fps
--host-osd verbose, minimal --host-osd=0
--host-vsync 0, 1 Enable or disable vsync --host-vsync=1
--host-trophy-support
--rtc-epoch unix_time (seconds since epoch) --rtc-epoch=1523776362
--framelimiter 0, 1 Enable or disable Frame limiting --framelimiter=1
--framelimit-fps FPS/float framelimiter --framelimit-fps=0.8
--framelimit-scalar scalar/float Scalar must be between 0.1 and 5.0 --framelimit-scalar=3.2
--framelimit-mode slowest,slower,slow,normal,fast,fastest,turbo A Standalone framelimiter --framelimit-mode=fast
--ps2-lang system Sets language. Might seem like a useless command, but a tiny number of games refuse to boot without a selected language. --ps2-lang=system
--ps2-title-id XXXX-YYYYY Example: (SLUS-21515) Sets title-id for patches. Requires the game's region code as value --ps2-title-id=SLES-50366
--gs-uprender none, 2x2 Internal resolution upscaler. --gs-uprender=2x2
--gs-upscale none, gpu, edgesmooth, motionvec, point, motionvector, smooth, motion upscaling type --gs-upscale=EdgeSmooth
CDVD
--max-disc-num 1-5 numbers of discs in package (maximum=5) --max-disc-num=1
--boot-disc-id 1-5 sets boot disc for multi-disc pkg --boot-disc-id=0
--switch-disc-reset 1 = Enables resetting the game upon disc swap, 0 = Disables resetting the game upon disc swap 0 Can be used to prevent resetting the game when switching multiple discs. Useful for games like Samurai warriors 2 that include an import data feature. Sadly this command isn't supported by many emulators, but jakv2 is confirmed to support it --switch-disc-reset=1
--cdvd-sector-read-cycles 0.1 = Fastest, 80000 = Slowest Set DVD reading speed. Higher values are slower, lower values are faster. Kinetica uses 40000, Psychonauts 4000, Red dead revolver 5000, Rise of kasai 31000. Some games require moderate speed, too slow or too fast could cause audio problems. --cdvd-sector-read-cycles=40000
--cdvd-sector-seek-cycles 0.1 = Fastest, 80000 = Slowest Set the speed at which the emulated CDVD spins. Higher values are slower,

lower values are faster. Fixes boot-up sometimes. More info here [1]. || --cdvd-sector-seek-cycles=1

--verbose-cdvd-reads 0, 1 Might improve disc reading if set to 1 --verbose-cdvd-reads=0
Audio
--host-audio-latency msec/float Audio latency must be between 0.010 and 4.0 --host-audio-latency=1.5
--path-audio-images dir/folder
--record-audio
--record-audio-img
--record-audio-image
--record-audio-ext
--host-audio 1,0,on,off,mono --host-audio=1
--mute-audio all,none,main,bgm --mute-audio=all
--mute-streaming-audio all,none,main,bgm --mute-streaming-audio=all
Controllers
--ds4-deadzone-adjust
--ds4-diagonal-adjust
--host-pad-loses-focus --host-pad-loses-focus=1
--host-gamepads 0, 1 --host-gamepads=1
--pad-record 0, 1 Enables logging pad info in emulog
--pad-analog-to-digital 0, 1 Eternel ring emu uses the value 0 --pad-analog-to-digital=0
--mtap1 Disabled, Always, ByHost Multitap switch. The values are correct but the multitap only works in certain games. --mtap1=always
--mtap2 Disabled, Always, ByHost Multitap switch. Some games require multitap to be selected only on second port (1, 2-a, 2-b, 2-c layout). To achieve that, we need to disable the first mtap. In some cases, the emulator can be flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1 by using memory patches. --mtap2=always

XXXX-YYYYY_cli.conf commands

These commands work in config-emu-ps4.txt, but the official way to use them is through the CLI file (It is also needed for multi-disc packages). Additionally, some commands are still not discovered, and known commands might be missing their values. 
All commands are pre-made. Creating new CLI commands is impossible.
The values of the commands are also pre-defined by Sony and/or have a set of possible values or ranges.
Some CLI commands have no effect, as they were added to the eboot.bin without being programmed. Some useful commands were removed or added in or from different emu revisions, or their effects were changed. In some emulators, CLI configurations can be found in the ram at SceLibcHeap[0]-3-881004000.

EmotionEngine (MIPS-IV)

EE
Commands for the emulated Emotion Engine. These commands may improve performance, or allow for better sync.
Command Values Notes Usage
Speedhacks / Desync Fixes
--ee-cycle-scalar Accelerate EE cycles: (0.99 => 0.1)
Decelerate EE cycles: (1.1 => 5.0)
Accelerating can help improve EE-DMA sync at the cost of performance, whereas decelerating can help ensure EE is in sync with VU0-VU1 while improving performance (too much deceleration can cause stuttery fmvs.) The default value is 1.0 --ee-cycle-scalar=1.0
--ee-context-switch-cycles Accelerate cycles (360 => 0)
Decelerate cycles (361 => ∞ )
Its effects are mysterious, but likely affect COP0. Does not work on Jak emulators. Default value is 360, and its type is 4 bytes. Seems to be useful for Bee Movie and Metal Gear Solid 3. --ee-context-switch-cycles=2700?
--ee-hook AdvanceClock
FastForwardClock
Mfifodrain
Set a function to be applied every time the PC register reaches the selected offset in the EE memory. FastForwardClock stalls the EE for a non-changeable number of cycles, while AdvanceClock stalls the EE for an allocated number of cycles to push other processing units to align with the EE's speed, and temporarily allocate higher cpu power for them, which is helpful when the vu1 requires higher juice for its performance, and when the vu0 and dma channels run slower than the ee. Mfifodrain is still unknown. For more examples --ee-hook=0x0025A9F2,AdvanceClock,,500
--ee-hook=0x0019F0AD,FastForwardClock
Game fixes
--ee-jit-pagefault-threshold 0-254 Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. --ee-jit-pagefault-threshold=40
--ee-block-validation PageProt, PageProtection, Hash, Full, none way of validating that block been modified, and require recompilation. [Some info about PageProt way] --ee-block-validation=None
--ee-shorthash-len inst_count/integer Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash
--ee-const-folding None,Gpr,Fpu,All EE constant folding. "All" seems to be the default option. --ee-const-folding=none
--ee-ignore-segfault none, read, write, readwrite Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) --ee-ignore-segfault=readwrite
--ee-native-function memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. --ee-native-function=memcpy,0x11e328
Other
--ee-jit-disasm 0 or 1 for mips and 2 for x86 Emotion engine Just in Time disassembler mode (Likely a debug log option) --ee-jit-disasm=1
--ee-ignore-break 0, 1 Turns a BREAK instruction into a NOP Instruction.
--ee-break-as-nop 0, 1 Turns a BREAK instruction into a NOP Instruction. --ee-break-as-nop=1
--ee-jit-opt-debug 0, 1
--ee-pc-coherency 0, 1 Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads.
--ee-insn-flush-pc 0, 1 Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads.
--ee-inst-marking 0,1?
--ee-insn-marking 0,1?
--ee-kernel-hle 0, 1 High-level emulation kernel. Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply EE kernel patches which run previously prepared x64 code instead of recompiling real code part.
--ee-injection-kernel 0, 1 Just like --ee-kernel-hle, except using a different name.
--ee-injection-title 0, 1 Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply per title patches which run previously prepared x64 code instead of recompiling real code part.
--ee-validate-kernel 0, 1
--ee-regalloc-scalar 0,none,ReadOnly,WriteOnly,RW register allocation setting
--ee-regalloc-simd readwrite, writeonly, readonly register allocation setting
--ee-regalloc-preserve-scalar LoadOnly, LO, StoreOnly, SO, LoadStore, LS EE JIT Scalar/Int Regalloc Mode --ee-regalloc-preserve-scalar=LoadStore
--ee-regalloc-preserve-simd ReadOnly, RO, WriteOnly WO, RW EE JIT SIMD/XMM Regalloc Mode --ee-regalloc-preserve-simd=RW
--ee-static-block-links options Type,Type,... [Branch,Branches,JAL,COP2,All] --ee-static-block-links=JAL,COP2
--vtune-ee
--ee-live32 0,1?
--ee-cache-breaks-block 0,1 End recompiler block on r5900 cache opcode.
--ee-evt-check-full 0, 1 Perform more accurate EE event check
--ee-peephole 0, 1?
--ee-load-rewrites 0,1?
--ee-store-rewrites 0,1?
--ee-precompile-trace
--ee-penalize-short-blocks 0, 1 Add cycles to short recompiled blocks?
--ee-mem-check-eob EE memory check end of block
--ee-insn-callmark
--ee-inline-limit-full insn_count/integer
--ee-inline-limit-partial
--ee-stlf-cycle-threshold ? ?
--detect-idle-ee 0, 1 --detect-idle-ee=1
FPU
The FPU is a fast single-precision unit that typically serves the EE by calculating in-game physics. It mostly controls the accuracy of the movement of in-game objects, or the game's gravity as a whole. In some cases, it is best to use COP2 commands with the FPU's to ensure the accuracy of the game's geometrical calculations.
Command Values Notes Usage
Game fixes
--fpu-no-clamping 1 = Extra + preserve sign
0 = Extra
Changes the clamping behavior of the FPU. Might fix freezing issues, or misplaced characters/items (Inaccuracies with in-game physics) --fpu-no-clamping=0
--fpu-custom-min-max 0, 1 Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games --fpu-custom-min-max=0
--fpu-accurate-range start,end offset (0x0 - 0x1FFFFFF) Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. --fpu-accurate-range=0x1acce0,0x2acce0
--fpu-no-clamp-range start,end offset (0x0 - 0x1FFFFFF) Per-range clamping for the FPU in the selected memory range. --fpu-no-clamp-range=0x1acce0,0x2acce0
--fpu-accurate-muldiv 0 = Disabled
1 = Enabled
Allows the FPU to accurately Divide/Multiply by 0 for all offsets by using software floats rather than hardware floats. (Extremely slow) --fpu-accurate-muldiv=1
--fpu-accurate-addsub 0 = Disabled
1 = Enabled
Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) --fpu-accurate-addsub=1
--fpu-accurate-muldiv-range start,end offset (0x0 - 0x1FFFFFF) Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
--fpu-accurate-addsub-range start,end offset (0x0 - 0x1FFFFFF) Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. --fpu-accurate-addsub-range=0x1acce0,0x2acce0
Speedhacks
--fpu-rsqrt-fast-estimate 0, 1 Decreases RSQRT's accuracy. It is enabled by default. Disabling it is required for the full accuracy of the FPU. --fpu-rsqrt-fast-estimate=1
--fpu-accurate-mul-fast 0, 1 A command that prevents muldiv commands from slowing the emulation down. --fpu-accurate-mul-fast=1
Other
--fpu-custom-fused-madd 0, 1 Custom FMA (fused multiply-add). Disabled by default. --fpu-custom-fused-madd=0
--fpu-to-double 0, 1 Converts floats to doubles (Accurate) --fpu-to-double=1
--fpu-clamp-operands 0, 1 Affects the fpu's clamping behavior --fpu-clamp-operands=1
--fpu-clamp-results 0, 1 Affects the fpu's clamping behavior --fpu-clamp-results=1
COP2
VU0 Macro-mode. These commands may assist the FPU further.
Command Values Notes Usage
Speedhacks
--cop2-opt-flags 0, 1 ,2 Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) setting it to 0 can in some cases improve FPU accuracy. More Info --cop2-opt-flags=1
--cop2-opt-vf00 0, 1, 2 Optimization for the vf00 register. --cop2-opt-vf00=1
--cop2-const-prop 0, 1 Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 More info --cop2-const-prop=1
--cop2-di-bits 0, 1 0 to skip setting invalid, and div by Zero flags in status register, and therefore improve performance. Can be used as speedhack as it skip costly calculations. --cop2-di-bits=0
Game fixes
--cop2-no-clamping 1 = Extra + preserve sign
0 = Extra
Changes the clamping behavior of the COP2. The default emulator's behavior is none of the included values and cannot be set by CLI commands. --cop2-no-clamping=0
--cop2-accurate-range start,end offset (0x0 - 0x1FFFFFF) Accurate Mul/Div/Add/Sub math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 mathematical accuracy in the specified range. --cop2-accurate-range=0x123456,0x134567
--cop2-no-clamp-range start,end offset (0x0 - 0x1FFFFFF) Per-range clamping for COP2. --cop2-no-clamp-range=0x123456,0x134567
--cop2-accurate-mul-range start,end offset (0x0 - 0x1FFFFFF) Accurate multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats --cop2-accurate-mul-range=0x123456,0x134567
--cop2-accurate-mul 1 = Enabled
0 = Disabled
Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) --cop2-accurate-mul=1
--cop2-accurate-addsub 1 = Enabled
0 = Disabled
Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) --cop2-accurate-addsub=1
--cop2-accurate-addsub-range start,end offset (0x0 - 0x1FFFFFF) Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. --cop2-accurate-addsub-range=0x123456,0x134567
Other
--cop2-regalloc 0, 1 ? PCSX2 seems to have this enabled by default. Uknown function, might be a speechack.
--cop2-inst-q 0, 1 instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled.
--cop2-inst-p 0, 1 instant P, no stalling on VWAITP, or instances of P.
--cop2-use-rcp 0, 1 Enables SSE RCP. Disabled by default
--cop2-use-rsqrt 0, 1 Enables SSE RSQRT --cop2-use-rsqrt=0
--cop2-clamp-operands 0, 1 Affects the COP2's clamping behavior --cop2-clamp-operands=1
--cop2-clamp-results 0, 1 Affects the COP2's clamping behavior --cop2-clamp-results=1

Vector Units (VU)

VU
Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1, VU0, and COP2. Most of these commands fix broken or missing geometry along with black screens.
Command Values Notes Usage
Graphical fixes
--vu-xgkick-delay Limit is between (0 => 31) Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. Can be used to repair missing graphics with 0 being the most compatible. Useful for games with GIF issues --vu-xgkick-delay=8
--vu-custom-min-max 0, 1 Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics by speeding up the vector units. --vu-custom-min-max=0
Game fixes
--vu-hack-triace 0, 1 A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. --vu-hack-triace=1
--vu-branch-hazard 0, 1 Disabling it managed to prevent "Batman - Rise of Sin Tzu" from crashing --vu-branch-hazard=0
--vu-evil-branches 0, 1 Take in count branch in delay slot, or not. More Info
--vu-to-double 0, 1 Converts floats to double. Enabling it is the accurate option. --vu-to-double=1
--vu-custom-fused-madd 0, 1 Custom FMA (fused multiply-add). Disabled by default --vu-custom-fused-madd=1
Speedhacks
--vu-opt-sf-check 0, 1 Updates status flags only on blocks which will read them. Known in pcsx2 as mVU flag hack. Won't work with most emulators, but will work on Arc Twilight of the Spirits™ --vu-opt-sf-check=1
--vu-opt-jr-caching 0, 1 Optimize Jump Register caching. (vi15). Won't work with most emulators but will work on Arc Twilight of the Spirits™ --vu-opt-jr-caching=1
Other
--vu-d-bit 0, 1 Debug break. Halts the VU and sends an interrupt to the EE. --vu-d-bit=0
--vu-t-bit 0, 1 Debug halt. Acts similarly to D-bit --vu-t-bit=0
--vu-inst-mflag 0, 1 ? --vu-inst-mflag=1
--vu-inst-cflag 0, 1 ? --vu-inst-cflag=1
--vtune-vu ? ?
--vu-jit-disasm 0, 1, 2 ? --vu-jit-disasm=1
--vu-range-merge vu_inst_cnt ?
VU1
VU1 is the GS’s alternate processing unit. Commands here typically improve performance, prevent crashes, and fix SPS; graphical glitches.
Command Values Notes Usage
Speedhacks
--vu1-mpg-cycles 0 - 400000 Set initial speed for VU1 Micro-programs. 100 is the default value. If VU1 requirements were a bottleneck, increasing it will result in better performance while decreasing it will result in the opposite. Increasing it can be beneficial for games that are MTVU sensitive. --vu1-mpg-cycles=1000
--vu1-di-bits 0, 1 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. --vu1-di-bits=0
--vu1-const-prop 0, 1 Enabled by default. 0 will disable it and cause performance issues.More info --vu1-const-prop=1
--vu1-opt-flags 0, 1, 2 Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) More Info --vu1-opt-flags=0
--vu1-opt-vf00 0, 1, 2 Optimization for the vf00 register. --vu1-opt-vf00=2
--vu1-jr-cache-policy newprog, sameprog, auto, new, same PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes Info --vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy newprog, sameprog, auto, new, same PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes Info --vu1-jalr-cache-policy=newprog
Game fixes / Graphical fixes
--vu1 jit-sync Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. --vu1=jit-sync
--vu1-no-clamping 0,1 Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. --vu1-no-clamping=0
--vu1-clamp-range vu1 memory offset start,end (0x0 - 0x7FF) Values must not exceed 0x7FF
--vu1-accurate-addsub-range vu1 memory offset start,end (0x0 - 0x7FF) Allows the VU1 to accurately add/subtract in the specified ee memory range by using software floats rather than hardware floats. --vu1-accurate-addsub-range=0x0000,0x0600
--vu1-mul0fix-range vu1 memory offset start,end (0x0 - 0x7FF) Allows the VU1 to accurately multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. --vu1-mul0fix-range=0x123,0x123
--vu1-injection 0, 1 unknown --vu1-injection=1
--vu1-native-patch 0, 1 Use native patches from recompiler, not compatible with jak emus. Sony uses it for their official release of Primal --vu1-native-patch=1
Other
--vu1-inst-p 0, 1 instant P, no stalling on WAITP, or instances of P --vu1-inst-p=1
--vu1-use-rcp 0, 1 Use SSE/AVX RCP. Speedhack. Likely used only in EFU pipeline, due to rare use, its really not worth to enable it. Speed improvement will be marginally/unnoticeable. Disabled by default
--vu1-use-rsqrt 0, 1 Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather safe to use on VU1.
--vu1-clamp-operands 0, 1 Clamp operands before mathematical operation. --vu1-clamp-operands=1
--vu1-clamp-results 0, 1 Clamp result after mathematical operation. --vu1-clamp-results=1
--vu1-inst-q 0, 1 instant Q, no stalling on WAITQ, or instances of Q. --vu1-inst-q=1
--assert-path1-ad 0, 1 Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1, and helps prevent crashes in VU1 sensitive games when enabled. --assert-path1-ad=1
VU0
VU0 is the Emotion Engine’s alternate processing unit. It is sometimes referred to as "micro-mode"
Command Values Notes Usage
Speedhacks
--vu0-mpg-cycles 0 - 400000 Set initial cycle speed for VU0 Micro-programs. 100 is the default value. --vu0-mpg-cycles=1000
--vu0-di-bits 0, 1 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game. --vu0-di-bits=0
--vu0-const-prop 0, 1 Constant propagation, can Be used as speedhack for VU0 hungry games when set to 1 More info --vu0-const-prop=1
--vu0-opt-vf00 0, 1, 2 Optimization for the vf00 register. --vu0-opt-vf00=1
--vu0-opt-flags 0, 1, 2 Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) More Info --vu0-opt-flags=1
--vu0-jr-cache-policy newprog, sameprog, auto, new, same PCSX2 use newprog as default setting Info --vu0-jr-cache-policy=sameprog
--vu0-jalr-cache-policy newprog, sameprog, auto, new, same PCSX2 use newprog as default setting Info --vu0-jalr-cache-policy=sameprog
Game fixes
--vu0-clamp-range start, end offset (0x0 - 0x1FF) per range clamping for VU0 --vu0-clamp-range=0x100,0x120
--vu0-no-clamping 0,1 Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. --vu0-no-clamping=0
--vu0-accurate-addsub-range offset (0x0 - 0x1FF) Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.
--vu0-mul0fix-range vu0 memory offset start,end (0x0 - 0x1FF) Allows the VU0 to accurately Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats
Other
--vu0-injection 0, 1 Unknown usage. --vu0-injection=1
--vu0-inst-q 0, 1 instant Q, no stalling on WAITQ, or instances of Q --vu0-inst-q=1
--vu0-inst-p 0, 1 instant P, no stalling on WAITP, or instances of P --vu0-inst-p=1
--vu0-use-rcp 0, 1 Use SSE/AVX RCP. Speedhack. Not sure why it is even available for VU0. Disabled by default --vu0-use-rcp=1
--vu0-use-rsqrt 0, 1 Use SSE/AVX rsqrt instead of doing sqrt and then div. Speedhack, rather unsafe to use on VU0. --vu0-use-rsqrt=1
--vu0-clamp-operands 0, 1 Clamp operands before mathematical operation. --vu0-clamp-operands=1
--vu0-clamp-results 0, 1 Clamp result after mathematical operation. --vu0-clamp-results=1

