PS2 Emulation

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Description

PlayStation 2 emulation on the Playstaion 4 is handled with little difference to the Playstation 3,
But still many issues that the Playstation 3 faced Have moved into the Playstation 4 along with Many new issues.


The fact of the matter is that the PS4 is too weak for emulation, For that reason alone, Sony had to sacrifice accuracy in order to gain Performance,
But the Ps4's emu has more accuracy than PCSX2 in terms of GS and SPU Emulation, As for the other parts, PCSX2 is much better at emulating it, For instance PCSX2 syncs VU0 extremely well, the Ps4 doesn't, And it's because it doesn't have the horsepower to do that, And that has to lead to games like Rayman 3 being unplayable without overclocking the EE at a specific offset.
Each PS2 game PS4 package file (.pkg) includes the emulator itself, there is no included emulator in the PS4 firmware. although The PS4 firmware has some PS2 emulator specific features, like the functions sceLncUtilIsPs2Emu, sceShellCoreUtilGetImposeMenuFlagForPs2Emu, sceSystemServiceAddLocalProcessForPs2Emu, or sceSystemServiceShowImposeMenuForPs2Emu.


Emulators are programmed to be accurate for the games that they were extracted from, and that alone provides a challenge For accurate Emulation. since emulators include per title patches, and different default settings, and since the Playstation 2 hardware is known to be one of the most complex systems to emulate, any small change in configuration can have negative consequences in Games.


Currently the most used emulator is Jakv2 since it is the most compatible, but for game crashes we use RECVX, and for VU accuracy we use roguev1.

Also note that the BIOS itself is included in the game's pkg and it is the exact same BIOS that was used in the ps2_netemu. Another important thing is the lack of encryption mechanism for PS2 game disc image file, this time it is just a plain ISO file, but the emulator still supports LIMG sector that allows the usage of non-2048 sector size discs. Memory card is also decrypted, but the emulator checks the crc of some of the regions to ensure that the memory card was Not modified. the PS2 Emulator supports LUA scripting by "Lua Bridge", and it is an extremely powerful interface that provide many possibilities to improve compatibility.

This is first time that sony really cared about floats in their emulator. Compared to the PS3 CPU, x86-64 is doing a worse job in mimicing 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. the emulator uses openCL for GS, and probably other components.


Emulator Configuration

Files

Emulator configuration is 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.

Diagnosing problems

This guide will assist you in tracing the issue's cause,The list is based on what you can possibly solve using CLI


also don't forget to Check out ps3 Emulator Bugs, since many of them also exist in the ps4

Issue VU1 EE GS VIF IOP COP2 VU0 VU FPU
Performance ?
Glitches
Broken graphics
Crashes

Performance bottleneck order:

VU1 ==> EE ==> FPU ==> GS ==> VU0/COP2
Note: VU1 Speedhacks will be the most effective for performance.

Debugging through PS4CHEATER:

You can also use for instance the program PS4CHEATER and add the addresses of
1000000368
1000000360
And change the type into > View as Hex.
One of them will show the Current (Program counter) which will lead you to
find out which EE offset the game gets stuck on!

Commands

Known functions: Require cleanup.
The rest of the cli and lua commands can all be found inside of an emu's decrypted eboot.bin.

config-emu-ps4.txt commands

Command Values Notes Usage
Misc
--config-local-lua --config-local-lua=""
--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
--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
--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 sets title-id for patches --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
--pcr0-delta-hack 0, 1 DPCR - DMA priority control option ? --pcr0-delta-hack=1
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 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
--cdvd-sector-read-cycles 1, 40000 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 1, 40000 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 ? Correct values might be 0-3, But no one knows the values for sure, This command might have a function if multitap is set byhost --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 first mtap. --mtap2=always

XXXX-YYYYY_cli.conf commands

Please note that commands listed here also work in config-emu-ps4.txt. But the official way to use them is by CLI file. The CLI file way is also needed for multi-disc packages, Some of the Commands are still not discovered, And some known commands are missing some of their values Due to them being not Discovered. The scene has named "CLI" with 3 names, including TXT, CLI, CONF. all 3 are the exact same thing.


(EE)

