Talk:PS2 Classics Emulator Compatibility List: Difference between revisions

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==Global Configurations==
==Global Configurations==
<pre>Configurations that are made for more than one game for a specific purpose</pre>
<pre>Configurations that are made for more than one game for a specific purpose</pre>
===SkipMpegHack===
 
===SkipMpegHack (FMV skip)===
'''''LUA file'''''
'''''LUA file'''''
<br>
<br>
Line 41: Line 42:
== Official PS2emu Configuration Files ==
== Official PS2emu Configuration Files ==


Here are configuration files extracted from official packages, to improve PS2 emulator compatibility on PS4. Most of them require also emulator/recompiler files from extracted pkg to work correctly.
Here are configuration files extracted from official packages to improve PS2 emulator compatibility on PS4. Most of them require also emulator/recompiler files from extracted pkg to work correctly.
====ADK Damashii====
====ADK Damashii====
'''CLI'''
'''CLI'''
Line 114: Line 115:
</pre>
</pre>


====Canis Canem Edit/Bully====
====Canis Canem Edit (Bully)====
<br>CLI
<br>CLI
<pre>--fpu-accurate-mul-fast=1
<pre>--fpu-accurate-mul-fast=1
--fpjk-muldiv-range=0x3fa5c0,0x3fa5c0
--fpu-muldiv-range=0x3fa5c0,0x3fa5c0
--gs-flush-ad-xyz=SafeZWrite
--gs-flush-ad-xyz=SafeZWrite
--vu1-opt-vf00=2
--vu1-opt-vf00=2
Line 585: Line 586:
eeInsnReplace(0x1c5d24, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5d24, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
#Official widescreen support, forced 60Hz/NTSC, along with a game crash bug fix.</pre>
#Official widescreen support, forced 60Hz/NTSC, along with a game crash bug fix.</pre>
====Fantavision====
'''CLI'''
<br>SCES-50002
<pre>
--gs-kernel-cl-up="fantavision"
--gs-motion-factor=1
</pre>
'''LUA'''
<br>SCES-50002
<pre>
require("ee-gpr-alias")
require( "ee-hwaddr" )
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
eeObj = getEEObject()
--
-- Bug#93709 (JP Bugzilla)
-- Same as Parappa the Rapper 2, it's VIF1 vs GIF xfer timing issue.
-- The game expects PATH3 happens before VU1 xgkick, but actually Olympus doesn't do like that.
-- Game kicks  : PATH3(Context1) PATH1(Rendering using Context1&2) PATH3(Context2)
-- Game expects: PATH3(Context1) PATH3(Context2) PATH1(Rendering using Context1&2)
-- Hence VIF1 DMA needs to be delayed.
eeObj.AddHook(0x1b1468, 0xae020000, function()
local ee = eeObj
local s0 = ee.GetGpr(gpr.s0)
if s0 == vif1_hw.CHCR then
local chcr = ee.GetGpr(gpr.v0)
if (chcr & 0x05) == 0x05 then
  local tadr = ee.ReadMem32(vif1_hw.TADR)
  if tadr == 0x8883e0 or tadr == 0x9f6b60 then
  ee.SchedulerDelayEvent("vif1.dma", 0x5000)
  end
end
end
end)
-- Performace fix
local emuObj = getEmuObject()
-- twIsLess=5 - texture width is less or eq. than 32
emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } )
</pre>


====Fatal Fury: Battle Archives volume 2====
====Fatal Fury: Battle Archives volume 2====
Line 1,052: Line 1,097:


</pre>
</pre>
 
====Jak 3====
====Kinetica====
'''CLI'''
<br>SCUS-97132
<pre>
--vu1-clamp-range=0x386,0x386
--vu1-clamp-range=0x5e0,0x5f0 # another gritches
--gs-kernel-cl-up="up2x2skipinterp"
--vu1-injection=1
--vu1-jr-cache-policy=sameprog
--vu1-jalr-cache-policy=sameprog
--vu1-mpg-cycles=900
--host-audio-latency=0.10
--cdvd-sector-read-cycles=40000
</pre>
 
'''LUA'''
'''LUA'''
<br>SCUS-97132
<br>SCUS-97330
<pre>
<pre>
local gpr = require("ee-gpr-alias")
apiRequest(2.3)
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


local emuObj = getEmuObject()
local gpr    = require("ee-gpr-alias")
local eeObj         = getEEObject()
local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()


-- require("debughooks")
-- Fix shadow
-- local iopObj = getIOPObject()
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
-- iopObj.AddHook(0x000135ac, 0x27bdffe0, DebugHooks.h_IOP_ioman_write)


-- bug#8123
-- Reduce flush count
-- Skip resetting VAG stream which happens on an error.
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
iopInsnReplace(0x00090028, 0x16220009, 0x08024014) -- bne $s1,$v0,0x00090050 => j 0x00090050


-- bug#9405 - advance EE clock according to spinning-loop SIF activity.
-- Disabled due to embossing effect problem --jstine
--emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } )
local skip_syncDCache = function()
-- Original value when actually processing syncDCache was 3300
-- Boosting to 8000 helps reduce bottleneck
eeObj.AdvanceClock(8000)
end


eeInsnReplace(0x1ca9e0, 0x27bdffe0, 0x03e00008)
eeInsnReplace(0x1ca9e4, 0x0080302d, 0x00000000)
eeObj.AddHookJT(0x1ca9e0, 0x03e00008, skip_syncDCache)


-- gametime to be from realtim....
-- All JAK titles have a silly way of obtaining the PS2 Timestamp Counter. A binary code snippet is written
-- # this causes the time elapses even while in pause. so bugged
-- into a NON-CONST array, like so:  static u32 getTSC[] = { 0x40024800, 0x03E00008 }; and then that snippet is
-- # also maybe this causes 'negative' race time as well.
-- called via:  ((u32 (*)())getTSC)()
-- we should be OK even without this because skipping frame works (mostly).
--
--  
-- Actual disasm of snippet:
-- local prevtime = 0.0
--   129780:40024800    mfc0        $v0,$count
-- eeObj.AddHook(0x12350c, 0x27bdfec0, function()
--   129784:03E00008    jr          $ra
-- local curtime = os.clock()
--
-- if prevtime ~= 0.0 then
-- Because the code is right next to data in the .data section of the process, the emulator's page fault protection
-- eeObj.WriteMemFloat(eeObj.GetGpr(gpr.gp)-31776, curtime - prevtime)
-- gets tripped up constantly and the code must be re-validated on every invocation. Interesting aside: had the devs
-- end
-- marked the array as 'const' and thus had it placed in .ro_data, there wouldn't be a perf issue in the emu since
-- prevtime = curtime
-- page invalidations only occur on writes.
-- end)
--
-- Solution: rewrite the code which calls this function to simply execute mfc0 inline instead.  Typical pattern which
-- invokes the PS2 TSC read:
--   108c80:8c629790 lw v0,-26736(v1)
--    108c84:0040f809 jalr v0


-- to work skipping frame mechanism correctly...
-- Replace four separate instances:
-- the game checks a flag set by INTC GS whether GS still does his job or not to
eeInsnReplace(0x108a78, 0x8c629790, 0x40024800) --  lw     v0,-26736(v1) -> mfc0      $v0,$count
-- determine whether it should skip a frame or not.
eeInsnReplace(0x108a7c, 0x0040f809, 0x00000000) -- jalr v0          -> jr        $ra
-- Unfortunately we don't have the actual timing of GS FINISH signal.
eeInsnReplace(0x108c80, 0x8c629790, 0x40024800) --  lw     v0,-26736(v1) -> mfc0      $v0,$count
-- Instead of that, we check EE clock to determine to skip or not.
eeInsnReplace(0x108c84, 0x0040f809, 0x00000000) -- jalr v0          -> jr        $ra
eeInsnReplace(0x108ea4, 0x8c629790, 0x40024800) -- lw     v0,-26736(v1) -> mfc0      $v0,$count
eeInsnReplace(0x108ea8, 0x0040f809, 0x00000000) --  jalr v0          -> jr        $ra
eeInsnReplace(0x10902c, 0x8c629790, 0x40024800) --  lw     v0,-26736(v1) -> mfc0      $v0,$count
eeInsnReplace(0x109030, 0x0040f809, 0x00000000) --  jalr v0          -> jr        $ra


local ee_frequency = 294912000
-- ------------------------- OVERLAY MANAGER --------------------------
local vsync_frequency = 59.94 -- use interlace freq.  
g_OnOverlayRegistered = function(filename, start, size)
-- global function provided for adding per-overlay callback handlers.
end


local one_vsync_clock_on_ntsc = math.floor(ee_frequency / vsync_frequency)
local DH8 = function()
local s1 = eeObj.GetGpr    (gpr.s1)
local filename = eeObj.ReadMemStr(s1 + 17)
local segment = eeObj.ReadMem32 (s1 +  8)
local main = eeObj.ReadMem32 (segment +  4)
local mainSize = eeObj.ReadMem32 (segment +  8)
local top = eeObj.ReadMem32 (segment + 36)
local topSize = eeObj.ReadMem32 (segment + 40)


if emuObj.IsToolingVerbose() then
print( string.format("--> LOADED SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x", filename, main, mainSize, top, topSize) )
end


-- Kinetica has some inconsistency among frames -- some frames take unusually long, possibly due
eeOverlay.Register(filename .. ".main", main, mainSize, false)
-- to AI updatesIn these cases, it is necessary to skip multiple frames to catch the game's
eeOverlay.Register(filename .. ".top", toptopSize, true )
-- clock back up to realtime. To do so, we track 'expected_clock' over time, so that especially
-- slow frames are compensated for over time.


local prev_clock = 0
--local debugObj = getDebugObject()
local expected_clock = 0
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".main.dasm", main, mainSize, 0)
--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".top.dasm",  top,  topSize,  0)
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".main.aot",  main, mainSize, 0)
--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".top.aot",  top,  topSize,  0)


eeObj.AddHook(0x181f7c, 0x8f82bf54, function()
if (g_OnOverlayRegistered ~= nil) then
-- It hits here when it skips a frame.
-- Make sure to execute any previously registered OnOverlay handler
--local diff = eeObj.GetClock() - prev_clock
g_OnOverlayRegistered(filename .. ".main", main, mainSize)
g_OnOverlayRegistered(filename .. ".top",  top,  topSize )
local clock = eeObj.GetClock()
end
--local diff  = clock - expected_clock
 
--print(string.format("SKIP FRAME: diff=%7d", diff))
end
 
eeObj.AddHook(0x1091d4, 0x0080c825, DH8)   --     <ndi::link_control::finish(void)>:


--prev_clock    = eeObj.GetClock() -- just update the clock.
-- --------------------------------------------------------------------
expected_clock = expected_clock + one_vsync_clock_on_ntsc
assert(g_OnOverlayRegistered ~= nil)
end)
local prev_OnOverlayRegistered = g_OnOverlayRegistered
eeObj.AddHook(0x18202c, 0x8f84bf54, function()
local clock = eeObj.GetClock()
--local diff = clock - prev_clock
--print(string.format("diff=%d vsync_term=%f %s", diff, one_vsync_clock_on_ntsc, diff > one_vsync_clock_on_ntsc and "SKIP" or ""))
local diff = clock - expected_clock
-- Sanity correction -- to handle cases where expected_clock contents is
-- zero or out-dated.
if (math.abs(diff) > (one_vsync_clock_on_ntsc * 6)) then
expected_clock = clock
end
-- print(string.format("diff=%7d %s", diff, diff > 17000 and "SKIP" or ""))
               
if diff > 17000 then
eeObj.SetGpr(gpr.a0, 1)
end
               
-- update clock
--prev_clock    = clock
expected_clock = expected_clock + one_vsync_clock_on_ntsc
end)


g_OnOverlayRegistered = function(filename, start, size)
if (prev_OnOverlayRegistered ~= nil) then
-- Make sure to execute any previously registered OnOverlay handler
prev_OnOverlayRegistered(filename, start, size)
end


-- Applies a cycle rate hack to what I presume is the game logic pipeline, for roughly per-frame updates.
if filename == "sparticle-launcher.main" then
-- this RNG-sqrt instance is removed for performance.  Additionally, not corrupting the RNG seed with
-- bad sqrt math is always a good thing in my book --jstine


local mpgCycles_default = 900
assert(eeObj.ReadMem32(start + 0x005de4) == 0x4be1043d) -- vrget.wxyz  vf01,r
local currentMpgCycles = mpgCycles_default
assert(eeObj.ReadMem32(start + 0x005de8) == 0x4a0103bd) -- vsqrt        q,vf01x
assert(eeObj.ReadMem32(start + 0x005df0) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q


local checkNeedsSpeedHack = function()
assert(eeObj.ReadMem32(start + 0x005e4c) == 0x4a00143f) -- vrxor        r,vf02x
local stageId    = eeObj.ReadMem32(0x01fce8c)
assert(eeObj.ReadMem32(start + 0x005ef8) == 0x4a00143f) -- vrxor        r,vf02x
local numPlayers = eeObj.ReadMem32(0x01ffd78) -- 0x01ffd7c seems to always match this one...
assert(eeObj.ReadMem32(start + 0x005f80) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x006018) == 0x4a00143f) -- vrxor        r,vf02x


-- print(string.format("stageId = %d, numPlayers = %d", stageId, numPlayers))
eeObj.WriteMem32(start + 0x005de4, 0x00000000)
eeObj.WriteMem32(start + 0x005de8, 0x00000000)
-- 3 = Electrica
eeObj.WriteMem32(start + 0x005df0, 0x00000000)
-- 7 = Electrica II
-- 8 = Cliffhanger
local newMpgCycles = mpgCycles_default
if (stageId == 3 or stageId == 7 or stageId == 8) then
 
-- note: this will also apply to demo loops (0 players)
newMpgCycles = newMpgCycles + 120
if stageId == 7 then
-- Electrica 2 is extra-special slow in some areas.
-- (and 2-player mode on this map runs enough mpgs that extra penalty isn't needed)
if numPlayers == 2 then
newMpgCycles = newMpgCycles - 100
else
newMpgCycles = newMpgCycles + 275
end
elseif numPlayers == 2 then
-- increment is not so big here because two player mode already runs many more VU programs.
newMpgCycles = newMpgCycles + 100
end
 
end


if currentMpgCycles ~= newMpgCycles then
eeObj.WriteMem32(start + 0x005e4c, 0x00000000)
-- print ( string.format("################### Setting mpg-cycles = %d", newMpgCycles) )
eeObj.WriteMem32(start + 0x005ef8, 0x00000000)
eeObj.Vu1MpgCycles(newMpgCycles)
eeObj.WriteMem32(start + 0x005f80, 0x00000000)
currentMpgCycles = newMpgCycles
eeObj.WriteMem32(start + 0x006018, 0x00000000)
end
end
end
end


eeObj.AddHookJT(0x15ca2c,0x27bdff20,checkNeedsSpeedHack)
-- --------------------------------------------------------------------------------------
-- diagnostic for checking the Jak engine's internal frame skipping mechanism.
-- $fp30 contains a ratio of time-taken-to-16ms to render the scene, eg. 18 ms is approx 1.15.
-- The engine will proceed to make a series of logical decisions according to this value.
-- The value read out here will be affected by both EE cycle rates and adaptive GS penalties.
-- I tried modifiying this value directly but it gives somewhat unsatisfactory results.


-- eeOverlay.AddPreHook("drawable.main",0x208+8, 0x461E0034, function()
-- local v1 = eeObj.GetGpr(gpr.v1)
-- print(string.format("fpuCompare fpr0=%f fpr30=%f", eeObj.GetFpr(0), eeObj.GetFpr(30)))
-- end)
-- --------------------------------------------------------------------------------------
</pre>
</pre>


====King of Fighters 98 Ultimate Match====
====Jak 2====
ALL
'''CLI'''
<br>CLI
<br>SCUS-97265
<pre>--force-frame-blend=1
<pre>
--gs-use-deferred-l2h=0
--ee-jit-pagefault-threshold=20
#Graphical fix.</pre>
--gs-frontend-opt-mode=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--cop2-no-clamping=1
--cop2-clamp-range=0x2A18,0x2a20,joint.seg1
--vu1-mpg-cycles=250
</pre>
'''LUA'''
<br>SCUS-97265
<pre>
apiRequest(2.2)


SLES_552.80
local gpr    = require("ee-gpr-alias")
<br>SLES-55280_features.lua
local emuObj = getEmuObject()
<pre>This is a substantial file. Over 800 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.
local eeObj = getEEObject()
local eeOverlay = eeObj.getOverlayObject()
local iopObj    = getIOPObject()
local gsObj = getGsObject()


https://drive.google.com/file/d/1-lArL1Yqe079Ni3G-ZtHr8hqNPUsjQJy/view


#More stick support, shaders, bezels, widescreen fix.</pre>
-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )


====King of Fighters 2000====
-- Reduce flush count
ALL
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1 } )
<br>CLI
<pre>--gs-uprender=none
--gs-upscale=point
--host-audio-latency=0.01
--hid-pad=1
#graphical fixes and support for further fightsticks.</pre>


SLUS_208.34
---------------------------------------------------------------------------------
<br>LUA
-- Basic Block breakers for EE AOT Injection
<pre>-- The King of Fighters 2000
eeOverlay.AddPreHook("traffic-engine.seg1", 0x004474, 0x0080e025, "nop" )
eeOverlay.AddPreHook("spatial-hash.seg1", 0x004474, 0x0080e025, "nop" )


apiRequest(1.1)
---------------------------------------------------------------------------------


-- ------------------------- OVERLAY MANAGER --------------------------
g_OnOverlayRegistered = function(filename, start, size)
-- global function provided for adding per-overlay callback handlers.
end


local emuObj = getEmuObject()
local DH8 = function()
--will fix sprite rendering artifact
local s0 = eeObj.GetGpr(gpr.s0)
ndx = 28
val = 0x86
local linkblock = eeObj.ReadMem32(s0+0x60) -- was 0x5c on Jak1
-- spriteCorrectionTab[ndx] = val
emuObj.SetGsTitleFix( "globalSet", "reserved", { fixSpriteDivTab = val | ( ndx<<16) })
--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
#graphical fixes.</pre>
 
local linkblock_allocate_length = eeObj.ReadMem32 (linkblock + 0x00)
SLUS_208.34
local linkblock_allocate_version = eeObj.ReadMem32 (linkblock + 0x04)
<br>SLUS-20834_features.lua
local linkblock_allocate_segment_count = eeObj.ReadMem32 (linkblock + 0x08)
<pre>This is a substantial file. Over 700 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.
local linkblock_allocate_name = eeObj.ReadMemStr(linkblock + 0x0c)
 
https://drive.google.com/file/d/1FsPnuxgEa0ymnGdU6w2tdy-eamRN6l3e/view
local linkblock_allocate_seg1_linkptr = eeObj.ReadMem32 (linkblock + 0x4C)
local linkblock_allocate_seg1_dataptr = eeObj.ReadMem32 (linkblock + 0x50)
local linkblock_allocate_seg1_size = eeObj.ReadMem32 (linkblock + 0x54)
local linkblock_allocate_seg1_flags = eeObj.ReadMem32 (linkblock + 0x58)
                                                             
local linkblock_allocate_seg2_linkptr = eeObj.ReadMem32 (linkblock + 0x5C)
local linkblock_allocate_seg2_dataptr = eeObj.ReadMem32 (linkblock + 0x60)
local linkblock_allocate_seg2_size = eeObj.ReadMem32 (linkblock + 0x64)
local linkblock_allocate_seg2_flags = eeObj.ReadMem32 (linkblock + 0x68)
                                                             
local linkblock_allocate_seg3_linkptr = eeObj.ReadMem32 (linkblock + 0x6C)
local linkblock_allocate_seg3_dataptr = eeObj.ReadMem32 (linkblock + 0x70)
local linkblock_allocate_seg3_size = eeObj.ReadMem32 (linkblock + 0x74)
local linkblock_allocate_seg3_flags = eeObj.ReadMem32 (linkblock + 0x78)
-- seg1 is equiv to main in Jak3
-- seg3 is equiv to top  in Jak3
-- seg2 appears to be unused ... ?  --jstine (it's a debug segment, so likely unused on retail) DH


#More stick support, shaders, bezels, widescreen fix.</pre>
if emuObj.IsToolingVerbose() then
print( string.format("--> LOADED SEGMENT alloc_len %08x ver %08x segcount %08x  name:\"%s\"", linkblock_allocate_length, linkblock_allocate_version, linkblock_allocate_segment_count, linkblock_allocate_name) )
print( string.format("    seg1linkptr %08x seg1dataptr %08x seg1size %08x seg1flags %08x", linkblock_allocate_seg1_linkptr, linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, linkblock_allocate_seg1_flags) )
print( string.format("    seg2linkptr %08x seg2dataptr %08x seg2size %08x seg2flags %08x", linkblock_allocate_seg2_linkptr, linkblock_allocate_seg2_dataptr, linkblock_allocate_seg2_size, linkblock_allocate_seg2_flags) )
print( string.format("    seg3linkptr %08x seg3dataptr %08x seg3size %08x seg3flags %08x", linkblock_allocate_seg3_linkptr, linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, linkblock_allocate_seg3_flags) )
end
 
-- local debugObj = getDebugObject()
-- debugObj.eDumpDisasmToFile("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg1.dasm", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, 0)
-- debugObj.eDumpDisasmToFile("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg3.dasm", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, 0)
-- debugObj.eDumpAotToFile  ("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg1.aot",  linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, 0)
-- debugObj.eDumpAotToFile  ("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg3.aot",  linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, 0)


====Manhunt====
if linkblock_allocate_seg1_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, false) end
SLUS_208.27
if linkblock_allocate_seg3_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, true)  end
<br>CLI
<pre>--ee-hook=0x4329e0,FastForwardClock,0x1600fff1
--gs-uv-shift-pointsampling=1
--ee-hook=0x1d1d60,AdvanceClock,0x27bdffb0,225
--ee-hook=0x1d71e0,AdvanceClock,0x0c09a4d0,100
#Fix crane issue, and probably fixing lightsourcing.</pre>


SLUS_208.27
if (g_OnOverlayRegistered ~= nil) then
<br>Lua
-- Make sure to execute any previously registered OnOverlay handler
<pre>-- Manhunt [US]
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size) end
if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size) end
end
end


local gpr = require('ee-gpr-alias')
assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered


apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
g_OnOverlayRegistered = function(filename, start, size)
if (prev_OnOverlayRegistered ~= nil) then
-- Make sure to execute any previously registered OnOverlay handler
prev_OnOverlayRegistered(filename, start, size)
end


local emuObj = getEmuObject()
if filename == "sparticle-launcher.seg1" then
local eeObj = getEEObject()
-- this RNG-sqrt instance is removed for performance. Additionally, not corrupting the RNG seed with
-- bad sqrt math is always a good thing in my book --jstine


-- Bug #9413
assert(eeObj.ReadMem32(start + 0x0044ec) == 0x4be1043d) -- vrget.wxyz  vf01,r
-- Disable uprender on the draw command which samples the framebuffer (0x3200) using bilinear sampling (texMode=2)
assert(eeObj.ReadMem32(start + 0x0044f0) == 0x4a0103bd) -- vsqrt        q,vf01x
-- All lighting effects use TriFan prim type, so use that as well to filter against.
assert(eeObj.ReadMem32(start + 0x0044f8) == 0x4b0000a0) -- vaddq.x      vf02,vf00,q
 
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {prim=5, texMode=2, tbp=0x320000} )
assert(eeObj.ReadMem32(start + 0x00454c) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x0045f8) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x004680) == 0x4a00143f) -- vrxor        r,vf02x
assert(eeObj.ReadMem32(start + 0x004718) == 0x4a00143f) -- vrxor        r,vf02x


-- Bug#9277
eeObj.WriteMem32(start + 0x0044ec, 0x00000000)
-- Shorten the timeout period for some particular execution command(s).
eeObj.WriteMem32(start + 0x0044f0, 0x00000000)
-- When entering the crane, some instruction is executed with a wait period of 0x7333.
eeObj.WriteMem32(start + 0x0044f8, 0x00000000)
-- Shortening the wait period to 0x4000 it. Note that 0x5000 is enough to fix entering the
-- crane once, but a more aggressive value was needed for subsequent entry into the crane.


local FixBug9277 = function()
eeObj.WriteMem32(start + 0x00454c, 0x00000000)
local s0 = eeObj.GetGpr(gpr.s0)
eeObj.WriteMem32(start + 0x0045f8, 0x00000000)
--local v0 = eeObj.GetGpr(gpr.v0)
eeObj.WriteMem32(start + 0x004680, 0x00000000)
--print( string.format("-------- v0=0x%08x s0=0x%08x", v0, s0) )
eeObj.WriteMem32(start + 0x004718, 0x00000000)
if s0 == 0x7333 then
eeObj.SetGpr(gpr.s0, 0x5800)
end
end
end
end


-- No longer seems necessary, when FastForwardClock is applied here instead (see _cli.conf)
-- hooked in link_control::finish(void)>:
eeObj.AddHookJT(0x1d71f8, 0x10000036, FixBug9277)
function install_c_hooks(offset)
#Further bug fixes as well as fixing bloom/overglare from lightsources.</pre>
eeObj.AddHook(0x1085a0 + offset , 0x0080c825, DH8)  
====Max Payne====
end
SLES_503.26
<br>CLI
<pre>--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--vu1-no-clamping=1
--vu0-no-clamping=1
--fpu-no-clamping=1
--force-pal-60hz=1
--vu1-mpg-cycles=1000
--safe-area-min=1.0
--fpu-accurate-mul-fast=1
--fpu-accurate-muldiv-range=0x2acce0,0x2acce0
 
#Graphics clean-up</pre>
 
SLES_503.26
<br> Features Lua
<pre>-- Max Payne [US]


-- Lua 5.3
-- Title: Max Payne - SLES-50326 (Europe FIGS) v1.00


local Ready = 0


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
local DetectFunc = function()
 
if Ready == 0 then
apiRequest(0.2) -- request version 0.2 API for throttling control.
local discID = eeObj.ReadMemStr(0x0012fc8)
if (discID ~= "") then
if (discID == "cdrom0:\\SCUS_972.65;1") or (discID == "cdrom0:\\SCPS_150.57;1") then
-- US or Japan Disc
Ready = 1
install_c_hooks(0)
print( string.format("********************* DETECTED USA, JAPAN DISC ********************" ) )
elseif (discID == "cdrom0:\\SCKA_200.10;1") then
Ready = 1
install_c_hooks(0x08)
print( string.format("********************* KOREA DISC ********************" ) )
elseif (discID == "cdrom0:\\SCES_516.08;1") then
-- European Disc
Ready = 1
install_c_hooks(0xb8)
print( string.format("********************* DETECTED EUROPE DISC (SCES-51608) ********************" ) )
elseif (discID == "rom0:PS2LOGO") then
-- loading PS2 logo
elseif (discID == "EELOAD") then
-- loading?
elseif (discID == "rom0:OSDSYS") then
-- loading initial boot
else
print( string.format("--> DISC ID \"%s\"", discID ) )
end
end
end
end


local eeObj = getEEObject()
emuObj.AddVsyncHook(DetectFunc)
local emuObj = getEmuObject()
</pre>


====Kinetica====
'''CLI'''
<br>SCUS-97132
<pre>
--vu1-clamp-range=0x386,0x386
--vu1-clamp-range=0x5e0,0x5f0 # another gritches
--gs-kernel-cl-up="up2x2skipinterp"
--vu1-injection=1
--vu1-jr-cache-policy=sameprog
--vu1-jalr-cache-policy=sameprog
--vu1-mpg-cycles=900
--host-audio-latency=0.10
--cdvd-sector-read-cycles=40000
</pre>


'''LUA'''
<br>SCUS-97132
<pre>
local gpr = require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


local TH1A = -- start of main()
local emuObj  = getEmuObject()
function()
local eeObj        = getEEObject()
emuObj.ThrottleMax()
end


local TH1B = -- init loading screen
-- require("debughooks")
function()
-- local iopObj = getIOPObject()
local mode = eeObj.GetGpr(gpr.a0)
-- iopObj.AddHook(0x000135ac, 0x27bdffe0, DebugHooks.h_IOP_ioman_write)


if mode ~= 4 then -- not sure what mode 4 is, but doesn't precede a real loading
-- bug#8123
emuObj.ThrottleMax()
-- Skip resetting VAG stream which happens on an error.
end
iopInsnReplace(0x00090028, 0x16220009, 0x08024014) -- bne $s1,$v0,0x00090050 => j 0x00090050
end


local TH1C = -- advance progress bar
-- bug#9405 - advance EE clock according to spinning-loop SIF activity.
function()
local pct = eeObj.GetFpr(2)
local skip_syncDCache = function()
-- Original value when actually processing syncDCache was 3300
-- Boosting to 8000 helps reduce bottleneck
eeObj.AdvanceClock(8000)
end
 
eeInsnReplace(0x1ca9e0, 0x27bdffe0, 0x03e00008)
eeInsnReplace(0x1ca9e4, 0x0080302d, 0x00000000)
eeObj.AddHookJT(0x1ca9e0, 0x03e00008, skip_syncDCache)


if pct >= 1.0 then
-- gametime to be from realtim....
emuObj.ThrottleNorm()
-- # this causes the time elapses even while in pause. so bugged
end
-- # also maybe this causes 'negative' race time as well.
end
-- we should be OK even without this because skipping frame works (mostly).
--
-- local prevtime = 0.0
-- eeObj.AddHook(0x12350c, 0x27bdfec0, function()
-- local curtime = os.clock()
-- if prevtime ~= 0.0 then
-- eeObj.WriteMemFloat(eeObj.GetGpr(gpr.gp)-31776, curtime - prevtime)
-- end
-- prevtime = curtime
-- end)


-- to work skipping frame mechanism correctly...
-- the game checks a flag set by INTC GS whether GS still does his job or not to
-- determine whether it should skip a frame or not.
-- Unfortunately we don't have the actual timing of GS FINISH signal.
-- Instead of that, we check EE clock to determine to skip or not.


local ee_frequency = 294912000
local vsync_frequency = 59.94 -- use interlace freq.