DMA Channels

VIF
The VIF decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF. Its commands
are often used to fix freezing.
Command Values Notes Usage
VIF Game fixes
--vif-ignore-invalid-cmd 0, 1 Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. --vif-ignore-invalid-cmd=1
--vif-thread-chunk-size 0, 1024 Slows down both VIFS the lower it is, and speeds them up the higher it is. 1024 is the limit, with 112 being the default value.  --vif-thread-chunk-size=100
--detect-idle-vif 0, 1 Enabled by default. Unknown function --detect-idle-vif=0
VIF1 Game fixes
--vif1-ignore-cmd-ints 0, 1 Set to 1 to ignore command interrupt bit. (info , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. --vif1-ignore-cmd-ints=1
--vif1-instant-xfer 1 = Instant VIF1
0 = Delayed VIF1
Changes VIF1 timing. 0 is the accurate option. It can be used to fix graphical glitches or to potentially prevent games from freezing. --vif1-instant-xfer=0
SIF
The SIF is how the EE and IOP communicate with each other. SIF has some mailbox hardware registers that the CPUs can use to pass values to each other, which happens during SIF initialization. However, once both sides have booted, they use the SIF0 (IOP->EE) and SIF1 (EE->IOP) DMA channels to communicate. Despite common belief, these commands have no effect on performance, and are rarely ever useful.
Command Values Notes Usage
SIF1 (IOP)
--iop-sif1-cycle-scalar Accelerate SIF cycles: (0.99 => 0.1)
Decelerate SIF cycles: (1.1 => ∞ )
Controls the speed at which the IOP receives from the EE --iop-sif1-cycle-scalar=0.1
--ee-sif1-cycle-scalar Accelerate SIF cycles: (0.99 => 0.1)
Decelerate SIF cycles: (1.1 => ∞ )
Controls the speed at which the EE sends to the IOP --ee-sif1-cycle-scalar=0.1
SIF0 (EE)
--iop-sif0-cycle-scalar Accelerate SIF cycles: (0.99 => 0.1)
Decelerate SIF cycles: (1.1 => ∞ )
Controls the speed at which the IOP sends to the EE --iop-sif0-cycle-scalar=0.1
--ee-sif0-cycle-scalar Accelerate SIF cycles: (0.99 => 0.1)
Decelerate SIF cycles: (1.1 => ∞ )
Controls the speed at which the EE receives from the IOP --ee-sif0-cycle-scalar=0.1

GS

"GS" stands for Graphics Synthesizer. It's the PlayStation®2's co-processor that's responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)
Command Values Notes Usage
Speedhacks
--gs-optimize-30fps 0, 1 Speedhack for GS hungry games. --gs-optimize-30fps=1
--gs-adaptive-frameskip 0, 1 Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators. It does however, work on jak emulators --gs-adaptive-frameskip=1
--gs-h2l-list-opt 0, 1 Setting it to 1 improves GS performance --gs-h2l-list-opt=1
GS features
--gs-use-mipmap 0, 1 Enables mipmapping support. Can be used to fix graphics. --gs-use-mipmap=1
--gs-use-deferred-l2h 0, 1 Delay option for L2H (local to host, GS to EE). --gs-use-deferred-l2h=1
--gs-use-clut-merge 0, 1 Color lookup table(?). It could possibly solve graphical issues or improve the quality of the colors. --gs-use-clut-merge=1
--gs-flush-ad-xyz always, safe, safeZwrite, off, 0 Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. --gs-flush-ad-xyz=safe
Gs settings / Behaviour
--gs-uprender none,2x2 Internal resolution upscaler. --gs-uprender=2x2
--gs-upscale none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point Upscaling type Selector --gs-upscale=EdgeSmooth
--gs-kernel-cl-up "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l need to be enabled before their options become usable --gs-kernel-cl-up="clutmerge2x2"
--gs-override-small-tri-area 0, 1 Small triangle rejection. Could potentially restore missing text in some games. --gs-override-small-tri-area=1
--gs-dirty-page-policy 0, 1 --gs-dirty-page-policy=1
--gs-ignore-dirty-page-border 0, 1 ? --gs-ignore-dirty-page-border=1
--gs-ignore-rect-correction 0, 1 Setting it to 1 is known to fix graphical glitches occurring in far distances --gs-ignore-rect-correction=1
--gs-opt-frbuff-switch 0, 1 --gs-opt-frbuff-switch=0
--gs-kernel-cl h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it --gs-kernel-cl="clutmerge"
--force-frame-blend 0, 1 Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. --force-frame-blend=1
--force-pal-60hz 0, 1 Enables 60hz PAL mode. --force-pal-60hz=1
--gs-progressive 0, 1 Enables progressive scan. It's used to fix graphical glitches/double screen issues.
--gs-vert-precision 8, 16 3D rendering vertex precision. The emu expects the values of 8 or 16, any other values are not permitted. --gs-vert-precision=8
--gs-force-bilinear 0, 1 Forces bilinear filtering, can fix ghosting problems in some cases. Not recommended for games that use 2D images, as it could possibly break games that rely on nearest filtering. --gs-force-bilinear=1
--gs-skip-dirty-flush-on-mipmap 0, 1 Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. --gs-skip-dirty-flush-on-mipmap=1
--gs-packed15-fmv-opt 0, 1 --gs-packed15-fmv-opt=1
--gs-fieldswap-delay 0, 254 Wait longer than usual to change field. Reduces sharpness. (Trilinear filtering??)
--gs-uv-shift-pointsampling 0, 1 Can be used on games like manhunt that have issues with UV light rendering --gs-uv-shift-pointsampling=1
--gs-render-tile-threshold 0, 3000000 --gs-render-tile-threshold=300000
--threaded-gs 0, 1 Multi-threaded-gs ? --threaded-gs=1
--gs-aspect-ratio aspect/float (default=0.81) --gs-aspect-ratio=0.65
--gs-frontend-opt-mode 0, 1, 2 ? --gs-frontend-opt-mode=1
--gs-motion-factor 25, 50 --gs-motion-factor=25
--gs-scanout-delay 0, 200 --gs-scanout-delay=200
--gs-check-trans-rejection 0, 1 Check transfer rejection ? --gs-check-trans-rejection=1
--gs-check-trans-rejection68 0, 1 --gs-check-trans-rejection68=1
--l2h-2d-params TRXREG,BITBLTBUF,height --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
--gs-h2l-accurate-hash 0, 1 --gs-h2l-accurate-hash=1
Aspect ratio
--gs-scanout-offsetx relative offset/ignored A zoom in setting in the x direction --gs-scanout-offsetx=27
--gs-scanout-offsety relative offset/ignored A zoom in setting in the y direction --gs-scanout-offsety=27
--safe-area-min area/float (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator An overscan setting --safe-area-min=0.9
Other
--framelimit-mode slowest,slower,slow,normal,fast,fastest,turbo Standalone Framelimiter --framelimit-mode=fast
--gs-hdr-support 0, 1? ?

IOP

The emulated I/O Processor (IOP) settings. Commands here are rarely useful, as very few games will require them. The IOP controls the emulated DEV9, SPU2, USB, Memory cards, CDVD, Firewire, along with other input/output devices
Command Values Notes Usage
Game fixes
--iop-cycle-scalar
Accelerate IOP cycles: (0.99 => 0.1)
Decelerate IOP cycles: (1.1 => 5.0)
Not a Speedhack. Accelerating can improve DVD reading speed --iop-cycle-scalar=1.0
--iop-const-folding None,Gpr,All IOP constant folding More info --iop-const-folding=All
--iop-tight-slice-count 0, 2000 Seems to slow down the iop the higher the value, Can be used in games such as the godfather or gran turismo 4 to solve stuttering fmvs due to very fast iop cycles --iop-tight-slice-count=12
--iop-hook AdvanceClock, FastForwardClock IOP native hook, Sony uses it on their official release of Red dead revolver --iop-hook=0x0086ac,FastForwardClock
--iop-block-validation IsC, ShortHash, Hash Way of validating that block been modified, and require recompilation. Other Possible values include PageProt, None, PageProtection --iop-block-validation=IsC
Other
--iop-validate-kernel 0, 1
--iop-shorthash-len inst_count/integer Length of shorthash in instruction/opcode count. Require --iop-block-validation=ShortHash
--iop-pc-coherency 0, 1
--iop-inst-marking 0, 1?
--detect-idle-iop 0, 1 Enabled by default. --detect-idle-iop=0
--iop-jit-disasm
--iop-evt-check-full 0, 1 ?

Misc

Command Values Notes Usage
--idec-cycles-per-qwc int/multiplier Multiply how many cycles IDEC command take per whole currently worked on QWC. --idec-cycles-per-qwc=768
--mfifo-manual-drain 0.1/5.0 A command for changing the functionality of --ee-hook=0x0,Mfifodrain --mfifo-manual-drain=0.30
--mfifo-chunk-drain-cycles 1/400000 A command for changing the functionality of --ee-hook=0x0,Mfifodrain --mfifo-chunk-drain-cycles=210000
--pcr0-delta-hack 0.1 , 400000.0 Modify delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. --pcr0-delta-hack=1.0
--jitproc-use-aslr Disables compiler process ASLR, useful for easier debugging, as the compiler process will be always on fixed address. Theoretically useful for mast1c0re, but to change it you need to be already in... --jitproc-use-aslr=0
--detect-idle-intc 0, 1 Enabled by default, 0 disables it --detect-idle-intc=0
--detect-idle-chcr 0, 1 Enabled by default, 0 disables it --detect-idle-chcr=0
--rom location of the bios that's inside of the fpkg Could allow to use custom bios, though still not working --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"
--cop2 jit, trans ?
--vu0 jit, trans ?
--r30 jit, trans ?

PCSX2's gameindex

PCSX2's commands on the PS4


Current Gameindex.yaml

PCSX2 PS4 Notes
XGKickHack --vu-xgkick-delay=0 Limit is between

(0 => 31)

VuAddSubHack --vu-hack-triace=1 Required for every single game developed by TriAce
vuClampMode: 2 --vu1-no-clamping=0
--vu0-no-clamping=0
vuClampMode: 3 --vu1-no-clamping=1
--vu0-no-clamping=1
vu0ClampMode: 2 --vu0-no-clamping=0
vu0ClampMode: 3 --vu0-no-clamping=1
vu1ClampMode: 2 --vu1-no-clamping=0
vu1ClampMode: 3 --vu1-no-clamping=1
eeClampMode: 2 --fpu-no-clamping=0
--cop2-no-clamping=0
eeClampMode: 3 --fpu-no-clamping=1
--cop2-no-clamping=1
FpuNegDivHack
FpuMulHack
--fpu-accurate-muldiv=1
cpuCLUTRender: 1 --gs-uv-shift-pointsampling=1
MTVUSpeedHack: 0 --vu1=jit-sync Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000"
mergeSprite
alignSprite
--gs-kernel-cl-up="up2x2simple" Note: works similarly but not the equivalent
cpuSpriteRenderBW: 4 --gs-opt-frbuff-switch=1 Note: works similarly but not the equivalent
mipmap --gs-use-mipmap=1
autoFlush --gs-flush-ad-xyz=safe Possible values include always, safe, off, 0
VIF1StallHack --vif1-instant-xfer=0 If that doesn't work, the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) might assist.
wildArmsHack --gs-kernel-cl-up="DarkCloud2"
deinterlace --force-frame-blend=1

Emulators

Every emulator is programmed differently. Sometimes choosing the right emulator is the only way to fix a game. Emulators are not provided pre-installed on the ps4, they have to be unpacked from an official Sony made PS2CLASSICS pkg. This list includes the typical usage of those emulators.

Emulator name Typical usage - Info API Version Similar emulators
2018
The King of Fighters '98: Ultimate Match The only known emulator where Mojin-ribbon is playable. Commonly known as "KOF98" 2.0
2017
Jak and Daxter: The Precursor Legacy Good compatibility with most ps2 games. It has a very high api version which means more LUA commands are supported. In addition, Jak emus are one of the few emus that can use the --gs-adaptive-frameskip=1 command. It is often referred to as "Jak v2" 2.2 JakX, Jak 2, Jak 3,
Art of Fighting Anthology Similar to RECVX. It was successful in fixing "Coraline." Sometimes called "AOFA" 2.0
Resident Evil – Code: Veronica Fixes games like Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis freezing at a black/splash screen. Additionally, it fixes many games requiring OPL's mode 2. Often referred to as "RECVX" 1.7 Fatal Fury, Redfaction, AOFA.
Fatal Fury Battle Archives: Volume 2 The emulator with the closest VU0-EE sync on the PS4; setting eecyclescalar to 5 on this emulator will enable some VU0 sync demanding games to run on the PS4.
2016
Redfaction It is prominently used to fix games that are VU1 sensitive. It was used to fix Tony Hawk games suddenly crashing, and to fix MTVU sensitive games such as Star Wars Battlefront II. 1.6 Max payne
Forbidden Siren The only emulator that was able fix Ice age 2 being stuck at splash screen by using it in conjunction with patches. It also fixed Gran turismo 4 running EXTREMELY slow. 0.1
King of Fighters 2000 Seemingly the emulator with closest VU0-EE sync on the PS4. Fixes graphical issues and sps in games such as Crash Twinsanity, Rayman 3, Crazy Frog Racer, and prevents Koei tecmo games from suddenly freezing when battle starts. Likely the only emulator where Batman Begins does not crash. Often referred to as "KOF2000" 1.2 Roguev1, KOF98, Okage
Destroy All Humans! Fixed Tenchu: Fatal Shadows crashing. 0.1
Destroy All Humans! 2 0.7
Rise of the Kasai Fixed most of the Harry potter games. Often referred to as "rotk" 0.2
2015
War of the monsters v1 The emulator that's used in PS2CLASSICSGUI, and the best one around for GS/GIF accuracy. 0.1 Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter
GTA 3 Fixed the pal version of Genji: Dawn of the Samurai 0.6
Parappa 2 The only emulator that was able to boot Spyro: A Hero's Tail 0.1
Star Wars Racer Revenge Seems to be the most similar emulator to the ps3. Useful for debugging games as it also shows useful information such as pagefault 0.4

XXXX-YYYYY_config.lua


It is the most powerful configuration on the emulator, it allows for direct patching of EE/IOP/VU memory, hooks registers, hook dma. Almost Everything can be done here.
If needed it can hook registers by using register names from alias files. Alias files (ee-cpr0-alias.lua, ee-gpr-alias.lua, ee-hwaddr.lua) are stored in lua_include folder, and can be included to config by using require ( "alias file name" ).
Examples
Known functions: Require cleanup.

ApiRequest

The most important part of the lua. The lua will crash the game if it were used without it. 
Command Usage Notes
apiRequest apiRequest(0.1) apiRequest(<api version>)

Different emu versions support different highest api. Calling api is mandatory. some commands require higher version. Highest known version is 2.3 api from JAK 2,3,X game emulator.