Commands for the emulated Emotion Engine. these commands may assist you in gaining performance or better sync.
Command Values Notes Usage
Speedhacks
--ee-cycle-scalar To skip cycles between 1.1 And 5.0, To overclock between 0.99 and 0.1 A speedhack, if set less than 1.0 the emotion engine is overclocked, If set Higher than 1.0 the Emotion engine Begins skipping cycles, You can even have both overclock and cycle skipping values in the same CLI, Though you might face Problems in FMVs if you skip too many cycles. --ee-cycle-scalar=1.0
--ee-context-switch-cycles Range between (0.1 & integer value limit) A speedhack, rather than skipping the cycles for The entirety of the emulated EE, it seems to only skip VU1 cycles(?), The higher the value, the higher the performance. This command doesn't work on jak emulators along with a few others. --ee-context-switch-cycles=2700?
--ee-hook AdvanceClock, FastForwardClock, Mfifodrain
Hook a function to a EE offset. it can be used either as a speedhack 
or a gamefix, Advance clock will overclock the EE and it is the only one that needs a value to be set.
 FastForwardClock will skip cycles, Mfifodrain is unknown.
--ee-hook=0x0028A7B0,AdvanceClock,,500
Example for usage: --ee-hook=0xEEOFFSET,FUNCTION,OPTIONALOPCODE,VALUEFOROVERCLOCKING
Game fixes
--ee-jit-pagefault-threshold 20-200 Seems to reduce blue screen occurrence the higher the value --ee-jit-pagefault-threshold=40
--ee-sif0-cycle-scalar Range between (0.1 & integer value limit) Not a Speedhack, Sif0 cycle skipping, loading times will increase and the graphics will stutter, Not recommended. More info here --ee-sif0-cycle-scalar=6000
--ee-sif1-cycle-scalar Range between (0.1 & integer value limit) Not a Speedhack, Sif1 cycle skipping, you will only encounter stuttering graphics, may be helpful as a debug option for some games that require better sif1 Sync, not recommended. more info here --ee-sif1-cycle-scalar=6000
--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, More info --ee-const-folding=none
--ee-ignore-segfault [none,R,W,RW] Ignore segmentation fault, may help with crashes but will probably cause graphical issues --ee-ignore-segfault=read
--ee-native-function memcpy, memset, 0x0000 --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 (seems to be debug log option) --ee-jit-disasm=1
--ee-ignore-break 0, 1 Ignore Break instructions.
--ee-break-as-nop 0, 1 Turns a break instruction into a nop Instruction (this seems to be rarely useful as Break usually mean eof) --ee-break-as-nop=1
--ee-jit-opt-debug 0, 1
--ee-pc-coherency 0,1?? Seems to be a debug option for the Program counter.
--ee-inst-marking 0,1?
--ee-insn-marking 0,1?
--ee-kernel-hle 0, 1 High-level emulation kernel
--ee-injection-kernel 0, 1
--ee-injection-title 0, 1
--ee-validate-kernel 0, 1
--ee-regalloc-scalar 0,none,ReadOnly,WriteOnly,RW register allocation setting
--ee-regalloc-simd register allocation setting
--ee-regalloc-preserve-scalar LoadOnly, StoreOnly, SO, LoadStore, LS EE JIT Scalar/Int Regalloc Mode --ee-regalloc-preserve-scalar=LoadStore
--ee-regalloc-preserve-simd ReadOnly, RO, WO, WriteOnly ,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 Could be support for intel vtune, Might be related to this
--ee-live32 0,1?
--ee-cache-breaks-block 0,1?
--ee-evt-check-full 0, 1
--ee-peephole 0, 1? Use peephole optimization for the EE (?) could possibly be a speedhack
--ee-load-rewrites 0,1?
--ee-store-rewrites 0,1?
--ee-precompile-trace
--ee-penalize-short-blocks 0, 1
--ee-mem-check-eob EE memory check end of block
--ee-insn-flush-pc 0, 1 A debug option that updates the EE's program counter more often when enabled
--ee-insn-callmark
--ee-inline-limit-full insn_count/integer
--ee-inline-limit-partial
--ee-stlf-cycle-threshold ? ?
--detect-idle-ee 0, 1 Enabled by default, Uknown what it does --detect-idle-ee=1

(FPU)

The FPU is a fast single-precision unit that serves the EE. It's also called (COP1).
Command Values Notes Usage
Game fixes
--fpu-no-clamping 0, 1 Setting it to 1 enables clamping for the FPU, Can be used to fix any game with FPU clamping issues, More here --fpu-no-clamping=0
--fpu-custom-fused-madd 0, 1 Custom FMA (fused multiply-add) --fpu-custom-fused-madd=0
--fpu-accurate-range start,end offset (0x0 - 0x1FFFFFF) Accurate Mul/Div/Add/Sub Math instructions for the FPU, used for full ee/fpu accuracy in specified range --fpu-accurate-range=0x1acce0,0x2acce0
--fpu-no-clamp-range start,end offset (0x0 - 0x1FFFFFF) Full clamping for fpu in selected memory range --fpu-no-clamp-range=0x1acce0,0x2acce0
--fpu-accurate-muldiv offset (0x1FFFFFF) Fix for games that divide/multiply by 0 in specified address --fpu-accurate-muldiv=0x123456
--fpjk-muldiv-range offset (0x0 - 0x1FFFFFF) Bully uses this command, unknown usage, possibly even more accurate divide/multiply --fpjk-muldiv-range=0x123456
--fpu-accurate-muldiv-range start,end offset (0x0 - 0x1FFFFFF) Fix for games that divide/multiply by 0 in specified range --fpu-accurate-muldiv-range=0x1acce0,0x2acce0
--fpu-accurate-addsub offset (0x1FFFFFF) Accurate fpu Add/Subtract instructions in specified Address --fpu-accurate-addsub=0x234567
--fpu-accurate-addsub-range start,end offset (0x0 - 0x1FFFFFF) Accurate fpu Add/Subtract instructions in specified address range --fpu-accurate-addsub-range=0x1acce0,0x2acce0
Speedhacks
--fpu-custom-min-max 0, 1 Custom Max/Mini logic for denormals, Disabling it might break some games --fpu-custom-min-max=0
--fpu-rsqrt-fast-estimate 0, 1 less accurate rsqrt (possible speedhack, but can degrade accuracy) --fpu-rsqrt-fast-estimate=1
--fpu-accurate-mul-fast 0, 1 A speed up option for --fpu-accurate-muldiv-range And only has an effect when muldiv command is being used, the command basically removes the accurate divide part from muldiv for the purpose of performance --fpu-accurate-mul-fast=1
Other
--fpu-to-double 0, 1 Converts floats to double, enabling it will increase the fpu's accuracy
--fpu-clamp-operands 0, 1 A clamping setting that increases clamping functionality when FPU clamping is enabled. --fpu-clamp-operands=1
--fpu-clamp-results 0, 1 A clamping setting that increases clamping functionality when FPU clamping is enabled. --fpu-clamp-results=1

Vector Interface (VIF)

Decompresses vector data, uploads microprograms to the VUs, and sends graphical data to the GIF.
Command Values Notes Usage
Game fixes
--vif-ignore-invalid-cmd 0, 1 Ignore invalid vif commands --vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints 0, 1 possible fix for games that Crash at startup when set to 1 --vif1-ignore-cmd-ints=1
--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, can be used to fix graphical glitches when set to 0, Or to prevent the game from freezing --vif1-instant-xfer=0
--vif-thread-chunk-size 1, 1000 Can be used to fix Games stuck at splash screen or later in the game. 1024 seems to be the limit --vif-thread-chunk-size=100
--detect-idle-vif 0, 1 Most likely turns off VIF when it's not needed if this command was set to 0 --detect-idle-vif=0

(GS)