-- register hooks
local one_vsync_clock_on_ntsc = math.floor(ee_frequency / vsync_frequency)


local registeredHooks = {}


maxpayne_features_unregisterHooks = function() -- global function (called by trophy_data)
-- Kinetica has some inconsistency among frames -- some frames take unusually long, possibly due
for _, hook in pairs(registeredHooks) do
-- to AI updates.  In these cases, it is necessary to skip multiple frames to catch the game's
eeObj.RemoveHook(hook)
-- clock back up to realtime.  To do so, we track 'expected_clock' over time, so that especially
end
-- slow frames are compensated for over time.
registeredHooks = {}
end


maxpayne_features_registerHooks = function() -- global function (called by trophy_data)
local prev_clock = 0
registeredHooks = {
local expected_clock = 0
eeObj.AddHook(0x133dc8, 0x24030001, TH1A), -- <main>:
eeObj.AddHook(0x15ed7c, 0x24030003, TH1B), -- <MaxPayne_GameMode::initLoadingScreen(void)>:
eeObj.AddHook(0x133078, 0xc4a20000, TH1C), -- <UpdateProgressBarKH(void)>:
}
end</pre>


====Metal Slug Anthology====
eeObj.AddHook(0x181f7c, 0x8f82bf54, function()
ALL
-- It hits here when it skips a frame.
<br>CLI
--local diff = eeObj.GetClock() - prev_clock
<pre>--host-audio-latency=0.010
--gs-upscale=point
local clock = eeObj.GetClock()
--gs-uprender=none
--local diff  = clock - expected_clock
#fix for graphical glitches.</pre>
--print(string.format("SKIP FRAME: diff=%7d", diff))


SLUS_215.50
--prev_clock    = eeObj.GetClock() -- just update the clock.
<br>LUA
expected_clock = expected_clock + one_vsync_clock_on_ntsc
<pre>
end)
-- Metal Slug Anthology PS2 - SLUS-21550 (USA)
eeObj.AddHook(0x18202c, 0x8f84bf54, function()
local clock = eeObj.GetClock()
--local diff = clock - prev_clock
--print(string.format("diff=%d vsync_term=%f %s", diff, one_vsync_clock_on_ntsc, diff > one_vsync_clock_on_ntsc and "SKIP" or ""))
local diff = clock - expected_clock
-- Sanity correction -- to handle cases where expected_clock contents is
-- zero or out-dated.
if (math.abs(diff) > (one_vsync_clock_on_ntsc * 6)) then
expected_clock = clock
end
-- print(string.format("diff=%7d %s", diff, diff > 17000 and "SKIP" or ""))
               
if diff > 17000 then
eeObj.SetGpr(gpr.a0, 1)
end
               
-- update clock
--prev_clock    = clock
expected_clock = expected_clock + one_vsync_clock_on_ntsc
end)


apiRequest(1.2) -- request version 0.1 API. Calling apiRequest() is mandatory.


local eeObj = getEEObject()
-- Applies a cycle rate hack to what I presume is the game logic pipeline, for roughly per-frame updates.
local emuObj = getEmuObject()


-- Fix for black screen booting an elf. This is a game bug.
local mpgCycles_default = 900
-- The v1.0 of the game suffered from an intermittent bug on the real PS2
local currentMpgCycles = mpgCycles_default
-- where sometimes it would hang on a black screen trying to launch a new elf.
-- This is apparently due to a bad IOP state, which caused sceCdInit to hang.
-- Later versions of the game (1.1, 1.2) attempted to fix this in different ways.
-- On Olympus, v1.0 (USA) hangs always, while v1.2 (EUR/JPN) works always.
-- The fix implemented here replaces a call to FlushCache() to loadImageAndReboot(),
-- which is a function that reboots the IOP and resolves the hang.


eeInsnReplace(0x189c24, 0x0c08f7f8, 0x0c061dd2) -- FlushCache() -> loadImageAndReboot()
local checkNeedsSpeedHack = function()
eeInsnReplace(0x117804, 0x0c0c1e08, 0x0c045e20) -- FlushCache() -> loadImageAndReboot()
local stageId    = eeObj.ReadMem32(0x01fce8c)
</pre>
local numPlayers = eeObj.ReadMem32(0x01ffd78) -- 0x01ffd7c seems to always match this one...


====Okage====
-- print(string.format("stageId = %d, numPlayers = %d", stageId, numPlayers))
'''TXT'''
<br>SCUS-97129
-- 3 = Electrica
<pre>
-- 7 = Electrica II
--vu1-mpg-cycles=50
-- 8 = Cliffhanger
--vu1-mpg-cycles=850,$037,$7b3
--vu1-mpg-cycles=150,$2b4,$7c4
local newMpgCycles = mpgCycles_default
</pre>
if (stageId == 3 or stageId == 7 or stageId == 8) then
'''LUA'''
<br>SCUS-97129
<pre>
require("ee-gpr-alias")
require("ps2")
apiRequest(0.6) -- request version 0.1 API. Calling apiRequest() is mandatory.


local eeObj = getEEObject()
-- note: this will also apply to demo loops (0 players)
 
newMpgCycles = newMpgCycles + 120
-- bug#8740
-- SPSetDirect(addr, char-pos, char-pos, x-coord, y-coord, width, height)
if stageId == 7 then
-- reduce width just 1 pix.
-- Electrica 2 is extra-special slow in some areas.
local Replace_1a1fb0 = InsnOverlay( {
-- (and 2-player mode on this map runs enough mpgs that extra penalty isn't needed)
0x0806720a, --        j      0x19c828
if numPlayers == 2 then
0x2529ffff, --       addiu  t1,t1,-1
newMpgCycles = newMpgCycles - 100
})
else
eeInsnReplace(0x1a1fb0, 0x0c06720a, 0x0c000000 | (Replace_1a1fb0>>2)) -- jal 19c828 <SPSetDirect>
newMpgCycles = newMpgCycles + 275
end
elseif numPlayers == 2 then
-- increment is not so big here because two player mode already runs many more VU programs.
newMpgCycles = newMpgCycles + 100
end
 
end
 
if currentMpgCycles ~= newMpgCycles then
-- print ( string.format("################### Setting mpg-cycles = %d", newMpgCycles) )
eeObj.Vu1MpgCycles(newMpgCycles)
currentMpgCycles = newMpgCycles
end
end
 
eeObj.AddHookJT(0x15ca2c,0x27bdff20,checkNeedsSpeedHack)


</pre>
</pre>


====Parappa the Rapper 2====
====King of Fighters 98 Ultimate Match====
ALL
ALL
<br>CLI
<br>CLI
<pre>--host-audio-latency=0.01
<pre>--force-frame-blend=1
--gs-use-deferred-l2h=0
#Graphical fix.</pre>
 
SLES_552.80
<br>SLES-55280_features.lua
<pre>This is a substantial file. Over 800 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.


#fix for audio off sync.</pre>
https://drive.google.com/file/d/1-lArL1Yqe079Ni3G-ZtHr8hqNPUsjQJy/view


SCUS_971.67
#More stick support, shaders, bezels, widescreen fix.</pre>
<br>LUA
<pre>


-- Parappa the Rapper 2  [SCUS-97167]
====King of Fighters 2000====
ALL
<br>CLI
<pre>--gs-uprender=none
--gs-upscale=point
--host-audio-latency=0.01
--hid-pad=1
#graphical fixes and support for further fightsticks.</pre>


SLUS_208.34
<br>LUA
<pre>-- The King of Fighters 2000


apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
apiRequest(1.1)


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


local eeObj = getEEObject()
local emuObj = getEmuObject()
--will fix sprite rendering artifact
ndx = 28
val = 0x86
-- spriteCorrectionTab[ndx] = val
emuObj.SetGsTitleFix( "globalSet",  "reserved", { fixSpriteDivTab = val | ( ndx<<16) })
#graphical fixes.</pre>
 
SLUS_208.34
<br>SLUS-20834_features.lua
<pre>This is a substantial file. Over 700 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.
 
https://drive.google.com/file/d/1FsPnuxgEa0ymnGdU6w2tdy-eamRN6l3e/view


-- ================================================================================================
#More stick support, shaders, bezels, widescreen fix.</pre>
-- Title issues racy combination of VIF1 and GIF transfers.  It expects GIF to finish ahead of VU
-- XGKICK (via VIF1), which is atypical among PS2 titles (XGKICK has HW priority over GIF, and so
-- GIF can only finish ahead of XGKICK in certain extreme cases).
--
-- Fixed by delaying the specific VIF1 transfer (identified by MADR) for a long time to ensure GIF
-- gains arbitration and finishes ahead of XGKICKs.
--
local fix01_dma_vif1 =
function()
local ee = eeObj
local tgtaddr = ee.GetGpr(gpr.s0)


-- print( string.format("success pt.1 : %x %x", vif1_hw.CHCR, tgtaddr ) )
====Manhunt====
SLUS_208.27
<br>CLI
<pre>--ee-hook=0x4329e0,FastForwardClock,0x1600fff1
--gs-uv-shift-pointsampling=1
--ee-hook=0x1d1d60,AdvanceClock,0x27bdffb0,225
--ee-hook=0x1d71e0,AdvanceClock,0x0c09a4d0,100
#Fix crane issue, and probably fixing lightsourcing.</pre>


if tgtaddr == vif1_hw.CHCR then
SLUS_208.27
<br>Lua
<pre>-- Manhunt [US]


-- expected:
local gpr = require('ee-gpr-alias')
--  # DIR==1 and MOD==1  (chain)
-- # TADR==0x01C76AA0


local chcr = ee.GetGPR(gpr.v0)
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


if (chcr & 0x05) == 0x05 then
local emuObj = getEmuObject()
local tadr = ee.ReadMem32(vif1_hw.TADR);
local eeObj  = getEEObject()
if tadr == 0x01C76AA0 then
-- 0x6000 works fine, 0x6500 adds a little extra cushion.
ee.SchedulerDelayEvent("vif1.dma", 0x6500)
-- print( "Parappa fix applied!" )
end
end
end
end
-- ================================================================================================


eeObj.AddHook(0x0015A008, 0xAE020000, fix01_dma_vif1)
-- Bug #9413
-- 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} )


-- ================================================================================================
-- Bug#9277
-- Our emulator has accuracy problems on so many places. In this title, we have problems on VU.
-- Shorten the timeout period for some particular execution command(s).
-- To be accurate on VU is quite painful (we won't be able to get reasonable performance with it)
-- When entering the crane, some instruction is executed with a wait period of 0x7333.
-- So as workaround, we just disable bilinear textures on Render-To-Texture drawing.
-- Shortening the wait period to 0x4000 it.  Note that 0x5000 is enough to fix entering the
-- Bug#8122
-- crane once, but a more aggressive value was needed for subsequent entry into the crane.
eeInsnReplace(0x118084, 0xde260008, 0x24060000) -- ld a2,8(s1)
eeInsnReplace(0x118798, 0xde260008, 0x24060000) -- ld a2,8(s1)
eeInsnReplace(0x118868, 0xde660008, 0x24060000) -- ld a2,8(s3)
eeInsnReplace(0x119d18, 0xdc460008, 0x24060000) -- ld a2,8(v0)
eeInsnReplace(0x119d18, 0xdc460008, 0x24060000) -- ld a2,8(v0)


</pre>
local FixBug9277 = function()
local s0 = eeObj.GetGpr(gpr.s0)
--local v0 = eeObj.GetGpr(gpr.v0)
--print( string.format("-------- v0=0x%08x s0=0x%08x", v0, s0) )
if s0 == 0x7333 then
eeObj.SetGpr(gpr.s0, 0x5800)
end
end


====Primal====
-- No longer seems necessary, when FastForwardClock is applied here instead (see _cli.conf)
CLI
eeObj.AddHookJT(0x1d71f8, 0x10000036, FixBug9277)
<pre>
#Further bug fixes as well as fixing bloom/overglare from lightsources.</pre>
--vu1-mul0fix-range=0x22f,0x22f
====Max Payne====
--vu1-mul0fix-range=0x298,0x29c
SLES_503.26
--vu1-native-patch=1
<br>CLI
--ee-hook=0x2f76c0,FastForwardClock,0x1200ffbf
<pre>--gs-use-clut-merge=1
--vu1-mpg-cycles=700
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="up2x2Simple"
--gs-kernel-cl-up="clutmerge2x2"
--cop2-no-clamp-range=0x37bd78,0x37c514    ;; CMatrix functions         
--vu1-no-clamping=1
--cop2-no-clamp-range=0x38c0e0,0x38c174    ;; CModel::CalcSkinningMatrices
--vu0-no-clamping=1
--cop2-no-clamp-range=0x391cf0,0x392084    ;; CSkelton::Update           
--fpu-no-clamping=1
</pre>
--force-pal-60hz=1
--vu1-mpg-cycles=1000
--safe-area-min=1.0
--fpu-accurate-mul-fast=1
--fpu-accurate-muldiv-range=0x2acce0,0x2acce0


LUA
#Graphics clean-up</pre>
<pre>
-- Primal  [EU]


apiRequest(1.1)
SLES_503.26
<br> Features Lua
<pre>-- Max Payne [US]


local eeObj = getEEObject()
-- Lua 5.3
local emuObj = getEmuObject()
-- Title: Max Payne - SLES-50326 (Europe FIGS) v1.00


-- Bug 9094 - Title exhibits poor performance due to VU0 spin loops.
-- The spin loops are meant to be an optimizaion on PS2 and the best way of handling them is
-- to remove them from the original code.  This can be done since the VF09 register is unsed by
-- the first portion of the VU0 mpg.
--
-- Insn replacements Summarized:
--  1. NOP the spin loop from VU0.
--  2. NOP the setup code for VI05, which is the reg tested by the VU0 spin loop
--  3. Reorder the vcallms and qmtc2.


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


-- [$167:520507ff] IBNE vi05, vi00, [$167]
apiRequest(0.2) -- request version 0.2 API for throttling control.
-- [$167:000002ff] NOP
local orig = (0x000002ff << 32) | 0x520507ff


vuInsnReplace(0, 0x167, orig, 0x8000033c | (0x000002ff << 32)) -- NOP / NOP2
local eeObj = getEEObject()
vuInsnReplace(0, 0x172, orig, 0x8000033c | (0x000002ff << 32)) -- NOP / NOP2
local emuObj = getEmuObject()


local region_base = 0x399c5c


eeInsnReplace(region_base + 0x000, 0x24040001, 0x00000000)  -- li a0,1 -> NOP
eeInsnReplace(region_base + 0x010, 0x48c42800, 0x00000000)  -- ctc2.ni a0,$5      -> NOP
eeInsnReplace(region_base + 0x090, 0x24040001, 0x00000000)  -- li a0,1            -> NOP
eeInsnReplace(region_base + 0x0a0, 0x48c42800, 0x00000000)  -- ctc2.ni a0,$5      -> NOP


eeInsnReplace(region_base + 0x05c, 0x48c02800, 0x00000000) -- ctc2.ni zero,$5 -> NOP
local TH1A = -- start of main()
eeInsnReplace(region_base + 0x114, 0x48c02800, 0x00000000) -- ctc2.ni zero,$5 -> NOP
function()
emuObj.ThrottleMax()
end
 
local TH1B = -- init loading screen
function()
local mode = eeObj.GetGpr(gpr.a0)
 
if mode ~= 4 then -- not sure what mode 4 is, but doesn't precede a real loading
emuObj.ThrottleMax()
end
end


eeInsnReplace(region_base + 0x054,  0x4a00d839, 0x48a44800) -- vcallmsr vi27 -> qmtc2 a0,vf9
local TH1C = -- advance progress bar
eeInsnReplace(region_base + 0x058,  0x48a44800, 0x4a00d839) -- qmtc2 a0,vf9 -> vcallmsr vi27
function()
eeInsnReplace(region_base + 0x10c, 0x4a00d839, 0x48a44800) -- vcallmsr vi27 -> qmtc2 a0,vf9
local pct = eeObj.GetFpr(2)
eeInsnReplace(region_base + 0x110, 0x48a44800, 0x4a00d839) -- qmtc2 a0,vf9 -> vcallmsr vi27


-- remove heat haze distortion ( for performance reason Bug#8827 )
if pct >= 1.0 then
--  reg = 0x42  packedFlags = 3( iip, tme, fst)  packedPrim  = 5(SCE_GS_PRIM_TRIFAN)
emuObj.ThrottleNorm()
emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5})
end
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 })
end
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x348000 , zmsk=1 })




-- NOP out cacheline prefetch instructions.
-- Prefetch might have been a good idea on PS2, but it is entirely unhelpful on the PS4 target.
if 1 then
eeInsnReplace(0x381e60, 0x78400040, 0x00000000) -- lq zero,64(v0)
eeInsnReplace(0x3822c0, 0x78400040, 0x00000000) -- lq zero,64(v0)
eeInsnReplace(0x38ec7c, 0x78800040, 0x00000000) -- lq zero,64(a0)
eeInsnReplace(0x38ed78, 0x78600040, 0x00000000) -- lq zero,64(v1)
eeInsnReplace(0x38eec0, 0x78a00040, 0x00000000) -- lq zero,64(a1)
eeInsnReplace(0x38fe28, 0x7a600040, 0x00000000) -- lq zero,64(s3)
eeInsnReplace(0x38fea4, 0x78800040, 0x00000000) -- lq zero,64(a0)
eeInsnReplace(0x390da8, 0x78400040, 0x00000000) -- lq zero,64(v0)
eeInsnReplace(0x391020, 0x78400040, 0x00000000) -- lq zero,64(v0)
eeInsnReplace(0x391174, 0x78a00040, 0x00000000) -- lq zero,64(a1)
eeInsnReplace(0x3912b0, 0x78a00040, 0x00000000) -- lq zero,64(a1)
eeInsnReplace(0x398790, 0x7a000040, 0x00000000) -- lq zero,64(s0)
eeInsnReplace(0x399e60, 0x78400050, 0x00000000) -- lq zero,80(v0)
eeInsnReplace(0x399ee8, 0x78400050, 0x00000000) -- lq zero,80(v0)
end


-- NOP out an idle loop meant to flush some cache lines...
-- register hooks
if 1 then
 
eeInsnReplace(0x331038, 0x18a00009, 0x00000000) -- blez a1,331060 <CDMAStreamIterator::AllocateBlock(unsigned int)+0x110>
local registeredHooks = {}
eeInsnReplace(0x33103c, 0x00d41821, 0x00000000) --  addu v1,a2,s4
 
eeInsnReplace(0x331040, 0xbc5a0000, 0x00000000) --  cache 0x1a,0(v0)
maxpayne_features_unregisterHooks = function() -- global function (called by trophy_data)
eeInsnReplace(0x331044, 0x24a5ffff, 0x00000000) --  addiu a1,a1,-1
for _, hook in pairs(registeredHooks) do
eeInsnReplace(0x331054, 0x1ca0fffa, 0x00000000) --  bgtz a1,331040 <CDMAStreamIterator::AllocateBlock(unsigned int)+0xf0>
eeObj.RemoveHook(hook)
eeInsnReplace(0x331058, 0x24420040, 0x00000000) --  addiu v0,v0,64
end
registeredHooks = {}
end
end
 
-- perf. fix bug 9094
emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} )
emuObj.SetGsTitleFix( "ignoreUpRender",  230, {} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x00000000 } )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } )


</pre>
maxpayne_features_registerHooks = function() -- global function (called by trophy_data)
registeredHooks = {
eeObj.AddHook(0x133dc8, 0x24030001, TH1A), -- <main>:
eeObj.AddHook(0x15ed7c, 0x24030003, TH1B), -- <MaxPayne_GameMode::initLoadingScreen(void)>:
eeObj.AddHook(0x133078, 0xc4a20000, TH1C), -- <UpdateProgressBarKH(void)>:
}
end</pre>


====Red Dead Revolver====
====Metal Slug Anthology====
<br>SLUS-20500
ALL
<br>CLI
<br>CLI
<pre>--host-audio-latency=0.010
--gs-upscale=point
--gs-uprender=none
#fix for graphical glitches.</pre>
SLUS_215.50
<br>LUA
<pre>
<pre>
--gs-kernel-cl-up="up2x2skipInterp"
-- Metal Slug Anthology PS2 - SLUS-21550 (USA)
--fpu-rsqrt-fast-estimate=0
 
--mtap1=Always
apiRequest(1.2) -- request version 0.1 API. Calling apiRequest() is mandatory.
--vif1-ignore-cmd-ints=1
 
--iop-cycle-scalar=0.80
local eeObj = getEEObject()
--iop-hook=0x0086ac,FastForwardClock
local emuObj = getEmuObject()
--ee-sif0-cycle-scalar=2.0
 
--ee-sif1-cycle-scalar=2.0
-- Fix for black screen booting an elf. This is a game bug.
--iop-sif1-cycle-scalar=5.0
-- The v1.0 of the game suffered from an intermittent bug on the real PS2
--iop-sif0-cycle-scalar=5.0
-- where sometimes it would hang on a black screen trying to launch a new elf.
--iop-tight-slice-count=12
-- This is apparently due to a bad IOP state, which caused sceCdInit to hang.
--cdvd-sector-read-cycles=5000
-- Later versions of the game (1.1, 1.2) attempted to fix this in different ways.
--ee-hook=0x352dd0,AdvanceClock,0x0c0ef9a2,4500
-- On Olympus, v1.0 (USA) hangs always, while v1.2 (EUR/JPN) works always.
--ee-hook=0x3b5068,FastForwardClock,0x00481024
-- The fix implemented here replaces a call to FlushCache() to loadImageAndReboot(),
--ee-hook=0x46fb68,FastForwardClock,0x8ca30000
-- which is a function that reboots the IOP and resolves the hang.
--ee-hook=0x46fb38,FastForwardClock,0x8c620000
 
--ee-hook=0x46fb68,MfifoDrain,0x8ca30000
eeInsnReplace(0x189c24, 0x0c08f7f8, 0x0c061dd2) -- FlushCache() -> loadImageAndReboot()
--ee-hook=0x46fb38,MfifoDrain,0x8c620000
eeInsnReplace(0x117804, 0x0c0c1e08, 0x0c045e20) -- FlushCache() -> loadImageAndReboot()
--mfifo-manual-drain=0.30
</pre>
--mfifo-chunk-drain-cycles=210000
 
====Okage====
'''TXT'''
<br>SCUS-97129
<pre>
--vu1-mpg-cycles=50
--vu1-mpg-cycles=850,$037,$7b3
--vu1-mpg-cycles=150,$2b4,$7c4
</pre>
</pre>
<br>SLUS-20500
'''LUA'''
<br>LUA
<br>SCUS-97129
<pre>
<pre>
-- red_dead_revolver
require("ee-gpr-alias")
local gpr = require("ee-gpr-alias")
require("ps2")
apiRequest(0.6) -- request version 0.1 API. Calling apiRequest() is mandatory.


apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
local eeObj = getEEObject()


-- Bug 9309
-- bug#8740
local emuObj = getEmuObject()
-- SPSetDirect(addr, char-pos, char-pos, x-coord, y-coord, width, height)
-- psm= SCE_GS_PSMCT32 (0)
-- reduce width just 1 pix.
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} )
local Replace_1a1fb0 = InsnOverlay( {
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
0x0806720a, --        j      0x19c828
0x2529ffff, --        addiu  t1,t1,-1
})
eeInsnReplace(0x1a1fb0, 0x0c06720a, 0x0c000000 | (Replace_1a1fb0>>2)) -- jal 19c828 <SPSetDirect>
 
</pre>


-- bug#9490 - Disable post-processing effect - <imgImageryDeriver<fxDistort>::Draw(void)>
====Parappa the Rapper 2====
eeInsnReplace(0x4c4b78, 0x27bdfff0, 0x03e00008) -- JR $ra
ALL
eeInsnReplace(0x4c4b7c, 0xffbf0000, 0x00000000) -- NOP
<br>CLI
<pre>--host-audio-latency=0.01


-- gfxState class writes bytes and then reads them back as words later on.
#fix for audio off sync.</pre>
-- This replaces most of the word readbacks with lbu equivalents to avoid STLF.
-- 003c0950 <gfxState::Update_TEST(void)>:
eeInsnReplace(0x3c0970, 0x8ce6efd8, 0x90e6efd8) -- lw a2,-4136(a3)
eeInsnReplace(0x3c09a0, 0x8ce3f37c, 0x90e3f37c) -- lw v1,-3204(a3)


-- 0032aa70 <fxFloatPropGrid::Get(Vector2 const &) const>:
SCUS_971.67
--  The original  compiler couldn't assume that Vector2 was an aligned object, so it generated
<br>LUA
--    ldr/sdr instructions to access it.  The lack of assumption seems to have also caused it to
<pre>
--    spill FPU registers to memory needlessly.


if true then
-- Parappa the Rapper 2  [SCUS-97167]
eeInsnReplace(0x32aa74, 0x68a20007, 0x00000000)
eeInsnReplace(0x32aa78, 0x6ca20000, 0x00000000)
eeInsnReplace(0x32aa7c, 0xb3a20017, 0xc4a00000) -- lwc1 $f0,0(a1)
eeInsnReplace(0x32aa80, 0xb7a20010, 0xc4a10004) -- lwc1 $f1,4(a1)


eeInsnReplace(0x32aa8c, 0xc7a00010, 0x00000000) -- nop
eeInsnReplace(0x32aa9c, 0xc7a10014, 0x00000000) -- nop


eeInsnReplace(0x32aaa8, 0xe7a00010, 0x00000000) -- nop
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
eeInsnReplace(0x32aaac, 0x46020082, 0x46020002) -- mul.s $f0,$f0,$f2 
eeInsnReplace(0x32aab0, 0x3c014480, 0x3c014480) -- lui at,0x4480
eeInsnReplace(0x32aab4, 0x34211000, 0x34211000) -- ori at,at,0x1000
eeInsnReplace(0x32aab8, 0x44812000, 0x44812000) -- mtc1 at,$f4
eeInsnReplace(0x32aabc, 0xe7a10014, 0x00000000) -- nop
eeInsnReplace(0x32aac0, 0x460308c2, 0x46030842) -- mul.s $f1,$f1,$f3
eeInsnReplace(0x32aac4, 0xe7a20010, 0xe7a00000) -- swc1 $f0,0(sp)
eeInsnReplace(0x32aac8, 0x90a4001c, 0x90a4001c) -- lbu $a0,28($a1)
eeInsnReplace(0x32aacc, 0xe7a30014, 0xe7a10004) -- swc1 $f1,4(sp)


eeInsnReplace(0x32aad0, 0x6baa0017, 0x00000000) -- nop
require( "ee-gpr-alias" )
eeInsnReplace(0x32aad4, 0x6faa0010, 0x00000000) -- nop
require( "ee-hwaddr" )
eeInsnReplace(0x32aad8, 0xb3aa0007, 0x00000000) -- nop
eeInsnReplace(0x32aadc, 0xb7aa0000, 0x00000000) -- nop
eeInsnReplace(0x32aae0, 0xc7a00000, 0x00000000) -- nop
eeInsnReplace(0x32aae4, 0xc7a10004, 0x00000000) -- nop
end


</pre>
local eeObj = getEEObject()
<br>Features.lua
<br>SLUS-20500
<br>Even though it's features.lua, it's still a very good example for learning
<pre>
-- Lua 5.3
-- Title: Red Dead Revolver - SLUS-20500 (USA) v1.03
-- Author:  Nicola Salmoria
-- Date: March 23, 2016


-- ================================================================================================
-- Title issues racy combination of VIF1 and GIF transfers.  It expects GIF to finish ahead of VU
-- XGKICK (via VIF1), which is atypical among PS2 titles (XGKICK has HW priority over GIF, and so
-- GIF can only finish ahead of XGKICK in certain extreme cases).
--
-- Fixed by delaying the specific VIF1 transfer (identified by MADR) for a long time to ensure GIF
-- gains arbitration and finishes ahead of XGKICKs.
--
local fix01_dma_vif1 =
function()
local ee = eeObj
local tgtaddr = ee.GetGpr(gpr.s0)


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
-- print( string.format("success pt.1 : %x %x", vif1_hw.CHCR, tgtaddr ) )


apiRequest(0.7) -- need widescreen support
if tgtaddr == vif1_hw.CHCR then


local eeObj = getEEObject()
-- expected:
local emuObj = getEmuObject()
--  # DIR==1 and MOD==1  (chain)
--  # TADR==0x01C76AA0


local chcr = ee.GetGPR(gpr.v0)


local GFXPIPELINE_16BY9_ADDRESS = 0x79eeec
if (chcr & 0x05) == 0x05 then
local GLOBALS_UNIVERSALDATA_ADDRESS = 0x742120
local tadr = ee.ReadMem32(vif1_hw.TADR);
if tadr == 0x01C76AA0 then
-- 0x6000 works fine, 0x6500 adds a little extra cushion.
ee.SchedulerDelayEvent("vif1.dma", 0x6500)
-- print( "Parappa fix applied!" )
end
end
end
end
-- ================================================================================================


eeObj.AddHook(0x0015A008, 0xAE020000, fix01_dma_vif1)


local TH1A = -- start loading screen
-- ================================================================================================
function()
-- Our emulator has accuracy problems on so many places. In this title, we have problems on VU.
emuObj.ThrottleMax()
-- To be accurate on VU is quite painful (we won't be able to get reasonable performance with it)
end
-- So as workaround, we just disable bilinear textures on Render-To-Texture drawing.
-- Bug#8122
eeInsnReplace(0x118084, 0xde260008, 0x24060000) -- ld a2,8(s1)
eeInsnReplace(0x118798, 0xde260008, 0x24060000) -- ld a2,8(s1)
eeInsnReplace(0x118868, 0xde660008, 0x24060000) -- ld a2,8(s3)
eeInsnReplace(0x119d18, 0xdc460008, 0x24060000) -- ld a2,8(v0)
eeInsnReplace(0x119d18, 0xdc460008, 0x24060000) -- ld a2,8(v0)


local TH1B = -- switch to threaded loading (over cutscene etc.)
</pre>
function()
emuObj.ThrottleNorm()
end


====Primal====
CLI
<pre>
--vu1-mul0fix-range=0x22f,0x22f
--vu1-mul0fix-range=0x298,0x29c
--vu1-native-patch=1
--ee-hook=0x2f76c0,FastForwardClock,0x1200ffbf
--vu1-mpg-cycles=700
--gs-kernel-cl-up="up2x2Simple"
--cop2-no-clamp-range=0x37bd78,0x37c514    ;; CMatrix functions         
--cop2-no-clamp-range=0x38c0e0,0x38c174    ;; CModel::CalcSkinningMatrices
--cop2-no-clamp-range=0x391cf0,0x392084    ;; CSkelton::Update           
</pre>


local TH2A = -- start flashing loading message
LUA
function()
<pre>
emuObj.ThrottleMax()
-- Primal  [EU]
end


local TH2B = -- pause loading message
apiRequest(1.1)
function()
emuObj.ThrottleNorm()
end


local TH2C = -- unpause loading message
local eeObj = getEEObject()
function()
local emuObj = getEmuObject()
emuObj.ThrottleMax()
end


local TH2D = -- end loading message
-- Bug 9094 - Title exhibits poor performance due to VU0 spin loops.
function()
-- The spin loops are meant to be an optimizaion on PS2 and the best way of handling them is
emuObj.ThrottleNorm()
-- to remove them from the original code. This can be done since the VF09 register is unsed by
end
-- the first portion of the VU0 mpg.
--
-- Insn replacements Summarized:
--  1. NOP the spin loop from VU0.
--  2. NOP the setup code for VI05, which is the reg tested by the VU0 spin loop
--  3. Reorder the vcallms and qmtc2.