(Emulator) EmuObject
 Commands for the emulator
Command Usage Notes
Object calling class
getEmuObject local emuObj = getEmuObject() Required for all functions using emuObj, that include:
LoadConfig SaveConfig GetPad AddVsyncHook
RemoveVsyncHook AddEntryPointHook RemoveEntryPointHook
AddLoginHook RemoveLoginHook AddLogoutHook RemoveLogoutHook
CheckEntitlement AddImageHook AddGifTagHook SwapMemCard
SetFormattedCard OpenDiscTray CloseDiscTray SwitchDisc
EnableImposeMenu GetDiscId GetDiscTitleId
AddSectorReadHook AddMCWriteHook ShowDiscSwitchInfo GetPs4SystemLang SetPs2Lang
ThrottleNorm ThrottleFast ThrottleMax AddAssertionHook 
SetGsTitleFix SetDeinterlace SetDisplayAspectWide SetDisplayAspectNormal 
ForceRefreshRate LoadFsShader SetDisplaySafeArea PadSetLightBar 
AddPadHook PadPressureStickRemap SetVolumes GetVolumes 
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch 
Hooks
AddVsyncHook emuObj.AddVsyncHook(<task to be done every vsync>) emuObj.AddVsyncHook(my_function)

my_function can be anything, from simple patches, to extensive hook. Example usage can be found in SLUS-21550 features file. some games are not compatible with it and will crash upon startup.

RemoveVsyncHook emuObj.RemoveVsyncHook(<previously added task to be removed>) emuObj.RemoveVsyncHook(my_function)
AddEntryPointHook emuObj.AddEntryPointHook(<task>) Task to be done at ps2 game main elf entry point (right where game is loaded).
RemoveEntryPointHook
AddLoginHook
RemoveLoginHook
AddLogoutHook
RemoveLogoutHook
AddImageHook
AddGifTagHook
AddSectorReadHook emuObj.AddSectorReadHook(<sector, unk, task>) Hook to do task when disc image sector is read. Not all values are known (ex. emuObj.AddSectorReadHook(776480, 32, <task/function>) )
AddMCWriteHook emuObj.AddMCWriteHook()
AddAssertionHook emuObj.AddAssertionHook()
AddSnapshotLoadedHook
RemoveSnapshotLoadedHook
AddPadHook emuObj.AddPadHook()
Audio
SetVolumes emuObj.SetVolumes('global', 'main', 'bgm') Set volume, usually setting global is enough. Example: emuObj.SetVolumes(0.31, 1.0, 1.0) values, in floats 1.0 = 100%
GetVolumes emuObj.GetVolumes() Return current volume levels for ('global', 'main', 'bgm') in floating point values.
SetAudioRoute
GetAudioRoute
Game loading speed
ThrottleNorm emuObj.ThrottleNorm() Enable default framelimiter (50/60 fps depend on region).
ThrottleFast emuObj.ThrottleFast() Faster than default, but exact value is unknown.
ThrottleMax emuObj.ThrottleMax() Disable framelimiter during loading screens.
CDVD
OpenDiscTray
CloseDiscTray
SwitchDisc emuObj.SwitchDisc(<disc ID>) ID can be provided as is, or for example read from memory or register when needed.
GetDiscId emuObj.GetDiscId() Return DiscId in XXXX_YYY.ZZ format
GetDiscTitleId
ShowDiscSwitchInfo emuObj.ShowDiscSwitchInfo()
Other
EnableImposeMenu emuObj.EnableImposeMenu(<true/false>) EnableImposeMenu(false)
LoadConfig
SaveConfig
GetPad emuObj.GetPad(<gamepad button by bits>) example usage for reading input:
local CheckInputs = function()

local pad_bits = emuObj.GetPad()
local UP		= pad_bits &  0x0010
local DOWN		= pad_bits &  0x0040
local LEFT		= pad_bits &  0x0080
local RIGHT		= pad_bits &  0x0020
local Triangle		= pad_bits &  0x1000
local Cross		= pad_bits &  0x4000
local Square		= pad_bits &  0x8000
local Circle		= pad_bits &  0x2000
local L1		= pad_bits &  0x0400
local L2		= pad_bits &  0x0100
local L3		= pad_bits &  0x0002
local R1		= pad_bits &  0x0800
local R2		= pad_bits &  0x0200
local R3		= pad_bits &  0x0004
local Select		= pad_bits &  0x0001
local Start		= pad_bits &  0x0008	

if (L2 ~= 0) then
	<here function that should be done when L2 is pushed>
end
	
end

emuObj.AddVsyncHook(CheckInputs) <to trigger check at every vsync>
SwapMemCard
SetFormattedCard emuObj.SetFormattedCard(<"file name">) emuObj.SetFormattedCard("custom_formatted.card")
Allow to use custom memory card. 
GetPs4SystemLang emuObj.GetPs4SystemLang() Return PS4 system language (in unknown format).
SetPs2Lang emuObj.SetPs2Lang(<Lang ID>) Set emulated PS2 language, correct Lang IDs are 0-18. In some cases, games will hang on a black screen with some other language settings (eg Japanese) - Example for usage: emuObj.SetPs2Lang(1)
0 - japanese
1 - english
2 - french
3 - spanish
4 - german
5 - italian
6 - dutch
7 - portuguese
8 - russian
9 - korean
10 - traditonal-chinese
11 - simplified-chinese
12 - finnish
13 - swedish
14 - danish
15 - norwegian
16 - polish
17 - portuguese-brazil
18 - english-uk
PadSetLightBar emuObj.PadSetLightBar(<port, red, green, blue>) Set DS4 light bar color. The correct port values are 0-3, correct light values are 0-255.
PadPressureStickRemap emuObj.PadPressureStickRemap()
IsNeoMode emuObj.IsNeoMode() Check that PS4 run in NEO (PRO) mode. Return 1/0
IsToolingVerbose
CheckEntitlement
emuMediaPatch emuMediaPatch(disc sector, 12/24 + offset, { original data }, { replace data }) Replace 4 bytes from loaded iso file. For unknown reason we always need to add 12 to real offset for DVD game, and 24 for CD game.
GS related
CountFrameOnPS2 emuObj.CountFrameOnPS2() updates FRAPS/Actual FPS reading in olympus
SetGsTitleFix emuObj.SetGsTitleFix() More info
SetDisplayAspectWide emuObj.SetDisplayAspectWide() Force display area to 16:9 (If game not support widescreen, it will be stretched).
SetDisplayAspectNormal emuObj.SetDisplayAspectNormal() Force display area to 4:3.
ForceRefreshRate emuObj.ForceRefreshRate(<hz>) emuObj.ForceRefreshRate(50) correct values are 0, 50, 60 where 0 = default.
LoadFsShader emuObj.LoadFsShader(<slot?>, "<path>")
Shaders must be loaded right after GS has been initialized. 
Example:
Global_InitGpuResources = function()
	emuObj.LoadFsShader(1, "./shader.sb")
end

That only load Fragment Shader to program memory, to use it we need BindFragmentShader, 
and if depend on shader SetShaderParams.
SetDisplaySafeArea
(EE) EEObject
Commands for the emulated Emotion Engine
Command Usage Notes
Object calling class
getEEObject local eeObj = getEEObject() Required for all functions using eeObj
Memory editing
ReplaceMem64 eeObj.ReplaceMem64(<address>, <value>)
ReplaceMem32 eeObj.ReplaceMem32(<address>, <value>) Permanently replace an offset without needing addvsynchook?
ReplaceMem16 eeObj.ReplaceMem16(<address>, <value>)
ReplaceMem8 eeObj.ReplaceMem8(<address>, <value>)
ReadMemFloat eeObj.ReadMemFloat(<address>) eeObj.ReadMemFloat(0x258c3c)
WriteMemFloat eeObj.WriteMemFloat(<address>, <value>) eeObj.WriteMemFloat(0x365364, 1.3333333)
ReadMem128
eeObj.ReadMem128(<ee memory offset>)
Read 16 bytes from offset, examples: eeObj.ReadMem128(0x100198)
ReadMemFloat128
eeObj.ReadMemFloat128(<ee memory offset>)
return 16 bytes from offset in float form
WriteMem128
WriteMemFloat128
ReadMem64
eeObj.ReadMem64(<ee memory offset>)
Read 8 bytes from offset, examples: eeObj.ReadMem64(0x100198)
WriteMem64
eeObj.WriteMem64(<ee memory offset>, <data>)
ReadMem32
eeObj.ReadMem32(<ee memory offset>)
Read 4 bytes from offset, examples: eeObj.ReadMem32(0x100198)

eeObj.ReadMem32(gp - 31348)

WriteMem32
eeObj.WriteMem32(<ee memory offset>, <data>)
Write 4 bytes to offset, example: eeObj.WriteMem32(0x2c89ac, 0x001b70f0)
ReadMem16
eeObj.ReadMem16(<ee memory offset>)
Read 2 bytes from offset, example: eeObj.ReadMem16(0x100198)
WriteMem16
eeObj.WriteMem16(<ee memory offset>, <data>)
Write 2 bytes to offset, example: eeObj.WriteMem16(0x2c89ac, 0x70f0)
ReadMem8
eeObj.ReadMem8(<ee memory offset>)
Read 1 byte from offset, example: eeObj.ReadMem8(0x100198)
WriteMem8
eeObj.WriteMem8(<ee memory offset>, <data>)
Write 1 byte to offset, example: eeObj.WriteMem8(0x2c89ac, 0xf0)
ReadMemStr eeObj.ReadMemStr(address/register) Read string from address until null terminator
WriteMemStr eeObj.WriteMemStr(address, string)
WriteMemStrZ eeObj.WriteMemStrZ(string pointer, string) . Pointer can be read from GPR
GPR require (Necessary for register related commands)
local gpr = require( "ee-gpr-alias" )
GetGpr64 eeObj.GetGPR64(<gpr register>) example: eeObj.GetGPR64(t3)
SetGpr64
GetGprFloat Get gpr value as float value
SetGprFloat Set gpr value as float value
GetGpr eeObj.GetGPR(<gpr register>) eeObj.GetGPR(t3)
SetGpr eeObj.SetGPR(<gpr register> ,<value>) example: eeObj.SetGPR(gpr.a3 ,1)

Require defined getEEObject() as eeObj

GetFprHex eeObj.GetFprHex(<FPU register (0-31)>) Get/return floating point register value as hex string
SetFprHex eeObj.SetFprHex(<FPU register (0-31), value (u32)>) Set floating point register value as hex string
GetFpr eeObj.GetFpr(<register number>) example eeObj.GetFpr(14)
SetFpr eeObj.SetFpr(<fpr register number>, <value>) Simple example eeObj.SetFpr(14, 50.0) will set frp 14 to 50.0

But we can also combine commands to add/sub from registers eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0) this will add 50.0 to current fpr 14 value

GetPc eeObj.GetPc() This command is very helpful as it will return to you the current EE address that's being read. Can be used also with additional var. like eeObj.GetPc()+4
SetPc eeObj.SetPC(<PC>) eeObj.SetPC(0x266B80)
GetCPR0 eeObj.GetCPR0(<COP0 register>)
SetCPR0 eeObj.SetCPR0(<COP0 register>)
Hooks
AddHook eeObj.AddHook(<ee offset>, <original opcode>, <definied hook name>) example:
local W1 = 
	function()
		emuObj.SetDisplayAspectNormal()
	end

local ws1 = eeObj.AddHook(0x1c9840, 0xaf808c78, W1)
RemoveHook
AddPreHook
AddPostHook
RemovePreHook
RemovePostHook
AddJitResetHook
RemoveJitResetHook
AddHookJT eeObj.AddHookJT(Offset, offset opcode, function) Seems be a hook related to the jit
Dma
DmaAddHook
eeobj.DmaAddHook(channel=%d key=%x)
Possible Dma channel numbers (?)
 GIF = 0 VIF0 = 1 
VIF1 = 2 SIF0 = 4 
SIF1 = 5 IPU0 = 6
IPU1 = 7  

Possible values for hooks

DmaTransfer [VIF0/VIF1], RaiseIntc [VIF0/VIF1], NormalTransfer [SIF0/SIF1]. 
DmaRemoveHook
Speedhacks
FastForwardClock eeObj.FastForwardClock() Skip Emotion Engine cycles?
AdvanceClock eeObj.AdvanceClock() it is still unknown how to use this command. Check Psychonauts lua for more details.
GetClock eeObj.GetClock() Returns the value of how many cycles the EE is ahead of normal clock (?)
Vu1MpgCycles eeObj.Vu1MpgCycles(<cycles>) Works just like the cli command --vu1-mpg-cycles=
Other
CallPredicate
SchedulerDelayEvent eeObj.SchedulerDelayEvent("event", cycles)
Example:
eeObj.AddHook(0x0033A4DC,0xAC430000, function() eeObj.SchedulerDelayEvent("gif.dma", 0x10500) end)
Parrapa use eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) other events are gif.dma, vif0.dma, vif1.dma, sif0.dma, Sif0-NormalTransfer, sif1.dma, Sif1-NormalTransfer, ipu0.dma, ipu1.dma . This command allows for the delayment of certain DMA transfer by cycles.
WaitVu1 eeObj.WaitVu1() Likely to be the lua equivalent of "--vu1=jit-sync".
GetPcRingBuffer
Precompile Requires unknown values
CalcInsnHash
getOverlayObject eeObj.getOverlayObject() local eeOverlay = eeObj.getOverlayObject()
GetVif1Cycles eeObj.GetVif1Cycles() local vif1_cycles = eeObj.GetVif1Cycles() create vif_cycles value that can be used later. You can rename it as you wish.
SetGsTitleFix
One of the most important commands in lua, allows to change the GS's behavior.
Part of EmuObject() class. Used frequently in official configs.

Examples

-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )
------------------------------------------------------------------------------------------------------
-- Ignore up-render shift for triangles when writing mask = write alpha only . Will fix shadows (bug# 6724).
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
------------------------------------------------------------------------------------------------------
--  Performance  fix ( bug# 9474 )
if 0 then   -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 125000} )
else
    emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
end
------------------------------------------------------------------------------------------------------
-- bug# 9972
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bully bug 9392
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )
------------------------------------------------------------------------------------------------------
-- Bug#9174 -
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
------------------------------------------------------------------------------------------------------
-- Bug#9240 (Light maps uprender)
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Apply light maps texMode=2 (bilinear)   psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
------------------------------------------------------------------------------------------------------
-- Performace fix (bug #9785 )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
------------------------------------------------------------------------------------------------------
-- Accumulate fill area only when conditions are met
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} )
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
------------------------------------------------------------------------------------------------------
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Reduce flush count
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
------------------------------------------------------------------------------------------------------
-- Disable post-processing
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
------------------------------------------------------------------------------------------------------
-- Small triangle rejection. Works in conjunction with CLI setting   gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
------------------------------------------------------------------------------------------------------
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Performace fix
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
------------------------------------------------------------------------------------------------------
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
-- All lighting effects use TriFan prim type, so use that as well to filter against.
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )



Commands

Command Example Notes Values
globalSet emuObj.SetGsTitleFix( "globalSet", "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5}) used with workLoadThreshold or waveThreshold or loadThreshold
reserved
ignoreSubBuffCov ignore ? buffer coverage
ignoreUpRenderTimeout emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} )
ignoreAreaUpdate emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } )
ignoreSprite emuObj.SetGsTitleFix( "ignoreSprite", "reserved", { texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044 } )
ignoreUpShiftTri emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} )
clipScissors emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} )
trianglesAsParticles emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } )
SetSelfRender emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1 } )
forceBiLinear
forcePoint emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0, mmin=0} )
forceSimpleFetch emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} ) Used frequently to fix graphical corruptions
forcePointSampling emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } )
setRejectionArea emuObj.SetGsTitleFix( "setRejectionArea", 1000, { } )
ignoreUpRender emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , { texType = 3, cbp = 0x2390, tbp = 0x288000} ) Ignore uprender for texture type described in params
includeAreaUpdate
fetchFromCurrBuff emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
skipPacked emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 })
changeAlpha


Arguments/variables

Argument Usage Notes
Variable
alpha_mask
texType {texType = 3} (1-3, more? )
texMode 1 - Point? , 2 - bilinear
Argument
alphaIsNot alpha - is not X
twIsLess texture width - is less than X
thIsLess texture height - is less than X
twIsNot texture width - is not X
thIsNot texture width - is not X
psmIsNot texture pixel storage format - is not X
PSMCT32  = 0   PSMT4HL = 36
PSMCT24  = 1   PSMT4HH = 44
PSMCT16  = 2   PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H   = 27  
primIsNot GS primitive type - is not
Point         = 0
Line          = 1
LineStrip     = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan   = 5
Sprite        = 6
mipIsGt mip level is grater than X (?)
Needs wikify
zmsk Z (depth) draw mask
update Z buffer       = 0
don't update Z buffer = 1

When 1 depth test result will be ignored
tw texture width
th texture height
ztst Z (depht) test method
ZNOUSE   = 0
ZALWAYS  = 1
ZGEQUAL  = 2
ZGREATER = 3