GS stands for Graphics Synthesizer PlayStation®2 co-processor 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 gpu hungry games --gs-optimize-30fps=1
--gs-adaptive-frameskip 0, 1 Speedhack, skips frames when the Game starts demanding more resources than there are available. doesn't work on all emulators. confirmed to be working on jak emulators
--threaded-gs 0, 1 Threading the GS is done by waiting for data to be received then have multiple rendering threads in parallel when all transfers are achieved. it's basically a speedhack that hardly ever causes problems. PCSX2 Calls it MTGS and it's very similar to MTVU Except it's a much more safer option with less performance gain. --threaded-gs=1
Graphical fixes / Improvement
--force-frame-blend 0, 1 Fix for shaking screens (Deinterlacing), seems to be one of Pcsx2's Blend tff or Blend bff deinterlacing options --force-frame-blend=1
--force-pal-60hz 0, 1 Force 60hz PAL mode --force-pal-60hz=1
--gs-use-deferred-l2h 0, 1 Some delay option for L2H (local to host, GS to EE) --gs-use-deferred-l2h=1
--gs-use-mipmap 0, 1 Turn mipmapping on or off, the original ps2 hardware enables mipmapping by default, but in the case of emulation it will generally cause performance issues. Required for CL kernels using mipmaping --gs-use-mipmap=1
--gs-use-clut-merge 0, 1 CLUT = Color lookup table, it could possibly solve graphical issues or improve the quality of the colors. it is Required for CL kernels using merging CLUT --gs-use-clut-merge=1
--l2h-2d-params TRXREG,BITBLTBUF,height --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
--gs-h2l-accurate-hash 0, 1 Used with h2l Upscaler --gs-h2l-accurate-hash=1
--gs-h2l-list-opt 0, 1 Used with h2l Upscaler --gs-h2l-list-opt=1
--gs-progressive 0, 1 Force progressive scan, it's used to fix Graphical glitches/double screen issues when used
--gs-vert-precision 8, 16 3D Rendering vertex precision, the eboot expects the value of 8 or 16 , any other value will cause a blue screen crash. --gs-vert-precision=8
--gs-force-bilinear 0, 1 force bilinear filtering. Can fix ghosting problems. but it's not recommended in games that use 2D images --gs-force-bilinear=1
--gs-ignore-dirty-page-border 0, 1 This seems to be one of pcsx2's Blending accuracy options. --gs-ignore-dirty-page-border=1
--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
--gs-skip-dirty-flush-on-mipmap 0, 1 Skip flushing the texture cache when mipmap settings change (?) Require mipmap GS CL kernel --gs-skip-dirty-flush-on-mipmap=1
--gs-packed15-fmv-opt 0, 1 --gs-packed15-fmv-opt=1
--gs-dirty-page-policy 0, 1 --gs-dirty-page-policy=1
--gs-fieldswap-delay 0, 254 Wait longer than usual to change field, reduces Sharpness
--gs-uv-shift-pointsampling 0, 1 Can be used with games like manhunt that have issues with UV light --gs-uv-shift-pointsampling=1
--gs-opt-frbuff-switch 0, 1 Used to fix Fmvs --gs-opt-frbuff-switch=1
--gs-ignore-rect-correction 0, 1 --gs-ignore-rect-correction=1
--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-aspect-ratio aspect/float (default=0.81) --gs-aspect-ratio=0.65
--gs-frontend-opt-mode 0, 1, 2 Seems to be an optimization for the gs with 1 being safe and 2 being unstable but with good performance --gs-frontend-opt-mode=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, up2x2tc, up2x2, default Kernel Variant Upscaler, up2x2simple Is the best if you are encountering Upscaling glitches --gs-kernel-cl-up="clutmerge2x2"
--gs-motion-factor 25, 50 --gs-motion-factor=25
--gs-override-small-tri-area 0, 1 Enabling it might fix missing text. --gs-override-small-tri-area=1
--gs-render-tile-threshold 0, 3000000 --gs-render-tile-threshold=300000
--gs-scanout-delay 0, 200 --gs-scanout-delay=200
--gs-scanout-offsetx relative offset/ignored Directly overwrite GS register? --gs-scanout-offsetx=27
--gs-scanout-offsety relative offset/ignored Directly overwrite GS register? --gs-scanout-offsety=27
--gs-flush-ad-xyz always, safe, off, 0 Force a primitive flush when a framebuffer is also an input texture, fixes some processing effects but it's very heavy on the GS and will cost you performance, GTA: SA and Jak games need this command. --gs-flush-ad-xyz=safe
--safe-area-min area/float (range 0.9 to 1.0) any other values outside of that range will not be accepted by the emulator --safe-area-min=0.9
Other
--framelimit-mode slowest,slower,slow,normal,fast,fastest,turbo a Standalone Framelimiter --framelimit-mode=fast
--no-gs 0, 1 Debug option that turns gs off
--gs-hdr-support 0, 1? Enable hdr support ?
--idec-cycles-per-qwc int/multiplier --idec-cycles-per-qwc=768

Vector Units (VU)

Custom DSPs used to process vertex data, physics calculations, and other related tasks. Settings found here affect VU1 & VU0 & COP2
Command Values Notes Usage
Game fixes
--vu-xgkick-delay 0, 8 Delay xgkick instruction execute, pcsx2 use 6 cycles, emu in ps3 use 2-8 cycles depend on game, Can be used to either cause or fix Graphical glitches --vu-xgkick-delay=8
--vu-hack-triace 0, 1 Special hack for games that were Developed by Tri Ace, correct VU addi calculation. Without it result is one bit off, which is enough to break game decryption algo, and thus crashing the game. --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-custom-fused-madd 0, 1 Custom FMA (fused multiply-add) --vu-custom-fused-madd=1
--vu-custom-min-max 0, 1 Custom Max/Mini logic for denormals, Disabled on pcsx2 by default. But enabled by default on the ps4, Disabling it might break some games --vu-custom-min-max=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 (Speedhack), Won't work with most emulators, confirmed to be supported by 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, confirmed to be supported by Arc Twilight of the Spirits™ --vu-opt-jr-caching=1
Other
--vu-to-double 0, 1 Converts floats to double, Enabling it will increase the VU's Accuracy
--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 Enable instant mac flag --vu-inst-mflag=1
--vu-inst-cflag 0, 1 Enable instant clip flag --vu-inst-cflag=1
--vu-aot-disasm 0, 1 ? Seems to be only working in jakxv2, unknown usage --vu-aot-disasm=1
--vtune-vu ? ?
--vu-jit-disasm 0, 1, 2 VU Just-in-time Dissassembler? Seems to be a debug option 0,1=mips,2=x86
--vu-range-merge vu_inst_cnt ?