-- [$167:520507ff] IBNE vi05, vi00, [$167]
-- [$167:000002ff] NOP
local orig = (0x000002ff << 32) | 0x520507ff


local showdownLoading = false
vuInsnReplace(0, 0x167, orig, 0x8000033c | (0x000002ff << 32)) -- NOP / NOP2
vuInsnReplace(0, 0x172, orig, 0x8000033c | (0x000002ff << 32)) -- NOP / NOP2


local TH3A = -- draw "Loading" on Showdown info screen
local region_base = 0x399c5c
function()
if showdownLoading == false then
emuObj.ThrottleMax()
showdownLoading = true
end
end


local TH3B = -- draw "Press START" on Showdown info screen
eeInsnReplace(region_base + 0x000, 0x24040001, 0x00000000)  -- li a0,1 -> NOP
function()
eeInsnReplace(region_base + 0x010, 0x48c42800, 0x00000000)   -- ctc2.ni a0,$5      -> NOP
if showdownLoading == true then
eeInsnReplace(region_base + 0x090, 0x24040001, 0x00000000)  -- li a0,1            -> NOP
emuObj.ThrottleNorm()
eeInsnReplace(region_base + 0x0a0, 0x48c42800, 0x00000000)   -- ctc2.ni a0,$5      -> NOP
showdownLoading = false
end
end


eeInsnReplace(region_base + 0x05c, 0x48c02800, 0x00000000) -- ctc2.ni zero,$5 -> NOP
eeInsnReplace(region_base + 0x114, 0x48c02800, 0x00000000) -- ctc2.ni zero,$5 -> NOP


local WH1 = -- update 16:9 flag
eeInsnReplace(region_base + 0x054,  0x4a00d839, 0x48a44800) -- vcallmsr vi27 -> qmtc2 a0,vf9
function()
eeInsnReplace(region_base + 0x058,  0x48a44800, 0x4a00d839) -- qmtc2 a0,vf9 -> vcallmsr vi27
local isWidescreen = eeObj.GetGpr(gpr.a0)
eeInsnReplace(region_base + 0x10c, 0x4a00d839, 0x48a44800) -- vcallmsr vi27 -> qmtc2 a0,vf9
eeInsnReplace(region_base + 0x110, 0x48a44800, 0x4a00d839) -- qmtc2 a0,vf9 -> vcallmsr vi27
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end


local WH2 = -- init universal data
-- remove heat haze distortion ( for performance reason Bug#8827 )
function()
--  reg = 0x42  packedFlags = 3( iip, tme, fst)  packedPrim  = 5(SCE_GS_PRIM_TRIFAN)
local v1 = eeObj.GetGpr(gpr.v1)
emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5})
eeObj.SetGpr(gpr.v1, v1 | 1) -- enable widescreen
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 })
end
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x348000 , zmsk=1 })


local WH3 = -- end of boot up sequence
function()
local universalData = eeObj.ReadMem32(GLOBALS_UNIVERSALDATA_ADDRESS)
local isWidescreen = eeObj.ReadMem32(universalData + 92) & 1


eeObj.WriteMem8(GFXPIPELINE_16BY9_ADDRESS, isWidescreen)
-- NOP out cacheline prefetch instructions.
-- Prefetch might have been a good idea on PS2, but it is entirely unhelpful on the PS4 target.
if 1 then
eeInsnReplace(0x381e60, 0x78400040, 0x00000000) -- lq zero,64(v0)
eeInsnReplace(0x3822c0, 0x78400040, 0x00000000) -- lq zero,64(v0)
eeInsnReplace(0x38ec7c, 0x78800040, 0x00000000) -- lq zero,64(a0)
eeInsnReplace(0x38ed78, 0x78600040, 0x00000000) -- lq zero,64(v1)
eeInsnReplace(0x38eec0, 0x78a00040, 0x00000000) -- lq zero,64(a1)
eeInsnReplace(0x38fe28, 0x7a600040, 0x00000000) -- lq zero,64(s3)
eeInsnReplace(0x38fea4, 0x78800040, 0x00000000) -- lq zero,64(a0)
eeInsnReplace(0x390da8, 0x78400040, 0x00000000) -- lq zero,64(v0)
eeInsnReplace(0x391020, 0x78400040, 0x00000000) -- lq zero,64(v0)
eeInsnReplace(0x391174, 0x78a00040, 0x00000000) -- lq zero,64(a1)
eeInsnReplace(0x3912b0, 0x78a00040, 0x00000000) -- lq zero,64(a1)
eeInsnReplace(0x398790, 0x7a000040, 0x00000000) -- lq zero,64(s0)
eeInsnReplace(0x399e60, 0x78400050, 0x00000000) -- lq zero,80(v0)
eeInsnReplace(0x399ee8, 0x78400050, 0x00000000) -- lq zero,80(v0)
end


if isWidescreen == 0 then
-- NOP out an idle loop meant to flush some cache lines...
emuObj.SetDisplayAspectNormal()
if 1 then
else
eeInsnReplace(0x331038, 0x18a00009, 0x00000000) -- blez a1,331060 <CDMAStreamIterator::AllocateBlock(unsigned int)+0x110>
emuObj.SetDisplayAspectWide()
eeInsnReplace(0x33103c, 0x00d41821, 0x00000000) -- addu v1,a2,s4
end
eeInsnReplace(0x331040, 0xbc5a0000, 0x00000000) -- cache 0x1a,0(v0)
end
eeInsnReplace(0x331044, 0x24a5ffff, 0x00000000) -- addiu a1,a1,-1
 
eeInsnReplace(0x331054, 0x1ca0fffa, 0x00000000) -- bgtz a1,331040 <CDMAStreamIterator::AllocateBlock(unsigned int)+0xf0>
 
eeInsnReplace(0x331058, 0x24420040, 0x00000000) -- addiu v0,v0,64
 
end
-- unthrottle loading screens
 
local thr1a = eeObj.AddHook(0x21e02c, 0x0080982d, TH1A) -- <staNewLoadShow::Enter(void)>:
-- perf. fix bug 9094
local thr1b = eeObj.AddHook(0x220100, 0x27bdfff0, TH1B) -- <staNewLoadShow::DoThreadedLoadShow(void)>:
emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} )
local thr2a = eeObj.AddHook(0x233970, 0x27bdfff0, TH2A) -- <ThreadedLoadingMessage::Start(void)>:
emuObj.SetGsTitleFix( "ignoreUpRender",  230, {} )
local thr2b = eeObj.AddHook(0x233a30, 0x27bdfff0, TH2B) -- <ThreadedLoadingMessage::Pause(void)>:
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x00000000 } )
local thr2c = eeObj.AddHook(0x233a80, 0x3c02004f, TH2C) -- <ThreadedLoadingMessage::Unpause(void)>:
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } )
local thr2d = eeObj.AddHook(0x2339d8, 0x27bdfff0, TH2D) -- <ThreadedLoadingMessage::Stop(void)>:
local thr3a = eeObj.AddHook(0x226110, 0x8e850008, TH3A) -- <staNewLoadShow::DrawMultiplayerInfo(void)>:
local thr3b = eeObj.AddHook(0x226058, 0x8e650008, TH3B) -- <staNewLoadShow::DrawMultiplayerInfo(void)>:
 
-- widescreen support
local wide1 = eeObj.AddHook(0x3b9050, 0x46010003, WH1) -- <gfxPipeline::Set16By9(bool)>:
local wide2 = eeObj.AddHook(0x180f90, 0x00641824, WH2) -- <swcSaveUniversalData::swcSaveUniversalData(void)>:
local wide3 = eeObj.AddHook(0x102b70, 0x24040003, WH3) -- <gmGame::DoBootUpSequence(void)>:


</pre>
</pre>


====Psychonauts====
====Red Dead Revolver====
SLUS_211.20
<br>SLUS-20500
<br>CLI
<br>CLI
<pre>--vu1-jr-cache-policy=sameprog
<pre>
--vu1-jalr-cache-policy=sameprog
--gs-kernel-cl-up="up2x2skipInterp"
--ee-hook=0x101fc0,FastForwardClock,0x3c0f0036
--fpu-rsqrt-fast-estimate=0
--ee-hook=0x110390,FastForwardClock,0x8d8f0000
--mtap1=Always
--ee-hook=0x101c10,FastForwardClock,0x51cf0052
--vif1-ignore-cmd-ints=1
--gs-vert-precision=8
--iop-cycle-scalar=0.80
--gs-kernel-cl="h2lpool"
--iop-hook=0x0086ac,FastForwardClock
--gs-kernel-cl-up="h2lpool2x2"
--ee-sif0-cycle-scalar=2.0
--gs-render-tile-threshold=300000
--ee-sif1-cycle-scalar=2.0
--vu-custom-min-max=0
--iop-sif1-cycle-scalar=5.0
--vu1-di-bits=0
--iop-sif0-cycle-scalar=5.0
--vu0-di-bits=0
--iop-tight-slice-count=12
--vu1-opt-vf00=2
--cdvd-sector-read-cycles=5000
--vu0-opt-vf00=2
--ee-hook=0x352dd0,AdvanceClock,0x0c0ef9a2,4500
--vu1-injection=1
--ee-hook=0x3b5068,FastForwardClock,0x00481024
--vu1-mpg-cycles=666
--ee-hook=0x46fb68,FastForwardClock,0x8ca30000
--vu1-mpg-cycles=1166,$000
--ee-hook=0x46fb38,FastForwardClock,0x8c620000
--vu1-mpg-cycles=950,0xffffffff
--ee-hook=0x46fb68,MfifoDrain,0x8ca30000
--vu0-mpg-cycles=300,0xfc
--ee-hook=0x46fb38,MfifoDrain,0x8c620000
--ee-hook=0x127630,AdvanceClock,0x27bdffd0,2100
--mfifo-manual-drain=0.30
--cdvd-sector-read-cycles=4000
--mfifo-chunk-drain-cycles=210000
--iop-cycle-scalar=1.6
</pre>
#Seems like substantial performance fixes</pre>
<br>SLUS-20500
<br>LUA
<pre>
-- red_dead_revolver
local gpr = require("ee-gpr-alias")
 
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


SLUS_211.20
-- Bug 9309
<br>LUA
<pre>-- psychonauts_slus21120
local gpr    = require("ee-gpr-alias")
local emuObj = getEmuObject()
local emuObj = getEmuObject()
-- psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )


apiRequest(1.0) -- request version 0.1 API. Calling apiRequest() is mandatory.
-- bug#9490 - Disable post-processing effect - <imgImageryDeriver<fxDistort>::Draw(void)>
eeInsnReplace(0x4c4b78, 0x27bdfff0, 0x03e00008) -- JR $ra
eeInsnReplace(0x4c4b7c, 0xffbf0000, 0x00000000) -- NOP


-- Bug#9174 -  
-- gfxState class writes bytes and then reads them back as words later on.
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
-- This replaces most of the word readbacks with lbu equivalents to avoid STLF.
-- 003c0950 <gfxState::Update_TEST(void)>:
eeInsnReplace(0x3c0970, 0x8ce6efd8, 0x90e6efd8) -- lw a2,-4136(a3)
eeInsnReplace(0x3c09a0, 0x8ce3f37c, 0x90e3f37c) -- lw v1,-3204(a3)


-- Bug#9240 (Light maps uprender)
-- 0032aa70 <fxFloatPropGrid::Get(Vector2 const &) const>:
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
--   The original  compiler couldn't assume that Vector2 was an aligned object, so it generated
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
--   ldr/sdr instructions to access it. The lack of assumption seems to have also caused it to
 
--   spill FPU registers to memory needlessly.
-- 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 } )


-- Bug#9176
if true then
--
eeInsnReplace(0x32aa74, 0x68a20007, 0x00000000)
-- This bug seems GPUGS interpolation problem.
eeInsnReplace(0x32aa78, 0x6ca20000, 0x00000000)
-- The game draws clouds as undiscovered area on the map, but
eeInsnReplace(0x32aa7c, 0xb3a20017, 0xc4a00000) -- lwc1 $f0,0(a1)
-- Z value is unstable --- sometimes 0x320, sometimes 0x321.
eeInsnReplace(0x32aa80, 0xb7a20010, 0xc4a10004) -- lwc1 $f1,4(a1)
-- On drawing 'Highlight' object (which is missing one), it uses z=0x320 with
-- ZTST=GEQUAL. Therefore if the cloud renders with z=0x321, this highlighted object
-- doesn't appear. But it's OK on the real PS2 because of no-drawing right edge,
-- z=0x321 won't be available on the packet (interpolation differences between
-- the real PS2 and our gs)
-- it gives some values (50.0f) to get +1 on Z value for the highlighted object.
-- this value will be used later to create the packet in _sprite_ps2_push_data(ESprite*).
--
-- This old one causes a problem on some other scenes.
-- local eeObj = getEEObject()
-- eeObj.AddHook(0x1b276c, 0xe4400024, function()  
-- local v0 = eeObj.GetGpr(gpr.v0)
-- local z  = eeObj.ReadMemFloat(v0+32)
-- eeObj.WriteMemFloat(v0+32, z+50.0)
-- end)
-- New one by Ernesto :
-- The idea is to apply the offset only on the marker.
local eeObj = getEEObject()
local adjustMapZHook = function() -- EMapRenderWindow::drawHighlightSprites
    eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0)
end
eeObj.AddHook(0x25d654, 0x8de40068, adjustMapZHook) -- \/
eeObj.AddHook(0x25d714, 0xe7b500cc, adjustMapZHook) -- /\
eeObj.AddHook(0x25d7d0, 0xe7b500cc, adjustMapZHook) -- <
eeObj.AddHook(0x25d894, 0x46000386, adjustMapZHook) -- >


eeInsnReplace(0x32aa8c, 0xc7a00010, 0x00000000) -- nop
eeInsnReplace(0x32aa9c, 0xc7a10014, 0x00000000) -- nop


-- bug#9423 - menus render 20+ times over again, causing very low fps.
eeInsnReplace(0x32aaa8, 0xe7a00010, 0x00000000) -- nop
-- The whole game in general has no concept of pacing and will re-draw frames multiple times
eeInsnReplace(0x32aaac, 0x46020082, 0x46020002) -- mul.s $f0,$f0,$f2 
-- between vsync refreshes.  Hook placed on GameApp::EndFrame() measures time between frames and
eeInsnReplace(0x32aab0, 0x3c014480, 0x3c014480) -- lui at,0x4480
-- if it's too short, the EE clock is advanced significantly to compensate.
eeInsnReplace(0x32aab4, 0x34211000, 0x34211000) -- ori at,at,0x1000
eeInsnReplace(0x32aab8, 0x44812000, 0x44812000) -- mtc1 at,$f4
eeInsnReplace(0x32aabc, 0xe7a10014, 0x00000000) -- nop
eeInsnReplace(0x32aac0, 0x460308c2, 0x46030842) -- mul.s $f1,$f1,$f3
eeInsnReplace(0x32aac4, 0xe7a20010, 0xe7a00000) -- swc1 $f0,0(sp)
eeInsnReplace(0x32aac8, 0x90a4001c, 0x90a4001c) -- lbu $a0,28($a1)
eeInsnReplace(0x32aacc, 0xe7a30014, 0xe7a10004) -- swc1 $f1,4(sp)
 
eeInsnReplace(0x32aad0, 0x6baa0017, 0x00000000) -- nop
eeInsnReplace(0x32aad4, 0x6faa0010, 0x00000000) -- nop
eeInsnReplace(0x32aad8, 0xb3aa0007, 0x00000000) -- nop
eeInsnReplace(0x32aadc, 0xb7aa0000, 0x00000000) -- nop
eeInsnReplace(0x32aae0, 0xc7a00000, 0x00000000) -- nop
eeInsnReplace(0x32aae4, 0xc7a10004, 0x00000000) -- nop
end
 
</pre>
<br>Features.lua
<br>SLUS-20500
<br>Even though it's features.lua, it's still a very good example for learning
<pre>
-- Lua 5.3
-- Title: Red Dead Revolver - SLUS-20500 (USA) v1.03
-- Author:  Nicola Salmoria
-- Date: March 23, 2016


local last_time = 0
local last_diff = 0
local advanceClockForAny = function()
local thistime = eeObj.GetClock()
local diff = thistime - last_time
local adv  = 0


if diff <= 0 then
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
-- sanity check, mostly for snapshot restore.
last_diff = diff
last_time = thistime
return
end
-- EE @ 30fps == roughly 10 million cycles
-- bug#9555 - We need to make a reasonable tally of VIF cycles across game display swaps.
--   Use a combination heuristic of EE and VIF1 cycles to gues at whether the title should
--  lock to 45fps, 30fps, or something worse.
local fastminEE = 1600000 -- less than this it's safe to run > 30 fps
local fastminVIF_30 = 2200000 -- VU1 total that merits 30hz throttle
local fastminVIF_45 = 1700000 -- VU1 total that merit 45hz throttle.
local baremin_wo_vif= 6100000 -- EE values below this get promoted to this value  (~50hz)
local forced30hz = 9330000
local forced45hz = 7820000
local vif1_cycles = eeObj.GetVif1Cycles()
if (vif1_cycles > forced30hz) then
vif1_cycles = forced30hz
end


local diff_vif = diff + vif1_cycles
apiRequest(0.7) -- need widescreen support
adv = adv + vif1_cycles


-- Lock anything that seems like "Real Work" to either 30 or 45 FPS:
local eeObj = getEEObject()
local emuObj = getEmuObject()
if diff_vif < fastminEE then
 
adv = adv + (fastminEE*2 - diff_vif)
 
elseif vif1_cycles > fastminVIF_30 and (diff+(fastminVIF_30)//2) < forced30hz then
local GFXPIPELINE_16BY9_ADDRESS = 0x79eeec
adv = adv + (forced30hz  - diff - (fastminVIF_30)//2)
local GLOBALS_UNIVERSALDATA_ADDRESS = 0x742120
elseif vif1_cycles > fastminVIF_45 and (diff+(fastminVIF_45)//2) < forced45hz then
 
adv = adv + (forced45hz  - diff - (fastminVIF_45)//2)
 
elseif diff < baremin_wo_vif then
local TH1A = -- start loading screen
adv = adv + (baremin_wo_vif  - diff)
function()
emuObj.ThrottleMax()
end
 
local TH1B = -- switch to threaded loading (over cutscene etc.)
function()
emuObj.ThrottleNorm()
end
end


-- print (string.format("DELTA: %d  ADV: %d  VIF1: %d", diff, adv, vif1_cycles))


if adv ~= 0 then
local TH2A = -- start flashing loading message
eeObj.AdvanceClock(adv)
function()
emuObj.ThrottleMax()
end
 
local TH2B = -- pause loading message
function()
emuObj.ThrottleNorm()
end
end


-- Ensure next frame's delta time takes into consideration this frame's advancement.
local TH2C = -- unpause loading message
-- Otherwise each fraem delta time would get progressively worse.
function()
emuObj.ThrottleMax()
end


thistime = thistime + adv
local TH2D = -- end loading message
last_time = thistime
function()
last_diff = diff
emuObj.ThrottleNorm()
end
end


local advanceClockForGame = function() advanceClockForAny(5300000, 2700000) end
eeObj.AddHookJT(0x207cf8, 0x27bdfff0, advanceClockForGame)   -- <GameApp::EndFrame()>:
#Performance and optimisations</pre>


====Red Faction====
SLUS_200.73
<br>CLI
<pre>--gs-use-deferred-l2h=1
--l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
--vu1=jit-sync
--ee-cycle-scalar=1.02
--ee-hook=0x00213370,FastForwardClock,0x8F8293A8
--ee-hook=0x24ce30,AdvanceClock,0x8c620000,20000
--ee-hook=0x272b44,FastForwardClock,0x3c0201ee
--ee-hook=0x272bc4,FastForwardClock,0x3c0201ee
--ee-hook=0x21b354,AdvanceClock,0x3c031000,0x1240
#performance fixes.</pre>


SLUS_200.73
local showdownLoading = false
<br>LUA
<pre>-- Red Faction [US]


apiRequest(1.6)
local TH3A = -- draw "Loading" on Showdown info screen
local gpr = require("ee-gpr-alias")
function()
if showdownLoading == false then
emuObj.ThrottleMax()
showdownLoading = true
end
end


-- title uses memcpy() to write to VU1 memory, so some instances will be hotfixed to
local TH3B = -- draw "Press START" on Showdown info screen
-- use slowpath_memcpy() at runtime.
function()
if showdownLoading == true then
emuObj.ThrottleNorm()
showdownLoading = false
end
end


eeNativeFunction(0x259820, 0x0080402d, 'memcpy')
eeNativeFunction(0x2599d8, 0x2cc20008, 'memset')


eeNativeFunction(0x253870, 0x27bdffd0, 'ieee754_acosf')
local WH1 = -- update 16:9 flag
eeNativeFunction(0x254620, 0x44026000, 'ieee754_sqrtf')
function()
eeNativeFunction(0x255a50, 0x44026000, 'cosf')
local isWidescreen = eeObj.GetGpr(gpr.a0)
eeNativeFunction(0x255df0, 0x44026000, 'sinf')
eeNativeFunction(0x256318, 0x27bdffa0, 'acosf')
if isWidescreen == 0 then
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end


eeInsnReplace(0x24d7e0, 0x24030064, 0x03e00008)                -- <FlushCache>
local WH2 = -- init universal data
eeInsnReplace(0x24d7e4, 0x0000000c, 0x00000000)
function()
eeNativeHook (0x24d7e0, 0x03e00008,'AdvanceClock',0xa00)
local v1 = eeObj.GetGpr(gpr.v1)
eeInsnReplace(0x24d810, 0x2403ff98, 0x03e00008)                 -- <iFlushCache>
eeObj.SetGpr(gpr.v1, v1 | 1) -- enable widescreen
eeInsnReplace(0x24d814, 0x0000000c, 0x00000000)
end
eeNativeHook (0x24d810, 0x03e00008,'AdvanceClock',0xa00)
 
local WH3 = -- end of boot up sequence
function()
local universalData = eeObj.ReadMem32(GLOBALS_UNIVERSALDATA_ADDRESS)
local isWidescreen = eeObj.ReadMem32(universalData + 92) & 1


eeInsnReplace(0x24de20, 0x27bdffe0, 0x03e00008)                -- <SyncDCache>
eeObj.WriteMem8(GFXPIPELINE_16BY9_ADDRESS, isWidescreen)
eeInsnReplace(0x24de24, 0x0080302d, 0x00000000)
eeNativeHook (0x24de20, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24de98, 0x3c02ffff, 0x03e00008)                -- <iSyncDCache>
eeInsnReplace(0x24de9c, 0x3442ffc0, 0x00000000)
eeNativeHook (0x24de98, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24df58, 0x27bdffe0, 0x03e00008)                -- <InvalidDCache>
eeInsnReplace(0x24df5c, 0x0080302d, 0x00000000)
eeNativeHook (0x24df58, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24dfd0, 0x3c02ffff, 0x03e00008)                -- <iInvalidDCache>
eeInsnReplace(0x24dfd4, 0x3442ffc0, 0x00000000)
eeNativeHook (0x24dfd0, 0x03e00008,'AdvanceClock',0x600)


local emuObj = getEmuObject()
if isWidescreen == 0 then
local eeObj = getEEObject()
emuObj.SetDisplayAspectNormal()
else
emuObj.SetDisplayAspectWide()
end
end


-- bug#10159 workaround
-- slowdown the jeep speed....


local jeepObj = 0
eeObj.AddHook(0x1376f0, 0xc6600174, function()
jeepObj = eeObj.GetGpr(gpr.s1)
end)
eeObj.AddHook(0x137a48, 0xc7ac00bc, function()
local s1 = eeObj.GetGpr(gpr.s1)
if s1 == jeepObj then
eeObj.SetFpr(12, eeObj.GetFpr(12)*0.90)
end
end)


-- bug#10249 workaround
-- unthrottle loading screens
-- forcibly calculate the jeep's suspension.
local thr1a = eeObj.AddHook(0x21e02c, 0x0080982d, TH1A) -- <staNewLoadShow::Enter(void)>:
eeObj.AddHook(0x19ee08, 0x8ec2120c, function()
local thr1b = eeObj.AddHook(0x220100, 0x27bdfff0, TH1B) -- <staNewLoadShow::DoThreadedLoadShow(void)>:
if jeepObj - 624 == eeObj.GetGpr(gpr.s6) then
local thr2a = eeObj.AddHook(0x233970, 0x27bdfff0, TH2A) -- <ThreadedLoadingMessage::Start(void)>:
eeObj.SetGpr(gpr.v0, 1)
local thr2b = eeObj.AddHook(0x233a30, 0x27bdfff0, TH2B) -- <ThreadedLoadingMessage::Pause(void)>:
end
local thr2c = eeObj.AddHook(0x233a80, 0x3c02004f, TH2C) -- <ThreadedLoadingMessage::Unpause(void)>:
end)
local thr2d = eeObj.AddHook(0x2339d8, 0x27bdfff0, TH2D) -- <ThreadedLoadingMessage::Stop(void)>:
local thr3a = eeObj.AddHook(0x226110, 0x8e850008, TH3A) -- <staNewLoadShow::DrawMultiplayerInfo(void)>:
local thr3b = eeObj.AddHook(0x226058, 0x8e650008, TH3B) -- <staNewLoadShow::DrawMultiplayerInfo(void)>:


-- debug code for jeep movment target.
-- widescreen support
-- local px = 0.0
local wide1 = eeObj.AddHook(0x3b9050, 0x46010003, WH1) -- <gfxPipeline::Set16By9(bool)>:
-- local pz = 0.0
local wide2 = eeObj.AddHook(0x180f90, 0x00641824, WH2) -- <swcSaveUniversalData::swcSaveUniversalData(void)>:
-- eeObj.AddHook(0x1375bc, 0x26650174, function()
local wide3 = eeObj.AddHook(0x102b70, 0x24040003, WH3) -- <gmGame::DoBootUpSequence(void)>:
-- local s1 = eeObj.GetGpr(gpr.s1)
-- if s1 == jeepObj then
-- local s3 = eeObj.GetGpr(gpr.s3)
-- px = eeObj.ReadMemFloat(s3 + 372)
-- pz = eeObj.ReadMemFloat(s3 + 380)
-- end
-- end)
-- eeObj.AddHook(0x1375c8, 0xa2620170, function()
-- local s1 = eeObj.GetGpr(gpr.s1)
-- if s1 == 0x19a7a00 then
-- local s3 = eeObj.GetGpr(gpr.s3)
-- local x = eeObj.ReadMemFloat(s3 + 372)
-- local z = eeObj.ReadMemFloat(s3 + 380)
-- if px ~= x or pz ~= z then
--   print(string.format("[%f %f] => [%f %f] v0=%d",
--   px, pz, x, z, eeObj.GetGpr(gpr.v0)))
-- end
--  end
-- end)
#physics calculations and performance fix.</pre>


SLUS_200.73
</pre>
<br>SLUS-20073_features.lua
<pre>-- Lua 5.3
-- Title:  Red Faction PS2 - SLUS-20073 (USA)
-- Author:  Ernesto Corvi, Adam McInnis