0 -                       All pixels fail
1 -                       All pixels pass
2 - Pass if Z grater or equal to Z buffer
3 -        Pass if Z grater than Z buffer
mmin MMIN flag
NEAREST                = 0
LINEAR                 = 1
NEAREST_MIPMAP_NEAREST = 2
NEAREST_MIPMAP_LINEAR  = 3
LINEAR_MIPMAP_NEAREST  = 4
LINEAR_MIPMAP_LINEAR   = 5
prim GS primitive type
Point         = 0
Line          = 1
LineStrip     = 2
Triangle      = 3
TriangleStrip = 4
TriangleFan   = 5
Sprite        = 6
fillArea
frameW
renderSelf
hasClut
alphaTest
primTest
workLoadThreshold
alpha
 example: alpha=0x80000044
alpha=0
tbp texture base pointer
cbp {cbp = 0x2390} CLUT buffer base pointer
psm {psm=0} texture pixel storage format
PSMCT32  = 0   PSMT4HL = 36
PSMCT24  = 1   PSMT4HH = 44
PSMCT16  = 2   PSMZ32  = 48
PSMCT16S = 10  PSMZ24  = 49
PSMT8    = 19  PSMZ16  = 50
PSMT4    = 20  PSMZ16S = 58
PSMT8H   = 27  
mxl maximum mip level (0-6)
fbmask { fbmask= 0x00FFFFFF} Framebuffer mask(?)
totalArea
packedRegs
packedRegsLo
packedRegsHi
packedRegsNum
packedFlags
packedPrim
areaNumFrames
waveThreshold
loadThreshold
fixSpriteDivTab
(IOP) IOPObject
Commands for the emulated input-output processor
Command Usage Notes
Object calling class
getIOPObject local iopObj = getIOPObject() Required for all functions using iopObj, that include:
ReplaceMem64 ReplaceMem32 ReplaceMem16 ReplaceMem8 ReadMemFloat
 WriteMemFloat WriteMem64 WriteMem32 WriteMem16 WriteMem8
 ReadMemStr AddHook RemoveHook GetGpr SetGpr GetPc SetPc
 GetCPR0 SetCPR0
Memory editing
ReplaceMem64 iopObj.ReplaceMem64(<address>, <value>)
ReplaceMem32 iopObj.ReplaceMem32(<address>, <value>)
ReplaceMem16 iopObj.ReplaceMem16(<address>, <value>)
ReplaceMem8 iopObj.ReplaceMem8(<address>, <value>)
ReadMemFloat iopObj.ReadMemFloat(<address>) iopObj.ReadMemFloat(0x28c3c)
WriteMemFloat iopObj.WriteMemFloat(<address>, <value>) iopObj.WriteMemFloat(0x65364, 1.3333333)
ReadMem128 iopObj.ReadMem128(<iop memory offset>)
WriteMem128 iopObj.WriteMem128(<iop memory offset>, <value>)
ReadMemFloat128 iopObj.ReadMemFloat128(<iop memory offset>)
WriteMemFloat128 iopObj.WriteMemFloat128(<iop memory offset>, <value>)
ReadMem64
iopObj.ReadMem64(<iop memory offset>)
Read 8 Bytes From offset
WriteMem64
iopObj.WriteMem64(<iop memory offset>, <data>)
Write 8 Bytes From offset
ReadMem32
iopObj.ReadMem32(<iop memory offset>)
Read 4 bytes from offset, examples: iopObj.ReadMem32(0x1198)

iopObj.ReadMem32(gp - 348)

WriteMem32
iopObj.WriteMem32(<iop memory offset>, <data>)
Write 4 bytes to offset, example: iopObj.WriteMem32(0x89ac, 0x001b70f0)
ReadMem16
iopObj.ReadMem16(<iop memory offset>)
Read 2 bytes from offset, example: iopObj.ReadMem16(0x1198)
WriteMem16
iopObj.WriteMem16(<iop memory offset>, <data>)
Write 2 bytes to offset, example: iopObj.WriteMem16(0x89ac, 0x70f0)
ReadMem8
iopObj.ReadMem8(<iop memory offset>)
Read 1 byte from offset, example: iopObj.ReadMem8(0x1198)
WriteMem8
iopObj.WriteMem8(<iop memory offset>, <data>)
Write 1 byte to offset, example: iopObj.WriteMem8(0x89ac, 0xf0)
ReadMemStr
GetGpr iopObj.GetGPR(<gpr register>) iopObj.GetGPR(a1)
SetGpr iopObj.SetGPR(<gpr register> ,<value>) example: iopObj.SetGPR(gpr.v0 ,3)
GetPc iopObj.GetPc() can be used also with additional var. like iopObj.GetPc()+8
SetPc iopObj.SetPC(<PC>) iopObj.SetPC(0x6B80)
GetCPR0 iopObj.GetCPR0(<COP0 register>)
SetCPR0 iopObj.SetCPR0(<COP0 register>)
Clock speed
FastForwardClock iopObj.FastForwardClock()
AdvanceClock iopObj.AdvanceClock()
GetClock iopObj.GetClock() Returns the value of cycles the iop is ahead of (?)
Hooks
AddHook iopObj.AddHook()
RemoveHook iopObj.RemoveHook()
(GS) GsObject
Commands for the emulated Graphics synthesizer
Command Usage Notes
Object calling class
getGsObject local gsObj = getGsObject()
Graphical fixes / Improvement
SetL2HMode gsObj.SetL2HMode(true) (true) and (false) are only known options
SetUprenderMode gsObj.SetUprenderMode(1) Set uprender mode. Overrides CLI, 0=none, 1=2x2
SetUpscaleMode gsObj.SetUpscaleMode("EdgeSmooth") Sets upscale mode. Overrides CLI
GetFramesInQueue gsObj.GetFramesInQueue() Returns the value of the frames that are still in queue
SetFrameSkipping gsObj.SetFrameSkipping(true) false and true are the values.
SetDeinterlaceShift gsObj.SetDeinterlaceShift(0) The values are 1 and 0, Enable or disable interlacing, requires emulators with high api
Does not require Object calling or Uknown
Command Usage Notes
eeInsnReplace eeInsnReplace(EE memory offset, Original opcode (BE), Replace opcode (BE)) Replace 4 bytes opcode in ee memory, correct memory range is 0x0 to 0x1FFFFFFF
vuInsnReplace
vuInsnReplace(vu 0/1, vu memory offset divided by 8, (original opcode<<32) | original opcode, (replace opcode<<32) | replace opcode) 
Replace 2 x 4 bytes in VU memory, correct memory range depend on selected VU, left shift by 32 is used for VU lower opcodes. Command will fail if size is above 254.
example:
vuInsnReplace(0, 0x167, (0x000002ff << 32) | 0x520507ff,(0x000002ff << 32) | 0x8000033c)
Replace 64 bits of VU0 at offset 0xB38
iopInsnReplace iopInsnReplace(IOP memory offset, Original opcode, opcode replacement) Replace 4 bytes in iop memory, correct memory range is 0x0 to 0x1FFFFF, iopInsnReplace(0x1FFFFF, 0x0, 0x0803fff0)
eeNativeFunction eeNativeFunction(<ee offset>, <original opcode>, <function>) eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')

Different emulators can have different functions included, vide SO3. Require api 1.4 or higher. But functions from this list should be available in every emu:

ieee754_acosf ieee754_asinf ieee754_sqrtf
fabs cosf fabsf
sinf acosf asinf
sqrtf fptoui fptodp
litodp dptoli dptofp
memcpy memset strlen
eeNativeHook eeNativeHook(<ee ofset>, <original opcode>, <action>) eeNativeHook require apiRequest(1.4) or higher.
GsCustomShader
Unlock
IsUnlocked
InsnOverlay InsnOverlay({<opcode, opcode, opcode...>}) example:
InsnOverlay({
	0x27bdfff0, -- addiu $sp, -0x10
	0xffbf0000, -- sd $ra, 0(sp)
	0xffb00008, -- sd $s0, 8(sp)
	0x3c05000f, -- lui $a1, 0x000f
	0x34a57000, -- ori $a1, 0x7000
	0x0c0db8b6, -- jal Script::State::DoString
	0x0080802d, -- move $s0, $a0
	0x24050001, -- li $a1, 1
	0x0c0dba4c, -- jal Script::State::IsNull(int)
	0x0200202d, -- move $a0, $s0
	0xdfb00008, -- ld $s0, 8(sp)
	0xdfbf0000, -- ld $ra, 0(sp)
	0x03e00008, -- jr ra
	0x27bd0010  -- addiu $sp, 0x10
})
eeDebugBreak
CsBindShader
CsSetParamInt32
CsSetParamFloat
CsResetContext
CsPrintContext
PsBindShader
PsSetParamInt32
PsSetParamFloat
PsResetContext
PsPrintContext
Note: eeObj, emuObj, gsObj, etc are described as required, this is not really true. You can set functions locals they use as whatever you want, but due to specify of that emulator it will be better to keep official naming used in official configs.
Other objects
Command Usage Notes
getGLSObject class
getGLSObject
Enable
EnableServerRecording
Pause
getAudioObject class
getAudioObject
muteStreamingAll
muteStreamingMain
muteStreamingBGM
getRemotePlayObject class
getRemotePlayObject
Enable
getVideoRecordingObject class
getVideoRecordingObject
Enable
getSharePlayObject class
getSharePlayObject
Enable
getSpriteObject group
getSpriteObject
Enable
Disable
BindFragmentShader
SetShaderParams
 Is not clear that params depend on shader, or are somehow hardcoded.
Example usage:

local sprite0 = getSpriteObject(0)
local scanlineParams = {
	240.0,		-- float scanlineCount
   	0.7,		-- float scanlineHeight;
	1.5,        -- float scanlineBrightScale;
	0.5,        -- float scanlineAlpha;
	0.5         -- float vignetteStrength;
}

sprite0.SetShaderParams(scanlineParams)
BindTexture
SetPosXY
SetSizeXY
SetPosUV
SetSizeUV
PrintContext
SetBlendColor sprite<X>.SetBlendColor(<R,G,B,A>) in floats, max val. 1.0
local sprite0 = getSpriteObject(0)
sprite0.SetBlendColor(1.0,1.0,1.0,1.0)
getTrophyObject local trophyObj = getTrophyObject() Required for all functions using trophyObj
getDmaObject local dmaObj = getDmaObject() Depreciated API - use EE:DmaAddHook / EE:DmaRemoveHook instead. Is not clear when it was depreciated, JAK emu don't use it.
getScreenShotObject

Registers for hook

Registers defined in alias files.

GetGpr/SetGpr

gpr.zero gpr.at 
gpr.v0  gpr.v1 
gpr.a0  gpr.a1  gpr.a2  gpr.a3 
gpr.t0  gpr.t1  gpr.t2  gpr.t3 
gpr.t4  gpr.t5  gpr.t6  gpr.t7 
gpr.s0  gpr.s1  gpr.s2  gpr.s3 
gpr.s4  gpr.s5  gpr.s6  gpr.s7 
gpr.t8  gpr.t9
gpr.k0  gpr.k1 
gpr.gp  gpr.sp  gpr.fp  gpr.ra 
gpr.lo  gpr.hi  gpr.sa

example: eeObj.GetGpr(gpr.a1)

GetCPR0/SetCPR0

cpr.index	  cpr.pagemask
cpr.random	  cpr.wired	
cpr.entrylo0      cpr.badvaddr
cpr.entrylo1      cpr.count	
cpr.context	  cpr.entryhi	


cpr.compare	  cpr.config    cpr.taglo	
cpr.status	  cpr.badpaddr  cpr.taghi	
cpr.cause	  cpr.hwbk	cpr.errorepc
cpr.epc		  cpr.pccr	
cpr.prid

example: eeObj.GetCPR0(cpr.status) 


Official examples

You can find the rest of them here
Canis Canem Edit
SLES 535.61
LUA

require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.1)
-- EA sports cricket 07 bug 9392
-- Performance fix
local emuObj = getEmuObject()	
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )

Custom config.lua examples

Here is the first custom lua config created by the community:

apiRequest(0.1)

-- Fix black screen SLUS-20064

eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000)	-- bc0f 0x1CF3CC to nop

This is a very basic command to replace a part of the EE memory with another instruction.

  • apiRequest(0.1) - Is required for every config. Used version depend on your original eboot highest supported api. 0.1 seems to be enough for basic patches like here. 2.3 is highest known for now.
  • -- Fix black screen SLUS-20064 is comment
  • eeInsnReplace(0x1CF3CC, 0x4100ffff, 0x00000000) is our true command here. We are replacing the value 0x4100FFFF to 0x00000000 at the offset of 0x1CF3CC . Like you can see we need to add what opcode is replaced. Not only patch, and memory offset.
  • -- bc0f 0x1CF3CC to nop is just another comment, in this case explaining what is changed

Other custom configurations made by users can be found here

Memory Mapping

Name From To
EE Flat Memory (4gb) 0x0000008000000000 0x0000008100000000
IOP Flat Memory (4gb) 0x0000009000000000 0x0000009100000000
R59 Binary Cache 0x0000000914B10000 0x0000000916B10000
R30 Binary Cache 0x0000000916B14000 0x0000000917314000
jitVU0 0x0000000917318000 0x0000000917B18000
jitVU1 0x0000000917B1C000 0x0000000918B1C000
Host's EE Memory Map
EE RAM - Kernel 0x0000008000000000 0x0000008000080000
EE RAM - Debug 0x0000008000078000 0x0000008000080000
EE RAM - User 0x0000008000080000 0x0000008002000000
EE Hw Devices 0x0000008010000000 0x0000008010010000
EE ROM 0x000000801FC00000 0x000000801FFE0000
EE RAM - Uncached 0x0000008020080000 0x0000008022000000
EE RAM - UncachedAccel 0x0000008030100000 0x0000008032000000
EE Scratchpad 0x0000008070000000 0x0000008070004000
EE Debug 0x00000080FFFF8000 0x0000008100000000
Host's IOP Memory Map
IOP RAM 0x0000009000000000 0x0000009000200000
IOP RAM (mirror 1) 0x0000009000200000 0x0000009000400000
IOP RAM (mirror 2) 0x0000009000400000 0x0000009000600000
IOP RAM (mirror 3) 0x0000009000600000 0x0000009000800000
IOP Scratchpad 0x000000901F800000 0x000000901F801000
IOP HW 0x000000901F801000 0x000000901F810000
IOP ROM 0x000000901FC00000 0x000000901FFE0000

Registers Map

EE-IOP

This list of registers is yet to be completed. Some registers are incorrectly named or include incorrect offsets. 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless.
Assuming base is different (Like on kof2000), simply reduce these offsets by 8 hex values
(IOP, VU0, and VU1 registers' offsets are static in all emulators).
 List was designed for Jak v2
Eboot md5:c644f6879af225a6e5a70233fc4625a3
GPR-EE Address FPR Address CP0 Address GPR-IOP Address
zero 0x1000000000 f00 0x1000000230 Index 0x10000002D0 zero 0x1020000000
at 0x1000000010 f01 0x1000000234 Random 0x10000002D4 at 0x1020000004
v0 0x1000000020 f02 0x1000000238 EntryLo0 0x10000002D8 v0 0x1020000008
v1 0x1000000030 f03 0x100000023C EntryLo1 0x10000002DC v1 0x102000000C
a0 0x1000000040 f04 0x1000000240 Context 0x10000002E0 a0 0x1020000010
a1 0x1000000050 f05 0x1000000244 PageMask 0x10000002E4 a1 0x1020000014
a2 0x1000000060 f06 0x1000000248 Wired 0x10000002E8 a2 0x1020000018
a3 0x1000000070 f07 0x100000024C rsvd7 0x10000002EC a3 0x102000001C
t0 0x1000000080 f08 0x1000000250 BadVAddr 0x10000002F0 t0 0x1020000020
t1 0x1000000090 f09 0x1000000254 Count 0x10000002F4 t1 0x1020000024
t2 0x10000000A0 f10 0x1000000258 EntryHi 0x10000002F8 t2 0x1020000028
t3 0x10000000B0 f11 0x100000025C Compare 0x10000002FC t3 0x102000002C
t4 0x10000000C0 f12 0x1000000260 Status 0x1000000300 t4 0x1020000030
t5 0x10000000D0 f13 0x1000000264 Cause 0x1000000304 t5 0x1020000034
t6 0x10000000E0 f14 0x1000000268 EPC 0x1000000308 t6 0x1020000038
t7 0x10000000F0 f15 0x100000026C PRid 0x100000030C t7 0x102000003C
s0 0x1000000100 f16 0x1000000270 Config 0x1000000310 s0 0x1020000040
s1 0x1000000110 f17 0x1000000274 Iab 0x1000000314 s1 0x1020000044
s2 0x1000000120 f18 0x1000000278 Iabm 0x1000000318 s2 0x1020000048
s3 0x1000000130 f19 0x100000027C Dab 0x100000031C s3 0x102000004C
s4 0x1000000140 f20 0x1000000280 Dabm 0x1000000320 s4 0x1020000050
s5 0x1000000150 f21 0x1000000284 Dvm 0x1000000324 s5 0x1020000054
s6 0x1000000160 f22 0x1000000288 Dvbm 0x1000000328 s6 0x1020000058
s7 0x1000000170 f23 0x100000028C BadPAddr 0x100000032C s7 0x102000005C
t8 0x1000000180 f24 0x1000000290 Debug 0x1000000330 t8 0x1020000060
t9 0x1000000190 f25 0x1000000294 Perf 0x1000000334 t9 0x1020000064
k0 0x10000001A0 f26 0x1000000298 Pcr0 0x1000000338 k0 0x1020000068
k1 0x10000001B0 f27 0x100000029C Pcr1 0x100000033C k1 0x102000006C
gp 0x10000001C0 f28 0x10000002A0 TagLo 0x1000000340 gp 0x1020000070
sp 0x10000001D0 f29 0x10000002A4 TagHi 0x1000000344 sp 0x1020000074
fp 0x10000001E0 f30 0x10000002A8 ErrorEPC 0x1000000348 fp 0x1020000078
ra 0x10000001F0 f31 0x10000002AC Rsvd31 0x100000034C ra 0x102000007C
hi/hi1 (2x 64bit) 0x1000000200 fACC 0x10000002B0 COP0 additional registers pc 0x102000008C
lo/lo1 (2x 64bit) 0x1000000210 FPU CTRL (FCR) real Pcr0 0x1000000350 hi 0x1020000090 ??
sa 0x1000000220 cp1cond 0x10000002B4 real Pcr1 0x1000000358 lo 0x1020000094 ??
fpu ver 0x10000002B8
fpu sticky 0x10000002BC
fpu ctrl 0x10000002C0
2CF unknown 0x10000002C4

Emulator related regs

"Fake" registers Address Notes
(?) 0x1000000360 Locking the value seems to cause a crash.
Current PC
(4 Bytes)
0x1000000368 Shows the current offset that's being executed by the EE.