(VU1)

VU1 is the GS’s alternate processing unit, Commands here can possibly improve performance and/or Prevent crashes.
Command Values Notes Usage
Speedhacks
--vu1-mpg-cycles 1-3000 Set cycle skipping for VU1 Micro-programs, 100 is default value, Increase the value for better VU1 performance, With no downsides to FMVs --vu1-mpg-cycles=1000
--vu1-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. vu1-di-bits=0
--vu1-const-prop 0, 1 The constant propagation speedhack is enabled by default. 1 will enable the speedhack and thus improve performance, and 0 will disable it and cause performance issues.More info --vu1-const-prop=1
--vu1-opt-flags 0, 1, 2 Optimize flags instances when do VU 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. Setting it to 1 is safe but setting it to 2 is highly unstable. --vu1-opt-vf00=2
--vu1-jr-cache-policy newprog, sameprog, auto, new, same PCSX2 uses newprog as default setting.Info --vu1-jr-cache-policy=sameprog
--vu1-jalr-cache-policy newprog, sameprog, auto, new, same PCSX2 uses newprog as default setting.Info --vu1-jalr-cache-policy=sameprog
--vu1-injection 0, 1 unsure what it does, But it might be possibly a command to Keep commands like vu1mpgcycles on during the entire game rather than when vu1 is experiencing slowdowns. --vu1-injection=1
--vu1-opt-subroutine 0, 1 Optimization for the VU1 when enabled
Game fixes
--vu1 jit-sync, jit, trans, jit-async Selector between IR/JIT and it modes, jit-sync works the same as disabling MTVU. --vu1=jit-sync
--vu1-no-clamping 0, 1 Despite how sony named this command, 1 enables full clamping, 0 Disables it, Can be used to fix graphical glitches. --vu1-no-clamping=0
--vu1-clamp-range vu1 memory offset start,end (0x0 - 0x3FF) Values must be 2 bytes or lower and should not exceed 0x0800
--vu1-accurate-addsub-range vu1 memory offset start,end (0x0 - 0x3FF) Accurate VU1 Add/Subtract Instructions in specified Address Range, Values must be 2 bytes or lower and should not exceed 0x0800 --vu1-accurate-addsub-range=0x0000,0x0600
--vu1-mul0fix-range vu1 memory offset start,end (0x0 - 0x3FF) Enables VU1 to accurately multiply by 0 in specified range --vu1-mul0fix-range=0x123,0x123
--vu1-inst-q 0, 1 instant Q, no stalling on WAITQ, or instances of Q, Can fix or cause Graphical glitches. --vu0-inst-q=1
--vu1-inst-p 0, 1 instant P, no stalling on WAITP, or instances of P --vu0-inst-p=1
--vu1-use-rcp 0, 1 use sse rcp
--vu1-use-rsqrt 0, 1 use sse rsqrt
--vu1-native-patch 0, 1 Use native patches from recompiler, not compatible with jak emus, Could be VU1 round mode --vu1-native-patch=1
Other
--vu1-opt-aot 0, 1? Seems to be only working in jakxv2, unknown usage --vu1-opt-aot=1
--vu1-aot-outmode out/overwrite, append
--vu1-aot-start-crc Offset start
--vu1-aot-end-crc Offset End??
--vu1-aot-start-addr Offset start
--vu1-aot-end-addr Offset End
--vu1-clamp-operands 0, 1 A clamping setting that increases clamping functionality when VU1 clamping is enabled. --vu1-clamp-operands=1
--vu1-clamp-results 0, 1 A clamping setting that increases clamping functionality when VU1 clamping is enabled. --vu1-clamp-results=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 --assert-path1-ad=1

(VU0)

VU0 is the EE’s alternate processing unit , it is also called "micro-mode"
Command Values Notes Usage
Speedhacks
--vu0-injection 0, 1 no one knows what this is used for --vu0-injection=1
--vu0-mpg-cycles 100-3000 set initial cycles for vu0 microprograms, 100 is the Default value, 3000 Should more than enough for performance --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=0
--vu0-opt-vf00 0, 1, 2 Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. --vu0-opt-vf00=1
--vu0-opt-subroutine 0, 1?
--vu0-opt-flags 0, 1, 2 Optimize flags when do VU 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 - 0xA000) per range clamping for VU0 --vu0-clamp-range=0x100,0x120
--vu0-no-clamping 0, 1 Set to 1 to enable clamping for VU0, Set to 0 to disable it. --vu0-no-clamping=0
--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, not stalling on WAITP, or instances of P --vu0-inst-p=1
--vu0-use-rcp 0, 1 use sse rcp --vu0-use-rcp=1
--vu0-use-rsqrt 0, 1 use sse rsqrt --vu0-use-rsqrt=1
--vu0-accurate-addsub-range offset (0x0 - 0xA000) Accurate VU0 Add/Subtract Instructions in specified Address range
--vu0-mul0fix-range vu0 memory offset start,end (0x0 - 0xA000) Fix for games that multiply by zero
Other
--vu0-clamp-operands 0, 1 A clamping setting that increases clamping functionality when VU0 clamping is enabled. --vu0-clamp-operands=1
--vu0-clamp-results 0, 1 A clamping setting that increases clamping functionality when VU0 clamping is enabled. --vu0-clamp-results=1
--vu0-opt-aot 0, 1 ? Seems to be only working in jakxv2, unknown usage --vu0-opt-aot=1
--vu0-aot-outmode out/overwrite, append
--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, or VBLANK
--vu0-aot-end-addr end address for ahead of time compilation
--vu0-aot-start-crc ? verify crc for aot start block (registers)
--vu0-aot-end-crc ? verify crc for aot end block (registers)