-- Changelog:
====Psychonauts====
 
SLUS_211.20
apiRequest(1.1) -- request version 1.1 API. Calling apiRequest() is mandatory.
<br>CLI
<pre>--vu1-jr-cache-policy=sameprog
--vu1-jalr-cache-policy=sameprog
--ee-hook=0x101fc0,FastForwardClock,0x3c0f0036
--ee-hook=0x110390,FastForwardClock,0x8d8f0000
--ee-hook=0x101c10,FastForwardClock,0x51cf0052
--gs-vert-precision=8
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-render-tile-threshold=300000
--vu-custom-min-max=0
--vu1-di-bits=0
--vu0-di-bits=0
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-injection=1
--vu1-mpg-cycles=666
--vu1-mpg-cycles=1166,$000
--vu1-mpg-cycles=950,0xffffffff
--vu0-mpg-cycles=300,0xfc
--ee-hook=0x127630,AdvanceClock,0x27bdffd0,2100
--cdvd-sector-read-cycles=4000
--iop-cycle-scalar=1.6
#Seems like substantial performance fixes</pre>
 
SLUS_211.20
<br>LUA
<pre>-- psychonauts_slus21120
local gpr    = require("ee-gpr-alias")
local emuObj = getEmuObject()


local eeObj = getEEObject()
apiRequest(1.0) -- request version 0.1 API. Calling apiRequest() is mandatory.
local emuObj = getEmuObject()


local L1 =  -- main
-- Bug#9174 -  
function()
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
emuObj.ThrottleMax()
end
local L2 =  -- main
function()
emuObj.ThrottleNorm()
end
local load1 = eeObj.AddHook(0x165590, 0x27bdffb0, L1) -- game_load_level
local load2 = eeObj.AddHook(0x16578C, 0x7bb10010, L2) -- game_load_level


-- Widescreen support --
-- Bug#9240 (Light maps uprender)
eeInsnReplace(0x2071c4, 0x00000000, 0x3c013f40) -- gr_setup_3d
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
eeInsnReplace(0x2071d0, 0x00000000, 0x4481f000) -- gr_setup_3d
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )
eeInsnReplace(0x2072e0, 0x00000000, 0x461ea502) -- gr_setup_3d
eeInsnReplace(0x2072e8, 0x00000000, 0x461ead43) -- gr_setup_3d
eeInsnReplace(0x23a34c, 0x44826000, 0x461e0303) -- shadow_ngps_render_and_copy
eeInsnReplace(0x23a444, 0x3c024334, 0x3c024309) -- shadow_ngps_render_and_copy
emuObj.SetDisplayAspectWide()
#Official widescreen support.</pre>


====Red faction II====
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
CUSA06356
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
<br>CLI
<pre>
--gs-use-deferred-l2h=0
--l2h-2d-params=0x0000000800000001,0x000000003a083000,612,2
--mtap1=disabled
--mtap2=disabled
</pre>
====Resident Evil Code: Veronica X====
ALL
<br>CLI
<pre>--ee-jit-pagefault-threshold=30
#crash fix.</pre>


ALL
-- Bug#9176
<br>LUA
--
<pre>-- VeronicaX
-- This bug seems GPUGS interpolation problem.
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
-- The game draws clouds as undiscovered area on the map, but
 
-- Z value is unstable --- sometimes 0x320, sometimes 0x321.
-- Bug# 9976
-- On drawing 'Highlight' object (which is missing one), it uses z=0x320 with
local emuObj = getEmuObject()
-- ZTST=GEQUAL. Therefore if the cloud renders with z=0x321, this highlighted object
emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} )
-- doesn't appear. But it's OK on the real PS2 because of no-drawing right edge,
#graphical fix.</pre>
-- z=0x321 won't be available on the packet (interpolation differences between
 
-- the real PS2 and our gs)
====Rogue Galaxy====
-- it gives some values (50.0f) to get +1 on Z value for the highlighted object.
ALL
-- this value will be used later to create the packet in _sprite_ps2_push_data(ESprite*).
<br>CLI
--
<pre>--gs-kernel-cl-up="up2x2skipinterp"
-- This old one causes a problem on some other scenes.
--gs-optimize-30fps=1
-- local eeObj = getEEObject()
#visual fixes and performance optimisation.</pre>
-- eeObj.AddHook(0x1b276c, 0xe4400024, function()
-- local v0 = eeObj.GetGpr(gpr.v0)
-- local z  = eeObj.ReadMemFloat(v0+32)
-- eeObj.WriteMemFloat(v0+32, z+50.0)
-- end)
-- New one by Ernesto :
-- The idea is to apply the offset only on the marker.
local eeObj = getEEObject()
local adjustMapZHook = function() -- EMapRenderWindow::drawHighlightSprites
    eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0)
end
eeObj.AddHook(0x25d654, 0x8de40068, adjustMapZHook) -- \/
eeObj.AddHook(0x25d714, 0xe7b500cc, adjustMapZHook) -- /\
eeObj.AddHook(0x25d7d0, 0xe7b500cc, adjustMapZHook) -- <
eeObj.AddHook(0x25d894, 0x46000386, adjustMapZHook) -- >


SCUS_974_90
<br>LUA
<pre>require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- Bug#8404 WORKAROUND
-- bug#9423 - menus render 20+ times over again, causing very low fps.
-- See https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8404
-- The whole game in general has no concept of pacing and will re-draw frames multiple times
eeInsnReplace(0x124898, 0x3442ffff, 0x3442fffe) -- ori v0,v0,0xffff
-- between vsync refreshes.  Hook placed on GameApp::EndFrame() measures time between frames and
#unsure what this fixes.</pre>
-- if it's too short, the EE clock is advanced significantly to compensate.


====Rise of the Kasai====
local last_time = 0
'''CLI'''
local last_diff = 0
<br>SCUS-97416
local advanceClockForAny = function()
<pre>
local thistime = eeObj.GetClock()
--gs-kernel-cl-up="up2x2skipinterp"
local diff = thistime - last_time
--cdvd-sector-read-cycles=31000
local adv  = 0
--iop-cycle-scalar=0.7
</pre>


if diff <= 0 then
-- sanity check, mostly for snapshot restore.
last_diff = diff
last_time = thistime
return
end
-- EE @ 30fps == roughly 10 million cycles
-- bug#9555 - We need to make a reasonable tally of VIF cycles across game display swaps.
--  Use a combination heuristic of EE and VIF1 cycles to gues at whether the title should
--  lock to 45fps, 30fps, or something worse.
local fastminEE = 1600000 -- less than this it's safe to run > 30 fps
local fastminVIF_30 = 2200000 -- VU1 total that merits 30hz throttle
local fastminVIF_45 = 1700000 -- VU1 total that merit 45hz throttle.
local baremin_wo_vif= 6100000 -- EE values below this get promoted to this value  (~50hz)
local forced30hz = 9330000
local forced45hz = 7820000
local vif1_cycles = eeObj.GetVif1Cycles()
if (vif1_cycles > forced30hz) then
vif1_cycles = forced30hz
end
local diff_vif = diff + vif1_cycles
adv = adv + vif1_cycles


'''LUA'''
-- Lock anything that seems like "Real Work" to either 30 or 45 FPS:
<br>SCUS-97416
<pre>
if diff_vif < fastminEE then
-- rise_of_kasai
adv = adv + (fastminEE*2 - diff_vif)
require("ee-gpr-alias")
elseif vif1_cycles > fastminVIF_30 and (diff+(fastminVIF_30)//2) < forced30hz then
 
adv = adv + (forced30hz  - diff - (fastminVIF_30)//2)
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
elseif vif1_cycles > fastminVIF_45 and (diff+(fastminVIF_45)//2) < forced45hz then
adv = adv + (forced45hz  - diff - (fastminVIF_45)//2)
elseif diff < baremin_wo_vif then
adv = adv + (baremin_wo_vif  - diff)
end


-- print (string.format("DELTA: %d  ADV: %d  VIF1: %d", diff, adv, vif1_cycles))


local emuObj = getEmuObject()
if adv ~= 0 then
local eeObj = getEEObject()
eeObj.AdvanceClock(adv)
end


-- bug #9037.
-- Ensure next frame's delta time takes into consideration this frame's advancement.
-- Force point sampling when max mip map > 0 and min filter is set to nearest( 0).  
-- Otherwise each fraem delta time would get progressively worse.
-- This is done generically when mipmaping is On , however  we prefer to disable mip maps for this title.
emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} )


-- bug#9241
thistime = thistime + adv
-- SwapMemCard to Mark of Kri
last_time = thistime
-- bug#136347 (SCEI bugzilla)
last_diff = diff
-- we re-use US image for Rise of Kasai EU package and want to let use be able to have Mark of Kri completion bonus.
-- unfortunately we don't have any ways to distinguish which PS4 package we are working on.
-- instead of US => EU reading out modification, let the game retry EU saved data when it fails.
--
-- NOTE: you can write down the filepath directly(onto strptr) at boot time if we can distinguish the differences of the packages.
local first_attempt = true
local buffer = -1
local strptr = -1
local write_str = function (ptr, str)
  for i=1,string.len(str) do
  eeObj.WriteMem8(ptr + i - 1, string.byte(str, i, i))
  end
end
end
eeObj.AddHook(0x1aa904, 0x0040382d, function()
strptr = eeObj.GetGpr(gpr.a2)
local fname = eeObj.ReadMemStr(strptr)
-- print(string.format("%s", fname))
if fname == "BASCUS-97140/BASCUS-97140" then
if first_attempt then
  buffer = eeObj.GetGpr(gpr.a3)
  --print("Trying to read out SCUS-97140 Mark of Kri US saved data");
  --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3)))
  emuObj.SwapMemCard(0, 0, "SCUS-97140") -- 2nd argument, user-id isn't used in the current implementation.
else
  -- this is the case of re-trying : reading out EU mark of kri
  --print("Trying to read out SCES-51164 Mark of Kri EU saved data");
  write_str(strptr, "BESCES-51164/BESCES-51164")
  eeObj.SetGpr(gpr.a3, buffer);
  --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3)))
  emuObj.SwapMemCard(0, 0, "SCES-51164")
end
end
end)
eeInsnReplace(0x1aa910, 0x10400020, 0x00000000)
eeObj.AddHook(0x1aa910, 0x00000000, function()
local v0 = eeObj.GetGpr(gpr.v0)
if v0 == 0 then -- failed
--print("File Load Failed")
if first_attempt then
  first_attempt = false
  eeObj.SetPc(0x1aa8fc)
else
  first_attempt = true
  eeObj.SetPc(0x1aa994)
end
end
end)
-- SwapMemCard to Rise of Kasai
eeObj.AddHook(0x1aa9e8, 0xdfbf0000, function()
emuObj.SwapMemCard(0, 0, "SCUS-97416")
write_str(strptr, "BASCUS-97140/BASCUS-97140") -- write back the original string to the place.
strptr = -1
buffer = -1
end)
</pre>


====Samurai Shodown Anthology====
local advanceClockForGame = function() advanceClockForAny(5300000, 2700000) end
SLUS_216.29
eeObj.AddHookJT(0x207cf8, 0x27bdfff0, advanceClockForGame)   -- <GameApp::EndFrame()>:
<br>CLI
#Performance and optimisations</pre>
<pre>--gs-upscale=point
 
--gs-uprender=2x2
====Red Faction====
--gs-motion-factor=25
SLUS_200.73
--host-audio-latency=0.01
<br>CLI
--gs-ignore-dirty-page-border=1
<pre>--gs-use-deferred-l2h=1
--gs-kernel-cl="h2lpool"
--l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
--gs-kernel-cl-up="h2lpool2x2"
--vu1=jit-sync
--gs-h2l-list-opt=1
--ee-cycle-scalar=1.02
--gs-h2l-accurate-hash=1
--ee-hook=0x00213370,FastForwardClock,0x8F8293A8
#fix for substantial slowdown during combat.</pre>
--ee-hook=0x24ce30,AdvanceClock,0x8c620000,20000
--ee-hook=0x272b44,FastForwardClock,0x3c0201ee
--ee-hook=0x272bc4,FastForwardClock,0x3c0201ee
--ee-hook=0x21b354,AdvanceClock,0x3c031000,0x1240
#performance fixes.</pre>
 
SLUS_200.73
<br>LUA
<pre>-- Red Faction [US]
 
apiRequest(1.6)
local gpr = require("ee-gpr-alias")
 
-- title uses memcpy() to write to VU1 memory, so some instances will be hotfixed to
-- use slowpath_memcpy() at runtime.


====Star Wars Bounty Hunter====
eeNativeFunction(0x259820, 0x0080402d, 'memcpy')
ALL
eeNativeFunction(0x2599d8, 0x2cc20008, 'memset')
<br>CLI
<pre>--gs-kernel-cl-up="OptRightTri"
--gs-vert-precision=8</pre>


====Star Wars: Jedi Starfighter====
eeNativeFunction(0x253870, 0x27bdffd0, 'ieee754_acosf')
SLES_503.71
eeNativeFunction(0x254620, 0x44026000, 'ieee754_sqrtf')
<br>CLI
eeNativeFunction(0x255a50, 0x44026000, 'cosf')
<pre>--gs-check-trans-rejection68=1
eeNativeFunction(0x255df0, 0x44026000, 'sinf')
--gs-dirty-page-policy=1</pre>
eeNativeFunction(0x256318, 0x27bdffa0, 'acosf')
SLES_503.71
 
<br>Lua
eeInsnReplace(0x24d7e0, 0x24030064, 0x03e00008)                -- <FlushCache>
<pre>-- Star Wars: Jedi Starfighter [SLES-50371] [EU]
eeInsnReplace(0x24d7e4, 0x0000000c, 0x00000000)
eeNativeHook (0x24d7e0, 0x03e00008,'AdvanceClock',0xa00)
eeInsnReplace(0x24d810, 0x2403ff98, 0x03e00008)                -- <iFlushCache>
eeInsnReplace(0x24d814, 0x0000000c, 0x00000000)
eeNativeHook (0x24d810, 0x03e00008,'AdvanceClock',0xa00)


require("ee-gpr-alias")
eeInsnReplace(0x24de20, 0x27bdffe0, 0x03e00008)                -- <SyncDCache>
require("pad-and-key")
eeInsnReplace(0x24de24, 0x0080302d, 0x00000000)
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
eeNativeHook (0x24de20, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24de98, 0x3c02ffff, 0x03e00008)                -- <iSyncDCache>
eeInsnReplace(0x24de9c, 0x3442ffc0, 0x00000000)
eeNativeHook (0x24de98, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24df58, 0x27bdffe0, 0x03e00008)                -- <InvalidDCache>
eeInsnReplace(0x24df5c, 0x0080302d, 0x00000000)
eeNativeHook (0x24df58, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24dfd0, 0x3c02ffff, 0x03e00008)                -- <iInvalidDCache>
eeInsnReplace(0x24dfd4, 0x3442ffc0, 0x00000000)
eeNativeHook (0x24dfd0, 0x03e00008,'AdvanceClock',0x600)


local emuObj = getEmuObject()
local eeObj = getEEObject()
local eeObj = getEEObject()
local emuObj = getEmuObject()


-- Bug#9013 - title calls PS2::Exit() at the end of a bonus stage.
-- bug#10159 workaround
eeInsnReplace(0x323398, 0x0c116bb4, 0x00000000) --  jal    Stop__12CTaskManagerFv
-- slowdown the jeep speed....
 
-- Bug#8905
local jeepObj = 0
-- The game sets a little bit big DH values for GS Display Register.
eeObj.AddHook(0x1376f0, 0xc6600174, function()
-- mimic overscan cropping (generic crop happens in GsScanoutArea::Populate)
jeepObj = eeObj.GetGpr(gpr.s1)
local dump_display = function()
end)
  local a5 = eeObj.GetGpr(gpr.t1)
eeObj.AddHook(0x137a48, 0xc7ac00bc, function()
  local ds1_h = eeObj.ReadMem32(a5+892)
local s1 = eeObj.GetGpr(gpr.s1)
  local ds2_h = eeObj.ReadMem32(a5+908)
if s1 == jeepObj then
  local dh1  = (ds1_h>>(44-32))&0x7ff
eeObj.SetFpr(12, eeObj.GetFpr(12)*0.90)
  local dh2  = (ds2_h>>(44-32))&0x7ff
end
  if dh1 >= 574 then
end)
  dh1 = 558 -- 574-16
  ds1_h = (ds1_h & 0xfff) | (dh1 << (44-32))
  eeObj.WriteMem32(a5+892, ds1_h)
  end
  if dh2 >= 575 then
  dh2 = 559 -- 575-16
  ds2_h = (ds2_h & 0xfff) | (dh2 << (44-32))
  eeObj.WriteMem32(a5+908, ds2_h)
  end
end
eeObj.AddHook(0x4fc33c, 0x02084821, dump_display)
eeObj.AddHook(0x4fc068, 0x02084821, dump_display)


-- Bug#8944
-- bug#10249 workaround
-- The game doesn't clear the framebuffer on movie-startup and movie-display.
-- forcibly calculate the jeep's suspension.
-- call clear functions at the appropriate points by using Replacement.
eeObj.AddHook(0x19ee08, 0x8ec2120c, function()
local Replace_CVideoDecoder_Draw = InsnOverlay( {
if jeepObj - 624 == eeObj.GetGpr(gpr.s6) then
0x27bdfff0, -- addiu sp,sp,-16
eeObj.SetGpr(gpr.v0, 1)
0xffbf0000, -- sd ra,0(sp)
end
end)


-- swap
-- debug code for jeep movment target.
0x0c13f044, -- jal 0x4fc110
-- local px = 0.0
0x00000000, -- nop
-- local pz = 0.0
-- clear
-- eeObj.AddHook(0x1375bc, 0x26650174, function()
0x0c13f228, -- jal 0x4fc8a0
-- local s1 = eeObj.GetGpr(gpr.s1)
0x24044000, -- li a0,16384
-- if s1 == jeepObj then
 
-- local s3 = eeObj.GetGpr(gpr.s3)
0xdfbf0000, -- ld ra,0(sp)
-- px = eeObj.ReadMemFloat(s3 + 372)
0x03e00008, -- jr ra
-- pz = eeObj.ReadMemFloat(s3 + 380)
0x27bd0010, -- addiu sp,sp,16
-- end
})
-- end)
eeInsnReplace(0x427fe0, 0x0c13f044,0x0c000000 | (Replace_CVideoDecoder_Draw>>2))
-- eeObj.AddHook(0x1375c8, 0xa2620170, function()
local Replace_CPS2MpegPlayer_Open = InsnOverlay( {
-- local s1 = eeObj.GetGpr(gpr.s1)
0x27bdfff0, -- addiu sp,sp,-16
-- if s1 == 0x19a7a00 then
0xffbf0000, -- sd ra,0(sp)
-- local s3 = eeObj.GetGpr(gpr.s3)
-- local x = eeObj.ReadMemFloat(s3 + 372)
-- local z = eeObj.ReadMemFloat(s3 + 380)
-- if px ~= x or pz ~= z then
--   print(string.format("[%f %f] => [%f %f] v0=%d",
--   px, pz, x, z, eeObj.GetGpr(gpr.v0)))
-- end
--  end
-- end)
#physics calculations and performance fix.</pre>
 
SLUS_200.73
<br>SLUS-20073_features.lua
<pre>-- Lua 5.3
-- Title:  Red Faction PS2 - SLUS-20073 (USA)
-- Author:  Ernesto Corvi, Adam McInnis


-- clear color
-- Changelog:
0x44806000, -- mtc1 zero,$f12
0x46006346, -- mov.s $f13,$f12
0x0c13f1d8, -- jal 0x4fc760
0x46006386, -- mov.s $f14,$f12
-- clear
0x0c13f228, -- jal 0x4fc8a0
0x24044000, --  li a0,16384
-- swap
0x0c13f044, --  jal 4fc110 <glSwapBuffersPSX2>
0x00000000, --  nop


-- restore some registers
apiRequest(1.1) -- request version 1.1 API. Calling apiRequest() is mandatory.
0x0220302d, -- move a2,s1
0x0200382d, -- move a3,s0


0xdfbf0000, -- ld ra,0(sp)
local eeObj = getEEObject()
0x03e00008, -- jr ra
local emuObj = getEmuObject()
0x27bd0010, -- addiu sp,sp,16
})
eeInsnReplace(0x423c3c, 0x0220302d, 0x0c000000 | (Replace_CPS2MpegPlayer_Open>>2))


--
local L1 =  -- main
-- Bug#8981 / Bug#9006
function()
--
emuObj.ThrottleMax()
local std_string_c_str = function(ptr)
end
  return eeObj.ReadMemStr(eeObj.ReadMem32(eeObj.ReadMem32(ptr) + 12))
end
local L2 = -- main
local player_obj_found_flag = 0
function()
local player_obj = 0
emuObj.ThrottleNorm()
eeObj.AddHook(0x464530, 0x27bdff90, function()
end
if std_string_c_str(eeObj.GetGpr(gpr.a1)) == "_player" then
--print(string.format("LookupGameObject %s", std_string_c_str(eeObj.GetGpr(gpr.a1))))
local load1 = eeObj.AddHook(0x165590, 0x27bdffb0, L1) -- game_load_level
player_obj_found_flag = 1
local load2 = eeObj.AddHook(0x16578C, 0x7bb10010, L2) -- game_load_level
end
 
end)
-- Widescreen support --
eeObj.AddHook(0x464720, 0x7bb10010, function()
eeInsnReplace(0x2071c4, 0x00000000, 0x3c013f40) -- gr_setup_3d
if player_obj_found_flag == 1 then
eeInsnReplace(0x2071d0, 0x00000000, 0x4481f000) -- gr_setup_3d
player_obj = eeObj.ReadMem32(eeObj.GetGpr(gpr.v0)+92)
eeInsnReplace(0x2072e0, 0x00000000, 0x461ea502) -- gr_setup_3d
--print(string.format("    obj    = %x", eeObj.GetGpr(gpr.v0)))
eeInsnReplace(0x2072e8, 0x00000000, 0x461ead43) -- gr_setup_3d
--print(string.format("    92(v0) = %x", player_obj))
eeInsnReplace(0x23a34c, 0x44826000, 0x461e0303) -- shadow_ngps_render_and_copy
--print(string.format("    [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+116), eeObj.ReadMemFloat(player_obj+120), eeObj.ReadMemFloat(player_obj+124)))
eeInsnReplace(0x23a444, 0x3c024334, 0x3c024309) -- shadow_ngps_render_and_copy
--print(string.format("    [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+52), eeObj.ReadMemFloat(player_obj+56), eeObj.ReadMemFloat(player_obj+60)))
emuObj.SetDisplayAspectWide()
player_obj_found_flag = 0
#Official widescreen support.</pre>
end
end)


eeObj.AddHook(0x147444, 0x0040282d, function()
====Red faction II====
local strptr = eeObj.GetGpr(gpr.v0)
CUSA06356
local str    = std_string_c_str(strptr)
<br>CLI
if string.match(str, "ExplosionFire")
<pre>
-- or string.match(str, "ExplosionSpark")
--gs-use-deferred-l2h=0
then
--l2h-2d-params=0x0000000800000001,0x000000003a083000,612,2
local explosion_object = eeObj.ReadMem32(eeObj.GetGpr(gpr.s0)+92)
--mtap1=disabled
local eo_x = eeObj.ReadMemFloat(explosion_object+116)
--mtap2=disabled
local eo_y = eeObj.ReadMemFloat(explosion_object+120)
</pre>
local eo_z = eeObj.ReadMemFloat(explosion_object+124)
====Resident Evil Code: Veronica X====
-- print(string.format("exp obj : %x", explosion_object))
ALL
-- print(string.format("        [%f, %f, %f]", eo_x, eo_y, eo_z))
<br>CLI
-- print(string.format("        [%f, %f, %f]", eeObj.ReadMemFloat(explosion_object+52), eeObj.ReadMemFloat(explosion_object+56), eeObj.ReadMemFloat(explosion_object+60)))
<pre>--ee-jit-pagefault-threshold=30
#crash fix.</pre>


local pl_x = eeObj.ReadMemFloat(player_obj+116)
ALL
local pl_y = eeObj.ReadMemFloat(player_obj+120)
<br>LUA
local pl_z = eeObj.ReadMemFloat(player_obj+124)
<pre>-- VeronicaX
-- print(string.format("pl  obj : %x", player_obj))
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
-- print(string.format("        [%f, %f, %f]", pl_x, pl_y, pl_z));


local len = (eo_x-pl_x)*(eo_x-pl_x) + (eo_y-pl_y)*(eo_y-pl_y) + (eo_z-pl_z)*(eo_z-pl_z)
-- Bug# 9976
-- print(string.format("lengh^2 = %f", len))
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} )
#graphical fix.</pre>


-- print(string.format("str : %s", std_string_c_str(strptr)))
====Rogue Galaxy====
ALL
<br>CLI
<pre>--gs-kernel-cl-up="up2x2skipinterp"
--gs-optimize-30fps=1
#visual fixes and performance optimisation.</pre>


if len < 960000.0 then
SCUS_974_90
  -- print("    REMOVED")
<br>LUA
  eeObj.SetPc(0x1474b0)
<pre>require("ee-gpr-alias")
end
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
end
end)


local overlay_addr = InsnOverlay( {
-- Bug#8404 WORKAROUND
0x8c700008, -- lw      $s0, 8($v1)
-- See https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8404
0x8e040000, -- lw      $a0, 0($s0)
eeInsnReplace(0x124898, 0x3442ffff, 0x3442fffe) -- ori v0,v0,0xffff
0x8c840000, --  lw      $a0, 0($a0)
#unsure what this fixes.</pre>
0x3c05006c, --  lui    $a1,0x6c
 
0x34a5ce28, -- ori     $a1,$a1,0xce28
====Rise of the Kasai====
0x14850002, --  bne    $a0, $a1, <ret>
'''CLI'''
0x00000000, -- nop
<br>SCUS-97416
0xac600004, -- sw      zero, 4($v1)
<pre>
0x03e00008, -- ret: jr      $ra
--gs-kernel-cl-up="up2x2skipinterp"
0x8c630004, -- lw      $v1, 4($v1)
--cdvd-sector-read-cycles=31000
} )
--iop-cycle-scalar=0.7
local call_insn = (overlay_addr >> 2) | 0x0c000000
</pre>
eeInsnReplace( 0x267f84, 0x8c700008, call_insn ) -- lw $s0, 8($v1) -> jal overlay_addr
eeInsnReplace( 0x267f88, 0x8c630004, 0x00000000 ) -- lw $v1, 4($v1) -> nop


-- The game has a bug when you replay the last campaign mission in coop mode ("The Jedi Master").
-- Upon completing the mission successfully, the game asks to "Continue" or "Quit".
-- Selecting "Continue" causes the game to hang, as there's nothing to continue to (it's the last mission)
-- The following patch fixes this problem by changing to prompt to "Retry" or "Quit", as it behaves in 1p mode
eeObj.AddHook(0x39debc, 0x0220202d, function()
    local strptr = eeObj.GetGpr(gpr.v0)
    local str    = std_string_c_str(strptr)
    if string.match(str, "m16_fleet") then
    eeObj.SetGpr(gpr.s0, 1)
    end
end)
-- fix for a node corruption.
-- here's what happens (from Ernesto)
--
-- Well, I was finally able to track down the issue. It's actually difficult to explain and the actual trigger is still unknown to me, as it seems to be timing related somehow.
-- But, I found a way to reliably detect it and work around it. Basically, when the bug happens, CSGNode::AddChild will try to add a child node that's already a children of a different root node.
-- That causes all sorts of havok and it's what ends up causing the node child list to eventually be deallocated and the render to crash.
eeObj.AddHook(0x266A70, 0x27bdffc0, function()
--  local obj = eeObj.GetGpr(gpr.a0)
    local node = eeObj.GetGpr(gpr.a1)
    local parent = eeObj.ReadMem32(node+0x10)
--  local caller = eeObj.GetGpr(gpr.ra)


    if parent ~= 0 then
'''LUA'''
--     print(string.format("Node %08x already has a parent (%08x, caller: %08x)", node, parent, caller))
<br>SCUS-97416
      eeObj.SetPC(0x266B80)
<pre>
    end
-- rise_of_kasai
end)
require("ee-gpr-alias")
</pre>


====Star Wars Racer Revenge====
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
SLES_503.66
<br>CLI
<pre>--ee-hook=0x0025b3b0,FastForwardClock
--ee-hook=0x0025b188,FastForwardClock
--ee-hook=0x00243274,FastForwardClock
--gs-vert-precision=8
--idec-cycles-per-qwc=768
--host-audio-latency=0.60
--fpu-no-clamping=1
--cop2-no-clamping=1
--vu1-di-bits=0
--gs-override-small-tri-area=1
--assert-path1-ad=0
--ee-ignore-segfault=Read</pre>
SLES_503.66
<br>Lua
<pre>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()
local emuObj = getEmuObject()
local emuObj  = getEmuObject()
local eeObj  = getEEObject()


eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
-- bug #9037.
-- Force point sampling when max mip map > 0 and min filter is set to nearest( 0)
-- This is done generically when mipmaping is On , however  we prefer to disable mip maps for this title.
emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} )