Updated only on branch/jump tests, unless commands such as --ee-pc-coherency or --ee-insn-flush-pc are used.
Then updates are instant, right when instructions are executed.
Commonly used by sceners as a way of finding troublesome offsets. Can be found in some emulators here too: 0x8000016830

(?) 0x100000036C
Updated on branch/jump instructions, emulator seems to use it to store next address that will be executed.
At least in recompiler to interpreter fallback mode. During tests it shows 0x80000184
Delta counter 0x1000000370
(Passed cycles, likely decrementer). 
Evt check is performed on branch test when 0.
Fastforwardclock set this to 0,
advanceclock subtract value from this fake reg)
Cycles 0x1000000378
(?) 0x1000000384
Address when last exception occurred on r5900.
This register most of times will hold last executed syscall address,
sometimes last tlb miss or break(if "as nop" is disabled).
Unlike the pc, this one doesn't change after a crash and has much lower latency.
Thus meaning it's better at diagnosing problems.

VU0 Registers

Register W Z Y X Register W Z Y X
vf00 0x103000000C 0x1030000008 0x1030000004 0x1030000000 vf17 0x103000011C 0x1030000118 0x1030000114 0x1030000110
vf01 0x103000001C 0x1030000018 0x1030000014 0x1030000010 vf18 0x103000012C 0x1030000128 0x1030000124 0x1030000120
vf02 0x103000002C 0x1030000028 0x1030000024 0x1030000020 vf19 0x103000013C 0x1030000138 0x1030000134 0x1030000130
vf03 0x103000003C 0x1030000038 0x1030000034 0x1030000030 vf20 0x103000014C 0x1030000148 0x1030000144 0x1030000140
vf04 0x103000004C 0x1030000048 0x1030000044 0x1030000040 vf21 0x103000015C 0x1030000158 0x1030000154 0x1030000150
vf05 0x103000005C 0x1030000058 0x1030000054 0x1030000050 vf22 0x103000016C 0x1030000168 0x1030000164 0x1030000160
vf06 0x103000006C 0x1030000068 0x1030000064 0x1030000060 vf23 0x103000017C 0x1030000178 0x1030000174 0x1030000170
vf07 0x103000007C 0x1030000078 0x1030000074 0x1030000070 vf24 0x103000018C 0x1030000188 0x1030000184 0x1030000180
vf08 0x103000008C 0x1030000088 0x1030000084 0x1030000080 vf25 0x103000019C 0x1030000198 0x1030000194 0x1030000190
vf09 0x103000009C 0x1030000098 0x1030000094 0x1030000090 vf26 0x10300001AC 0x10300001A8 0x10300001A4 0x10300001A0
vf10 0x10300000AC 0x10300000A8 0x10300000A4 0x10300000A0 vf27 0x10300001BC 0x10300001B8 0x10300001B4 0x10300001B0
vf11 0x10300000BC 0x10300000B8 0x10300000B4 0x10300000B0 vf28 0x10300001CC 0x10300001C8 0x10300001C4 0x10300001C0
vf12 0x10300000CC 0x10300000C8 0x10300000C4 0x10300000C0 vf29 0x10300001DC 0x10300001D8 0x10300001D4 0x10300001D0
vf13 0x10300000DC 0x10300000D8 0x10300000D4 0x10300000D0 vf30 0x10300001EC 0x10300001E8 0x10300001E4 0x10300001E0
vf14 0x10300000EC 0x10300000E8 0x10300000E4 0x10300000E0 vf31 0x10300001FC 0x10300001F8 0x10300001F4 0x10300001F0
vf15 0x10300000FC 0x10300000F8 0x10300000F4 0x10300000F0 ACC 0x103000020C 0x1030000208 0x1030000204 0x1030000200
vf16 0x103000010C 0x1030000108 0x1030000104 0x1030000100
Register Address Register Address
vi00 0x1030000210 Status 0x1030000310??
vi01 0x1030000220 MACflag 0x1030000320??
vi02 0x1030000230 Clipflag 0x1030000330??
vi03 0x1030000240 c2c19 0x1030000340??
vi04 0x1030000250 R 0x1030000350??
vi05 0x1030000260 I 0x1030000360
vi06 0x1030000270 Q 0x1030000590
vi07 0x1030000280 c2c23 0x1030000380??
vi08 0x1030000290 c2c24 0x1030000390??
vi09 0x10300002A0 c2c25 0x10300003A0??
vi10 0x10300002B0 TPC 0x10300003B0
vi11 0x10300002C0 CMSAR0 0x10300003C0??
vi12 0x10300002D0 FBRST 0x10300003D0
vi13 0x10300002E0 VPU-STAT 0x10300003E0??
vi14 0x10300002F0 CMSAR1 0x10300003F0??
vi15 0x1030000300 c2c30 0x1030000400??

VU1 Registers

Register W Z Y X Register W Z Y X
vf00 0x104000000C 0x1040000008 0x1040000004 0x1040000000 vf17 0x104000011C 0x1040000118 0x1040000114 0x1040000110
vf01 0x104000001C 0x1040000018 0x1040000014 0x1040000010 vf18 0x104000012C 0x1040000128 0x1040000124 0x1040000120
vf02 0x104000002C 0x1040000028 0x1040000024 0x1040000020 vf19 0x104000013C 0x1040000138 0x1040000134 0x1040000130
vf03 0x104000003C 0x1040000038 0x1040000034 0x1040000030 vf20 0x104000014C 0x1040000148 0x1040000144 0x1040000140
vf04 0x104000004C 0x1040000048 0x1040000044 0x1040000040 vf21 0x104000015C 0x1040000158 0x1040000154 0x1040000150
vf05 0x104000005C 0x1040000058 0x1040000054 0x1040000050 vf22 0x104000016C 0x1040000168 0x1040000164 0x1040000160
vf06 0x104000006C 0x1040000068 0x1040000064 0x1040000060 vf23 0x104000017C 0x1040000178 0x1040000174 0x1040000170
vf07 0x104000007C 0x1040000078 0x1040000074 0x1040000070 vf24 0x104000018C 0x1040000188 0x1040000184 0x1040000180
vf08 0x104000008C 0x1040000088 0x1040000084 0x1040000080 vf25 0x104000019C 0x1040000198 0x1040000194 0x1040000190
vf09 0x104000009C 0x1040000098 0x1040000094 0x1040000090 vf26 0x10400001AC 0x10400001A8 0x10400001A4 0x10400001A0
vf10 0x10400000AC 0x10400000A8 0x10400000A4 0x10400000A0 vf27 0x10400001BC 0x10400001B8 0x10400001B4 0x10400001B0
vf11 0x10400000BC 0x10400000B8 0x10400000B4 0x10400000B0 vf28 0x10400001CC 0x10400001C8 0x10400001C4 0x10400001C0
vf12 0x10400000CC 0x10400000C8 0x10400000C4 0x10400000C0 vf29 0x10400001DC 0x10400001D8 0x10400001D4 0x10400001D0
vf13 0x10400000DC 0x10400000D8 0x10400000D4 0x10400000D0 vf30 0x10400001EC 0x10400001E8 0x10400001E4 0x10400001E0
vf14 0x10400000EC 0x10400000E8 0x10400000E4 0x10400000E0 vf31 0x10400001FC 0x10400001F8 0x10400001F4 0x10400001F0
vf15 0x10400000FC 0x10400000F8 0x10400000F4 0x10400000F0 ACC 0x104000020C 0x1040000208 0x1040000204 0x1040000200
vf16 0x104000010C 0x1040000108 0x1040000104 0x1040000100
Register Address Register Address
vi00 0x1040000210 vi16 0x1040000310??
vi01 0x1040000220 vi17 0x1040000320??
vi02 0x1040000230 vi18 0x1040000330??
vi03 0x1040000240 vi19 0x1040000340??
vi04 0x1040000250 vi20 0x1040000350??
vi05 0x1040000260 vi21 0x1040000360
vi06 0x1040000270 vi22 0x1040000370??
vi07 0x1040000280 vi23 0x1040000380??
vi08 0x1040000290 vi24 0x1040000390??
vi09 0x10400002A0 vi25 0x10400003A0??
vi10 0x10400002B0 vi26 0x10400003B0
vi11 0x10400002C0 vi27 0x10400003C0??
vi12 0x10400002D0 vi28 0x10400003D0
vi13 0x10400002E0 vi29 0x10400003E0??
vi14 0x10400002F0 vi30 0x10400003F0??
vi15 0x1040000300 vi31 0x1040000400??

Open CL and Floats

PS4 native Floating point support and OpenCL info, for both CPU and GPU. The understanding of floating point conversion is very important for emulating the PS2.
Info found below came from this: gist
There you can find more info about PS4's OpenCL.

CPU

Info Value
Device Name CXD90026AG - DG1002FGF84HT
Device Vendor AuthenticAMD
Device Vendor ID 0x1022
Device OpenCL C Version OpenCL C 1.2 pocl
Device Type CPU
Max compute units 8
Max work item dimensions 3
Max work item sizes 4096x4096x4096
Max work group size 4096
Preferred work group size multiple 8
Half-precision Floating-point support (n/a)
Single-precision Floating-point support (core)
Denormals Yes
Infinity and NANs Yes
Round to nearest Yes
Round to zero Yes
Round to infinity Yes
IEEE754-2008 fused multiply-add No
Support is emulated in software No
Correctly-rounded divide and sqrt operations Yes
Double-precision Floating-point support (cl_khr_fp64)
Denormals Yes
Infinity and NANs Yes
Round to nearest Yes
Round to zero Yes
Round to infinity Yes
IEEE754-2008 fused multiply-add Yes
Support is emulated in software No
Execution capabilities
Run OpenCL kernels Yes
Run native kernels Yes
SPIR versions 1.2
Device Extensions
 cl_khr_byte_addressable_store
 cl_khr_global_int32_base_atomics
 cl_khr_global_int32_extended_atomics
 cl_khr_local_int32_base_atomics
 cl_khr_local_int32_extended_atomics
 cl_khr_3d_image_writes 
 cl_khr_spir
 cl_khr_fp64 
 cl_khr_int64_base_atomics
 cl_khr_int64_extended_atomics 

GPU

Info Values
Device Name AMD LIVERPOOL
Device Vendor AMD
Device Vendor ID 0x1002
Device Version OpenCL 1.1
Device OpenCL C Version OpenCL C 1.1
Device Type GPU
Max compute units 18
Max work item dimensions 3
Max work item sizes 256x256x256
Max work group size 256
Compiler Available Yes
Preferred work group size multiple 64
Half-precision Floating-point support (cl_khr_fp16)
Denormals No
Infinity and NANs Yes
Round to nearest Yes
Round to zero No
Round to infinity No
IEEE754-2008 fused multiply-add No
Support is emulated in software No
Single-precision Floating-point support (core)
Denormals No
Infinity and NANs Yes
Round to nearest Yes
Round to zero No
Round to infinity No
IEEE754-2008 fused multiply-add No
Support is emulated in software No
Correctly-rounded divide and sqrt operations No
Double-precision Floating-point support (cl_khr_fp64)
Denormals Yes
Infinity and NANs Yes
Round to nearest Yes
Round to zero Yes
Round to infinity Yes
IEEE754-2008 fused multiply-add Yes
Support is emulated in software No
Execution capabilities
Run OpenCL kernels Yes
Run native kernels No
Device Extensions
cl_khr_byte_addressable_store
cl_khr_byte_addressable_store
cl_khr_global_int32_base_atomics 
cl_khr_global_int32_extended_atomics
cl_khr_local_int32_base_atomics
cl_khr_local_int32_extended_atomics
cl_khr_int64_base_atomics
cl_khr_int64_extended_atomics
cl_khr_fp64
cl_khr_fp16

PS3 Config support

The emulator supports configurations in the format known from ps2_netemu/ps2classic that came from the PS3. This feature was
officially used in Arc the Lad Twilight of the Spirits ps2-ps4 classic.
To enable ps3 style config add this to config-emu-ps4.txt:

--lopnor-config=1
--ps2-title-id=TITLE-ID

Config file need to be in folder ...'''/patches/{TITLE-ID}/''' and file need to have name '''{TITLE-ID}_lopnor.cfgbin'''. title id need to be in XXXX-YYYYY format (ex. SLUS-12345). 
Example path: /patches/SLUS-12345/SLUS-12345_lopnor.cfgbin
Tester confirmed that configs work like that. We don't even need to edit them, they work as is.
Please keep in mind that not all commands are recognized, only 0x01 (can depend upon emu revision), 0x09, 0x0A, 0x0B, 0x0F, 0x10, 0x26, 0x27, 0x42.
For example Rayman 3 config Does not work due to the command being unsupported
Command 0x07 is NOT recognized, but can be manually translated to cli config (to: --vu-xgkick-delay=value).
Same goes for 0x11 (--vu0-accurate-addsub-range can be used).

Known issues

Issue Games affected Solution Description
Inaccurate GIF timing The Matrix: Path of Neo, Tenchu - Fatal Shadows, Genji dawn of the samurai, Batman begins, Dragon ball z budokai tenkaichi 1, possibly many more! LUA patches or hooking schedulerdelayevent on a troublesome offset
No support for EE Cache Ice Age 2, DOA2: Extreme, Nascar 2009, Barnyard, Others Lua patches to the EE memory and picking the right emulator It's not a ps4 issue per say since these issues are also encountered by Pcsx2. but Pcsx2 does have support for EE cache, though it doesn't use it to fix these games because emulating EE cache is extremely slow. so that's why the Pcsx2 team decided to use pnach patches to fix this issue.
Missing COP2 pipeline emulation. other games affected by COP2 timing Rearranging code through lua patches. While COP2 is part of EE, in terms of emulation it's separate processor that can run on its own. So some operations take some time while EE still mind own business. Some games abuse that fact and do own thing knowing that COP2 calculation take expected number of cycles. On this emu every COP2 opcode is instant, which break games that expect it to take some time.
VU0 is not running in sync with EE core 24 The Game, ATV Quad Power Racing 2, Ghosthunter, Rayman Arena, Rayman 3, Largo winch, Ratchet and clank games. All games using M-bit. EE hook AdvanceClock or fastforwardclock commands on affected addresses to push VU0 ahead while stalling EE, patches to rearrange code. Most of the time it will be CTC2/QMTC2 instructions with interlock that are affected. Emulator kickstart VU0 for 256 cycles, while report 512 cycles passed. Yup, we are out of sync right from the start of VU0 mpg because people working for $ony don't know that VU0 run at EE MHz, not at EE bus MHz. Not to mention that 256 cycles kickstart is too much even on correct speed. Later things just got worse. This issue can be partially replicated on Pcsx2 if you overclock the EE by +3
FPU/VU math inaccuracies. Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Gran turismo 4, Many others Lua patches to the EE memory, accurate math commands. PS2 use really obscure floating point math, only one guard bit is used in calculations. PCSX2 hack it with different rounding modes, emu on ps4 fix it with soft floats, usually applied per offset. Sometime with patches directly to affected code (THPS engine).


Worth to note that pcsx2 by default apply "accurate add/sub" for every single FPU opcode, and only to fpu opcodes. That why sometimes we need to use accurate add/sub while pcsx2 is happy at default settings.

M-Bit support is broken Every game that uses M-Bit. Totally Spies! Totally Party, Mike Tyson Heavyweight Boxing, My Street, Crash Twinsanity, Marvel Nemesis, Panzer Elite Action - Fields of Glory, Super Monkey Ball Adventure, most Eko Software games, and many more. [2] Lua patches to the EE memory While emulator respect m-bit, way that VU0 work on it make it broken most of times (check "VU0 is not running in sync with EE core" issue).
Wrong disc read speed for some games Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY. and many other affected games Try your luck with IOP and CDVD CLI commands. Also known in sony's bios as CDVD_READ_DELAY
Inaccurate VU0/VU1/COP2 emulation Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Klonoa 2, others. Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands The issue leads to SPS and graphical issues and sometimes freezing.
Multitap doesn't support all games Urban reign, others Lua patches Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port.
DMA writes when busy signal is engaged Ratchet and clank games, Metal gear solid 2, others None yet AKA eetiminghack
VIF1 runs too fast Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible
Reading VU TPC registers returns wrong values Street Fighter 3 EX(VU0), R: Racing Revolution(VU0), Spiderman 3 (VU0, in T-Bit handler...), Edge of Reality games(VU1) Patches in lua. In this emu TPC stores full addresses, which is wrong. Real hardware keep there addr >> 3. Worth noting that EoR games read VU1 TPC in a nasty way, accessing 0x43A0(VU1 TPC) from COP2 code.
VIF command interrupts handled before VIFn_CODE is updated. Onimusha Blade Warriors Fixed by patch in intr handler. This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically makes everything out of sync later as interrupts are happening, but handler does nothing about them.
IPU emulation inaccuracy Burnout 3, Tony Hawk's Underground, Onimusha Dawn of Dreams ?
CDVD register 0x1F402038 (KeysValid) return wrong result. Every "SCCS" game Patches in lua. Likely specific to NTSC-C releases, because that region uses special SDK. This issue makes cdvdman become stuck on any request because it thinks that the cdvd key is invalid.
Lack of CDVD error handling Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. Patches in lua if needed. One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code.
Corrupted SIF0 transfer when not full QW is send by IOP True Crime: LA, PDC DC 2008, Street Racing Syndicate(1.03) Patches in lua. IOP is able to send words by SIF0, EE DMAC can only transfer Quadwords. When IOP send not full QW real hardware use whatever was in buffer from previous transfer for missing words (only words that are requested by iop are overwritten in transfer buffer). Emu probably memset 0 that part.