(COP2)

COP2, Also known as VU0 Macro-mode. these commands "may" only be useful for games that use M-bit
Command Values Notes Usage
Speedhacks
--cop2-opt-flags 0, 1 ,2 Optimize flags when do VU recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) More Info --cop2-opt-flags=1
--cop2-opt-vf00 0, 1, 2 Optimization for the vf00 register. Setting it to 1 is safe but setting it to 2 is highly unstable. --cop2-opt-vf00=1
--cop2-const-prop 0, 1 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 0, 1 Setting it to 1 enables COP2 clamping, Setting it to 0 disables it. --cop2-no-clamping=0
--cop2-regalloc 0, 1 ? PCSX2 seems to have this enabled by default.
--cop2-inst-q 0, 1 instant Q, no stalling on VWAITQ, or instances of Q.
--cop2-inst-p 0, 1 instant P, no stalling on VWAITP, or instances of P.
--cop2-use-rcp 0, 1 use sse rcp
--cop2-use-rsqrt 0, 1 use sse rsqrt --cop2-use-rsqrt=0
--cop2-accurate-range start,end offset (0x0 - 0x1FFFFFF) Accurate COP2 Assembly instructions in the cop2 Address range, Can be used to fix SPS --cop2-accurate-range=0x123456,0x134567
--cop2-no-clamp-range start,end offset (0x0 - 0x1FFFFFF) Full clamping for COP2 in selected range --cop2-no-clamp-range=0x123456,0x134567
--cop2-accurate-mul-range start,end offset (0x0 - 0x1FFFFFF) Accurate Multiplication instructions in the cop2 Address range --cop2-accurate-mul-range=0x123456,0x134567
--cop2-accurate-mul offset (0x0 - 0x1FFFFFF) Accurate Multiplication instructions in the cop2 Address --cop2-accurate-mul=0x123456
--cop2-accurate-addsub-range start,end offset (0x0 - 0x1FFFFFF) Accurate Add/Subtract instructions in the cop2 Address range --cop2-accurate-addsub-range=0x123456,0x134567
--cop2-accurate-addsub offset (0x0 - 0x1FFFFFF) Accurate Add/Subtract instructions in the cop2 Address --cop2-accurate-addsub=0x123456
Other
--cop2-clamp-operands 0, 1 A clamping setting that increases clamping functionality when COP2 clamping is enabled. --cop2-clamp-operands=1
--cop2-clamp-results 0, 1 A clamping setting that increases clamping functionality when COP2 clamping is enabled. --cop2-clamp-results=1
--cop2 jit - trans Uknown usage

(CDVD)

Commands for changing the nature of CDVD emulation.
Command Values Notes Usage
Game fixes
--cdvd-sector-read-cycles 1, 40000
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 1, 40000 Fixes boot-up sometimes, More info here [2], similar usage and effect as cdvd-sector-read-cycles --cdvd-sector-seek-cycles=1
Misc
--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 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
--cdvd-determinism 0, 1 Determines if the iso is double layer or not (?) --cdvd-determinism=1
--verbose-cdvd-reads 0, 1 Seems to slightly improve reading speed when enabled (?) --verbose-cdvd-reads=1

(IOP)

The emulated I/O Processor (IOP) settings, Commands here are rarely useful, since the ps4 emulates it very accurately, very few games will require these options. 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 Range between (0.1 & 5.0) Not a Speedhack, when you lower it below 1.0 the iop is overclocked, when you increase it above 1.0 the iop cycles are skipped. the only thing you will notice from this is faster/slower loading speed --iop-cycle-scalar=1.0
--iop-const-folding None,Gpr,All IOP constant folding More info --iop-const-folding=All
--iop-sif0-cycle-scalar Range between (0.1 and integer value limit) Not a Speedhack, IOP's Sif0 cycle scalar more info here --iop-sif0-cycle-scalar=1.0
--iop-sif1-cycle-scalar Range between (0.1 and integer value limit) Not a Speedhack, IOP's Sif1 cycle scalar more info here --iop-sif1-cycle-scalar=1.0
--iop-tight-slice-count 12? --iop-tight-slice-count=12
--iop-hook AdvanceClock, FastForwardClock iop native hook --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 Most likely updates the (Program counter) more frequently for the iop (?)
--iop-inst-marking 0, 1?
--iop-jit-disasm
--iop-evt-check-full

PCSX2's Gameindex.yaml Settings

This list will help you use PCSX2's gameindex settings on the ps4


Current Gameindex.yaml
Old Gameindex.yaml files in case these settings get deleted from PCSX2

These commands are fully tested. there's no need to edit them
PCSX2 PS4 Notes
XGKickHack --vu-xgkick-delay=0.50 Note: there are other values. between 0 and 8
VuAddSubHack --vu-hack-triace=1
Required for every single game developed by TriAce
vuClampMode: 2
--vu1-no-clamping=0 
--vu0-no-clamping=0 
--cop2-no-clamping=0 
vuClampMode: 3
--vu1-no-clamping=1 
--vu0-no-clamping=1 
--cop2-no-clamping=1
vu0ClampMode: 2
--vu0-no-clamping=0
 --cop2-no-clamping=0
vu0ClampMode: 3
--vu0-no-clamping=1 
--cop2-no-clamping=1 
vu1ClampMode: 2 --vu1-no-clamping=0
vu1ClampMode: 3 --vu1-no-clamping=1
eeClampMode: 2 --fpu-no-clamping=0
eeClampMode: 3 --fpu-no-clamping=1
FpuNegDivHack & FpuMulHack --fpu-accurate-muldiv-range=0x0,0x0 Note: requires ee start and end offsets
cpuCLUTRender: 1 --gs-uv-shift-pointsampling=1
MTVUSpeedHack: 0 --vu1=jit-sync
IbitHack
--vu1-di-bits=0
--vu1-const-prop=1
preloadFrameData: 1
alignSprite: 1
roundSprite:
halfPixelOffset:
wildArmsHack: 1
mergeSprite: 1
--gs-kernel-cl-up="up2x2simple"
Note: Works very similar to them,
But it's not exactly the same, there could be 
other commands that work better for each of them.
cpuSpriteRenderBW: 4 --gs-opt-frbuff-switch=1 Note: Works very similar to it, But it's not exactly the same
mipmap: 1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
autoFlush: 1 --gs-flush-ad-xyz=safe
Possible values include
always, safe, off, 0
VIF1StallHack --vif1-instant-xfer=0
 if that doesn't work you can always use 
the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000)
VIFFIFOHack --vif1-ignore-cmd-ints=1