-- Track#
-- bug#9241
-- The Grand Reefs : 6
-- SwapMemCard to Mark of Kri
-- Ruins of Carnuss Gorgull : 9
-- bug#136347 (SCEI bugzilla)
eeObj.AddHook(0x187330, 0x3c010001, function()
-- we re-use US image for Rise of Kasai EU package and want to let use be able to have Mark of Kri completion bonus.
local track = eeObj.GetGpr(gpr.a1)
-- unfortunately we don't have any ways to distinguish which PS4 package we are working on.
print(string.format("Track : %d", track))
-- instead of US => EU reading out modification, let the game retry EU saved data when it fails.
if track == 6 or track == 9 then
--
eeObj.Vu1MpgCycles(1000) -- makes it be 30fps.
-- NOTE: you can write down the filepath directly(onto strptr) at boot time if we can distinguish the differences of the packages.
else
local first_attempt = true
eeObj.Vu1MpgCycles(100) -- default value.
local buffer = -1
local strptr = -1
local write_str = function (ptr, str)
  for i=1,string.len(str) do
  eeObj.WriteMem8(ptr + i - 1, string.byte(str, i, i))
  end
end
eeObj.AddHook(0x1aa904, 0x0040382d, function()
strptr = eeObj.GetGpr(gpr.a2)
local fname = eeObj.ReadMemStr(strptr)
-- print(string.format("%s", fname))
if fname == "BASCUS-97140/BASCUS-97140" then
if first_attempt then
  buffer = eeObj.GetGpr(gpr.a3)
  --print("Trying to read out SCUS-97140 Mark of Kri US saved data");
  --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3)))
  emuObj.SwapMemCard(0, 0, "SCUS-97140") -- 2nd argument, user-id isn't used in the current implementation.
else
  -- this is the case of re-trying : reading out EU mark of kri
  --print("Trying to read out SCES-51164 Mark of Kri EU saved data");
  write_str(strptr, "BESCES-51164/BESCES-51164")
  eeObj.SetGpr(gpr.a3, buffer);
  --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3)))
  emuObj.SwapMemCard(0, 0, "SCES-51164")
end
end
end
end)
end)
eeInsnReplace(0x1aa910, 0x10400020, 0x00000000)
eeObj.AddHook(0x1aa910, 0x00000000, function()
local v0 = eeObj.GetGpr(gpr.v0)
if v0 == 0 then -- failed
--print("File Load Failed")
if first_attempt then
  first_attempt = false
  eeObj.SetPc(0x1aa8fc)
else
  first_attempt = true
  eeObj.SetPc(0x1aa994)
end
end
end)
-- SwapMemCard to Rise of Kasai
eeObj.AddHook(0x1aa9e8, 0xdfbf0000, function()
emuObj.SwapMemCard(0, 0, "SCUS-97416")
write_str(strptr, "BASCUS-97140/BASCUS-97140") -- write back the original string to the place.
strptr = -1
buffer = -1
end)
</pre>
====Samurai Shodown Anthology====
SLUS_216.29
<br>CLI
<pre>--gs-upscale=point
--gs-uprender=2x2
--gs-motion-factor=25
--host-audio-latency=0.01
--gs-ignore-dirty-page-border=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
#fix for substantial slowdown during combat.</pre>


-- Small triangle rejection. Works in conjunction with CLI setting  gs-override-small-tri-area=1
====Star Wars Bounty Hunter====
-- keep default area for texture 256x256 ( no blend)  (Anakin face) 
ALL
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
<br>CLI
 
<pre>--gs-kernel-cl-up="OptRightTri"
-- Set triangle rejection area= 1000  when alpha blend is not 0 ( i.e blend is On)
--gs-vert-precision=8</pre>
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )</pre>
SLES_503.66
<br>Lua Features
<br>Seems to also include some game fix
<pre>-- Lua 5.3
-- Title:  Star Wars Racer Revenge PS2 - SLES-50366 (EUR)
-- Author:  Ernesto Corvi
 
-- Changelog:


apiRequest(0.2) -- request version 0.2 API. Calling apiRequest() is mandatory.
====Star Wars: Jedi Starfighter====
SLES_503.71
<br>CLI
<pre>--gs-check-trans-rejection68=1
--gs-dirty-page-policy=1</pre>
SLES_503.71
<br>Lua
<pre>-- Star Wars: Jedi Starfighter [SLES-50371] [EU]


local eeObj = getEEObject()
require("ee-gpr-alias")
local emuObj = getEmuObject()
require("pad-and-key")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


local L1 = -- PodUILoadingPage::PodUILoadingPage
local eeObj = getEEObject()
function()
local emuObj = getEmuObject()
emuObj.ThrottleMax()
end
local L2 =  -- PodUILoadingPage::~PodUILoadingPage
function()
emuObj.ThrottleNorm()
end
local load1 = eeObj.AddHook(0x1caa30, 0x27bdffe0, L1) -- PodUILoadingPage::PodUILoadingPage
local load2 = eeObj.AddHook(0x1caa70, 0x27bdffd0, L2) -- PodUILoadingPage::~PodUILoadingPage


-- Bug#9013 - title calls PS2::Exit() at the end of a bonus stage.
eeInsnReplace(0x323398, 0x0c116bb4, 0x00000000) --  jal    Stop__12CTaskManagerFv
-- Bug#8905
-- The game sets a little bit big DH values for GS Display Register.
-- mimic overscan cropping (generic crop happens in GsScanoutArea::Populate)
local dump_display = function()
  local a5 = eeObj.GetGpr(gpr.t1)
  local ds1_h = eeObj.ReadMem32(a5+892)
  local ds2_h = eeObj.ReadMem32(a5+908)
  local dh1  = (ds1_h>>(44-32))&0x7ff
  local dh2  = (ds2_h>>(44-32))&0x7ff
  if dh1 >= 574 then
  dh1 = 558 -- 574-16
  ds1_h = (ds1_h & 0xfff) | (dh1 << (44-32))
  eeObj.WriteMem32(a5+892, ds1_h)
  end
  if dh2 >= 575 then
  dh2 = 559 -- 575-16
  ds2_h = (ds2_h & 0xfff) | (dh2 << (44-32))
  eeObj.WriteMem32(a5+908, ds2_h)
  end
end
eeObj.AddHook(0x4fc33c, 0x02084821, dump_display)
eeObj.AddHook(0x4fc068, 0x02084821, dump_display)


-- Bug#8944
-- The game doesn't clear the framebuffer on movie-startup and movie-display.
-- call clear functions at the appropriate points by using Replacement.
local Replace_CVideoDecoder_Draw = InsnOverlay( {
0x27bdfff0, -- addiu sp,sp,-16
0xffbf0000, -- sd ra,0(sp)


-- BUG 9244 - This title exhibits memory allocation problems as described on the
-- swap
-- PS2 tech note titled "malloc() Issues". Overlay the FullAllocAndFree() and hook it to main()
0x0c13f044, -- jal 0x4fc110
0x00000000, -- nop
-- clear
0x0c13f228, -- jal 0x4fc8a0
0x24044000, -- li a0,16384


local overlay_addr = InsnOverlay( {
0xdfbf0000, -- ld ra,0(sp)
0x27bdfff0, -- addiu $sp, -0x10
0x03e00008, -- jr ra
0x7fbf0000, -- sq $ra, 0($sp)
0x27bd0010, -- addiu sp,sp,16
0x0c0c1710, -- jal malloc
})
0x3c0401e0, --  lui $a0, 0x01e0
eeInsnReplace(0x427fe0, 0x0c13f044,0x0c000000 | (Replace_CVideoDecoder_Draw>>2))
0x0c0c171a, -- jal free
local Replace_CPS2MpegPlayer_Open = InsnOverlay( {
0x70402628, --  paddub $a0, $v0, 0
0x27bdfff0, -- addiu sp,sp,-16
0x7bbf0000, --  lq $ra, 0($sp)
0xffbf0000, -- sd ra,0(sp)
0x03e00008, -- jr $ra
0x27bd0010  --  addiu   $sp, 0x10
} )
local call_insn = (overlay_addr >> 2) | 0x0c000000
eeInsnReplace(0x23a020, 0x0c0be0a2, call_insn) -- jal scePrintf


-- BUG 9244 - move stack down to 0x01f80000 to free up an extra 512KB
-- clear color
eeInsnReplace(0x100038, 0x3c0501f0, 0x3c0501f8)
0x44806000, -- mtc1 zero,$f12
</pre>
0x46006346, -- mov.s $f13,$f12
0x0c13f1d8, -- jal 0x4fc760
0x46006386, -- mov.s $f14,$f12
-- clear
0x0c13f228, -- jal 0x4fc8a0
0x24044000, --  li a0,16384
-- swap
0x0c13f044, --  jal 4fc110 <glSwapBuffersPSX2>
0x00000000, --  nop


====Twisted Metal Black====
-- restore some registers
ALL
0x0220302d, -- move a2,s1
<br>CLI
0x0200382d, -- move a3,s0
<pre>--mtap1=always
--gs-use-deferred-l2h=0
--l2h-2d-params=0x0000000400000004,0x00000000300a0000,240
--vu1-di-bits=0
--vu1-opt-vf00=2
#performance fix.</pre>


SCUS_971.01
0xdfbf0000, -- ld ra,0(sp)
<br>LUA
0x03e00008, -- jr ra
<pre>require("ee-gpr-alias")
0x27bd0010, -- addiu sp,sp,16
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
})
eeInsnReplace(0x423c3c, 0x0220302d, 0x0c000000 | (Replace_CPS2MpegPlayer_Open>>2))


-- This game uses an old kernel which has a bug on _TerminateThread.
--
-- It is necessary to check the target thread is already in readyqueue or not.
-- Bug#8981 / Bug#9006
--
local std_string_c_str = function(ptr)
  return eeObj.ReadMemStr(eeObj.ReadMem32(eeObj.ReadMem32(ptr) + 12))
end
local player_obj_found_flag = 0
local player_obj = 0
eeObj.AddHook(0x464530, 0x27bdff90, function()
if std_string_c_str(eeObj.GetGpr(gpr.a1)) == "_player" then
--print(string.format("LookupGameObject %s", std_string_c_str(eeObj.GetGpr(gpr.a1))))
player_obj_found_flag = 1
end
end)
eeObj.AddHook(0x464720, 0x7bb10010, function()
if player_obj_found_flag == 1 then
player_obj = eeObj.ReadMem32(eeObj.GetGpr(gpr.v0)+92)
--print(string.format("    obj    = %x", eeObj.GetGpr(gpr.v0)))
--print(string.format("    92(v0) = %x", player_obj))
--print(string.format("    [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+116), eeObj.ReadMemFloat(player_obj+120), eeObj.ReadMemFloat(player_obj+124)))
--print(string.format("    [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+52), eeObj.ReadMemFloat(player_obj+56), eeObj.ReadMemFloat(player_obj+60)))
player_obj_found_flag = 0
end
end)


iopObj = getIOPObject()
eeObj.AddHook(0x147444, 0x0040282d, function()
iopInsnReplace(0x0000C5C0, 0x0C004430, 0) -- jal        0x000110C0 // unlink_element (in TerminateThread)
local strptr = eeObj.GetGpr(gpr.v0)
iopInsnReplace(0x0000C6EC, 0x0C004430, 0) -- jal        0x000110C0 // unlink_element (in iTerminateThread)
local str    = std_string_c_str(strptr)
local fix_TerminateThread = function()
if string.match(str, "ExplosionFire")
  local TCB = iopObj.GetGpr(gpr.s0)
-- or string.match(str, "ExplosionSpark")
  local TCB_status = iopObj.ReadMem8(TCB + 0xc)
then
  local TCB_h_l = TCB
local explosion_object = eeObj.ReadMem32(eeObj.GetGpr(gpr.s0)+92)
  if TCB_status == 0x2 then
local eo_x = eeObj.ReadMemFloat(explosion_object+116)
  -- the target thread is on ready.
local eo_y = eeObj.ReadMemFloat(explosion_object+120)
  local TCB_h_l_prev = iopObj.ReadMem32(TCB_h_l + 0)
local eo_z = eeObj.ReadMemFloat(explosion_object+124)
  local TCB_h_l_next = iopObj.ReadMem32(TCB_h_l + 4)
-- print(string.format("exp obj : %x", explosion_object))
  if TCB_h_l_prev == TCB_h_l_next then -- last_one_element(&tcb->h.l)
-- print(string.format("        [%f, %f, %f]", eo_x, eo_y, eo_z))
-- we need to maintain threadManCB.readymap.
-- print(string.format("       [%f, %f, %f]", eeObj.ReadMemFloat(explosion_object+52), eeObj.ReadMemFloat(explosion_object+56), eeObj.ReadMemFloat(explosion_object+60)))
-- print("WE NEED TO MAINTAIN threadManCB.readymap!")
local s0 = iopObj.ReadMem16(TCB + 0xe) -- prio
local s1 = TCB
local a0 = s0 >> 5
a0 = a0 << 2
local v1 = s0 & 0x1f
local v0 = 1 << v1
v1 = 0x10000 + a0
v1 = iopObj.ReadMem32(v1 + 0x1a08)
v0 = ~v0
v1 = v1 & v0
local at = 0x10000+a0
iopObj.WriteMem32(at+0x1a08, v1)


-- 0000B798  00102142 srl        a0,s0,5
local pl_x = eeObj.ReadMemFloat(player_obj+116)
-- 0000B79C  00042080 sll        a0,a0,2
local pl_y = eeObj.ReadMemFloat(player_obj+120)
-- 0000B7A0  3203001F andi        v1,s0,0x1F
local pl_z = eeObj.ReadMemFloat(player_obj+124)
-- 0000B7A4  24020001 li          v0,0x1
-- print(string.format("pl  obj : %x", player_obj))
-- 0000B7A8  00621004 sllv       v0,v0,v1
-- print(string.format("       [%f, %f, %f]", pl_x, pl_y, pl_z));
-- 0000B7AC  3C030001 lui        v1,0x1
-- 0000B7B0  00641821 addu        v1,v1,a0
-- 0000B7B4  8C631A08 lw          v1,0x1A08(v1)
-- 0000B7B8  00021027 nor        v0,zero,v0
-- 0000B7BC  00621824 and        v1,v1,v0
-- 0000B7C0  3C010001 lui        at,0x1
-- 0000B7C4  00240821 addu        at,at,a0
-- 0000B7C8  AC231A08 sw          v1,0x1A08(at)


  end
local len = (eo_x-pl_x)*(eo_x-pl_x) + (eo_y-pl_y)*(eo_y-pl_y) + (eo_z-pl_z)*(eo_z-pl_z)
  end
-- print(string.format("lengh^2 = %f", len))
  -- do unlink_element
  local v1 = iopObj.ReadMem32(TCB_h_l+0) -- element->prev
  local v0 = iopObj.ReadMem32(TCB_h_l+4) -- element->next
  iopObj.WriteMem32(v1 + 4, v0) -- element->prev->next = element->next
  iopObj.WriteMem32(v0 + 0, v1)
end
iopObj.AddHook(0x0000C5C4, 0x02002021, fix_TerminateThread) -- move        a0,s0
iopObj.AddHook(0x0000C6F0, 0x02002021, fix_TerminateThread) -- move      a0,s0


-- _waitIpuIdle64 spin perf down problem. Bug#8289
-- print(string.format("str : %s", std_string_c_str(strptr)))
-- NOTE: new libarary also loops just 500dec around. 0x1389 is too much.
eeInsnReplace(0x0020CF80, 0x28421389, 0x28420200) -- slti        v0,v0,0x1389
#Performance and stall fixes.</pre>


if len < 960000.0 then
  -- print("    REMOVED")
  eeObj.SetPc(0x1474b0)
end
end
end)


====The Mark of Kri====
local overlay_addr = InsnOverlay( {
<br>CLI
0x8c700008, -- lw      $s0, 8($v1)
<br>SCES-51164
0x8e040000, -- lw      $a0, 0($s0)
<pre>
0x8c840000, -- lw      $a0, 0($a0)
--gs-scanout-offsetx=27
0x3c05006c, -- lui    $a1,0x6c
</pre>
0x34a5ce28, -- ori    $a1,$a1,0xce28
 
0x14850002, -- bne    $a0, $a1, <ret>
====The Warriors====
0x00000000, -- nop
ALL
0xac600004, -- sw      zero, 4($v1)
<br>CLI
0x03e00008, -- ret: jr      $ra
<pre>--vu1-injection=1
0x8c630004, -- lw      $v1, 4($v1)
--vu1-mpg-cycles=2300
} )
--vu1-mpg-cycles=2600,-1
local call_insn = (overlay_addr >> 2) | 0x0c000000
--vu1-clamp-range=0x028,0x060
eeInsnReplace( 0x267f84, 0x8c700008, call_insn ) -- lw $s0, 8($v1) -> jal overlay_addr
--ee-hook=0x48c660,FastForwardClock,0x1620ffe3
eeInsnReplace( 0x267f88, 0x8c630004, 0x00000000 ) -- lw $v1, 4($v1) -> nop
--force-pal-60hz=1</pre>


?
-- The game has a bug when you replay the last campaign mission in coop mode ("The Jedi Master").
<br>LUA
-- Upon completing the mission successfully, the game asks to "Continue" or "Quit".
<pre>-- Lua 5.3
-- Selecting "Continue" causes the game to hang, as there's nothing to continue to (it's the last mission)
-- Title: The Warriors (USA)    SLUS-21215 ( 1.04 NTSC )
-- The following patch fixes this problem by changing to prompt to "Retry" or "Quit", as it behaves in 1p mode
--       The Warriors (Europe) SLES-53443 ( 1.01 PAL )
-- Features version: 1.00
eeObj.AddHook(0x39debc, 0x0220202d, function()
-- Author: David Haywood
    local strptr = eeObj.GetGpr(gpr.v0)
-- Date: November 15th 2015
    local str   = std_string_c_str(strptr)
    if string.match(str, "m16_fleet") then
    eeObj.SetGpr(gpr.s0, 1)
    end
end)
-- fix for a node corruption.
-- here's what happens (from Ernesto)
--
-- Well, I was finally able to track down the issue. It's actually difficult to explain and the actual trigger is still unknown to me, as it seems to be timing related somehow.
-- But, I found a way to reliably detect it and work around it. Basically, when the bug happens, CSGNode::AddChild will try to add a child node that's already a children of a different root node.
-- That causes all sorts of havok and it's what ends up causing the node child list to eventually be deallocated and the render to crash.
eeObj.AddHook(0x266A70, 0x27bdffc0, function()
--   local obj = eeObj.GetGpr(gpr.a0)
    local node = eeObj.GetGpr(gpr.a1)
    local parent = eeObj.ReadMem32(node+0x10)
--   local caller = eeObj.GetGpr(gpr.ra)


    if parent ~= 0 then
--      print(string.format("Node %08x already has a parent (%08x, caller: %08x)", node, parent, caller))
      eeObj.SetPC(0x266B80)
    end
end)
</pre>


====Star Wars Racer Revenge====


require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
SLES_503.66
<br>CLI
<pre>--ee-hook=0x0025b3b0,FastForwardClock
--ee-hook=0x0025b188,FastForwardClock
--ee-hook=0x00243274,FastForwardClock
--gs-vert-precision=8
--idec-cycles-per-qwc=768
--host-audio-latency=0.60
--fpu-no-clamping=1
--cop2-no-clamping=1
--vu1-di-bits=0
--gs-override-small-tri-area=1
--assert-path1-ad=0
--ee-ignore-segfault=Read</pre>
SLES_503.66
<br>Lua
<pre>require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
apiRequest(0.4)


apiRequest(0.7) -- request version 0.7 API. Calling apiRequest() is mandatory. -- request version 0.7 API. Calling apiRequest() is mandatory. (0.7 is needed for Widescreen switching)
-- Star Wars: Racer Revenge (SLES-50366) [US]


-- obtain necessary objects.
local eeObj = getEEObject()
local eeObj = getEEObject()
local emuObj   = getEmuObject()
local emuObj = getEmuObject()
local trophyObj = getTrophyObject()
local dmaObj = getDmaObject()


-- load configuration if exist
eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d) -- retry FREAD() for fix #9025,
local SaveData = emuObj.LoadConfig(0)


-- 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)


local firstCall = 0
-- 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 } )</pre>
SLES_503.66
<br>Lua Features
<br>Seems to also include some game fix
<pre>-- Lua 5.3
-- Title:  Star Wars Racer Revenge PS2 - SLES-50366 (EUR)
-- Author:  Ernesto Corvi


--[[
-- Changelog:


this is the 'setWideScreen' function of the gfx devices
apiRequest(0.2) -- request version 0.2 API. Calling apiRequest() is mandatory.
from studying the code it seems that the content of 'a1' that
gets passed in determines if the requested mode is widescreen.


DevRWGraphicsDevice::setWideScreenMode(void)
local eeObj = getEEObject()
00194E28  27BDFFD0 addiu      sp,sp,-0x30
local emuObj = getEmuObject()
00194E2C  7FB00010 sq          s0,0x0010(sp)
00194E30  E7B50028 swc1        f21,0x0028(sp)
00194E34  0080802D dmove      s0,a0
00194E38  FFBF0000 sd          ra,0x0000(sp)
00194E3C  E7B40020 swc1        f20,0x0020(sp)
00194E40  4480A800 mtc1        zero,f21
00194E44  C600044C lwc1        f0,0x044C(s0)
00194E48  46150032 c.eq.s      f0,f21
00194E4C  00000000 nop
00194E50  45010053 bc1t        0x00194FA0
00194E54  AE05045C sw          a1,0x045C(s0)
--]]


local WidesrceenFunction = function()
local L1 = -- PodUILoadingPage::PodUILoadingPage
local a1 = eeObj.GetGPR(gpr.a1)
function()
emuObj.ThrottleMax()
a1 = a1 & 1
-- force to widescreen on boot, ensures new profiles get created in widescreen mode by default etc.
-- has some unwanted side-effects tho, so don't do it
if firstCall == 1 then
a1 = 1
eeObj.SetGPR(gpr.a1, a1)
firstCall = 0
end
end
local L2 = -- PodUILoadingPage::~PodUILoadingPage
function()
if a1 == 1 then
emuObj.ThrottleNorm()
print( string.format("********* Request WIDE SCREEN mode **************" ) )
emuObj.SetDisplayAspectWide()
else
print( string.format("********* Request 4:3 mode **************" ) )
emuObj.SetDisplayAspectNormal()
end
end
end
local load1 = eeObj.AddHook(0x1caa30, 0x27bdffe0, L1) -- PodUILoadingPage::PodUILoadingPage
local load2 = eeObj.AddHook(0x1caa70, 0x27bdffd0, L2) -- PodUILoadingPage::~PodUILoadingPage






-- BUG 9244 - This title exhibits memory allocation problems as described on the
-- PS2 tech note titled "malloc() Issues". Overlay the FullAllocAndFree() and hook it to main()


-- this hook address actually differs between Europe / US.
local overlay_addr = InsnOverlay( {
WidescreenHook = eeObj.AddHook(0x194e18,0x27BDFFD0,WidesrceenFunction)
0x27bdfff0, -- addiu $sp, -0x10
0x7fbf0000, -- sq $ra, 0($sp)
0x0c0c1710, --  jal malloc
0x3c0401e0, --  lui $a0, 0x01e0
0x0c0c171a, --  jal free
0x70402628, --  paddub $a0, $v0, 0
0x7bbf0000, -- lq $ra, 0($sp)
0x03e00008, --  jr $ra
0x27bd0010  --  addiu  $sp, 0x10
} )
local call_insn = (overlay_addr >> 2) | 0x0c000000
eeInsnReplace(0x23a020, 0x0c0be0a2, call_insn) -- jal scePrintf


#official widescreen patch for The Warrior's emulator. The typos are apparently deliberate.</pre>
-- BUG 9244 - move stack down to 0x01f80000 to free up an extra 512KB
eeInsnReplace(0x100038, 0x3c0501f0, 0x3c0501f8)
</pre>


====Wild ARMS 3====
====Twisted Metal Black====
ALL
ALL
<br>CLI
<br>CLI
<pre>--gs-motion-factor=50
<pre>--mtap1=always
--ee-static-block-links=JAL,COP2
--gs-use-deferred-l2h=0
#graphical fixes.</pre>
--l2h-2d-params=0x0000000400000004,0x00000000300a0000,240
--vu1-di-bits=0
--vu1-opt-vf00=2
#performance fix.</pre>


SCUS_972.03
SCUS_971.01
<br>LUA
<br>LUA
<pre>require("ee-gpr-alias")
<pre>require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


local emuObj = getEmuObject()
-- This game uses an old kernel which has a bug on _TerminateThread.
-- fix vision logo (Wild Arms 3)
-- It is necessary to check the target thread is already in readyqueue or not.
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )


iopObj = getIOPObject()
iopInsnReplace(0x0000C5C0, 0x0C004430, 0) -- jal        0x000110C0 // unlink_element (in TerminateThread)
iopInsnReplace(0x0000C6EC, 0x0C004430, 0) -- jal        0x000110C0 // unlink_element (in iTerminateThread)
local fix_TerminateThread = function()
  local TCB = iopObj.GetGpr(gpr.s0)
  local TCB_status = iopObj.ReadMem8(TCB + 0xc)
  local TCB_h_l = TCB
  if TCB_status == 0x2 then
  -- the target thread is on ready.
  local TCB_h_l_prev = iopObj.ReadMem32(TCB_h_l + 0)
  local TCB_h_l_next = iopObj.ReadMem32(TCB_h_l + 4)
  if TCB_h_l_prev == TCB_h_l_next then -- last_one_element(&tcb->h.l)
-- we need to maintain threadManCB.readymap.
-- print("WE NEED TO MAINTAIN threadManCB.readymap!")
local s0 = iopObj.ReadMem16(TCB + 0xe) -- prio
local s1 = TCB
local a0 = s0 >> 5
a0 = a0 << 2
local v1 = s0 & 0x1f
local v0 = 1 << v1
v1 = 0x10000 + a0
v1 = iopObj.ReadMem32(v1 + 0x1a08)
v0 = ~v0
v1 = v1 & v0
local at = 0x10000+a0
iopObj.WriteMem32(at+0x1a08, v1)


-- fix bug #9072
-- 0000B798  00102142 srl        a0,s0,5
-- this is caused by a wrong string, which we patch directly on the disc.
-- 0000B79C  00042080 sll        a0,a0,2
emuMediaPatch(0x438a, 12 + 0x174, { 0x6e5c2535 }, { 0x11202535 })
-- 0000B7A0  3203001F andi        v1,s0,0x1F
 
-- 0000B7A4  24020001 li          v0,0x1
-- Bug#8907. accuracy-muldiv is too slow to use, so here added some value to get correct value.
-- 0000B7A8  00621004 sllv        v0,v0,v1
local eeObj = getEEObject()
-- 0000B7AC  3C030001 lui        v1,0x1
eeObj.AddHook(0x001ef6ec, 0x00000000, function()
-- 0000B7B0  00641821 addu        v1,v1,a0
eeObj.SetFpr(0, eeObj.GetFpr(0) + 0.00001)
-- 0000B7B4  8C631A08 lw          v1,0x1A08(v1)
end)
-- 0000B7B8  00021027 nor        v0,zero,v0
#Graphical glitches and stall fix.</pre>
-- 0000B7BC  00621824 and        v1,v1,v0
-- 0000B7C0  3C010001 lui        at,0x1
-- 0000B7C4  00240821 addu        at,at,a0
-- 0000B7C8  AC231A08 sw          v1,0x1A08(at)


==Custom PS2emu Configuration Files ==
  end
<pre>
  end
Configuration files created by users, to improve PS2 emulator compatibility on PS4.
  -- do unlink_element
</pre>
  local v1 = iopObj.ReadMem32(TCB_h_l+0) -- element->prev
<pre>
  local v0 = iopObj.ReadMem32(TCB_h_l+4) -- element->next
Describing what Your configuration is doing is recommended.
  iopObj.WriteMem32(v1 + 4, v0) -- element->prev->next = element->next
On cli you can do it with #
  iopObj.WriteMem32(v0 + 0, v1)
and on a lua you can do it with --
end
</pre>
iopObj.AddHook(0x0000C5C4, 0x02002021, fix_TerminateThread) -- move        a0,s0
====18 Wheeler - American Pro Trucker====
iopObj.AddHook(0x0000C6F0, 0x02002021, fix_TerminateThread) -- move      a0,s0
<br>NTSC
<br>LUA
<pre>-- boot fix by Kozarovv
-- widescreen by Stayhye(ported from PAL version by El_Patas)
-- ported to PS4 lua
-- emu used=psycho v2


local gpr = require("ee-gpr-alias")
-- _waitIpuIdle64 spin perf down problem. Bug#8289
-- NOTE: new libarary also loops just 500dec around. 0x1389 is too much.
eeInsnReplace(0x0020CF80, 0x28421389, 0x28420200) -- slti        v0,v0,0x1389
#Performance and stall fixes.</pre>


apiRequest(0.1)


local eeObj = getEEObject()
====The Mark of Kri====
local emuObj = getEmuObject()
<br>CLI
<br>SCES-51164
<pre>
--gs-scanout-offsetx=27
</pre>


local patcher = function()
====The Warriors====
--16:9
ALL
eeObj.WriteMem32(0x001d4c3c, 0x3c013f40) -- 0x3c013f80
<br>CLI
-- Skip debugger hook.
<pre>--vu1-injection=1
eeObj.WriteMem32(0x001EB2A0, 0x00000000)
--vu1-mpg-cycles=2300
eeObj.WriteMem32(0x001EB2A8, 0x10000003)
--vu1-mpg-cycles=2600,-1
--vu1-clamp-range=0x028,0x060
--ee-hook=0x48c660,FastForwardClock,0x1620ffe3
--force-pal-60hz=1</pre>
 
?
<br>LUA
<pre>-- Lua 5.3
-- Title: The Warriors (USA)    SLUS-21215 ( 1.04 NTSC )
--        The Warriors (Europe) SLES-53443 ( 1.01 PAL )
-- Features version: 1.00
-- Author: David Haywood
-- Date: November 15th 2015


emuObj.ThrottleMax()
end


emuObj.AddVsyncHook(patcher)


--math.random() + math.random(1, 99)
require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
</pre>
====24 The Game====
'''''CLI'''''
<pre>
--ee-kernel-hle=1
--ee-injection-kernel=1
--ee-injection-title=1
--ee-cycle-scalar=1.9
--safe-area-min=1.0
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1


# Fixed lags issue.
apiRequest(0.7) -- request version 0.7 API. Calling apiRequest() is mandatory. -- request version 0.7 API. Calling apiRequest() is mandatory. (0.7 is needed for Widescreen switching)
# <JAK v2emu Used>
</pre>
<br>LUA
<br>SLUS_212.68
<pre>
apiRequest(0.1)


local eeObj = getEEObject()
-- obtain necessary objects.
local emuObj = getEmuObject()
local eeObj = getEEObject()
local patcher = function()
local emuObj = getEmuObject()
-- this lua was only tested on pcsx2
local trophyObj = getTrophyObject()
eeObj.WriteMem32(0x53d5d4,0x21c828bd)
local dmaObj = getDmaObject()
eeObj.WriteMem32(0x53d62c,0x21c821bc)
end


emuObj.AddVsyncHook(patcher)
-- load configuration if exist
</pre>
local SaveData = emuObj.LoadConfig(0)


====10000 Bullets====
'''''CLI'''''
<pre>
--vu1=jit-sync


# Fixes Blackscreen after PS2 Logo.
local firstCall = 0
# Jak v1 used
</pre>


====Ace Combat 4====
'''''CLI'''''
<br>
<pre>--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1


#Fix for terrain textures</pre>
--[[


====Ace Combat 5====
this is the 'setWideScreen' function of the gfx devices
'''''CLI'''''
from studying the code it seems that the content of 'a1' that
gets passed in determines if the requested mode is widescreen.