PS2 Bios

Description

The PS2 bios is the file PS20220WD20050620.crack included in every PS2 game .pkg. It is the same BIOS used by Sony in PS3's ps2_netemu.self. The lack of many X modules here means that homebrew compatibility is limited, as many of those need to be recompiled to use non X versions of modules, or need to load open source versions of them through MC/CDVD. An important non X module that is missing is LIBSD, therefore, homebrews that require it will likely fail to boot, or cause an error.
Bios is known to blacklist some titles, and refuse to boot them. This includes all titles with 00000000 000000A0 flag from that list (click here)


More about the bios

The version of the bios seems to be developement v2.20 from the Japanese region (22/01/2007), and is not limited to booting only NTSC-J games.
Emulator not support USB peripherals, but this seems to be not limitation of BIOS, as it is used also in CECH C/E PS3 consoles. 
There are signs that different bios version exist, named PS20190AC20030623_nordram_miniOSD.bin. This bios has included handy extensions for debugging, and can debug print with "debug osd verbosity" from CLI set to "verbose". The most noticeable difference for both bios files seems to be the special RDRAM module.

While PS3 patches its bios to preferred regions, PS4 uses a so called CallHook which is better known for pcsx2 users as fastboot. No need to describe this patch here, just look at PCSX2 fastboot code. It's the same code, but the only difference is that PS4 emus don't have patches for different bios revisions.


Bios file information:

File name: PS20220WD20050620.crack
MD5: 83AD2B530C9C102A561BA1CDC6D996D5

Files inside ROM image

File Offset in exported bin Description File type (exportable)
RESET 0x00 Bootstrap code for the EE and IOP. BIN
ROMDIR 0x2780 The ROMDIR part of the ROM image, which provides information on the location and name of files contained in the image. BIN
EXTINFO 0x2CC0 Contains the "EXTINFO" for all files in the ROM image. BIN
SBIN 0x3330 Seems to be the pad controller library for the PS1 monitor. BIN
LOGO 0xA2D0 PS1 logo? BIN
IOPBTCONF 00x1EA20 Boot configuration file for the IOP, during the final phase of the IOP reset. If no UDNL module is specified, the IOP will only have a single IOP reset in the reboot process, with the modules listed in IOPBTCONF. BIN
IOPBTCON2 0x1EB10 Boot configuration file for the IOP, for the first phase of the IOP reset (before UDNL is loaded). BIN
SYSMEM 0x1EBE0 System Memory Manager. ELF
LOADCORE 0x1FE00 The core of IOP module loading. Provides the lowest level of IOP module loading functions. Also handles the startup of the IOP. ELF
EXCEPMAN 0x22380 Exception manager. ELF
INTRMANP 0x22F60 Interrupt Manager. According to wisi, it is for PS mode. ELF
INTRMANI 0x24970 Interrupt Manager. According to wisi, it is for IOP mode. ELF
SSBUSC 0x267B0 SSBUS Controller library. The SSBUS seems to be the bus that all peripherals get connected to. It seems to have the power to control the mapping of the device registers, as well as access timing. ELF
TIMEMANP 0x26F20 Timer Manager (PS mode) ELF
TIMEMANI 0x27B00 Timer Manager (IOP mode) ELF
DMACMAN 0x28730 DMA Controller Manager. ELF
SYSCLIB 0x2BE30 System C Library. ELF
HEAPLIB 0x2E590 Memory HEAP LIBrary (i.e. thvpool, thfpool) ELF
THREADLIB 0x2F290 Multi_Thread_Manager ELF
VBLANK 0x38020 V-Blank management ELF
IOMAN 0x38DB0 IO Manager ELF
MODLOAD 0x3AD20 IOP module loader. ELF
ROMDRV 0x3D070 ROM driver. Provides access to the boot ROM (rom0). ELF
ADDDRV 0x3DF60 Adds support for the DVD ROM (rom1:), via ROMDRV. ELF
STDIO 0x3D3C0 Standard I/O library. ELF
SIFMAN 0x3EFB0 SIF manager. ELF
SIFINIT 0x40550 Initializes the SIF. ELF
EESYNC 0x40970 For synchronizing with the EE, at the end of IOP resets. EESYNC from DNAS images are evil; they also perform a memory wipe of the region from 0x00084000 to .0x00100000. ELF
EENULL 0x40E10 The idle thread (id #0) module, in ps2 loaded to 0x00081FC0. BIN
PS1ID 0x40E50 Only found in newer boot ROMs BIN
LIBFI 0x40E60 Not present in the boot ROM of the SCPH-10000 and SCPH-15000. BIN
PS1VERJ 0x40F50 BIN
PS1VERA 0x40F60 BIN
PS1VERE 0x40F70 BIN
PS1VERC 0x40F80 BIN
PS1VERH 0x40F90 BIN
OSDSYS 0x40FA0 The browser BIN
- 0x40FB0 BIN
RDRAM 0x41000 Provides a RDRAM test for the EE at power-on. This is run from RESET. BIN
EELOADCNF 0x43D50 Contains the IOP boot configuration file for EELOAD. BIN
SIFCMD 0x43F00 SIF command module. Contains the SIF command and SIF RPC functions. ELF
REBOOT 0x46140 The reboot service. Receives IOP reset packets from the EE, from across the SIF. ELF
LOADFILE 0x46910 The RPC server for MODLOAD ELF
EECONF 0x49070 Loads part of the system configuration from the MECHACON EEPROM. Also configures and resets some peripherals, depending on the model version. In slimlines, and possibly on PS3 EECONF will also load the MAC address. ELF
- 0x49FF0 BIN
IOPBOOT 0x4A000 IOP bootup program BIN
- 0x4B160 BIN
TBIN 0x4B800 The PS1 monitor program. Seems to be the PS1 BIOS. This is started by RESET, when the IOP is in PS1 mode. BIN
XSHA1 0x59770 sha1 - this only present in PS3. It is used as additional antipiracy check. It seems that it calculate disc main elf checksum and compares it with some database. Config related? ELF
XLOADFILE 0x5A740 Updated module ELF
SIO2MAN 0x5D7F0 SIO2 manager. Provides access to the SIO2 interface. ELF
- 0x5F420 BIN
MCSERV 0x61340 RPC server for MCMAN. ELF
- 0x63040 BIN
KROMG 0x64000 BIN
- 0x65CC0 BIN
KROM 0x66000 Kanji ROM? Not sure where this is used. BIN
- 0x7FE70 BIN
ROMVER 0x7FF00 ROM version. BIN
- 0x7FF10 BIN
VERSTR 0x7FF30 Version string. Probably PS1 ROM will use this because that this string is also present in PlayStation consoles. BIN
- 0x7FF90 BIN
ROMGSCRT 0x80000 BIN
NCDVDMAN 0x82D30 It seems to be a heavily stripped-down CDVDMAN module, with no support for some S-command functions like sceCdRI. ELF
SECRMAN 0x8F770 Security Manager. Signing is NOT done with the one in ROM, but with a special version that comes with the utility discs. Looks like PS3 units have a different SECRMAN module from retail sets, similar to PS2 TOOL one. ELF
MCMAN 0x93C30 Memory Card Manager. ELF
PADMAN 0xA30C0 Pad manager. ELF
CDVDMAN 0xAC810 The CD/DVD manager. ELF
CDVDFSV 0xB4BC0 The RPC server for CDVDMAN. ELF
FILEIO 0xBCF80 RPC server for IOMAN. Sony has greatly changed the semantics and design of FILEIO after some point. Connecting an old FILEIO EE RPC client to a newer server will result in a severe IOP crash. ELF
CLEARSPU 0xBF080 Seems to clear/reset the SPU, but is known to cause crashes under some conditions. Not sure if it's buggy or not. Only used by the OSDSYS of the SCPH-10000 and SCPH-15000, probably retained for backward-compatibility. ELF
UDNL 0xC0CC0 It is responsible for selecting the modules and starting the IOP, during the final phase of the IOP reset where the desired modules are to be loaded into the IOP. ELF
IGREETING 0xC2BC0 Displays boot information (i.e. IOP boot type, EBOOTP, IBOOTP, switch positions for DSW602 and the type of DSW602 board installed ELF
EELOAD 0xC3C20 The EE ELF loader, which is loaded by LoadExecPS2() to 0x00082000 in PS2 for loading ELFs. BIN
XCDVDMAN 0xD2DA0 cdvd_driver - Updated module ELF
XCDVDFSV 0xE1B30 cdvd_ee_driver - Updated module ELF
OSDSND 0xEFF60 OSD sound library. This is actually the tentative sound driver, which is called "librspu2" in the Sony SDK. ELF
PS2LOGO 0x11ABB0 Displays the PlayStation 2 logo from the inserted disc. For newer consoles, if the logo cannot be decrypted properly, it will fall back to the browser. Not actually required to boot games, but the Sony OSDSYS boots PS2 games through this program. ELF
XPARAM2 0x137500 File store per title settings for IOP emulation (XPARAM available also in real PS2 since 750XX where Deckard powerPC was introduced) ELF
OSDSYS 0x139A00 The browser BIN
PIOPRP 0x177880 Present in the PS3 ps2_(gx/soft/net)emu; contains version 3.1.0 of the IOP software (compared to version 1.3.4 on the root). BIN
KERNEL 0x1BB7E0 The EE kernel BIN

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

Game_ID/DiscID in PS20220WD20050620.crack

There are 193 titleIDs listed inside XPARAM2.ELF file of PS2 Bios included in PS20220WD20050620.crack. XPARAM2.ELF is called by OSDSYS, then ID check is performed. If titleID match to one of included in the table, different IOP emulation settings are applied. This include blacklisting for some specific titles. 