Emulators

Every emulator is programmed in a different way, Sometimes Choosing the right emulator is the only possible way to fix a game, this list includes The typical usage of some of The emulators.
Emulator Usage API Version Similar emulators (Usage)
Jak
Good compatibility with most ps2 games, and it has a very high api version which means more LUA commands are supported. 2.2? JakX, Jak 2, Jak 3, Parappa.
RECVX
Fixes Games like Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters Most likely due to the way it emulates Vector unit 1 Fatal Fury, Redfaction, AOFA.
Forbidden 
siren
The only emulator that fixed Ice age 2 being stuck at splash screen. this emu possibly has EE cache support
GTA3
Fixed the pal Version of Genji: Dawn of the Samurai
KOF2000
fixes graphical issues in games such as Crash Twinsanity, And prevents Koei tecmo games from suddenly freezing when battle starts, since it emulates COP2/VU1/VU0 timing much more accurately than other emulators Roguev1 and KOF98
Parappa
The only emulator that was able to Boot Spyro: A Hero's Tail
Redfaction
It is a very good emulator to use for games that are sensitive to MTVU. it Was used to fix Tony hawk games

XXXX-YYYYY_config.lua

It is the most powerful Configuration on the emulator, it Allows 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" ).

Known functions: Require cleanup.

ApiRequest

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

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 
emuAddPadHook PadPressureStickRemap SetVolumes GetVolumes 
SetAudioRoute GetAudioRoute AddSnapshotLoadedHook
RemoveSnapshotLoadedHook IsNeoMode IsToolingVerbose emuMediaPatch 
Other
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. 
OpenDiscTray
CloseDiscTray
SwitchDisc emuObj.SwitchDisc(<disc ID>) ID can be provided as is, or for example read from memory or register when needed.
EnableImposeMenu emuObj.EnableImposeMenu(<true/false>) EnableImposeMenu(false)
GetDiscId emuObj.GetDiscId() Return DiscId in XXXX_YYY.ZZ format
GetDiscTitleId
ShowDiscSwitchInfo emuObj.ShowDiscSwitchInfo()
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, Strangely, Some Games can Crash if their Specific Language is not selected
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
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, This setting can sometimes be harmful when used globally in config files. Loading times are faster, but the game also runs faster than it should when the PS4 has enough free cpu power.
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
PadSetLightBar emuObj.PadSetLightBar(<port, red, green, blue>) Set DS4 light bar color. Correct port values are 0-3, correct light values are 0-255.
PadPressureStickRemap emuObj.PadPressureStickRemap()
CountFrameOnPS2 emuObj.CountFrameOnPS2() updates FRAPS/Actual FPS reading in olympus
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.
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
emuAddPadHook emuObj.emuAddPadHook()
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
(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)
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 / GetGPR eeObj.GetGPR(<gpr register>) eeObj.GetGPR(t3)
SetGpr / 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 / GetFPR eeObj.GetFpr(<register number>) example eeObj.GetFpr(14)
SetFpr / 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
DmaAddHook
DmaRemoveHook
AddJitResetHook
RemoveJitResetHook
Other
SchedulerDelayEvent eeObj.SchedulerDelayEvent("event", cycles) 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 allow to delay certain DMA transfer by cycles.
WaitVu1 eeObj.WaitVu1(1) most likely this is --vu1=jit-sync, Enabling it will Sync the EE with the VU1, Pcsx2 has a similar gamefix called VU Sync which syncs both VU1 and VU0 with the EE.
Vu1MpgCycles eeObj.Vu1MpgCycles(<cycles>) Works just like the cli command --vu1-mpg-cycles=, setting it to eeObj.Vu1MpgCycles(1000) would skip 50% of frames When the game enters a VU1 Heavy area and will return to normal framerate when VU1 is not being under heavy usage.
GetPcRingBuffer
FastForwardClock eeObj.FastForwardClock() eeObj.FastForwardClock(1) Skip Emotion engine Cycles, 1 and 0 seem to be the values.
AdvanceClock eeObj.AdvanceClock() Overclock Emotion Engine Speed at the hooked EE Offset, 294912 mHz is the default clock speed, if eeObj.AdvanceClock(5000) is activated the clock speed will increase to 299912 at the hooked addresses only and EE will return to normal clock speed after that.
GetClock eeObj.GetClock() Get the value of EE Clock speed at Hooked EE offset, if no offset is hooked the value will be 0, This command was used by sony to make calculations to determine whether or not the EE needs to be overclocked.
WriteMemStrZ eeObj.WriteMemStrZ(string pointer, string) . Pointer can be read from GPR
Precompile
CalcInsnHash
getOverlayObject eeObj.getOverlayObject() Can be used to get Current EE Offset (???) 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.
(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 iopInsnReplace
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>, )
ReadMemFloat128 iopObj.ReadMemFloat128(<iop memory offset>)
WriteMemFloat128 iopObj.WriteMemFloat128(<iop memory offset>, )
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>)
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
Other
FastForwardClock iopObj.FastForwardClock()
AdvanceClock iopObj.AdvanceClock() Increase Iop Clock speed at hooked iop offset
GetClock iopObj.GetClock() Get Iop Clock speed at hooked iop Offset, if no offset is hooked, value of iopObj.GetClock() will be 0
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()
SetUprenderMode gsObj.SetUprenderMode(0) Sets uprender mode. Overrides CLI 0=none, 1=2x2
SetUpscaleMode gsObj.SetUpscaleMode()
GetFramesInQueue gsObj.GetFramesInQueue()
SetFrameSkipping gsObj.SetFrameSkipping(true) false and true are the values.
SetDeinterlaceShift gsObj.gsObj.SetDeinterlaceShift() gsObj.SetDeinterlaceShift(0)
Other objects
Command Usage Notes
getGLSObject class
getGLSObject
Enable
EnableServerRecording
Pause
getGsObject class
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)
Does not require Obj call group, or unknown
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
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
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
getScreenShotObject
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.