<br>All versions
DevRWGraphicsDevice::setWideScreenMode(void)
<pre>--gs-kernel-cl="mipmap"
00194E28  27BDFFD0 addiu      sp,sp,-0x30
--gs-kernel-cl-up="mipmap2x2"
00194E2C  7FB00010 sq          s0,0x0010(sp)
--gs-use-mipmap=1
00194E30  E7B50028 swc1        f21,0x0028(sp)
00194E34  0080802D dmove      s0,a0
00194E38  FFBF0000 sd          ra,0x0000(sp)
00194E3C  E7B40020 swc1        f20,0x0020(sp)
00194E40  4480A800 mtc1        zero,f21
00194E44  C600044C lwc1        f0,0x044C(s0)
00194E48  46150032 c.eq.s      f0,f21
00194E4C  00000000 nop
00194E50  45010053 bc1t        0x00194FA0
00194E54  AE05045C sw          a1,0x045C(s0)
--]]


#Same fix for terrain textures</pre>
local WidesrceenFunction = function()
local a1 = eeObj.GetGPR(gpr.a1)
a1 = a1 & 1
-- force to widescreen on boot, ensures new profiles get created in widescreen mode by default etc.
-- has some unwanted side-effects tho, so don't do it
if firstCall == 1 then
a1 = 1
eeObj.SetGPR(gpr.a1, a1)
firstCall = 0
end
if a1 == 1 then
print( string.format("********* Request WIDE SCREEN mode **************" ) )
emuObj.SetDisplayAspectWide()
else
print( string.format("********* Request 4:3 mode **************" ) )
emuObj.SetDisplayAspectNormal()
end
end


<br>'''''LUA file'''''


<br>SLUS_208.51
<pre>apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- Collision detection fix for Stage 3 onwards // Rearranging COP2 instructions that use old results


eeInsnReplace(0x1A3B94, 0x4B00682C, 0x48498800)
-- this hook address actually differs between Europe / US.
eeInsnReplace(0x1A3B98, 0x4B0C682C, 0x4B00682C)
WidescreenHook = eeObj.AddHook(0x194e18,0x27BDFFD0,WidesrceenFunction)
eeInsnReplace(0x1A3BA4, 0x48498800, 0x484A8800)
eeInsnReplace(0x1A3BA8, 0x484A8800, 0x4B0C682C)
</pre>


<br>'''''LUA file'''''
#official widescreen patch for The Warrior's emulator. The typos are apparently deliberate.</pre>


<br>SCES_504.10
====Wild ARMS 3====
<pre>apiRequest(2.2) -- request version 0.1 API. Calling apiRequest() is mandatory.
ALL
<br>CLI
<pre>--gs-motion-factor=50
--ee-static-block-links=JAL,COP2
#graphical fixes.</pre>


-- Wrong sky shader
SCUS_972.03
<br>LUA
<pre>require("ee-gpr-alias")
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


local emuObj = getEmuObject()
local emuObj = getEmuObject()
-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )


-- Fix for wrong sky shader


emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
-- fix bug #9072
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )</pre>
-- this is caused by a wrong string, which we patch directly on the disc.
emuMediaPatch(0x438a, 12 + 0x174, { 0x6e5c2535 }, { 0x11202535 })


====Ace Combat Zero: The Belkan War====
-- Bug#8907. accuracy-muldiv is too slow to use, so here added some value to get correct value.
'''''CLI'''''
local eeObj = getEEObject()
<br>All Versions
eeObj.AddHook(0x001ef6ec, 0x00000000, function()
<pre>--gs-kernel-cl="mipmap"
eeObj.SetFpr(0, eeObj.GetFpr(0) + 0.00001)
--gs-kernel-cl-up="mipmap2x2"
end)
--gs-use-mipmap=1
#Graphical glitches and stall fix.</pre>
#Once again, same fix for terrain textures.</pre>


<br>'''''LUA file'''''
==Custom PS2emu Configuration Files ==
<pre>
Configuration files created by users, to improve PS2 emulator compatibility on PS4.
</pre>
<pre>
Describing what Your configuration is doing is recommended.
On cli you can do it with #
and on a lua you can do it with --
</pre>
====18 Wheeler - American Pro Trucker====
<br>NTSC
<br>LUA
<pre>-- boot fix by Kozarovv
-- widescreen by Stayhye(ported from PAL version by El_Patas)
-- ported to PS4 lua
-- emu used=psycho v2


<br>SLUS_213.46
local gpr = require("ee-gpr-alias")


<pre>apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
apiRequest(0.1)


-- Collision detection fix.
local eeObj = getEEObject()
local emuObj = getEmuObject()


eeInsnReplace(0x131EBC, 0x4B00682C, 0x48498800)
local patcher = function()
eeInsnReplace(0x131EC0, 0x4B0C682C, 0x4B00682C)
--16:9
eeInsnReplace(0x131ECC, 0x48498800, 0x484A8800)
eeObj.WriteMem32(0x001d4c3c, 0x3c013f40) -- 0x3c013f80
eeInsnReplace(0x131ED0, 0x484A8800, 0x4B0C682C)</pre>
-- Skip debugger hook.
eeObj.WriteMem32(0x001EB2A0, 0x00000000)
eeObj.WriteMem32(0x001EB2A8, 0x10000003)


<br>'''''LUA file'''''
emuObj.ThrottleMax()
end


<br>SCES_540.41
emuObj.AddVsyncHook(patcher)


<pre>apiRequest(2.2) -- request version 0.1 API. Calling apiRequest() is mandatory.
--math.random() + math.random(1, 99)
</pre>
====24 The Game====
'''''CLI'''''
<pre>
--gs-uprender=2x2
--gs-upscale=edgesmooth


-- Wrong sky shader
--host-display-mode=16:9


local emuObj = getEmuObject()
--ee-kernel-hle=1
--ee-injection-kernel=1
--ee-injection-title=1
--ee-cycle-scalar=1.9
--safe-area-min=1.0
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1


-- Fix for wrong sky shader


emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
# Fixed lags issue.
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )
# <emu used=psychonauts v2>
</pre>
<br>LUA
<br>SLUS_212.68
<pre>
-- 24 The Game NTSC
-- performace fix by kozarovv
-- ported to PS4
-- emu used=psychonauts v2


-- Collision detection fix.
local gpr = require("ee-gpr-alias")


eeInsnReplace(0x131EB8, 0x4B00682C, 0x48498800)
apiRequest(1.0)
eeInsnReplace(0x131EC8, 0x4B0C682C, 0x4B00682C)
eeInsnReplace(0x131FB8, 0x48498800, 0x484A8800)
eeInsnReplace(0x131EC4, 0x484A8800, 0x4B0C682C)</pre>


====AirBlade====
local eeObj = getEEObject()
'''''CLI'''''
local emuObj = getEmuObject()


<br>All versions
local patcher = function()


<pre>--vu0-no-clamping=0
--Widescreen hack 16:9
--vu1-no-clamping=0
 
#emu used=GTA 3 v1
#Fix for flickering models and textures</pre>
 
====Ape Escape 2====
'''''CLI'''''


<br>All versions
--Force turn on the native widescreen
eeObj.WriteMem32(0x205FBD2C,0x00000001)


<pre>--gs-use-mipmap=1
--Zoom Fix
--gs-kernel-cl="mipmap"
--6000023c 2cbd428c
--gs-kernel-cl-up="mipmap2x2"
eeObj.WriteMem32(0x002fbea0,0x3c020000)  --3c020060
eeObj.WriteMem32(0x002fbea4,0x34420000)


#Fix for flickering textures</pre>
eeObj.WriteMem32(0x00139e2c,0x3c020000) --3c020060
eeObj.WriteMem32(0x00139e30,0x34420000) --8c42bd2c


====Ape Escape: Pumped & Primed====
--X-Fov (4:3)
'''''CLI'''''
--aa3f013c a8aa2134
--2a8e2134 e33f013c
--eeObj.WriteMem32(0x00460364,0x3c013fe3) --3c013faa
--eeObj.WriteMem32(0x00460368,0x34218e2a) --3421aaa8


<br>All versions
--Fix slow and choppy gameplay
 
eeObj.WriteMem32(0x004155a8,0x48a44800)
<pre>--ee-jit-pagefault-threshold=30
eeObj.WriteMem32(0x004155ac,0x48c02800)
--gs-frontend-opt-mode=1
eeObj.WriteMem32(0x004155b0,0x4a00d839)
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--cop2-no-clamping=1
--vu1-mpg-cycles=250
#Fix for flickering textures</pre>
'''''LUA'''''


<pre>--emu used=jakx v2
eeObj.WriteMem32(0x00415660,0x48a44800)
apiRequest(1.0)
eeObj.WriteMem32(0x00415664,0x48c02800)
local eeObj = getEEObject()
eeObj.WriteMem32(0x00415668,0x4a00d839)
local emuObj = getEmuObject()
local patcher = function()


--Fix game frame rate
eeObj.WriteMem32(0x3816e0,0x10000025) -- NTSC ONLY!!
end
end


emuObj.AddVsyncHook(patcher)</pre>
emuObj.AddVsyncHook(patcher)


====Auto modellista====
'''CLI'''
<br>All versions
<pre>
#Fix for missing graphics
--vu-custom-min-max=0
--vu-xgkick-delay=0
</pre>
</pre>


====Area 51====
====10000 Bullets====
'''''CLI'''''
'''''CLI'''''
<br>All versions
<pre>
<pre>
--ee-cycle-scalar=2.0
--vu1=jit-sync
--iop-cycle-scalar=0.58


--vu1-mpg-cycles=1400
# Fixes Blackscreen after PS2 Logo.
# Jak v1 used
</pre>


--host-audio-latency=2.7
====Ace Combat 4====
'''''CLI'''''
<br>
<pre>--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1


--host-vsync=1
#Fix for terrain textures</pre>


--vu0-opt-flags=1
====Ace Combat 5====
--vu1-opt-flags=1
'''''CLI'''''
--cop2-opt-flags=1
--vu0-const-prop=1
--vu1-const-prop=1
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=newprog
--vu0-jalr-cache-policy=newprog


#Speed improvement</pre>
<br>All versions
<pre>--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1


====Avatar The last airbender====
#Same fix for terrain textures</pre>
<br> All Versions
<br>LUA
<pre>
-- emu used=psychonauts v2, Fix For Freeze when starting new game


local gpr = require("ee-gpr-alias")
<br>'''''LUA file'''''


apiRequest(0.1)
<br>SLUS_208.51
<pre>apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


local eeObj = getEEObject()
-- Collision detection fix for Stage 3 onwards // Rearranging COP2 instructions that use old results
local emuObj = getEmuObject()


local patcher = function()
eeInsnReplace(0x1A3B94, 0x4B00682C, 0x48498800)
eeInsnReplace(0x1A3B98, 0x4B0C682C, 0x4B00682C)
eeInsnReplace(0x1A3BA4, 0x48498800, 0x484A8800)
eeInsnReplace(0x1A3BA8, 0x484A8800, 0x4B0C682C)
</pre>


eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) -- "--vif1-instant-xfer=0" replacement
<br>'''''LUA file'''''
emuObj.ThrottleMax()
end


emuObj.AddVsyncHook(patcher)
<br>SCES_504.10
</pre>
<pre>apiRequest(2.2) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
-- Wrong sky shader


====Battle Engine Aquila====
local emuObj = getEmuObject()
<pre>
#Graphical corruption fix
--vu1-no-clamping=1
#Performance boost
--ee-cycle-scalar=1.5
--vu1-mpg-cycles=1000
--vu1-di-bits=0
--vu1-const-prop=1
--gs-adaptive-frameskip=1
#Jakv2
</pre>


====Batman - Rise of Sin Tzu====
-- Fix for wrong sky shader
'''CLI'''
<br>All Versions
<pre>--vu1-no-clamping=0  #gfx fix A
--vu0-no-clamping=0  #gfx fix B
--vu-branch-hazard=0 #fixes loading freeze


emu used=recvx v1</pre>
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )</pre>


<br>LUA
====Ace Combat Zero: The Belkan War====
<pre>
'''''CLI'''''
-- Batman - Rise of Sin Tzu (Prototype) Aug 15 2003
<br>All Versions
-- Retail has slowdown during FMVs that I can't fix
<pre>--gs-kernel-cl="mipmap"
-- Widescreen & 60fps by Stayhye
--gs-kernel-cl-up="mipmap2x2"
-- emu used=recvx v1
--gs-use-mipmap=1
#Once again, same fix for terrain textures.</pre>


local gpr = require("ee-gpr-alias")
<br>'''''LUA file'''''


apiRequest(0.1)
<br>SLUS_213.46


local eeObj = getEEObject()
<pre>apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
local emuObj = getEmuObject()


local patcher = function()
-- Collision detection fix.
--16:9
--X-Fov
eeObj.WriteMem32(0x004ad5d8,0x3f5a7408) --0x3f23d70a >> @15833 lui v1, $d70a
--Render Fix
eeObj.WriteMem32(0x00306928,0x3c023f40) --0x3c023f00 >> lui v0, $3f00


emuObj.ThrottleMax()
eeInsnReplace(0x131EBC, 0x4B00682C, 0x48498800)
end
eeInsnReplace(0x131EC0, 0x4B0C682C, 0x4B00682C)
eeInsnReplace(0x131ECC, 0x48498800, 0x484A8800)
eeInsnReplace(0x131ED0, 0x484A8800, 0x4B0C682C)</pre>


emuObj.AddVsyncHook(patcher)
<br>'''''LUA file'''''


--60 fps
<br>SCES_540.41
eeInsnReplace(0x20532748,0x00000002,0x00000001) --0x00000002 >> rwDMAVsyncCnt
</pre>


====Baldur's Gate: Dark Alliance II====
<pre>apiRequest(2.2) -- request version 0.1 API. Calling apiRequest() is mandatory.
'''CLI'''
<br>All Versions
<pre>
--gs-uprender=2x2
--gs-upscale=EdgeSmooth


--host-display-mode=16:9
-- Wrong sky shader


--vif1-instant-xfer=0
local emuObj = getEmuObject()


--vu0-no-clamping=0
-- Fix for wrong sky shader
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
</pre>


====Black====
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
'''''CLI'''''
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )
<br>All versions
<pre>
#graphical glitches fixes
--gs-use-mipmap=1
--gs-kernel-cl-up="up2x2simple"
--vu1-no-clamping=1
#Performance boost
--vu1-di-bits=0
--vu1-mpg-cycles=750
--ee-cycle-scalar=1.3
</pre>


<br>LUA
-- Collision detection fix.
<br>SLUS-21376
<pre>
--author=refraction
--COP2 Rearrangement. Fixes broken collisions.
apiRequest(0.1)


local eeObj = getEEObject()
eeInsnReplace(0x131EB8, 0x4B00682C, 0x48498800)
local emuObj = getEmuObject()
eeInsnReplace(0x131EC8, 0x4B0C682C, 0x4B00682C)
local patcher = function()
eeInsnReplace(0x131FB8, 0x48498800, 0x484A8800)
eeObj.WriteMem32(0x0037EB14,0x4b000460)
eeInsnReplace(0x131EC4, 0x484A8800, 0x4B0C682C)</pre>
eeObj.WriteMem32(0x0037EB18,0x4af103bc)
eeObj.WriteMem32(0x0037EB30,0x4a800460)
eeObj.WriteMem32(0x0037EB34,0x4b7103bc)
end


emuObj.AddVsyncHook(patcher)
====AirBlade====
</pre>
 
====Bloody Roar 4====
'''''CLI'''''
'''''CLI'''''


<br>All Versions
<br>All versions


<pre>--vu0-no-clamping=0
<pre>--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1


#SPS Fix</pre>
#emu used=GTA 3 v1
#Fix for flickering models and textures</pre>


====Burnout 2: POI====
====Ape Escape 2====
<br>'''''LUA file'''''
'''''CLI'''''


<br>SLES_510.44 / SLES_529.68
<br>All versions


<pre>apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.
<pre>--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"


-- SLES-51044 / SLES-52968 - Fix white parts
#Fix for flickering textures</pre>
-- Major thanks to Maori-Jigglypuff for reversing that


eeInsnReplace(0x2485B8, 0xC6800D18, 0x3C014316)
====Ape Escape: Pumped & Primed====
eeInsnReplace(0x2485CC, 0xE4400000, 0xAC410000)
'''''CLI'''''
eeInsnReplace(0x262604, 0xC7809780, 0x3C014316)
eeInsnReplace(0x262618, 0xE4400000, 0xAC410000)
eeInsnReplace(0x2564B8, 0x8F829764, 0x24020000)</pre>


<br>'''''LUA file'''''
<br>All versions


<br>SLUS_204.97
<pre>--ee-jit-pagefault-threshold=30
--gs-frontend-opt-mode=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--cop2-no-clamping=1
--vu1-mpg-cycles=250
#Fix for flickering textures</pre>
'''''LUA'''''


<pre>apiRequest(0.1)   -- request version 0.1 API. Calling apiRequest() is mandatory.
<pre>--emu used=jakx v2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()


-- SLUS_204.97 - Fix white parts
--Fix game frame rate
-- Major thanks to Maori-Jigglypuff for reversing that
eeObj.WriteMem32(0x3816e0,0x10000025) -- NTSC ONLY!!
end


eeInsnReplace(0x2485A8, 0xC6800D18, 0x3C014316)
emuObj.AddVsyncHook(patcher)</pre>
eeInsnReplace(0x2485BC, 0xE4400000, 0xAC410000)
eeInsnReplace(0x2625F4, 0xC7809780, 0x3C014316)
eeInsnReplace(0x262608, 0xE4400000, 0xAC410000)
eeInsnReplace(0x2564A8, 0x8F829764, 0x24020000)</pre>


====Castlevania: Curse of Darkness====
====Avatar The last airbender====
<br>SLUS-21168
<br> All Versions
<br>LUA
<br>LUA
<pre>
<pre>
-- Widescreen hack by nemesis2000
-- emu used=psychonauts v2, Fix For Freeze when starting new game
-- new graphics fix by kozarovv
-- emu used=


local gpr = require("ee-gpr-alias")
local gpr = require("ee-gpr-alias")
Line 3,190: Line 3,387:


local patcher = function()
local patcher = function()
--gameplay
eeObj.WriteMem32(0x00751384,0x3c013f40) --hor value
eeObj.WriteMem32(0x00751388,0x44810000)
eeObj.WriteMem32(0x00751390,0x4600c602)
--FMV's fix
eeObj.WriteMem32(0x00443eb8,0x00000000)
eeObj.WriteMem32(0x00775398,0x24056e40)
eeObj.WriteMem32(0x007753a4,0x24072380)
-- Clamp value manually. Clamping from emulator change value to FLT_MIN
-- While we need correct lower bits + 1 due to x86 rounding...
eeObj.WriteMem32(0x92FD50, 0xFF7F8001)


eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) -- "--vif1-instant-xfer=0" replacement
emuObj.ThrottleMax()
emuObj.ThrottleMax()
end
end


emuObj.AddVsyncHook(patcher)
emuObj.AddVsyncHook(patcher)
</pre>


====Battle Engine Aquila====
<pre>
#Graphical corruption fix
--vu1-no-clamping=1
#Performance boost
--ee-cycle-scalar=1.5
--vu1-mpg-cycles=1000
--vu1-di-bits=0
--vu1-const-prop=1
--gs-adaptive-frameskip=1
#Jakv2
</pre>
</pre>
LUA
 
<br>SLES_537.55
====Baldur's Gate: Dark Alliance II====
'''CLI'''
<br>All Versions
<pre>
<pre>
-- Widescreen hack by nemesis2000
--gs-uprender=2x2
-- new graphics fix by kozarovv
--gs-upscale=EdgeSmooth
-- emu used=


local gpr = require("ee-gpr-alias")
--host-display-mode=16:9


apiRequest(0.1)
--vif1-instant-xfer=0


local eeObj  = getEEObject()
--vu0-no-clamping=0
local emuObj = getEmuObject()
--vu0-clamp-results=1
 
--vu1-no-clamping=0
local patcher = function()
--vu1-clamp-results=1
 
--Widescreen
--gameplay
eeObj.WriteMem32(0x007526fc,0x3c013f40) --hor value
eeObj.WriteMem32(0x00752700,0x44810000)
eeObj.WriteMem32(0x00752708,0x4600c602)
 
--FMV's fix
eeObj.WriteMem32(0x004448d0,0x00000000)
eeObj.WriteMem32(0x00776718,0x24056d80)
eeObj.WriteMem32(0x00776724,0x24072380)
 
-- Clamp value manually. Clamping from emulator change value to FLT_MIN
-- While we need correct lower bits + 1 due to x86 rounding...
eeObj.WriteMem32(0x00931280, 0xFF7F8001)
 
emuObj.ThrottleMax()
 
end
 
emuObj.AddVsyncHook(patcher)
</pre>
</pre>


==== Call of Duty: World at War - Final Fronts ====
====Bard's tale, the====
'''CLI'''
<br>All versions
<br>War of the monsters v1 fixes the crash.
<pre>
<pre>
--ee-kernel-hle=1
#Speedhacks
--ee-injection-kernel=1
--ee-cycle-scalar=1.1
--ee-injection-title=1
--vu1-di-bits=0
--ee-cycle-scalar=1.9
#Missing graphics fix
--safe-area-min=1.0
--vif1-instant-xfer=0
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
# Fixed low framrate issue, !!!JAK EMULATOR Used!!!
</pre>
</pre>


====Cold Winter====
====Bloody Roar 4====
'''''CLI'''''
'''''CLI'''''


Line 3,273: Line 3,444:


<pre>--vu0-no-clamping=0
<pre>--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1
#SPS Fix</pre>


# fix graphic and physics, there are still issue with fmv, and minor stering issue.</pre>
====Burnout 2: POI====
<br>'''''LUA file'''''


====Crash Bandicoot - Wrath of Cortex====
<br>SLES_510.44 / SLES_529.68
'''''CLI'''''


<br>SLES50386
<pre>apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.
<pre>
#Fixes White lines
--gs-kernel-cl-up="up2x2simple"
#Added Just in case you encounter performance issues
--vu1-const-prop=1
--vu1-di-bits=0
</pre>


====Crash Tag Team Racing====
-- SLES-51044 / SLES-52968 - Fix white parts
'''''CLI'''''
-- Major thanks to Maori-Jigglypuff for reversing that


<br>All Versions
eeInsnReplace(0x2485B8, 0xC6800D18, 0x3C014316)
<br>Emu: Jakv2
eeInsnReplace(0x2485CC, 0xE4400000, 0xAC410000)
<pre>
eeInsnReplace(0x262604, 0xC7809780, 0x3C014316)
#Fix For Extreme slowdowns,  
eeInsnReplace(0x262618, 0xE4400000, 0xAC410000)
#This game Is known for being EXTREMELY VU1 hungry.
eeInsnReplace(0x2564B8, 0x8F829764, 0x24020000)</pre>
--vu1-mpg-cycles=1200
--vu1-di-bits=0
--vu1-const-prop=1
--vu1=jit-async
--ee-cycle-scalar=1.3
</pre>


<br>CLI
<br>'''''LUA file'''''
<br>SLUS_211.91 only
<br>Emu: Jakv2
<br> This config is the best one to use, FULL FIX for slowdowns!
<pre>
#one of them will probably make audio stutter in the balloon's minigames,
#but i have no time to find out which one.
--ee-hook=0x00354904,FastForwardClock
--ee-hook=0x003547C8,FastForwardClock
--ee-hook=0x003548E8,FastForwardClock
--ee-hook=0x003548B8,FastForwardClock
--ee-hook=0x00354818,FastForwardClock
#EEunderclocking here for performance gain
--ee-hook=0x00354898,AdvanceClock,,250
--ee-hook=0x0039C174,AdvanceClock,,250
--ee-hook=0x00332454,AdvanceClock,,250
--ee-hook=0x00372B48,AdvanceClock,,250
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
#This one was the culprit for micro-stutters, increase it all you like
--ee-hook=0x0034C098,AdvanceClock,,500
#Full fix
</pre>


====Crash Twinsanity====
<br>SLUS_204.97
'''''CLI'''''


'''KOF2000 EMU USED'''
<pre>apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.
<br>All Versions


<pre>
-- SLUS_204.97 - Fix white parts
--ee-cycle-scalar=1.6
-- Major thanks to Maori-Jigglypuff for reversing that
--vu1-mpg-cycles=400
--vu-xgkick-delay=5
--vu1-di-bits=0
--vu1-const-prop=1
--vu1-injection=1
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--host-audio-latency=2.0
</pre>
'''''LUA'''''
<br>SLES-52568
<pre>
apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.


-- Fix random crashes
eeInsnReplace(0x2485A8, 0xC6800D18, 0x3C014316)
eeInsnReplace(0x1923E8,0x5440FFFB,0x00000000)
eeInsnReplace(0x2485BC, 0xE4400000, 0xAC410000)
eeInsnReplace(0x1923EC,0x0071182F,0x00000000)
eeInsnReplace(0x2625F4, 0xC7809780, 0x3C014316)
eeInsnReplace(0x1923F0,0x0223102F,0x00000000)
eeInsnReplace(0x262608, 0xE4400000, 0xAC410000)
eeInsnReplace(0x2564A8, 0x8F829764, 0x24020000)</pre>


-- Eliminate color scan lines
====Castlevania: Curse of Darkness====
local emuObj = getEmuObject()
<br>SLUS-21168
<br>LUA
<pre>
-- Widescreen hack by nemesis2000
-- new graphics fix by kozarovv
-- emu used=


emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )</pre>
local gpr = require("ee-gpr-alias")
'''''LUA'''''
<br>SLUS-20909
<pre>
apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.


-- Fix random crashes
apiRequest(0.1)
eeInsnReplace(0x191C58,0x5440FFFB,0x00000000)
eeInsnReplace(0x191C5C,0x0071182F,0x00000000)
eeInsnReplace(0x191C60,0x0223102F,0x00000000)


-- Eliminate color scan lines
local eeObj = getEEObject()
local emuObj = getEmuObject()
local emuObj = getEmuObject()


emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )</pre>
local patcher = function()
--gameplay
eeObj.WriteMem32(0x00751384,0x3c013f40) --hor value
eeObj.WriteMem32(0x00751388,0x44810000)
eeObj.WriteMem32(0x00751390,0x4600c602)


====Crash Nitro Kart====
--FMV's fix
'''''CLI'''''
eeObj.WriteMem32(0x00443eb8,0x00000000)
eeObj.WriteMem32(0x00775398,0x24056e40)
eeObj.WriteMem32(0x007753a4,0x24072380)


<br>All Versions
-- Clamp value manually. Clamping from emulator change value to FLT_MIN
-- While we need correct lower bits + 1 due to x86 rounding...
eeObj.WriteMem32(0x92FD50, 0xFF7F8001)


<pre>--vu1=jit-sync          #fixes black screen after ps2 logo
emuObj.ThrottleMax()
--vu1-di-bits=0          #eliminates micro-freezes during races
end
--ee-cycle-scalar=1.6
--host-audio-latency=2.0
--vu1-mpg-cycles=750
--vu1-const-prop=1
</pre>


====Dead or Alive 2: Hardcore====
emuObj.AddVsyncHook(patcher)
<br>'''''LUA file'''''


<br>SLUS_200.71
</pre>
LUA
<br>SLES_537.55
<pre>
-- Widescreen hack by nemesis2000
-- new graphics fix by kozarovv
-- emu used=


<pre>apiRequest(0.1)
local gpr = require("ee-gpr-alias")


-- Fix hang, fix music, and sounds effects
apiRequest(0.1)


emuMediaPatch(0x186A71, 12 + 0x7e4, { 0x2404002b }, { 0x27c40010 })
local eeObj  = getEEObject()
emuMediaPatch(0x186A71, 12 + 0x7e8, { 0x0c0032b3 }, { 0x0c0032b7 })
local emuObj = getEmuObject()
emuMediaPatch(0x186A71, 12 + 0x7ec, { 0x27c50010 }, { 0x00000000 })
emuMediaPatch(0x186A71, 12 + 0x5e8, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A71, 12 + 0x5ec, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A7B, 12 + 0x6fc, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A7B, 12 + 0x700, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x164, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x168, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x10c, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x110, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x1bc, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x1c0, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A86, 12 + 0x7f0, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A86, 12 + 0x7f4, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186C38, 12 + 0x6ec, { 0x24060001 }, { 0x24060000 })</pre>


For the Japanese version (SLPS-25026) you can also use config files from PS3's PS2 emu with
local patcher = function()
<pre>--lopnor-config=1</pre>
in config.