Original PS2 bios from models with emulated IOP, include similar list file called XPARAM.ELF. Title IDs there are not the same, although some of them exist on both lists.
Command Name
0x00 TITLE_MASK
0x01 SIO2_MASK
0x02 DEV9_MASK
0x03 USB_MASK
0x04 SIF_DMA_SYNC
0x05 SIF_DMA_LOAD
0x06 DMAC_CH10_INT_DELAY
0x07 MECHA_RECOGTIME
0x08 CPU_DELAY
0x09 DEV5_INT_SPEED
0x0A CDVD_READ_DELAY
0x0B SPU2_BEHAVIOR
ID Title Command Value Remarks
PBPX_952.01 DVD Utility Disc Version 1.00 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.02 DVD Utility Disc Version 1.01 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.03 DVD Utility Disc Version 1.01 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.06 DVD Player (Version 2.01) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.07 DVD Player (Version 2.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.08 DVD Player (Version 2.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.09 DVD Player (Version 2.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.10 DVD Utility Disc Version 2.10 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.11 DVD Utility Disc Version 1.00 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.21 DVD Player (Version 2.12) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.22 DVD Player (Version 2.14) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.24 DVD Player (Version 2.16) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.28 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.35 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_952.39 Online Start Up Disc v3.0 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.01 Linux for PS2 Beta Release 1 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.07 Playstation 2 Linux Runtime Environment v1.0 (Disc 1) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.09 Linux for PS2 Release 1.0 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PBPX_955.18 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PDPX_991.09 DVD Player (Version 3.04) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PSXC_002.01 PSX Update Disc 1.10 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PSXC_002.02 PSX Update Disc 1.20 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PSXC_002.03 PSX Update Disc 1.31 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
PTPX_970.38 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCAJ_201.25 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCAJ_201.26 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCES_532.02 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCKA_200.49 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SCPM_621.15 0x00 0x1000000 TITLE_MASK
SCPM_621.16 0x00 0x1000000 TITLE_MASK
SCPN_601.01 PlayStation BB Navigator (Version 0.10) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.30 PlayStation BB Navigator (Version 0.20) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.40 PlayStation BB Navigator (Version 0.30) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.50 PlayStation BB Navigator (Version 0.31) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPN_601.60 PlayStation BB Navigator (Version 0.32) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPS_110.01 I.Q. Remix 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPS_110.10 Yoake no Mariko (Performance Pack Edition) 0x01 0x1800 SIO2_MASK
SCPS_110.18 Yoake no Mariko 0x01 0x1800 SIO2_MASK
SCPS_110.21 Yoake no Mariko 2nd Act (Limited Edition) 0x01 0x1800 SIO2_MASK
SCPS_110.22 Yoake no Mariko 2nd Act 0x01 0x1800 SIO2_MASK
SCPS_150.38 Lifeline 0x0A 0x80300 CDVD_READ_DELAY
SCPS_150.39 Lifeline 0x0A 0x80300 CDVD_READ_DELAY
SCPS_170.01 Gran Turismo 4 0x0B 0x10000000 SPU2_BEHAVIOR
SCPS_175.01 Linux (for PlayStation2) Release 1.0 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SCPS_200.39 0x00 0x4000000 TITLE_MASK
SCUS_971.67 PaRappa the Rapper 2 0x04 0x2000 SIF_DMA_SYNC
SCUS_972.69 Final Fantasy XI [Disc 2] 0x02 0xB DEV9_MASK
SLES_500.48 Donald Duck: Quack Attack 0x01 0x800 SIO2_MASK
SLES_500.62 Orphen: Scion of Sorcery 0x08 0xC1C CPU_DELAY
SLES_503.64 City Crisis 0x0A 0x80BB8 CDVD_READ_DELAY
SLES_504.46 Shadow Man 2: The Second Coming 0x0A 0x80600 CDVD_READ_DELAY
SLES_505.40 Simpsons: Road Rage 0x01 0x800 SIO2_MASK
SLES_506.08 Shadow Man 2: The Second Coming 0x0A 0x80600 CDVD_READ_DELAY
SLES_506.28 Simpsons: Road Rage 0x01 0x800 SIO2_MASK
SLES_507.28 Tiger Woods PGA Tour 2002 0x0A 0x803E8 CDVD_READ_DELAY
SLES_507.29 0x0A 0x803E8 CDVD_READ_DELAY
SLES_512.82 Tiger Woods PGA Tour 2003 0x0A 0x803E8 CDVD_READ_DELAY
SLES_514.79 Def Jam Vendetta 0x01 0x802 SIO2_MASK
SLES_518.41 SpyHunter 2 0x01 0x800 SIO2_MASK
SLES_518.44 Time Crisis 3 0x01 0x800 SIO2_MASK
SLES_519.97 SWAT: Global Strike Team 0x01 0x800 SIO2_MASK
SLES_520.97 SWAT: Global Strike Force 0x01 0x800 SIO2_MASK
SLES_530.37 Super Monkey Ball Deluxe 0x01 0x802 SIO2_MASK
SLES_536.68 Micro Machines v4 0x01 0x801 SIO2_MASK
SLES_537.55 Castlevania: Curse of Darkness 0x04 0x10 SIF_DMA_SYNC
SLES_537.96 FIFA Street 2 0x01 0x1800 SIO2_MASK
SLPM_620.42 Kurogane no Houkou: Warship Commander 0x01 0x3000 SIO2_MASK
SLPM_620.62 Gitaroo Man One 0x0A 0x80540 CDVD_READ_DELAY
SLPM_621.05 Taikou Risshiden IV 0x09 0x2B47000A DEV5_INT_SPEED
SLPM_621.24 Ready 2 Rumble Boxing: Round 2 0x08 0x1388 CPU_DELAY
SLPM_621.25 Gauntlet: Dark Legacy 0x08 0xC1C CPU_DELAY
SLPM_621.25 Gauntlet: Dark Legacy 0x09 0x2B470005 DEV5_INT_SPEED
SLPM_621.35 Final Fantasy: XI (Beta Version) 0x00 0xA0000000 TITLE_MASK, 0xA0000000 = Blacklist, boot after removing flag
SLPM_621.54 DDRMAX Dance Dance Revolution 6thMix 0x08 0x1A5E CPU_DELAY
SLPM_622.39 Supercar Street Challenge 0x0A 0x80300 CDVD_READ_DELAY
SLPM_623.69 Karaoke Revolution: J-Pop Vol.1 0x08 0x1388 CPU_DELAY
SLPM_623.79 Karaoke Revolution: J-Pop Vol.2 0x08 0x1388 CPU_DELAY
SLPM_623.80 Karaoke Revolution: J-Pop Vol.3 0x08 0x1388 CPU_DELAY
SLPM_623.81 Karaoke Revolution: J-Pop Vol.4 0x08 0x1388 CPU_DELAY
SLPM_623.82 Karaoke Revolution: Love & Ballad 0x08 0x1388 CPU_DELAY
SLPM_623.83 Karaoke Revolution: Night Selection 2003 0x08 0x1388 CPU_DELAY
SLPM_624.14 Karaoke Revolution: Dreams & Memories 0x08 0x1388 CPU_DELAY
SLPM_624.37 Suisui Sweet: Amai Ai no Mitsukekata 0x0B 0x40000000 SPU2_BEHAVIOR
SLPM_624.50 Karaoke Revolution: Anime Song Selection 0x08 0x1388 CPU_DELAY
SLPM_624.51 Karaoke Revolution: J-Pop Vol.5 0x08 0x1388 CPU_DELAY
SLPM_624.54 Karaoke Revolution: J-Pop Vol.6 0x08 0x1388 CPU_DELAY
SLPM_624.55 Karaoke Revolution: J-Pop Vol.7 0x08 0x1388 CPU_DELAY
SLPM_624.56 Karaoke Revolution: J-Pop Vol.8 0x08 0x1388 CPU_DELAY
SLPM_624.57 Karaoke Revolution: Snow & Party 0x08 0x1388 CPU_DELAY
SLPM_624.64 Pop'n Taisen Pazurudame Online 0x08 0x1F40 CPU_DELAY
SLPM_624.79 Karaoke Revolution: J-Pop Vol.9 0x08 0x1388 CPU_DELAY
SLPM_624.91 Mega Man: The Power Battle 0x04 0x2000 SIF_DMA_SYNC
SLPM_624.92 Karaoke Revolution: Kids Song Selection 0x08 0x1388 CPU_DELAY
SLPM_625.28 Karaoke Revolution: Kazoku Idol Sengen (Bundle Edition) 0x08 0x1388 CPU_DELAY
SLPM_625.29 Karaoke Revolution: Kazoku Idol Sengen 0x08 0x1388 CPU_DELAY
SLPM_650.86 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 1) 0x08 0x1450 CPU_DELAY
SLPM_650.87 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 (Disc 2) 0x08 0x1450 CPU_DELAY
SLPM_650.90 Spy Hunter 0x01 0x1800 SIO2_MASK
SLPM_651.97 Nobunaga's Ambition Online 0x02 0xB DEV9_MASK
SLPM_652.09 Star Ocean: Till the End of Time 0x0B 0x20014 SPU2_BEHAVIOR
SLPM_654.38 Star Ocean: Till the End of Time (Director's Cut) (Disc 1) 0x0B 0x20014 SPU2_BEHAVIOR
SLPM_654.39 Star Ocean: Till the End of Time (Director's Cut) (Disc 2) 0x0B 0x20014 SPU2_BEHAVIOR
SLPM_654.88 Grand Theft Auto: Vice City 0x0A 0x300 CDVD_READ_DELAY
SLPM_654.88 Grand Theft Auto: Vice City 0x09 0x36000200 DEV5_INT_SPEED
SLPM_656.33 I Love Baseball: Pro Yakyu wo Koyonaku 0x08 0xFA0 CPU_DELAY
SLPM_656.98 Love Songs: ADV Futaba Riho 14-sai Natsu 0x0A 0x80380 CDVD_READ_DELAY
SLPM_657.05 Final Fantasy XI: Chains of Promathia (Expansion Disc) 0x02 0xB DEV9_MASK
SLPM_657.06 Final Fantasy XI: Chains of Promathia (All-In-One Edition) 0x02 0xB DEV9_MASK
SLPM_657.19 Burnout 3: Takedown 0x01 0x1C00 SIO2_MASK
SLPM_657.83 Nobunaga no Yabou Online: Tappi no Shou 0x02 0xB DEV9_MASK
SLPM_658.94 Winning Post 6: 2005 Version 0x01 0x2400 SIO2_MASK
SLPM_659.34 Maple Colors 0x0A 0x80300 CDVD_READ_DELAY
SLPM_659.53 Final Fantasy: XI (Entry Disc 2005) 0x02 0xB DEV9_MASK
SLPM_659.84 Grand Theft Auto: San Andreas 0x0A 0x803E8 CDVD_READ_DELAY
SLPM_660.33 The Sword of Etheria 0x08 0xC1C CPU_DELAY
SLPM_660.33 The Sword of Etheria 0x00 0x2000000 TITLE_MASK
SLPM_660.48 The Sword of Etheria 0x08 0xC1C CPU_DELAY
SLPM_660.48 The Sword of Etheria 0x00 0x2000000 TITLE_MASK
SLPM_660.57 Taito Memories Vol.1 0x08 0xCE4 CPU_DELAY
SLPM_661.56 Marheaven: Arm Fight Dream 0x01 0x1800 SIO2_MASK
SLPM_661.75 Akumajo Dracula: Yami no Juin 0x08 0x60 CPU_DELAY
SLPM_661.75 Akumajo Dracula: Yami no Juin 0x0B 0x2001C SPU2_BEHAVIOR
SLPM_663.93 Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) 0x0A 0x803E8 CDVD_READ_DELAY
SLPM_663.93 Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) 0x09 0x2B47000A DEV5_INT_SPEED
SLPM_663.93 Final Fantasy XI: Treasures of Aht Urhgan (All-In-One Edition) 0x02 0xB DEV9_MASK
SLPM_663.94 Final Fantasy XI: Treasures of Aht Urhgan 0x02 0xB DEV9_MASK
SLPM_664.36 Aria the Natural 0x01 0x1800 SIO2_MASK
SLPM_664.36 Aria the Natural 0x00 0xA000000 TITLE_MASK
SLPM_665.39 Nobunaga no Yabou Online: Haten no Shou 0x02 0xB DEV9_MASK
SLPM_665.58 Tomb Raider: Legend 0x08 0x3E8 CPU_DELAY
SLPM_665.74 Detective Evangelion 0x00 0x2000000 TITLE_MASK
SLPM_680.07 Karaoke Revolution (Trial) 0x08 0x1388 CPU_DELAY
SLPM_680.10 0x08 0x1388 CPU_DELAY
SLPS_200.08 Morita Shogi 0x08 0x1388 CPU_DELAY
SLPS_200.20 FIFA 2000 World Championship 0x04 0x2001 SIF_DMA_SYNC
SLPS_200.37 Go Go Golf 0x09 0x2B47000A DEV5_INT_SPEED
SLPS_200.38 Grappler Baki: Baki Saidai no Tournament 0x08 0x1194 CPU_DELAY
SLPS_200.53 Tenshi no Present: Marle Oukoku Monogatari (Limited Edition) 0x0B 0x20000000 SPU2_BEHAVIOR
SLPS_200.66 Tenshi no Present: Marle Oukoku Monogatari 0x0B 0x20000000 SPU2_BEHAVIOR
SLPS_201.01 City Crisis 0x0A 0x80BB8 CDVD_READ_DELAY
SLPS_201.11 Magical Sports Pro Baseball 2001 0x09 0x2B47000A DEV5_INT_SPEED
SLPS_201.72 Koushien: Konpeki no Sora 0x09 0x2B47000A DEV5_INT_SPEED
SLPS_201.73 Hard Hitter 2 0x0A 0x80300 CDVD_READ_DELAY
SLPS_201.97 Surfing Air Show with RatBoy 0x09 0x2B47000A DEV5_INT_SPEED
SLPS_201.99 F1 2002 0x0B 0x20005 SPU2_BEHAVIOR
SLPS_202.00 Final Fantasy XI 0x02 0xB DEV9_MASK
SLPS_204.04 Rakushou! Pachi-Slot Sengen 2 0x0A 0x80300 CDVD_READ_DELAY
SLPS_204.29 Hissatsu Pachi-Slot Evolution: Ninja Hattori-Kun V 0x08 0x1B58 CPU_DELAY
SLPS_204.55 Simple 2000 Series Vol.94: The Aka-Champion - Come on Baby 0x0B 0x40000000 SPU2_BEHAVIOR
SLPS_250.08 Sorcerous Stabber Orphen 0x08 0xC1C CPU_DELAY
SLPS_250.71 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 0x08 0x1450 CPU_DELAY
SLPS_250.72 A Visual Mix: Ayumi Hamasaki Dome Tour 2001 0x08 0x1450 CPU_DELAY
SLPS_250.81 Saishuu Densha 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_251.36 Kuon no Kizuna Sairin Mikotonori 0x0A 0x805DC CDVD_READ_DELAY
SLPS_251.42 Tiger Woods PGA Tour 2002 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_251.50 Only You 0x0B 0x40000000 SPU2_BEHAVIOR
SLPS_252.37 Only You 0x0B 0x40000000 SPU2_BEHAVIOR
SLPS_252.75 Def Jam: Vendetta 0x01 0x802 SIO2_MASK
SLPS_252.78 Memories Off: Mix 0x0A 0x80300 CDVD_READ_DELAY
SLPS_252.90 Time Crisis 3 0x01 0x800 SIO2_MASK
SLPS_253.15 One Piece: Grand Battle 3 0x01 0x1800 SIO2_MASK
SLPS_253.57 3-Nen B-Gumi Kinpachi Sensei: Densetsu no Kyoudan ni Tate! 0x01 0x1800 SIO2_MASK
SLPS_253.79 Tokyo Majin Gakuen: Kaihoujyou Kefurokou 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_254.06 Hitman: Contracts 0x08 0xDAC CPU_DELAY
SLPS_254.18 Ace Combat 5: The Unsung War 0x0A 0x500000 CDVD_READ_DELAY
SLPS_255.10 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SLPS_255.85 Monster Farm 5: Circus Caravan 0x07 5 MECHA_RECOGTIME
SLPS_255.86 Tales of the Abyss 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_256.04 Ar tonelico Qoga: Knell of Ar Ciel 0x00 0xA000000 TITLE_MASK
SLPS_256.67 Daito Giken Premium Pachi-Slot Collection: Yoshimune 0x01 0x1800 SIO2_MASK
SLPS_256.98 Fatal Fury Battle Archives Volume 2 0x00 0xA000000 TITLE_MASK
SLPS_257.08 The Familiar of Zero (Limited Edition) 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_257.09 The Familiar of Zero 0x0A 0x803E8 CDVD_READ_DELAY
SLPS_257.21 HimeHibi - Princess Days 0x0B 0x8000000 SPU2_BEHAVIOR
SLPS_257.22 Routes PE (Limited Edition) 0x08 0x3E8 CPU_DELAY
SLPS_257.27 Routes PE 0x08 0x3E8 CPU_DELAY
SLPS_732.49 Ar tonelico Qoga: Knell of Ar Ciel (Platinum) 0x00 0xA000000 TITLE_MASK
SLUS_200.11 Orphen: Ocion of Sorcery 0x08 0x1388 CPU_DELAY
SLUS_200.11 Orphen: Ocion of Sorcery 0x09 0x8000010 DEV5_INT_SPEED
SLUS_200.77 Donald Duck: Go'in Quackers 0x01 0x800 SIO2_MASK
SLUS_202.74 City Crisis 0x0A 0x80BB8 CDVD_READ_DELAY
SLUS_203.05 Simpsons: Road Rage 0x01 0x800 SIO2_MASK
SLUS_203.64 Tiger Woods PGA Tour 2002 0x0A 0x803E8 CDVD_READ_DELAY
SLUS_204.13 Shadowman 2 0x0A 0x80600 CDVD_READ_DELAY
SLUS_204.33 SWAT: Global Strike Team 0x01 0x800 SIO2_MASK
SLUS_204.88 Star Ocean: Til the end of Time [Disc 1] 0x08 0x1388 CPU_DELAY
SLUS_205.72 Tiger Woods PGA Tour 2003 0x0A 0x803E8 CDVD_READ_DELAY
SLUS_205.90 Spyhunter 2 0x01 0x800 SIO2_MASK
SLUS_206.35 Muppets Party Cruise 0x01 0x801 SIO2_MASK
SLUS_206.39 Def Jam Vendetta 0x01 0x800 SIO2_MASK
SLUS_206.86 Splashdown: Rides Gone Wild 0x0A 0x80400 CDVD_READ_DELAY
SLUS_208.38 All-Star Baseball 2005 0x01 0x802 SIO2_MASK
SLUS_208.51 Ace Combat 5: The Unsung War 0x0A 0x500000 CDVD_READ_DELAY
SLUS_208.91 Star Ocean: Til the end of Time [Disc 2] 0x08 0x1388 CPU_DELAY
SLUS_209.18 Super Monkey Ball: Deluxe 0x01 0x800 SIO2_MASK
SLUS_210.59 Tekken 5 0x0B 0x40000000 SPU2_BEHAVIOR
SLUS_210.70 Final Fantasy XI: Chains of Promathia 0x02 0xB DEV9_MASK
SLUS_210.89 Karaoke Revolution Vol.3 0x08 0x1388 CPU_DELAY
SLUS_213.31 Sonic Riders 0x01 0x800 SIO2_MASK
SLUS_213.39 Puzzle Challenge 0x01 0x800 SIO2_MASK
SLUS_214.04 Final Fantasy XI: Treasures of Aht Urhgan 0x02 0xB DEV9_MASK
SLUS_214.52 Valkyrie Profile 2: Silmeria 0x08 0x1388 CPU_DELAY

Folder/File layout

Example: Max Payne Classic

├── config-emu-ps4.txt
├── docs
│   └── revision.h
├── eboot.bin
├── feature_data
│   └── SLES-50326_features.lua
├── formatted.card
├── image
│   └── disc01.iso
├── lua_include
│   ├── ee-cpr0-alias.lua
│   ├── ee-gpr-alias.lua
│   ├── ee-hwaddr.lua
│   ├── language.lua
│   ├── pad-and-key.lua
│   ├── ps2.lua
│   └── utils.lua
├── patches
│   └── SLES-50326_cli.conf
├── PS20220WD20050620.crack
├── ps2-emu-compiler.self
├── sce_companion_httpd
│   └── html
│       ├── BackCover.jpg
│       ├── base
│       │   ├── arrow_up.png
│       │   └── sprites.png
│       ├── css
│       │   ├── default-skin.png
│       │   └── styles.min.css
│       ├── index.html
│       ├── js
│       │   └── app.min.js
│       ├── large
│       │   ├── Box01.jpg
│       │   ├── Box04.jpg
│       │   ├── landscape
│       │   │   ├── Box01.jpg
│       │   │   ├── Box04.jpg
│       │   │   ├── Page01.jpg From 01 to 59
│       │   │   └── Page59.jpg
│       │   ├── Page01.jpg From 01 to 116
│       │   └── Page116.jpg
│       ├── medium
│       │   ├── Box01.jpg
│       │   ├── Box04.jpg
│       │   ├── landscape
│       │   │   ├── Box01.jpg
│       │   │   ├── Box04.jpg
│       │   │   ├── Page01.jpg From 01 to 59
│       │   │   └── Page59.jpg
│       │   ├── Page01.jpg from 01 to 116
│       │   └── Page116.jpg
│       ├── small
│       │   ├── Box01.jpg from 01 to 04
│       │   ├── Box04.jpg
│       │   ├── landscape
│       │   │   ├── Box01.jpg from 01 to 04
│       │   │   ├── Box04.jpg
│       │   │   ├── Page01.jpg From 01 to 59
│       │   │   └── Page59.jpg
│       │   ├── Page01.jpg From 01 to 116
│       │   └── Page116.jpg
│       └── thumbnails
│           ├── BoxThumb01.jpg
│           ├── BoxThumb04.jpg
│           ├── landscape
│           │   ├── BoxThumb01.jpg
│           │   ├── BoxThumb04.jpg
│           │   ├── Thumb01.jpg from 01 to 59
│           │   └── Thumb59.jpg
│           ├── Thumb01.jpg From 01 to 116
│           └── Thumb116.jpg
├── sce_module
│   ├── libc.prx
│   └── libSceFios2.prx
├── sce_sys
│   ├── about
│   │   └── right.sprx
│   └── keystone
└── trophy_data
    └── SLES-50326_trophies.lua

LUA include files

Files that some official pkgs use in order for the lua files to be separate.


pad-connect-type.lua


local PadConnectType = {}

PadConnectType.DS4				= 0
PadConnectType.HID              = 1		-- any 3rd party USB controller (fight stick, turbo controller, etc), always local.
PadConnectType.REMOTE_DS4       = 2		-- remote DS4 should behave just like regular DS4
PadConnectType.REMOTE_VITA      = 3		-- remote VITA lacks analog L2/R2

return PadConnectType


sprite.lua


local kFilterMode = {}
kFilterMode.Point                         		  = 0x00000000	-- < Sample the one texel nearest to the sample point.
kFilterMode.Bilinear                      		  = 0x00000001	-- < Sample the four texels nearest the sample point, and blend linearly.

local kWrapMode = {}
kWrapMode.Wrap                            		  = 0x00000000	-- < The integer portion of the input coordinate is discarded, and the fractional portion is used instead. <c>U=U-floorf(U);</c>
kWrapMode.Mirror                          		  = 0x00000001	-- < The input coordinate is "reflected" across the texture boundary. This reflection may occur multiple times until the coordinate falls within the <c>[0..1]</c> range. <c>U=isOdd(floorf(U)) ? 1-fracf(U) : fracf(U)</c>
kWrapMode.ClampLastTexel                  		  = 0x00000002	-- < The input coordinate is clamped to the range <c>[0..1]</c>. <c>U=max(0,min(1,U));</c>
kWrapMode.MirrorOnceLastTexel             		  = 0x00000003	-- < The input coordinate is reflected at most one time and then clamped to the range <c>[0..1]</c>. <c>U=abs(max(-1,min(1,U));</c>
kWrapMode.ClampHalfBorder                 		  = 0x00000004	-- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.MirrorOnceHalfBorder            		  = 0x00000005	-- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are not within half a pixel of the border are considered clamped.
kWrapMode.ClampBorder                     		  = 0x00000006	-- < Similar to kWrapModeClampLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.
kWrapMode.MirrorOnceBorder                		  = 0x00000007	-- < Similar to kWrapModeMirrorOnceLastTexel, but if clamping is necessary, the output color will be the border color specified by the Sampler. For this mode, coordinates that are outside the range <c>[0..1]</c> are considered clamped.

local kBlendMultiplier = {}
kBlendMultiplier.Zero                             = 0x00000000  -- < Multiply the associated input by zero.
kBlendMultiplier.One                              = 0x00000001  -- < Multiply the associated input by one.
kBlendMultiplier.SrcColor                         = 0x00000002  -- < Multiply the associated input by the fragment color.
kBlendMultiplier.OneMinusSrcColor                 = 0x00000003  -- < Multiply the associated input by one minus the fragment color.
kBlendMultiplier.SrcAlpha                         = 0x00000004  -- < Multiply the associated input by the fragment alpha.
kBlendMultiplier.OneMinusSrcAlpha                 = 0x00000005  -- < Multiply the associated input by one minus the fragment alpha.
kBlendMultiplier.DestAlpha                        = 0x00000006  -- < Multiply the associated input by the render target alpha.
kBlendMultiplier.OneMinusDestAlpha                = 0x00000007  -- < Multiply the associated input by one minus the render target alpha.
kBlendMultiplier.DestColor                        = 0x00000008  -- < Multiply the associated input by the render target color.
kBlendMultiplier.OneMinusDestColor                = 0x00000009  -- < Multiply the associated input by one minus the render target color.
kBlendMultiplier.SrcAlphaSaturate                 = 0x0000000a  -- < Multiply the associated input by the minimum of 1 or fragment alpha.
kBlendMultiplier.ConstantColor                    = 0x0000000d  -- < Multiply the associated input by the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantColor            = 0x0000000e  -- < Multiply the associated input by one minus the constant color. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.Src1Color                        = 0x0000000f  -- < Multiply the associated input by a secondary fragment color.
kBlendMultiplier.InverseSrc1Color                 = 0x00000010  -- < Multiply the associated input by one minus a secondary fragment color.
kBlendMultiplier.Src1Alpha                        = 0x00000011  -- < Multiply the associated input by a secondary fragment alpha.
kBlendMultiplier.InverseSrc1Alpha                 = 0x00000012  -- < Multiply the associated input by one minus a secondary fragment alpha.
kBlendMultiplier.ConstantAlpha                    = 0x00000013  -- < Multiply the associated input by the constant color alpha. @see DrawCommandBuffer::setBlendColor()
kBlendMultiplier.OneMinusConstantAlpha            = 0x00000014  -- < Multiply the associated input by one minus the constant color alpha. @see DrawCommandBuffer::setBlendColor()

local kBlendFunc = {}
kBlendFunc.Add                        			  = 0x00000000  -- < The source value is added to the destination value.
kBlendFunc.Subtract                   			  = 0x00000001  -- < The destination value is subtracted from the source value.
kBlendFunc.Min                        			  = 0x00000002  -- < The minimum of the source and destination values is selected.
kBlendFunc.Max                        			  = 0x00000003  -- < The maximum of the source and destination values is selected.
kBlendFunc.ReverseSubtract            			  = 0x00000004  -- < The source value is subtracted from the destination value.