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) 

Registers information

Information taken from here

Name Purpose of it
zero Hardwired to 0, writes are ignored
at Temporary register used for pseudo-instructions
v0-v1 Return register, holds values returned by functions
a0-a3 Argument registers, holds first four parameters passed to a function
t0-t7 Temporary registers. t0-t3 may also be used as additional argument registers
s0-s7 Saved registers. Functions must save and restore these before using them
t8-t9 Temporary registers
k0-k1 Reserved for use by kernels
gp Global pointer
sp Stack pointer
fp Frame pointer
ra Return address. Used by JAL and (usually) JALR to store the address to return to after a function
Special registers
pc Program counter, address of currently-executing instruction (32-bit)
hi/lo Stores multiplication and division results (64-bit)
hi1/lo1 Used by MULT1/DIV1 type instructions, same as above (64-bit)
sa Shift amount used by QFSRV instruction
Aside from zero, all GPRs may be freely accessed if convention rules are respected.

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 Notes
globalSet used with workLoadThreshold or waveThreshold or loadThreshold
reserved
forceBiLinear
ignoreSubBuffCov ignore ? buffer coverage
trianglesAsParticles
ignoreAreaUpdate
SetSelfRender
ignoreSprite
clipScissors
forcePoint
forcePointSampling
setRejectionArea
ignoreUpRender Ignore uprender for texture type described in params
includeAreaUpdate
forceSimpleFetch Used Frequently To Fix Graphical Corruptions, emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} )
fetchFromCurrBuff emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
ignoreUpShiftTri emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved", {psm=0} )
skipPacked
changeAlpha
ignoreUpRenderTimeout

Arguments/variables

Argument Notes
alpha_mask
alphaIsNot alpha - is not X
texMode 1 - Point? , 2 - bilinear
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  
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
mipIsGt mip level is grater than X (?)
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
primIsNot GS primitive type - is not
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
texType (1-3, more? )
tbp texture base pointer
cbp CLUT buffer base pointer
psm 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 ?
totalArea
packedRegs
packedRegsLo
packedRegsHi
packedRegsNum
packedFlags
packedPrim
areaNumFrames
waveThreshold
loadThreshold
fixSpriteDivTab

Example configs

Official example
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.4)

-- Star Wars: Racer Revenge (SLES-50366) [US]

local eeObj		= getEEObject()

eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d)	-- retry FREAD() for fix #9025,
eeInsnReplace(0x13BCD0, 0x3c023f80, 0x3C023F40) -- Zoom
eeInsnReplace(0x1153B4, 0x3c023f80, 0x3C023FAB) -- Y-FOV


-- Track#
-- The Grand Reefs 			: 6 
-- Ruins of Carnuss Gorgull : 9 
eeObj.AddHook(0x187330,	0x3c010001, function()
				 local track = eeObj.GetGpr(gpr.a1)
				 print(string.format("Track : %d", track))
				 if track == 6 or track == 9 then
					eeObj.Vu1MpgCycles(1000)	-- makes it be 30fps.
				 else
					eeObj.Vu1MpgCycles(100)		-- default value.
				 end
end)
Custom config.lua example

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 very basic command to replace part of EE memory with other 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


And here's an example for a pnach that was converted into a lua

apiRequest(0.1)
local eeObj = getEEObject()
eeObj.ReplaceMem32(0x0016A7B2,0x0)

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 Registers Map 0x0000001000000000 0x0000001000004000
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

Incomplete.
Warning: 0x1000000xxx base is not guaranteed in different emu revisions, but layout should be the same regardless of base.
Some emulators need all of these addresses to be reduced by 8 hex values.

GPR Address FPR Address CP0 Address
zero 0x100000000 f00 0x1000000230 Index 0x10000002D0
at 0x100000010 f01 0x1000000234 Random 0x10000002D4
v0 0x100000020 f02 0x1000000238 EntryLo0 0x10000002D8
v1 0x100000030 f03 0x100000023C EntryLo1 0x10000002DC
a0 0x100000040 f04 0x1000000240 Context 0x10000002E0
a1 0x100000050 f05 0x1000000244 PageMask 0x10000002E4
a2 0x100000060 f06 0x1000000248 Wired 0x10000002E8
a3 0x100000070 f07 0x100000024C rsvd7 0x10000002EC
t0 0x100000080 f08 0x1000000250 BadVAddr 0x10000002F0
t1 0x100000090 f09 0x1000000254 Count 0x10000002F4
t2 0x1000000A0 f10 0x1000000258 EntryHi 0x10000002F8
t3 0x1000000B0 f11 0x100000025C Compare 0x10000002FC
t4 0x1000000C0 f12 0x1000000260 Status 0x1000000300
t5 0x1000000D0 f13 0x1000000264 Cause 0x1000000304
t6 0x1000000E0 f14 0x1000000268 EPC 0x1000000308
t7 0x1000000F0 f15 0x100000026C PRid 0x100000030C
s0 0x1000000100 f16 0x1000000270 Config 0x1000000310
s1 0x1000000110 f17 0x1000000274 Iab 0x1000000314
s2 0x1000000120 f18 0x1000000278 Iabm 0x1000000318
s3 0x1000000130 f19 0x100000027C Dab 0x100000031C
s4 0x1000000140 f20 0x1000000280 Dabm 0x1000000320
s5 0x1000000150 f21 0x1000000284 Dvm 0x1000000324
s6 0x1000000160 f22 0x1000000288 Dvbm 0x1000000328
s7 0x1000000170 f23 0x100000028C BadPAddr 0x100000032C
t8 0x1000000180 f24 0x1000000290 Debug 0x1000000330
t9 0x1000000190 f25 0x1000000294 Perf 0x1000000334
k0 0x10000001A0 f26 0x1000000298 Pcr0 0x1000000338
k1 0x10000001B0 f27 0x100000029C Pcr1 0x100000033C
gp 0x10000001C0 f28 0x10000002A0 TagLo 0x1000000340
sp 0x10000001D0 f29 0x10000002A4 TagHi 0x1000000344
fp 0x10000001E0 f30 0x10000002A8 ErrorEPC 0x1000000348
ra 0x10000001F0 f31 0x10000002AC Rsvd31 0x100000034C
unk (pc?) 0x1000000200 fACC 0x10000002B0 COP0 additional registers
hi/lo (2 x 64?) 0x1000000210 FPU CTRL (FCR) real Pcr0 0x1000000350
sa 0x1000000220 cp1cond 0x10000002B4 real Pcr1 0x1000000358
fpu ver 0x10000002B8 "Fake" registers
fpu sticky 0x10000002BC Uknown 0x1000000360
fpu ctrl 0x10000002C0 current PC 0x1000000368
2CF unknown 0x10000002C4 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 (need work) 0x1000000378