Place config file named as "SLPS-25026_lopnor.cfgbin" in /patches/SLPS-25026/
--Widescreen
--gameplay
eeObj.WriteMem32(0x007526fc,0x3c013f40) --hor value
eeObj.WriteMem32(0x00752700,0x44810000)
eeObj.WriteMem32(0x00752708,0x4600c602)


--FMV's fix
eeObj.WriteMem32(0x004448d0,0x00000000)
eeObj.WriteMem32(0x00776718,0x24056d80)
eeObj.WriteMem32(0x00776724,0x24072380)


'''''*Alternate fix Jak emus'''''
-- Clamp value manually. Clamping from emulator change value to FLT_MIN
-- While we need correct lower bits + 1 due to x86 rounding...
eeObj.WriteMem32(0x00931280, 0xFF7F8001)


<br>'''''LUA file'''''
emuObj.ThrottleMax()
 
 
<pre>
--DOA 2 Hardcore NTSC US
 
apiRequest(2.2)
 
local gpr      = require("ee-gpr-alias")
local emuObj     = getEmuObject()
local eeObj      = getEEObject()
local gsObj      = getGsObject()
local eeOverlay    = eeObj.getOverlayObject()
local iopObj  = getIOPObject()
 
local patcher = function()
 
eeObj.WriteMem32(0x0021b63c,0x3c014534) -- Widescreen
eeObj.WriteMem32(0x002b06ec,0x24060000) -- Fixes game hanging on boot.
iopObj.WriteMem32(0x001D77E4,0x27C40010) --fixes music/sound effects
iopObj.WriteMem32(0x001D77E8,0x0C0032B7) --fixes music/sound effects 
iopObj.WriteMem32(0x001D77EC,0x00000000) --fixes music/sound effects


end
end


emuObj.AddVsyncHook(patcher)
emuObj.AddVsyncHook(patcher)
emuObj.PadSetLightBar(0,255,200,250)
emuObj.SetDisplayAspectWide()
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2  } )</pre>
====Def Jam Vendetta====
'''''CLI'''''
<br>All Versions
<pre>--vu-xgkick-delay=0.58
#Fix for missing character models/textures
</pre>
</pre>


====Devil Kings====
==== Call of Duty: World at War - Final Fronts ====
All versions
<pre>
<br>CLI
--ee-kernel-hle=1
<pre>
--ee-injection-kernel=1
#Fix For Graphical Glitches (SPS)
--ee-injection-title=1
--ee-cycle-scalar=1.9
--safe-area-min=1.0
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
# Fixed low framrate issue, !!!JAK EMULATOR Used!!!
</pre>
</pre>
 
====Cold Winter====
====Disgaea 2: Cursed Memories====
'''''CLI'''''
'''''CLI'''''


<br>SLUS-21397
<br>All Versions


<pre>--gs-kernel-cl="mipmap"
<pre>--vu0-no-clamping=0
--gs-kernel-cl-up="mipmap2x2"
--vu1-no-clamping=0
--gs-use-mipmap=1
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1


#Fix for lines in terrain textures and flickering textures</pre>
# fix graphic and physics, there are still issue with fmv, and minor stering issue.</pre>


====Digimon rumble arena 2====
====Crash Bandicoot - Wrath of Cortex====
'''''CLI'''''
'''''CLI'''''
 
<br>SLUS20238
<br>ALL
'''SLUS-20238_cli.conf'''
 
<pre>
<pre>
#Fix for game being stuck at main menu with selections moving very fast
--host-display-mode=16:9
--fpu-no-clamping=1
--force-frame-blend=1
#Speedhack
--gs-kernel-cl="h2lpool" 
--gs-kernel-cl-up="h2lpool2x2"
#Speedhacks
--vu1-di-bits=0
--vu1-di-bits=0
</pre>
</pre>
'''SLUS-20238_config.lua'''
<pre>
-- Crash Bandicoot The Wrath of Cortex [SLUS-20238] (U)
-- emu used=KOF 98


====Digimon World 4====
apiRequest(1.0) 
'''''CLI'''''


<br>All Versions
local gpr = require("ee-gpr-alias")


<pre>
local eeObj  = getEEObject()
#Fixes slowdowns in The game
local emuObj = getEmuObject()
--vu1-di-bits=0
--vu1-const-prop=1
--vu1-mpg-cycles=700
--ee-cycle-scalar=1.2
#Fixes black screen caused by MTVU
--vu1=jit-sync
#Jakv2
</pre>


====Disney Golf====
local patcher = function()
'''''CLI'''''


<br>All Versions
--16:9 hack
eeObj.WriteMem32(0x001138B8,0x3c013f11) --vertical fov
eeObj.WriteMem32(0x001127A0,0x3c013f2a) --zoom value
eeObj.WriteMem32(0x0011287C,0x3c013f2a) --render value


<pre>
--No interlace
#Fixes graphical glitches
eeObj.WriteMem32(0x2016A048,0xAF80E750)
--gs-uprender=2x2
eeObj.WriteMem32(0x2016A054,0xAF80E750)
--gs-upscale=EdgeSmooth
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--force-frame-blend=1
--vu1-mpg-cycles=1000
--cdvd-sector-read-cycles=5000
--host-display-mode=16:9
--vu1-jr-cache-policy=newprog


#aofa
--Underwater FX Fix
</pre>
eeObj.WriteMem32(0x202438AC,0x0000182D)


====Dragon Ball Z: Budokai Tenkaichi 2====
--Mech FX Fix
'''''CLI'''''
eeObj.WriteMem32(0x20257CF0,0x0000182D)


<br>All Versions
--Cortex Vortex FX Fix
eeObj.WriteMem32(0x20242894,0x100000BC)


<pre>--gs-use-clut-merge=1
--Disable Dark Effect
--gs-kernel-cl="clutmerge"
eeObj.WriteMem32(0x20258588,0x44801000)
--gs-kernel-cl-up="clutmerge2x2"


#Fix for missing life bars and other UI elements.</pre>
emuObj.ThrottleMax()
end


====Dragon Ball Z: Budokai Tenkaichi 3====
emuObj.AddVsyncHook(patcher)
'''''CLI'''''


<br>All Versions
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1
</pre>
<br>SLES50386
'''SLES-50386_cli.conf'''
<pre>
--host-display-mode=16:9
--gs-progressive=1
</pre>
'''SLES-50386_config.lua'''
<pre>
-- Crash Bandicoot The Wrath of Cortex [SLES-50386] (E)
-- emu used=KOF 2000


<pre>#Fix for missing life bars and other UI elements
apiRequest(1.0) 
--gs-use-clut-merge=1
 
#Fix for mis-aligned glow caused by upscaling
local gpr = require("ee-gpr-alias")
--gs-kernel-cl-up="up2x2simple"
#Fix for Performance
--vu1-mpg-cycles=200
--vu1-di-bits=0
--ee-cycle-scalar=1.2
</pre>


====Dragon Quest VIII: Journey of the Cursed King====
local eeObj  = getEEObject()
'''''CLI'''''
local emuObj = getEmuObject()


<br>All Versions
local patcher = function()


<pre>--gs-kernel-cl-up="up2x2skipinterp"
--16:9 hack
--gs-optimize-30fps=1
eeObj.WriteMem32(0x21D43044,0x3F100000) --3F400000


#Fix lines in shadows</pre>
emuObj.ThrottleMax()
end


====Dreamworks: Shrek the third====
emuObj.AddVsyncHook(patcher)
<br>All Versions
<br>'''CLI'''
<pre>
#Slowdown fixes
--vu1-di-bits=0
--vu1-mpg-cycles=600
--ee-cycle-scalar=1.2


#Disable try to fix graphics if creating using ps2fpkg v0.6
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1
</pre>
</pre>
 
'''Crash Bandicoot 4: Sakuretsu! Majin Power'''
====DreamWorks Madagascar====
'''クラッシュ・バンディクー4 ~さくれつ!魔神・パワー~'''
'''CLI'''
<br>SLPM62114
<br>All versions
'''SLPM-62114_cli.conf'''
<pre>
<pre>
#Game hates upscaling, so this will be enough to fix all upscaling problems.
--gs-uprender=2x2
--gs-kernel-cl-up="up2x2simple"
--gs-upscale=edgesmooth
--host-display-mode=16:9
--force-frame-blend=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
#Speedhacks
#Speedhacks
--vu1-mpg-cycles=300
--ee-cycle-scalar=1.2
--vu1-di-bits=0
--vu1-di-bits=0
#emu used=KOF 98
</pre>
</pre>
 
'''SLPM-62114_config.lua'''
'''LUA'''
<br>SLES-53225
<br>This patch fixes this [https://github.com/PCSX2/pcsx2/issues/7866 issue]
<pre>
<pre>
apiRequest(0.1)
-- Crash Bandicoot 4: Sakuretsu! Majin Power [SLPM-62114] (NTSC-J)
-- emu used=KOF 98


--Fix for graphical problems, Game needs vu1 nearest rounding.
apiRequest(1.0)
--Credit goes to Goatman13, Untested on ps4.
--Add one bit in LOI 8388609.0


local gpr = require("ee-gpr-alias")
local eeObj = getEEObject()
local eeObj = getEEObject()
local emuObj = getEmuObject()
local emuObj = getEmuObject()
local patcher = function()
local patcher = function()
eeobj.writemem8(0x0034BA40,0x01)
 
eeobj.writemem8(0x0034BDE0,0x01)
--16:9 hack
eeobj.writemem8(0x0034C100,0x01)
eeObj.WriteMem32(0x00113990,0x3C013F11) --vertical fov
eeobj.writemem8(0x0034C490,0x01)
eeObj.WriteMem32(0x0011250C,0x3C013F2A) --zoom value
eeobj.writemem8(0x0034C810,0x01)
eeObj.WriteMem32(0x00112958,0x3C013F2A) --render value
 
--No interlace
eeObj.WriteMem32(0x2016A2F8,0xAF80E750)
eeObj.WriteMem32(0x2016A304,0xAF80E750)
 
--Underwater FX Fix
eeObj.WriteMem32(0x2024D534,0x0000182D)
 
--Mech FX Fix
eeObj.WriteMem32(0x20261D78,0x0000182D)
 
--Cortex Vortex FX Fix
eeObj.WriteMem32(0x2024CBA4,0x100000BC)
 
--Disable Dark Effect
eeObj.WriteMem32(0x20262658,0x44801000)
 
emuObj.ThrottleMax()
end
end
emuObj.AddVsyncHook(patcher)
emuObj.AddVsyncHook(patcher)


emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1
</pre>
</pre>


====Drakengard====
====Crash Tag Team Racing====
<br>All versions
'''''CLI'''''
<br>CLI
<br>'''Pal'''
<pre>
<pre>
#Fix for Characters being visible in-game.
#Fix For Extreme slowdowns,
--fpu-no-clamping=1
#This game is known for being EXTREMELY VU1 hungry.
#Fixes misaligned white lines.
--vu1-mpg-cycles=1200
--gs-kernel-cl-up="up2x2simple"
--vu1-di-bits=0
--vu1-const-prop=1
--ee-cycle-scalar=1.3
</pre>
</pre>


====Eternal Poison====
'''CLI'''
'''''CLI'''''
<br>'''SLUS_211.91 only'''
 
<pre>
<br>All Versions
--vu1-di-bits=0
--vu1-mpg-cycles=250
--ee-cycle-scalar=1.2
--ee-hook=0x0034C098,AdvanceClock,,500
#This will cause stuttering during car transformation animation
#But it is better than having slowdowns
--ee-hook=0x003547C8,AdvanceClock,,9000
</pre>


'''LUA'''
<br>'''SLUS_211.91 only'''
<pre>
<pre>
#Fixes black screen after ps2 logo since game is not compatible with MTVU
apiRequest(0.1)
--vu1=jit-sync
#Fixes graphical glitches
--vif1-instant-xfer=0
</pre>


====Ephemeral Fantasia™ ====
local eeObj = getEEObject()
'''''CLI'''''
local emuObj = getEmuObject()


<br>All Versions
local patcher = function()


<pre>--gs-uprender=2x2
--Author: MrJaredBeta
--gs-upscale=EdgeSmooth
--Fixes: Stuttering during coin animations
eeObj.WriteMem32(0x0022e3e4, 0x1000000c)


--host-display-mode=16:9
end
--framelimit-mode=normal
emuObj.AddVsyncHook(patcher)
#Fix for missing character/world parts
--vu1-no-clamping=0
</pre>
</pre>


====Everblue 2====
====Crash Twinsanity====
'''''LUA file'''''
'''''CLI'''''


<br>SLES_513.81
'''KOF2000 EMU USED'''
<br>All Versions


<pre>apiRequest(0.1)
<pre>
#Speedhacks
--ee-cycle-scalar=1.6
--vu1-mpg-cycles=400
--vu1-di-bits=0
#Graphical glitches fixes
--vu-xgkick-delay=5
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
</pre>
'''''LUA'''''
<br>SLES-52568
<pre>
apiRequest(0.1)   -- request version 0.1 API. Calling apiRequest() is mandatory.


eeInsnReplace(0x230b68, 0x4be503bc, 0x4b0c211c)
-- Fix random crashes
eeInsnReplace(0x230b6c, 0x4b0c211c, 0x4be503bc)
eeInsnReplace(0x1923E8,0x5440FFFB,0x00000000)
eeInsnReplace(0x230b84, 0x4be603bc, 0x4bc0295c)
eeInsnReplace(0x1923EC,0x0071182F,0x00000000)
eeInsnReplace(0x230b88, 0x4bc0295c, 0x4be603bc)
eeInsnReplace(0x1923F0,0x0223102F,0x00000000)
eeInsnReplace(0x230ba0, 0x4be703bc, 0x4bc0319c)
eeInsnReplace(0x230ba4, 0x4bc0319c, 0x4be703bc)
eeInsnReplace(0x230bbc, 0x4be803bc, 0x4bc039dc)
eeInsnReplace(0x230bc0, 0x4bc039dc, 0x4be803bc)
eeInsnReplace(0x230bd8, 0x4be903bc, 0x4bc0421c)
eeInsnReplace(0x230bdc, 0x4bc0421c, 0x4be903bc)
eeInsnReplace(0x230bf4, 0x4bea03bc, 0x4bc04a5c)
eeInsnReplace(0x230bf8, 0x4bc04a5c, 0x4bea03bc)
eeInsnReplace(0x230c10, 0x4beb03bc, 0x4bc0529c)
eeInsnReplace(0x230c14, 0x4bc0529c, 0x4beb03bc)


#Missing textures fix</pre>
-- Eliminate color scan lines
local emuObj = getEmuObject()
 
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )</pre>
'''''LUA'''''
<br>SLUS-20909
<pre>
apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.
 
-- Fix random crashes
eeInsnReplace(0x191C58,0x5440FFFB,0x00000000)
eeInsnReplace(0x191C5C,0x0071182F,0x00000000)
eeInsnReplace(0x191C60,0x0223102F,0x00000000)
 
-- Eliminate color scan lines
local emuObj = getEmuObject()
 
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )</pre>
 
====Crash Nitro Kart====


====Fight Club====
'''''CLI'''''
<br>SLUS_208.57
<pre>--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-override-small-tri-area=1
--cdvd-sector-read-cycles=2000


--ee-cycle-scalar=1.10
<br>All Versions
<br>'''''CLI'''''
<pre>
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-adaptive-frameskip=1
--force-frame-blend=1


--vu0-mpg-cycles=1
--vu0-no-clamping=0
--vu0-no-clamping=0
--vu1-no-clamping=0
--vu1-di-bits=0
--vu1=jit-sync


#emu used=aofa
--vu1-mpg-cycles=2200
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=sameprog
 
--ee-hook=0x005dbc38,AdvanceClock,,21000
</pre>
</pre>
'''''LUA file'''''
<br>'''''LUA (NTSC ONLY!)'''''
<pre>
<pre>
-- Fight Club (U)(SLUS-20857)
-- Crash Nitro Kart NTSC
-- Widescreen Hack by Arapapa
-- Widescreen by Stayhye
-- ported to PS4 by Stayhye
-- ported to PS4 by Stayhye
-- emu used=aofa
-- emu used=jakx v2


apiRequest(1.0)
local gpr = require("ee-gpr-alias")


local gpr    = require("ee-gpr-alias")
apiRequest(2.0)


local emuObj = getEmuObject()
local emuObj = getEmuObject()
local eeObj = getEEObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()
local iopObj        = getIOPObject()


emuObj.PadSetLightBar(0, 255,0,255)
emuObj.SetDisplayAspectWide()
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)
gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
emuObj.SetDeinterlace(true)


local widescreen = function()
local patcher = function()
--Widescreen hack 16:9
--freeze fix
eeObj.WriteMem32(0x0025909c,0x3c013ec0)
eeObj.WriteMem32(0x003e8170,0)
--CHEATS
--16:9
--Fred by MadCatz
eeObj.WriteMem32(0x0058bcf8,0x3c023f40) -- 0x3c023f00 - hor. axis
--eeObj.WriteMem32(0x2046E434,0x00000001)
eeObj.WriteMem32(0x0058bd0c,0x3c023f40) -- 0x3c023f00 -- zoom
--Halo by MadCatz
 
--eeObj.WriteMem32(0x2046E438,0x00000001)
--eeObj.WriteMem32(0x005dbc18,0x24030001)
--Abe by MadCatz
eeObj.SchedulerDelayEvent("vif1.dma",0x5000)
--eeObj.WriteMem32(0x2046E43C,0x00000001)
emuObj.ThrottleMax() -- No negative.
--Chesler by MadCatz
--eeObj.WriteMem32(0x2046E440,0x00000001)
--Tyler by MadCatz
--eeObj.WriteMem32(0x2046E3D4,0x00000001)
--Jack by MadCatz
--eeObj.WriteMem32(0x2046E3D8,0x00000001)
--Bob by MadCatz
--eeObj.WriteMem32(0x2046E3DC,0x00000001)
--Angel Face by MadCatz
--eeObj.WriteMem32(0x2046E3E0,0x00000001)
--Irvine by MadCatz
--eeObj.WriteMem32(0x2046E3E4,0x00000001)
--Mechanic by MadCatz
--eeObj.WriteMem32(0x2046E3E8,0x00000001)
--Ricky by MadCatz
--eeObj.WriteMem32(0x2046E3EC,0x00000001)
--Lou by MadCatz
--eeObj.WriteMem32(0x2046E3F0,0x00000001)
--Raymond by MadCatz
--eeObj.WriteMem32(0x2046E3F4,0x00000001)
--Detective Stern by MadCatz
--eeObj.WriteMem32(0x2046E3F8,0x00000001)
--Fred by MadCatz
--eeObj.WriteMem32(0x2046E3FC,0x00000001)
--Halo by MadCatz
--eeObj.WriteMem32(0x2046E400,0x00000001)
--Abe by MadCatz
--eeObj.WriteMem32(0x2046E404,0x00000001)
--Chesler by MadCatz
--eeObj.WriteMem32(0x2046E408,0x00000001)
-- fixes graphical glitches...still slight flicker. better results than "--vif1-instant-xfer=0" in CLI
eeObj.SchedulerDelayEvent("vif1.dma", 0x5000) -- needs to find exact value
eeObj.Vu1MpgCycles(1) -- reduces flicker further
emuObj.ThrottleMax()
end
end
emuObj.AddVsyncHook(widescreen)


-- Small triangle rejection. Works in conjunction with CLI setting  --gs-override-small-tri-area=1 
emuObj.AddVsyncHook(patcher)
emuObj.SetGsTitleFix( "setRejectionArea", 100,{twIsNot=12, thIsNot=12 } )
</pre>
</pre>


====Flatout 2====
====Dead or Alive 2: Hardcore====
'''LUA'''
<br>'''''LUA file'''''
<br>SLUS212.51
<pre>
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()


local patcher = function()
<br>SLUS_200.71


----Disable graphics overlay to fix all slowdown + widescreen code
<pre>apiRequest(0.1)
eeObj.WriteMem32(0x3a0498,0x3c013f14)
eeObj.WriteMem32(0x2d4b40,0x3c014010)
eeObj.WriteMem32(0x22e768,0x3C013F8A)
eeObj.WriteMem32(0x2d5B30,0x00000000)
end


emuObj.AddVsyncHook(patcher)
-- Fix hang, fix music, and sounds effects
</pre>
'''LUA'''
<br>SLES540.02
<pre>
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()


local patcher = function()
emuMediaPatch(0x186A71, 12 + 0x7e4, { 0x2404002b }, { 0x27c40010 })
emuMediaPatch(0x186A71, 12 + 0x7e8, { 0x0c0032b3 }, { 0x0c0032b7 })
emuMediaPatch(0x186A71, 12 + 0x7ec, { 0x27c50010 }, { 0x00000000 })
emuMediaPatch(0x186A71, 12 + 0x5e8, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A71, 12 + 0x5ec, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A7B, 12 + 0x6fc, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A7B, 12 + 0x700, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x164, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x168, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x10c, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x110, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x1bc, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x1c0, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A86, 12 + 0x7f0, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A86, 12 + 0x7f4, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186C38, 12 + 0x6ec, { 0x24060001 }, { 0x24060000 })</pre>


--Disable graphics overlay to fix all slowdown + widescreen code
For the Japanese version (SLPS-25026) you can also use config files from PS3's PS2 emu with
eeObj.WriteMem32(0x3A1F28,0x3c013f14)
<pre>--lopnor-config=1</pre>
eeObj.WriteMem32(0x2D6650,0x3c014010)
in config.
eeObj.WriteMem32(0x234F18,0x3C013F8A)
eeObj.WriteMem32(0x2d7640,0x00000000)
end


emuObj.AddVsyncHook(patcher)
Place config file named as "SLPS-25026_lopnor.cfgbin" in /patches/SLPS-25026/
</pre>


====Frogger: Ancient Shadow====
'''''CLI'''''


<br>SLUS_210.98
'''''*Alternate fix Jak emus'''''


<pre>
<br>'''''LUA file'''''
#This one might be the only one you need
--vu1-no-clamping=0
#use the rest just in case
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
#Fixes disappearing models during cutscenes and during gameplay</pre>


====Galactic Wrestling Featuring Ultimate Muscle====
NTSC/U
<br>CLI
<pre>--fpu-no-clamping=0
--fpu-clamp-results=1
--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1
#fix for missing character models
--vu-xgkick-delay=0.58
#KOF98Emu used</pre>


====Galarians: Ash====
<pre>
'''''CLI'''''
--DOA 2 Hardcore NTSC US
<pre>--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-adaptive-frameskip=1


--vif-ignore-invalid-cmd=0
apiRequest(2.2)
--vif1-ignore-cmd-ints=1
--vif1-instant-xfer=0


--ee-jit-pagefault-threshold=30
local gpr      = require("ee-gpr-alias")
local emuObj      = getEmuObject()
local eeObj      = getEEObject()
local gsObj      = getGsObject()
local eeOverlay    = eeObj.getOverlayObject()
local iopObj  = getIOPObject()


--lopnor-config=1 #found here http://ps3.aldostools.org/ps2config.html
local patcher = function()


--ee-cycle-scalar=2.0
eeObj.WriteMem32(0x0021b63c,0x3c014534) -- Widescreen
eeObj.WriteMem32(0x002b06ec,0x24060000) -- Fixes game hanging on boot.
iopObj.WriteMem32(0x001D77E4,0x27C40010) --fixes music/sound effects
iopObj.WriteMem32(0x001D77E8,0x0C0032B7) --fixes music/sound effects 
iopObj.WriteMem32(0x001D77EC,0x00000000) --fixes music/sound effects


</pre>
end
'''''LUA file'''''
<pre>
-- Galarians Ash NTSC
-- emu used=jakx v2


local gpr = require("ee-gpr-alias")
emuObj.AddVsyncHook(patcher)


apiRequest(2.2)
emuObj.PadSetLightBar(0,255,200,250)
emuObj.SetDisplayAspectWide()


local eeObj = getEEObject()
</pre>
local emuObj = getEmuObject()


local patcher = function()
====Devil Kings====
All versions
<br>CLI
<pre>
#Fix For Graphical Glitches (SPS)
--vu1-no-clamping=0
</pre>


eeObj.WriteMem32(0x001e0100,0x3c013f40) -- 16:9
====Disgaea 2: Cursed Memories====
emuObj.ThrottleMax() -- Drastically reduces loading screens duration on most games
'''''CLI'''''


end
<br>SLUS-21397


emuObj.AddVsyncHook(patcher)
<pre>#Fix for lines in terrain textures and flickering textures
</pre>
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1</pre>


====Ghost in the Shell: Stand Alone Complex====
====Digimon Rumble Arena 2====
<br>'''''LUA file'''''
'''''CLI'''''


<br>SLES_530.20
<br>ALL


<pre>apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
<pre>
#Fix for game being stuck at main menu with selections moving very fast
--fpu-no-clamping=1
#Speedhack
--vu1-di-bits=0
</pre>


eeInsnReplace(0x10BC88, 0x4BEC682C, 0x48468800)
====Digimon World 4====
eeInsnReplace(0x10BC8C, 0x4B8D617D, 0x4bec682c)
'''''CLI'''''
eeInsnReplace(0x10BC90, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x10BC98, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x12B2CC, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x12B2D0, 0x4B8D617D, 0x4bec682c)
eeInsnReplace(0x12B2D4, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x12B2DC, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x12B5F4, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x12B5F8, 0x4B8D617D, 0x4bec682c)
eeInsnReplace(0x12B5FC, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x12B604, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x1B0B58, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x1B0B5C, 0x4BED617D, 0x4bec682c)
eeInsnReplace(0x1B0B68, 0x48468800, 0x4b8d617d)
eeInsnReplace(0x1BF5FC, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BF60C, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1BFBB8, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BFBC8, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1BF818, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BF828, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1C017C, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1C018C, 0x48588800, 0x4a0002ff)


-- Potential fix for broken interactive door // Rearranging COP2 ops so as to avoid macflag bad stuff</pre>
<br>All Versions


====Gran turismo 4====
'''CLI'''
<br>All versions
<br>Forbidden siren v2 emu only
<pre>
<pre>
#Fix incomplete letters in menu
#Fixes slowdowns in The game
--vu0-no-clamping=0
--vu1-no-clamping=0
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
--vu1-di-bits=0
--vu1-const-prop=1
--vu1-mpg-cycles=700
--vu1-mpg-cycles=700
#Fix video anticipated race license
--ee-cycle-scalar=1.2
--fpu-accurate-muldiv=1
#Fixes black screen caused by MTVU
#Speedhack so that the muldiv doesn't cause slowdown
--vu1=jit-sync
--fpu-accurate-mul-fast=1
#Jakv2
#Gfx fix
--vif1-instant-xfer=0
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
</pre>
</pre>


'''LUA'''
====Disney Golf====
<br>SCES-51719 only
'''''CLI'''''
 
<br>All Versions
 
<pre>
<pre>
--gametitle=Gran Turismo 4 [SCES-51719] (E)
#Fixes graphical glitches
--emu=siren v2
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--force-frame-blend=1
#Other
--cdvd-sector-read-cycles=5000
#Speedhacks
--vu1-mpg-cycles=1000
--vu1-jr-cache-policy=newprog


apiRequest(0.1)
#aofa
</pre>


local eeObj    = getEEObject()
====Dokapon Kingdom====
local emuObj = getEmuObject()
'''''CLI'''''
local gsObj    = getGsObject()
<br>All Versions
<pre>
#Fixes black screen freeze.
--vu1=jit-sync
</pre>


local widescreen = function()
====Dragon Ball Z: Budokai Tenkaichi 2====
'''''CLI'''''


-- force progressive scan
<br>All Versions
eeObj.WriteMem32(0x20A57E70,0x00000001)
eeObj.WriteMem32(0x201074A0,0x24050003) --8E050004
eeObj.WriteMem32(0x2061868C,0x00000001) --00000000
eeObj.WriteMem32(0x20618694,0x00000000) --00000001


-- Autoboot in 480p
<pre>#Fix for missing life bars and other UI elements.
eeObj.WriteMem32(0x20436820,0xAE0516B0) --AE0010E8
--gs-use-clut-merge=1
eeObj.WriteMem16(0x20436910,0x10E8) --
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
</pre>


--Field of View
====Dragon Ball Z: Budokai Tenkaichi 3====
'''''CLI'''''


-- Screen Width  (mm)
<br>All Versions
eeObj.WriteMem32(0x20A567F0,0x446E0000) -- 952mm in my case


-- Screen Height (mm)
<pre>#Fix for missing life bars and other UI elements
eeObj.WriteMem32(0x20A567F4,0x4405C000) -- 535mm in my case
--gs-use-clut-merge=1
#Fix for mis-aligned glow caused by upscaling
--gs-kernel-cl-up="up2x2simple"
#Fix for Performance
--vu1-mpg-cycles=200
--vu1-di-bits=0
--ee-cycle-scalar=1.2
</pre>


-- Eye Distance to Screen (mm)
====Dragon Quest VIII: Journey of the Cursed King====
eeObj.WriteMem32(0x20A567EC,0x44610000) -- 900mm in my case
'''''CLI'''''


-- Zoom Level (-2.0 to 2.0)
<br>All Versions
eeObj.WriteMem32(0x20A567E8,0x3f800000) -- 1.0, we already have the right FoV Better don't touch this


<pre>--gs-kernel-cl-up="up2x2skipinterp"
--gs-optimize-30fps=1


--Aspect Ratio
#Fix lines in shadows</pre>


--   Single Screen Aspect Ratios
====Dragon Quest V: Tenkuu no Hanayome====
--   1 x 16:9  3f800000
'''CLI'''
--   1 x 21:9  3FAAAAAB
<pre>
--   1 x 32:9  40000000
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
#Fix for being stuck in Faerie land.
--fpu-accurate-range=0x00693f88,0x00693f88
</pre>


--   Triple Screen Aspect Ratios
====Dreamworks: Shrek the third====
--   3 x 16:9  40400000
<br>All Versions
<br>'''CLI'''
<pre>
#Slowdown fixes
--vu1-di-bits=0
--vu1-mpg-cycles=600
--ee-cycle-scalar=1.2


eeObj.WriteMem32(0x20A567F8,0x3f800000) -- 16:9 in my case
#Disable try to fix graphics if creating using ps2fpkg v0.6
</pre>


-- disable colour correction channel shuffle effect
====DreamWorks Madagascar====
eeObj.WriteMem32(0x0033F8B8,0x1000000B) --5440000B
'''CLI'''
 
<br>All versions
-- disable rendering of light sources
<pre>
eeObj.WriteMem32(0x0033F6B0,0x10000031) --10400031
#Game hates upscaling, so this will be enough to fix all upscaling problems.
 