-- Default blending mode, ideal for typical alpha channel embedded into a PNG image.
blendDefaultEquation = {
	kBlendMultiplier.SrcAlpha,					-- src multiplier
	kBlendFunc.Add,		                        -- blend function
	kBlendMultiplier.OneMinusSrcAlpha,		    -- dest multiplier
}

blendConstFadeEquation = {
	kBlendMultiplier.ConstantAlpha,					-- src multiplier
	kBlendFunc.Add,		                  	 	    -- blend function
	kBlendMultiplier.OneMinusConstantAlpha,		    -- dest multiplier
}

return kFilterMode, kWrapMode, kBlendMultiplier, kBlendFunc


ee-cpr0-alias.lua

cpr = {}

cpr.index		= 0
cpr.random		= 1
cpr.entrylo0	= 2
cpr.entrylo1	= 3
cpr.context		= 4
cpr.pagemask	= 5
cpr.wired		= 6
cpr.badvaddr	= 8
cpr.count		= 9
cpr.entryhi		= 10
cpr.compare		= 11
cpr.status		= 12
cpr.cause		= 13
cpr.epc			= 14
cpr.prid		= 15
cpr.config		= 16
cpr.badpaddr	= 23
cpr.hwbk		= 24
cpr.pccr		= 25
cpr.taglo		= 28
cpr.taghi		= 29
cpr.errorepc	= 30

return cpr

ee-gpr-alias.lua


-- Recommended method to import this module:
--   local gpr = require("ee-gpr-alias")
-- 
-- Using the global 'lang' variable is depreciated.  This will change to a local-scope variable after
-- the depreciation period has expired in April 2016.

gpr = {}

gpr.zero = 0
gpr.at   = 1
gpr.v0   = 2
gpr.v1   = 3
gpr.a0   = 4
gpr.a1   = 5
gpr.a2   = 6
gpr.a3   = 7
gpr.t0   = 8
gpr.t1   = 9
gpr.t2   = 10
gpr.t3   = 11
gpr.t4   = 12
gpr.t5   = 13
gpr.t6   = 14
gpr.t7   = 15
gpr.s0   = 16
gpr.s1   = 17
gpr.s2   = 18
gpr.s3   = 19
gpr.s4   = 20
gpr.s5   = 21
gpr.s6   = 22
gpr.s7   = 23
gpr.t8   = 24
gpr.t9   = 25
gpr.k0   = 26
gpr.k1   = 27
gpr.gp   = 28
gpr.sp   = 29
gpr.fp   = 30
gpr.ra   = 31

return gpr

ee-hwaddr.lua

gif_hw  = {}
vif0_hw = {}
vif1_hw = {}

gif_hw.CHCR			= 0x1000A000
gif_hw.MADR			= 0x1000A010
gif_hw.QWC			= 0x1000A020
gif_hw.TADR			= 0x1000A030
gif_hw.ASR0			= 0x1000A040
gif_hw.ASR1			= 0x1000A050
gif_hw.SADR			= 0x1000A080

vif0_hw.CHCR		= 0x10008000
vif0_hw.MADR		= 0x10008010
vif0_hw.QWC			= 0x10008020
vif0_hw.TADR		= 0x10008030
vif0_hw.ASR0		= 0x10008040
vif0_hw.ASR1		= 0x10008050
vif0_hw.SADR		= 0x10008080

vif1_hw.CHCR		= 0x10009000
vif1_hw.MADR		= 0x10009010
vif1_hw.QWC			= 0x10009020
vif1_hw.TADR		= 0x10009030
vif1_hw.ASR0		= 0x10009040
vif1_hw.ASR1		= 0x10009050
vif1_hw.SADR		= 0x10009080

return gif_hw, vif0_hw, vif1_hw, nil

language.lua


-- Recommended method to import this module:
--   local lang = require("language")
-- 
-- Using the global 'lang' variable is depreciated.  This will change to a local-scope variable after
-- the depreciation period has expired in April 2016.

lang = {}

lang.japanese		= 0
lang.english		= 1
lang.french			= 2
lang.spanish		= 3
lang.german			= 4
lang.italian		= 5
lang.dutch			= 6
lang.portuguese		= 7
lang.russian		= 8
lang.korean			= 9
lang.chinese_traditional	= 10
lang.chinese_simplified		= 11
lang.finnish		= 12
lang.swedish		= 13
lang.danish			= 14
lang.norwegian		= 15
lang.polish			= 16
lang.portuguese_brazil	= 17
lang.english_gb		= 18
lang.turkish		= 19
lang.spanish_la		= 20
lang.arabic			= 21
lang.french_canada	= 22

return lang

pad-and-key.lua


pad = {}

-- Left Side
pad.LU	= 0x0010	-- Up
pad.LD	= 0x0040	-- Down
pad.LL	= 0x0080	-- Left
pad.LR	= 0x0020	-- Right

-- Right Side
pad.RU	= 0x1000	-- Up (Triangle)
pad.RD	= 0x4000	-- Down (Cross)
pad.RL	= 0x8000	-- Left (Square)
pad.RR	= 0x2000	-- Right (Circle)

-- aliases
pad.UP		= 0x0010	-- LU
pad.DOWN	= 0x0040	-- LD
pad.LEFT	= 0x0080	-- LL
pad.RIGHT	= 0x0020	-- LR
pad.TRIANGLE= 0x1000
pad.CROSS	= 0x4000
pad.SQUARE	= 0x8000
pad.CIRCLE	= 0x2000

pad.L1	= 0x0400
pad.L2	= 0x0100
pad.L3	= 0x0002

pad.R1	= 0x0800
pad.R2	= 0x0200
pad.R3	= 0x0004

pad.SELECT	= 0x0001
pad.START	= 0x0008

keyboard = {}

keyboard.ESCAPE		= 0x1000
keyboard.SLASH		= 0x1001
keyboard.SEPARATOR	= 0x1002	-- backslash or pipe (\|)
keyboard.BACKQUOTE	= 0x1003
keyboard.PAGEDOWN	= 0x1004
keyboard.PAGEUP		= 0x1005
keyboard.F1			= 0x1006
keyboard.F2			= 0x1007
keyboard.F3			= 0x1008
keyboard.F4			= 0x1009
keyboard.F5			= 0x100a
keyboard.F6			= 0x100b
keyboard.F7			= 0x100c
keyboard.F8			= 0x100d
keyboard.F9			= 0x100e
keyboard.F10		= 0x100f
keyboard.F11		= 0x1010
keyboard.F12		= 0x1011

ps2.lua


require("ee-gpr-alias")
require("utils")

MipsInsn = {}
MipsInsn.IsAddi			= function(insn) return (insn & 0xfc000000) == 0x20000000 end	-- addi rt,rs,simm
MipsInsn.IsAddiu		= function(insn) return (insn & 0xfc000000) == 0x24000000 end	-- addiu rt,rs,simm
MipsInsn.IsBeq			= function(insn) return (insn & 0xfc000000) == 0x10000000 end	-- beq rs,rt,off
MipsInsn.IsJ			= function(insn) return (insn & 0xfc000000) == 0x08000000 end	-- j target
MipsInsn.IsJal			= function(insn) return (insn & 0xfc000000) == 0x0c000000 end	-- jal target
MipsInsn.IsJr			= function(insn) return (insn & 0xfc1fffff) == 0x00000008 end	-- jr rs
MipsInsn.IsLq			= function(insn) return (insn & 0xfc000000) == 0x78000000 end	-- lq rt,simm(rs)
MipsInsn.IsLd			= function(insn) return (insn & 0xfc000000) == 0xdc000000 end	-- ld rt,simm(rs)
MipsInsn.IsLw			= function(insn) return (insn & 0xfc000000) == 0x8c000000 end	-- lw rt,simm(rs)
MipsInsn.IsSq			= function(insn) return (insn & 0xfc000000) == 0x7c000000 end	-- sq rt,simm(rs)
MipsInsn.IsSd			= function(insn) return (insn & 0xfc000000) == 0xfc000000 end	-- sd rt,simm(rs)
MipsInsn.IsSw			= function(insn) return (insn & 0xfc000000) == 0xac000000 end	-- sw rt,simm(rs)
MipsInsn.IsEnd			= function(insn) return (insn & 0xfc00003f) == 0x0000000d end

MipsInsn.GetRt			= function(insn) return (insn >> 16) & 0x1f end
MipsInsn.GetRs			= function(insn) return (insn >> 21) & 0x1f end
MipsInsn.GetSimm		= function(insn) return ((insn << 48) >> 48) end
MipsInsn.GetOff			= function(insn) return MipsInsn.GetSimm(insn) end
MipsInsn.GetTarget		= function(insn) return insn & 0x3ffffff end

-- return FIFO queue of stack trace
-- the queue item is { caller-addr, return-from }
--
-- example:
--    print("=== stack trace ===")
--	  local stack_trace = MipsStackTrace(eeObj, eeObj.GetPc()+4, eeObj.GetGpr(gpr.ra), eeObj.GetGpr(gpr.sp))
--	  while not stack_trace:isEmpty() do
--		 local caller = stack_trace:dequeue()
--		 print( string.format(" 0x%08x [will return from : %x]", caller[1], caller[2]) )
--	  end
--
-- NOTE: you must +4 against GetPc() if you in a EE/IOP hook.
--		 Because EE/IOP jit executed the instruction at the address already and it might affect $sp or $ra.
--
-- obj : eeObj or iopObj
-- pc  : current pc (from GetPC or readout from thread context)
-- ra  : current ra (from GetGpr or readout from thread context)
-- sp  : current sp (from GetGpr or readout from thread context)
MipsStackTrace = function (obj, pc, ra, sp, depth)
   local max_depth = depth or 10		-- max trace depth
   local n_j = 1
   local jmax = {}
   local depth = 0
   local bdl_count = 0
   local new_pc    = 0
   local icount    = 0

   local result = Queue.new()
   local pushed_ra = Queue.new()
   while depth < max_depth and icount < 2048 do
	  -- TODO: error checks
	  if (pc & 3) ~= 0 then
		 return result
	  end
	  pc = pc & 0x01ffffff
	  sp = sp & 0x01ffffff
	  local insn = obj.ReadMem32(pc)
	  -- print(string.format("trace .. pc=%x insn=%x", pc, insn))
	  -- result:enqueue( { pc, insn } )

	  if MipsInsn.IsJr(insn) and MipsInsn.GetRs(insn) == gpr.ra then
		 bdl_count = 1
		 depth = depth + 1
		 new_pc = ra
		 -- print(string.format("jr ra : ra=%x", ra))
		 icount = 0
		 -- print(string.format("enqueue caller pc=%x ret addr=%x", new_pc-8, pc))
		 result:enqueue( {new_pc-8, pc} )	-- {return-addr, where-from}
	  elseif MipsInsn.IsAddiu(insn) and MipsInsn.GetRt(insn) == gpr.sp and MipsInsn.GetRs(insn) == gpr.sp then
		 sp = sp + MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
		 -- print(string.format("addiu sp,sp,** : new sp = %x", sp))
	  elseif MipsInsn.IsLq(insn) or MipsInsn.IsLd(insn) or MipsInsn.IsLw(insn) then
		 if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
			-- the code might push $ra on the stack after start pc.
			-- in such case, we must not retrieve $ra value from the memory.
			if pushed_ra:isEmpty() then
			   local imm = MipsInsn.GetSimm(insn) -- ((insn<<48) >>48)
			   -- print(string.format("retrieve ra from stack(%x) : sp=%x imm=%x", sp+imm, sp, imm))
			   ra = obj.ReadMem32(sp + imm)
			   -- print(string.format("load ra,%x(sp) : sp = %x+%x, ra = %x", imm, sp, imm, ra))
			else
			   -- print(string.format("retrieve ra from pushed one"))
			   pushed_ra:dequeue()
			end
		 end
	  elseif MipsInsn.IsSq(insn) or MipsInsn.IsSd(insn) or MipsInsn.IsSw(insn) then
		 if MipsInsn.GetRt(insn) == gpr.ra and MipsInsn.GetRs(insn) == gpr.sp then
			pushed_ra:enqueue(pc);
		 end
	  elseif MipsInsn.IsJ(insn) then	-- j **
		 local imm = MipsInsn.GetTarget(insn)
		 imm = imm << 2
		 if pc == imm then
			-- jump to self? maybe we can ignore it.
		 else
			new_pc = imm
			-- print(string.format("j ** : new_pc = %x", new_pc))
			bdl_count = 1
			for t=1, n_j do
			   if jmax[t] == new_pc then
				  return result							-- closed loop
			   end
			end
			if n_j > 1024 then
			   return result							-- jump buffer overflow
			end
			jmax[n_j] = new_pc
			n_j = n_j + 1
		 end
	  elseif MipsInsn.IsBeq(insn) and MipsInsn.GetRs(insn) == gpr.zero then	-- beq zero,**
		 local offset = MipsInsn.GetOff(insn) -- ((insn<<48) >> 48)
		 offset = offset << 2
		 new_pc = pc + 4 + offset

		 if pc == new_pc then
			-- jump to self? maybe we can ignore it
		 else
			-- print(string.format("beq zero,** : new_pc=%x", new_pc))
			bdl_count = 1
			for t = 1, n_j do
			   if jmax[t] == new_pc then
				  return result
			   end
			end
			if n_j > 1024 then
			   return result
			end
			jmax[n_j] = new_pc
			n_j = n_j + 1
		 end
	  elseif MipsInsn.IsEnd(insn) then	-- end
		 -- print(string.format("end"))
		 return result
	  elseif MipsInsn.IsJal(insn) then	-- jal **
		 local imm = insn & 0x03ffffff
		 imm = imm << 2
		 -- print(string.format("jal ** : addr = %x", imm))
		 -- call
	  end

	  icount = icount + 1
	  pc = pc + 4

	  -- -- print(string.format("bdl_count=%d", bdl_count))
	  if bdl_count > 0 then
		 if bdl_count == 2 then
			pc = new_pc
			bdl_count = 0
		 else
			bdl_count = bdl_count + 1
		 end
	  end
   end
   return result
end

PS2 = {}
PS2.GetCurrentThread	= function(eeObj) return eeObj.ReadMem32(0x12fac) end
PS2.GetThreads			= function(eeObj)
   local EE_THREAD_BASE	= 0x18000
   local EE_NUM_THREADS = 0x100
   local th = EE_THREAD_BASE
   local result = Queue.new()
   for t = 0, EE_NUM_THREADS-1 do
	  -- 0 : node_prev
	  -- 4 : node_next
	  -- 8 : status
	  -- 12: pc
	  -- 16: sp
	  -- 20: gp
	  -- 24: init_pri
	  -- 26: curr_pri
	  -- 28: wstat
	  -- 32: waitId
	  -- 36: wakeupCount
	  -- 40: attr
	  -- 44: option
	  -- 48: func
	  -- 52: argc
	  -- 56: args
	  -- 60: stack
	  -- 64: size
	  -- 68: root
	  -- 72: endOfHeap
	  local status = eeObj.ReadMem32(th + 8)
	  if status ~= 0 then
		 local id    = t
		 local pri   = eeObj.ReadMem16(th + 26)
		 local gp    = eeObj.ReadMem32(th + 20)
		 local pc    = eeObj.ReadMem32(th + 12)
		 local sp    = eeObj.ReadMem32(th + 16)
		 result:enqueue( {id=id, status=status, pri=pri, gp=gp, pc=pc, sp=sp} )
	  end
	  th = th + 76
   end
   return result
end

utils.lua

-- utility classes/functions

-- Stack
-- ex:
--		my_stack = Stack.new()
--  	my_stack:push( val )
--		print( my_stack:pop( val ) )
Stack = {}

function Stack.new()
   local obj = { buff = {} }
   return setmetatable(obj, {__index = Stack})
end

function Stack:push(x)
  table.insert(self.buff, x)
end

function Stack:pop()
  return table.remove(self.buff)
end

function Stack:top()
  return self.buff[#self.buff]
end

function Stack:isEmpty()
  return #self.buff == 0
end


-- Queue
-- ex:
--		my_queue = Queue.new()
--		my_queue:enqueue( val )
--		print( my_queue:dequeue(val) )
Queue = {}

function Queue.new()
  local obj = { buff = {} }
  return setmetatable(obj, {__index = Queue})
end

function Queue:enqueue(x)
  table.insert(self.buff, x)
end

function Queue:dequeue()
  return table.remove(self.buff, 1)
end

function Queue:top()
  if #self.buff > 0 then
    return self.buff[1]
  end
end

function Queue:isEmpty()
  return #self.buff == 0
end

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