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.
Below info comes from this gist
There you can find more info about PS4 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

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.
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.


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 Does not work due to unsupported command.
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

List of known issues in the Ps2 emulator

Issue Games affected Solution Description
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.
 VU0/COP2 is not running in sync with EE core 
24 The Game, ATV Quad Power Racing 2, Twisted Metal Head-On, Primal, Ghosthunter, Rayman Arena, Rayman 3, Largo winch. All games using M-bit.
other games affected by COP2 timing
ee hook AdvanceClock or fastforwardclock commands on affected addresses, Most of the time it will be CTC2 instructions that are affected
Rayman 3's fix for example
This issue can also be replicated on Pcsx2 if you overclock the EE by +3
No roundmode support for VU/FPU 
Koun, Tony hawk games, Devil may cry 3, Gun, TY the Tasmanian Tiger 3, Beyond Good & Evil, MTX Mototrax, Tony hawk games, Many others
Lua patches to the EE memory
No M-Bit support
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.
[3]
Lua patches to the EE memory
M-bit: Only applicable for VU0. Ends interlock on a single QMTC2.I/CTC2.I instruction, allowing the EE to continue execution
Wrong read speed for double layer disc games
Shadowman, Arctic thunder, every game that's listed to require CDVD_READ_DELAY in the bios patches.
and many other affected games
Setting
 --cdvd-sector-seek-cycles=0.1
at a very low value for faster Disc reading
Also known in sony's bios as CDVD_READ_DELAY
In-accurate VU0/VU1/COP2 emulation
Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Koei tecmo games, 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.
In-accurate Multiply/Divide/Add/Subtract instructions
Max payne, Bully, Jackie chan adventures, Wild arms 3, Pac-man World 3, Others 
Addsub/Muldiv Cli commands
Causes many geometry issues and black screens. Sony reduced the accuracy of these instructions to improve performance
Multitap doesn't support all games
Urban reign, many others
None

Tutorials

Emulator's grammar

This list was made since most of the emulator's commands are hard to comprehend for most users.

Insn = Instruction 
Addsub = Add / Subtract (MATH)
muldiv = Multiply / Divide (MATH)
opt = Optimize (?)
jr = Jump register
ad = Address (?)
inst = Instant (?)

CLI

Making a comment inside the CLI, and making the CLI.

#You can make a comment inside a cli by using a Hashtag (#)
#Your comments will be fully ignored if they are in the same line as the hashtag
#As for hyphens, (--) they are used in a cli so that the ps4 considers it a command
#And as for the equals, (=) everything that comes after it is the value that the command will use
--vu1-mpg-cycles=1000
#On a lua hyphens (--) mean it is a comment, but on the cli it's the start of the command.
--ee-cycle-scalar=1.6
#Some cli commands support multiple values.
--ee-hook=0x0028A578,AdvanceClock,,1000

LUA

Making a lua

When making a lua there is 1 part that is always necessary (Apirequest)
and 2 parts that are almost always necessary (Object) (Object's commands).
By order it goes like this:
1. Apirequest
2. Object calling, gsobj/eeobj/iopobj, etc
3. the object's command
You cannot call an object without first requesting an api, as that will cause a crash.
and you most certainly cannot use an object's command without calling the object first

For instance you cannot use 
iopObj.ReadMem32(0x400000) 

Without first having
local iopObj = getIOPObject()

Making a comment inside the lua

-- You can make a comment in a lua by using two hyphens (--)
-- Your comments will be ignored by the lua
-- author=refraction
apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x0037EB14,0x4b000460)
end
emuObj.AddVsyncHook(patcher)

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.
Bios is know to blacklist some titles, and refuse to boot them. This include all titles with 00000000 000000A0 flag from that list (click here)


More about the bios

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.


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

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 Fix on ps4 / Explanation
0x00 TITLE_MASK Black-listed games if 0xA0000000 value
0x01 SIO2_MASK
0x02 DEV9_MASK Emulates dummy ethernet connection
0x03 USB_MASK
0x04 SIF_DMA_SYNC
0x05 SIF_DMA_LOAD
0x06 DMAC_CH10_INT_DELAY
0x07 MECHA_RECOGTIME
0x08 CPU_DELAY Most likely --iop-cycle-scalar=0.1
0x09 DEV5_INT_SPEED
0x0A CDVD_READ_DELAY the cli command cdvd-sector-seek-cycles
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

Links

These links can Assist you in improving your knowledge about ps2 emulation