--gs-kernel-cl-up="up2x2simple"
-- Fix shadows
#Speedhacks
eeObj.WriteMem32(0x001D6598,0x00000000) --0C075A6A
--vu1-mpg-cycles=300
 
--ee-cycle-scalar=1.2
-- Added GT4 First Preview camera mode (far chase camera)
--vu1-di-bits=0
eeObj.WriteMem32(0x2037AFAC,0x84E30000)
eeObj.WriteMem16(0x2037AFB0,0x0002)
eeObj.WriteMem16(0x2037AFC0,0x0004)
eeObj.WriteMem32(0x2037AFD0,0x84E30000)
 
eeObj.WriteMem16(0x2037AFE0,0x0004)
eeObj.WriteMem8(0x0037AFF8,0x40)
eeObj.WriteMem16(0x2037B00A,0x8442)
 
eeObj.WriteMem32(0x206211E8,0x00010000)
eeObj.WriteMem32(0x206211EC,0x00060014)
 
end
 
emuObj.AddVsyncHook(widescreen)
</pre>
</pre>


====Gran Turismo 4 - Prologue====
'''LUA'''
<br>PBPX-95524
<br>SLES-53225
<br>LUA
<br>This patch fixes this [https://github.com/PCSX2/pcsx2/issues/7866 issue]
<pre>
<pre>
local gpr = require("ee-gpr-alias")
apiRequest(0.1)


apiRequest(0.1)
--Fix for graphical problems, Game needs vu1 nearest rounding.
--Credit goes to Goatman13, Untested on ps4.
--Add one bit in LOI 8388609.0


local eeObj = getEEObject()
local eeObj = getEEObject()
local emuObj = getEmuObject()
local emuObj = getEmuObject()
local patcher = function()
local patcher = function()
eeobj.writemem8(0x0034BA40,0x01)
eeobj.writemem8(0x0034BDE0,0x01)
eeobj.writemem8(0x0034C100,0x01)
eeobj.writemem8(0x0034C490,0x01)
eeobj.writemem8(0x0034C810,0x01)
end
emuObj.AddVsyncHook(patcher)


--fix IPU DMA
</pre>
eeObj.WriteMem32(0x166814,0x0)
eeObj.WriteMem32(0x3a36b8,0x0)
eeObj.WriteMem32(0x3a36f4,0x0)


emuObj.ThrottleMax()
====DreamWorks Bee Movie Game====
end
'''CLI'''
 
<br>All versions
emuObj.AddVsyncHook(patcher)
</pre>
 
====Grand Theft Auto: Vice City Stories====
SLUS_215.90
<br>CLI
<pre>
<pre>
--gs-uprender=2x2
--ee-cycle-scalar=4.0 #fix pass fmv
--vu0-di-bits=0
--vu1-di-bits=0
--vu1-jr-cache-policy=newprog #fix random crash?
--gs-uprender=1
--gs-upscale=edgesmooth
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--host-display-mode=full
--gs-kernel-cl-up="h2lpool2x2"


--host-display-mode=16:9
# Emu used = Primal
#emu used=psychonauts v2
</pre>
</pre>
<br>LUA
<pre>
-- emu used=psychonauts v2
local gpr = require("ee-gpr-alias")


apiRequest(1.0)
====Ephemeral Fantasia™ ====
'''''CLI'''''


local eeObj = getEEObject()
<br>All Versions
local emuObj = getEmuObject()


local patcher = function()
<pre>--gs-uprender=2x2
--gs-upscale=EdgeSmooth


--widescreen fix
--host-display-mode=16:9
eeObj.WriteMem32(0x002653d8,0x3c013f9d)
--framelimit-mode=normal
eeObj.WriteMem32(0x002653dc,0x44810000)
#Fix for missing character/world parts
eeObj.WriteMem32(0x002653e0,0x46006302)
--vu1-no-clamping=0
eeObj.WriteMem32(0x002653e4,0x3c020048)
</pre>
eeObj.WriteMem32(0x002653e8,0x03e00008)
eeObj.WriteMem32(0x002653ec,0xe44c7484)


eeObj.WriteMem32(0x0037add4,0x0c0994f6)
====Everblue 2====
eeObj.WriteMem32(0x003b9d14,0x0c0994f9)
'''''LUA file'''''
eeObj.WriteMem32(0x003ba1b0,0x0c0994f9)


eeObj.WriteMem32(0x20370314,0x10820019)--60fps
<br>SLES_513.81


--eeObj.WriteMem32(0x20447EDC,0x00000000)--no interlace
<pre>apiRequest(0.1)


end
eeInsnReplace(0x230b68, 0x4be503bc, 0x4b0c211c)
eeInsnReplace(0x230b6c, 0x4b0c211c, 0x4be503bc)
eeInsnReplace(0x230b84, 0x4be603bc, 0x4bc0295c)
eeInsnReplace(0x230b88, 0x4bc0295c, 0x4be603bc)
eeInsnReplace(0x230ba0, 0x4be703bc, 0x4bc0319c)
eeInsnReplace(0x230ba4, 0x4bc0319c, 0x4be703bc)
eeInsnReplace(0x230bbc, 0x4be803bc, 0x4bc039dc)
eeInsnReplace(0x230bc0, 0x4bc039dc, 0x4be803bc)
eeInsnReplace(0x230bd8, 0x4be903bc, 0x4bc0421c)
eeInsnReplace(0x230bdc, 0x4bc0421c, 0x4be903bc)
eeInsnReplace(0x230bf4, 0x4bea03bc, 0x4bc04a5c)
eeInsnReplace(0x230bf8, 0x4bc04a5c, 0x4bea03bc)
eeInsnReplace(0x230c10, 0x4beb03bc, 0x4bc0529c)
eeInsnReplace(0x230c14, 0x4bc0529c, 0x4beb03bc)
 
#Missing textures fix</pre>


emuObj.AddVsyncHook(patcher)
====Fire Pro Wrestling Z™®====
'''LUA'''
<pre>
-- Fire Pro Wrestling Z™® (English v0.5b)
-- boot fix
-- needs graphics fix
-- emu used=aofa


-- Bug#9174 -
local gpr = require("ee-gpr-alias")
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )


-- Bug#9240 (Light maps uprender)
apiRequest(0.1)
-- 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)
local eeObj  = getEEObject()
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
local emuObj = getEmuObject()
</pre>


====Grand Theft Auto: Liberty City Stories====
local patcher = function()
SLUS_214.23
-- black screen after spike logo fix
<br>CLI
eeObj.WriteMem32(0x001eaa14,0x0) --0x1440fffa >> bne v0, zero, $001eaa00
<pre>
emuObj.ThrottleMax()
--gs-uprender=2x2
end
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
--gs-adaptive-frameskip=1


--vu0-mpg-cycles=600
emuObj.AddVsyncHook(patcher)
--vu1-mpg-cycles=600


--ee-cycle-scalar=1.3
</pre>
</pre>


====God Hand====
====Flatout 2====
'''LUA'''
<br>SLUS212.51
<pre>
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
local patcher = function()
 
----Disable graphics overlay to fix all slowdown + widescreen code
eeObj.WriteMem32(0x3a0498,0x3c013f14)
eeObj.WriteMem32(0x2d4b40,0x3c014010)
eeObj.WriteMem32(0x22e768,0x3C013F8A)
eeObj.WriteMem32(0x2d5B30,0x00000000)
end
 
emuObj.AddVsyncHook(patcher)
</pre>
'''LUA'''
<br>SLES540.02
<pre>
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
local patcher = function()
 
--Disable graphics overlay to fix all slowdown + widescreen code
eeObj.WriteMem32(0x3A1F28,0x3c013f14)
eeObj.WriteMem32(0x2D6650,0x3c014010)
eeObj.WriteMem32(0x234F18,0x3C013F8A)
eeObj.WriteMem32(0x2d7640,0x00000000)
end
 
emuObj.AddVsyncHook(patcher)
</pre>
 
====Frogger: Ancient Shadow====
'''''CLI'''''
'''''CLI'''''


<pre>--vu0-no-clamping=0
<br>SLUS_210.98
 
<pre>
#This one might be the only one you need
--vu1-no-clamping=0
--vu1-no-clamping=0
#use the rest just in case
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu0-clamp-results=1
Line 4,119: Line 4,246:
--cop2-no-clamping=0
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-operands=1
--cop2-clamp-results=1
--cop2-clamp-results=1  
#Fixes disappearing models during cutscenes and during gameplay</pre>


#fix for graphical glitches, specially the missing ground.
====Galactic Wrestling Featuring Ultimate Muscle====
</pre>
NTSC/U
<br>CLI
<pre>--fpu-no-clamping=0
--fpu-clamp-results=1
--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1
#fix for missing character models
--vu-xgkick-delay=0.58
#KOF98Emu used</pre>


==== God Of War ====
====Galarians: Ash====
<br>'''EU'''
'''''CLI'''''
'''''CLI'''''
<pre>
<pre>--gs-uprender=2x2
--vu1-di-bits=0
--gs-upscale=EdgeSmooth
--vu1-mpg-cycles=800
--gs-adaptive-frameskip=1
--vu1-jr-cache-policy=newprog
 
--vu1-jalr-cache-policy=newprog
--vif-ignore-invalid-cmd=0
--ee-block-validation=PageProt
--vif1-ignore-cmd-ints=1
--ee-cycle-scalar=1.2
--vif1-instant-xfer=0
--ee-hook=0x0017A2DC,AdvanceClock,,45
 
#Fix for upscaling glitches
--ee-jit-pagefault-threshold=30
--gs-kernel-cl-up="up2x2simple"
 
#Fix for audio re-starting
--lopnor-config=1 #found here http://ps3.aldostools.org/ps2config.html
--iop-cycle-scalar=0.1
 
--cdvd-sector-seek-cycles=0.1
--ee-cycle-scalar=2.0
--cdvd-sector-read-cycles=4500
 
</pre>
</pre>
<br>'''US'''
'''''LUA file'''''
<pre>
<pre>
#Upscaling fix
-- Galarians Ash NTSC
--gs-kernel-cl-up="up2x2simple"
-- emu used=jakx v2
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu1-mpg-cycles=2500
--vu1-di-bits=0
#Cdvd timing
--iop-cycle-scalar=0.20
--cdvd-sector-read-cycles=4000</pre>


'''''LUA file'''''
local gpr = require("ee-gpr-alias")
<pre>-- God Of War EU


-- 01 Music sound problem: music restarts every time there are many sounds to play
-- 02 Latest emu removes a lot of game lag, anyway the game still suffer of shuttering in the next levels
-- 03 Corrupted green lines around the objects, uprendering problem
-- Slowdowns and performances patched in cli.conf file
apiRequest(2.2)
apiRequest(2.2)


local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local emuObj = getEmuObject()


-- 03 removes corrupted lines around the objects when use --gs-uprender
local patcher = function()
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )


-- Disable internal field shift compensation, part of post-process removal feature.
eeObj.WriteMem32(0x001e0100,0x3c013f40) -- 16:9
gsObj.SetDeinterlaceShift(0)
emuObj.ThrottleMax() -- Drastically reduces loading screens duration on most games
</pre>


====God of War 2====
end
'''''CLI'''''
<pre>--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu1-mpg-cycles=1000
--vu1-di-bits=1
--vu1-injection=1
--vu1-opt-flags=2
--ee-block-validation=PageProt
--ee-hook=0x186B64,AdvanceClock
--ee-hook=0x186CE4,AdvanceClock
--ee-cycle-scalar=1.2
--ee-kernel-hle=1
--ee-injection-kernel=1
--ee-injection-title=1
--gs-frontend-opt-mode=2
--gs-optimize-30fps=1
*Jak Emu used*</pre>


'''''LUA File'''''
emuObj.AddVsyncHook(patcher)
<pre>-- God of War II EU
</pre>


apiRequest(2.2)
====Ghost in the Shell: Stand Alone Complex====
<br>'''''LUA file'''''


local emuObj = getEmuObject()
<br>SLES_530.20


-- Graphic improvement: removes corrupted lines on screen with uprender on for PAL version
<pre>apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1 ?
eeInsnReplace(0x10BC88, 0x4BEC682C, 0x48468800)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } ) --texMode=2 is BILINEAR
eeInsnReplace(0x10BC8C, 0x4B8D617D, 0x4bec682c)
 
eeInsnReplace(0x10BC90, 0x4A6D617C, 0x4b8d617d)
# Fixed 90% of glitches, still has lag issues (For NTSC / PAL versions). Korean and Japanese versions works fine with this configuration.
eeInsnReplace(0x10BC98, 0x48468800, 0x4a6d617c)
</pre>
eeInsnReplace(0x12B2CC, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x12B2D0, 0x4B8D617D, 0x4bec682c)
eeInsnReplace(0x12B2D4, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x12B2DC, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x12B5F4, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x12B5F8, 0x4B8D617D, 0x4bec682c)
eeInsnReplace(0x12B5FC, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x12B604, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x1B0B58, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x1B0B5C, 0x4BED617D, 0x4bec682c)
eeInsnReplace(0x1B0B68, 0x48468800, 0x4b8d617d)
eeInsnReplace(0x1BF5FC, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BF60C, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1BFBB8, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BFBC8, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1BF818, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BF828, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1C017C, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1C018C, 0x48588800, 0x4a0002ff)


====Gradius V====
-- Potential fix for broken interactive door // Rearranging COP2 ops so as to avoid macflag bad stuff</pre>
'''''CLI'''''
<pre>--vu1=jit-sync


#fix for blackscreen after PS2 Logo.
====Gran turismo 4====
</pre>
'''CLI'''
 
<br>All
====Hunter the Reckoning Wayward====
<br>Forbidden siren v2 emu only
'''''CLI'''''
<pre>
 
#Fix incomplete letters in menu
<br>All Versions
 
<pre>--fpu-no-clamping=0
--fpu-clamp-results=1
--vu0-no-clamping=0
--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-no-clamping=0
--vu1-clamp-results=1
#Speedhacks
--cop2-no-clamping=0
--ee-cycle-scalar=1.2
--cop2-clamp-results=1
--vu1-di-bits=0
--vu0-opt-flags=1
--vu1-mpg-cycles=700
--vu1-opt-flags=1
#Fix video anticipated race license
--cop2-opt-flags=1
--fpu-accurate-muldiv-range=0x00579EB8,0x00579EB8
--vu0-const-prop=0
--fpu-accurate-muldiv-range=0x00579EDC,0x00579EDC
--vu1-jr-cache-policy=newprog
--fpu-accurate-muldiv-range=0x0057A008,0x0057A008
--vu1-jalr-cache-policy=newprog
--fpu-accurate-muldiv-range=0x0057A030,0x0057A030
--vu0-jalr-cache-policy=newprog
#Gfx fix
--vif1-instant-xfer=0
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
</pre>


#fix for graphical glitches.
'''CLI'''
<br>SCPS-17001
<br>Forbidden siren v2 emu only
<pre>
#Fix incomplete letters in menu
--vu0-no-clamping=0
--vu1-no-clamping=0
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
--vu1-mpg-cycles=700
#Fix video anticipated race license
--fpu-accurate-muldiv-range=0x00571A92,0x00571A92
--fpu-accurate-muldiv-range=0x00571AB4,0x00571AB4
--fpu-accurate-muldiv-range=0x00571BE0,0x00571BE0
--fpu-accurate-muldiv-range=0x00571C08,0x00571C08
#Gfx fix
--vif1-instant-xfer=0
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
</pre>
</pre>


====Ice Age 2 Meltdown====
'''LUA'''
'''''LUA file'''''
<br>SCES-51719 only
<br>Company logo freeze Fix
<pre>
<br>'''Use Forbidden Siren v2 Emu'''
--gametitle=Gran Turismo 4 [SCES-51719] (E)
--emu=siren v2


<br>SLUS_213.07
apiRequest(0.1)
<pre>apiRequest(0.1)


eeInsnReplace(0x2feb80, 0x27bdff70, 0x27bdfee0)
local eeObj    = getEEObject()
eeInsnReplace(0x2febbc, 0x27bd0090, 0x27bd0120)
local emuObj = getEmuObject()
</pre>
local gsObj    = getGsObject()
<br>SLES_539.84
<pre>apiRequest(0.1)


eeInsnReplace(0x2ff3f0, 0x27bdff70, 0x27bdfee0)
local widescreen = function()
eeInsnReplace(0x2ff42c, 0x27bd0090, 0x27bd0120)
</pre>
<br>SLPM_664.97
<pre>apiRequest(0.1)


eeInsnReplace(0x2e91e8, 0x27bdff70, 0x27bdfee0)
-- force progressive scan
eeInsnReplace(0x2e9224, 0x27bd0090, 0x27bd0120)
eeObj.WriteMem32(0x20A57E70,0x00000001)
</pre>
eeObj.WriteMem32(0x201074A0,0x24050003) --8E050004
eeObj.WriteMem32(0x2061868C,0x00000001) --00000000
eeObj.WriteMem32(0x20618694,0x00000000) --00000001


====Jackie Chan Adventures====
-- Autoboot in 480p
'''''CLI'''''
eeObj.WriteMem32(0x20436820,0xAE0516B0) --AE0010E8
eeObj.WriteMem16(0x20436910,0x10E8) --


<br>SCES_524.12
--Field of View


<pre>
-- Screen Width  (mm)
#Fix For Jackie chan falling forever near The Ox Talisman Glitch
eeObj.WriteMem32(0x20A567F0,0x446E0000) -- 952mm in my case
--fpu-accurate-addsub-range=0x22F2B0,0x22F468
#Fixes For Slowdowns
--vu1-di-bits=0
--vu1-const-prop=1
--ee-cycle-scalar=1.2
#RECVX
</pre>


====Jaws Unleashed====
-- Screen Height (mm)
<br>'''''LUA file'''''
eeObj.WriteMem32(0x20A567F4,0x4405C000) -- 535mm in my case


<pre>
-- Eye Distance to Screen (mm)
eeObj.WriteMem32(0x20A567EC,0x44610000) -- 900mm in my case


apiRequest(1.0)
-- Zoom Level (-2.0 to 2.0)
local eeObj = getEEObject()
eeObj.WriteMem32(0x20A567E8,0x3f800000) -- 1.0, we already have the right FoV Better don't touch this
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x006758a8,0x03e42000)
eeObj.WriteMem32(0x006758b8,0x800026fc)
end
emuObj.AddVsyncHook(patcher)


#fix for loading screen hang.
</pre>


====Juiced====
--Aspect Ratio
'''CLI'''
<br>All versions


<pre>
--   Single Screen Aspect Ratios
#Fix for graphical glitches
--   1 x 16:9  3f800000
--gs-kernel-cl-up="up2x2simple"
--   1 x 21:9  3FAAAAAB
#Speedhacks
--   1 x 32:9  40000000
--vu1-di-bits=0
 
--vu1-mpg-cycles=800
--   Triple Screen Aspect Ratios
--ee-cycle-scalar=1.2
--   3 x 16:9  40400000
</pre>


====Killer7====
eeObj.WriteMem32(0x20A567F8,0x3f800000) -- 16:9 in my case
'''''CLI'''''


<br>All versions
-- disable colour correction channel shuffle effect
eeObj.WriteMem32(0x0033F8B8,0x1000000B) --5440000B


<pre>--vu0-no-clamping=0
-- disable rendering of light sources
--vu0-clamp-operands=1
eeObj.WriteMem32(0x0033F6B0,0x10000031) --10400031
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1


#fix for flickering polygons.</pre>
-- Fix shadows
eeObj.WriteMem32(0x001D6598,0x00000000) --0C075A6A


====Kim Possible: What's the Switch====
-- Added GT4 First Preview camera mode (far chase camera)
'''''CLI'''''
eeObj.WriteMem32(0x2037AFAC,0x84E30000)
eeObj.WriteMem16(0x2037AFB0,0x0002)
eeObj.WriteMem16(0x2037AFC0,0x0004)
eeObj.WriteMem32(0x2037AFD0,0x84E30000)


<br>PAL
eeObj.WriteMem16(0x2037AFE0,0x0004)
<pre>--vu1-mpg-cycles=950
eeObj.WriteMem8(0x0037AFF8,0x40)
eeObj.WriteMem16(0x2037B00A,0x8442)


#fix lag during cutscenes
eeObj.WriteMem32(0x206211E8,0x00010000)
</pre>
eeObj.WriteMem32(0x206211EC,0x00060014)


====Klonoa 2====
end
'''''CLI'''''


<br>All versions
emuObj.AddVsyncHook(widescreen)
</pre>


<pre>
====Gran Turismo 4 - Prologue====
#Fix for Misplaced objects
<br>PBPX-95524
--fpu-no-clamping=1
<br>LUA
#Potential fix for Graphics
<pre>
--vu1-no-clamping=0
local gpr = require("ee-gpr-alias")
--vu0-no-clamping=0
 
apiRequest(0.1)
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
local patcher = function()
 
--fix IPU DMA
eeObj.WriteMem32(0x166814,0x0)
eeObj.WriteMem32(0x3a36b8,0x0)
eeObj.WriteMem32(0x3a36f4,0x0)


#still require fix for texturing problems. Require Rogue Galaxy emu</pre>
emuObj.ThrottleMax()
end


====Kuon====
emuObj.AddVsyncHook(patcher)
<br>CLI
<br>All Versions
<pre>
--vif1-ignore-cmd-ints=1
--vif-ignore-invalid-cmd=0
--vif1-instant-xfer=0
#Fix the freezing problem in the opening scene of 《阴の章》
</pre>
</pre>


<br>NTSC Version ONLY CLI
====Grand Theft Auto: Vice City Stories====
SLUS_215.90
<br>CLI
<pre>
<pre>
--vif1-ignore-cmd-ints=1
--gs-uprender=2x2
--vif-ignore-invalid-cmd=0
--gs-upscale=edgesmooth
--vif1-instant-xfer=0
--gs-kernel-cl="h2lpool"
#Sugoroku Fix
--gs-kernel-cl-up="h2lpool2x2"
--fpu-accurate-addsub=0x104124
</pre>


====Time Crisis 2====
--host-display-mode=16:9
'''LUA'''
#emu used=psychonauts v2
<br>SLUS_202.19
</pre>
<pre>
<br>LUA
-- Time Crisis 2 SLUS_202.19
<pre>
-- Widescreen Hack
-- emu used=psychonauts v2
-- fix by Kozarovv
local gpr = require("ee-gpr-alias")
-- emu used=jakx v2


apiRequest(0.1)
apiRequest(1.0)


local iopObj = getIOPObject()
local eeObj = getEEObject()
local emuObj = getEmuObject()
local emuObj = getEmuObject()
local eeObj  = getEEObject()
local FireWithoutWire = function()
  --16:9
  eeObj.WriteMem32(0x003cd7fc,0x3f400000)
  --Infinite Credits by InterAct
  --eeObj.WriteMem32(0x00482410,0x00090009)
  -- Fix cdvd issue which cause ieee1394 error
  iopObj.WriteMem32(0xACD40,0)
 
  -- Audio desync fix (probably useless, or even harmful on ps4 due to different "cyclerate")
  -- eeObj.WriteMem32(0x154954,0x10000009)
  emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(FireWithoutWire)
</pre>


====Time Crisis 3====
local patcher = function()
'''LUA'''
<br>SLUS_206.45
<pre>
-- Time Crisis 3 SLUS_206.45
-- Widescreen Hack
-- Fix by Kozarovv
-- emu used=aofa


apiRequest(0.1)
--widescreen fix
eeObj.WriteMem32(0x002653d8,0x3c013f9d)
eeObj.WriteMem32(0x002653dc,0x44810000)
eeObj.WriteMem32(0x002653e0,0x46006302)
eeObj.WriteMem32(0x002653e4,0x3c020048)
eeObj.WriteMem32(0x002653e8,0x03e00008)
eeObj.WriteMem32(0x002653ec,0xe44c7484)


local iopObj = getIOPObject()
eeObj.WriteMem32(0x0037add4,0x0c0994f6)
local emuObj = getEmuObject()
eeObj.WriteMem32(0x003b9d14,0x0c0994f9)
local eeObj  = getEEObject()
eeObj.WriteMem32(0x003ba1b0,0x0c0994f9)
 
local FireWithoutWire = function()
eeObj.WriteMem32(0x20370314,0x10820019)--60fps
  --16:9
  eeObj.WriteMem32(0x0033976c,0x3f400000)
  --Infinite Credits by InterAct
  --eeObj.WriteMem32(0x00482410,0x00090009)
  -- Fix cdvd issue which cause ieee1394 error
  iopObj.WriteMem32(0xA0840,0)
 
  -- Audio desync fix (probably useless, or even harmful on ps4 due to different "cyclerate")
  -- eeObj.WriteMem32(0x154954,0x10000009)
  emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(FireWithoutWire)
</pre>


====Tomb Raider: The Angel of Darkness====
--eeObj.WriteMem32(0x20447EDC,0x00000000)--no interlace
<br>'''SLUS20467'''
<br> Skip the first fmv to prevent freezing!
<br>'''LUA'''
<pre>
local gpr = require("ee-gpr-alias")


apiRequest(0.1)
end


local eeObj = getEEObject()
emuObj.AddVsyncHook(patcher)
local emuObj = getEmuObject()


local patcher = function()
-- Bug#9174 -
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )


-- Black screen fix
-- Bug#9240 (Light maps uprender)
eeObj.WriteMem32(0x00207B24, 0x0) -- 1040FFFA
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
eeObj.WriteMem32(0x00207B4C, 0x0) -- 1040FFFA
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )


end
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
emuObj.AddVsyncHook(patcher)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
</pre>
</pre>


<br>'''SLES51227'''
====Grand Theft Auto: Liberty City Stories====
<br>Skip the first fmv to prevent freezing!
SLUS_214.23
<br>'''LUA'''
<br>CLI
<pre>
<pre>
local gpr = require("ee-gpr-alias")
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
--gs-adaptive-frameskip=1


apiRequest(0.1)
--vu0-mpg-cycles=600
--vu1-mpg-cycles=600


local eeObj = getEEObject()
--ee-cycle-scalar=1.3
local emuObj = getEmuObject()
</pre>


local patcher = function()
====God Hand====
'''''CLI'''''


-- Black screen fix
<pre>--vu0-no-clamping=0
eeObj.WriteMem32(0x00209D9C, 0x0) -- 1040FFFA
--vu1-no-clamping=0
eeObj.WriteMem32(0x00209DC4, 0x0) -- 1040FFFA
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1


end
#fix for graphical glitches, specially the missing ground.
emuObj.AddVsyncHook(patcher)
</pre>
</pre>


====Largo Winch====
==== God Of War ====
<br>SLES-51093
<br>'''EU'''
<br>'''''CLI'''''
'''''CLI'''''
<pre>--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-display-mode=16:9
--cdvd-sector-read-cycles=5000
#emu used=rotk v1
</pre>
'''''LUA file'''''
<pre>
<pre>
-- Largo Winch - Empire Under Threat (E)(SLES-51093)
--vu1-di-bits=0
-- Widescreen hack by Arapapa
--vu1-mpg-cycles=800
-- Fix by Kozarovv
--vu1-jr-cache-policy=newprog
-- ported to PS4 lua by Stayhye
--vu1-jalr-cache-policy=newprog
-- emu used=rotk v1
--ee-block-validation=PageProt
--ee-cycle-scalar=1.2
--ee-hook=0x0017A2DC,AdvanceClock,,45
#Fix for upscaling glitches
--gs-kernel-cl-up="up2x2simple"
#Fix for audio re-starting
--iop-cycle-scalar=0.1
--cdvd-sector-seek-cycles=0.1
--cdvd-sector-read-cycles=4500
</pre>
<br>'''US'''
<pre>
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-adaptive-frameskip=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-progressive=1
 
--ee-cycle-scalar=2.0


local gpr = require("ee-gpr-alias")
--vu1-mpg-cycles=2000
--vu1-di-bits=0
--vu1=trans
#Cdvd timing
--iop-cycle-scalar=0.20
--cdvd-sector-read-cycles=4000</pre>


apiRequest(0.1)
'''''LUA file'''''
<pre>-- God Of War EU & US


local eeObj = getEEObject()
-- 01 Music sound problem: music restarts every time there are many sounds to play
local emuObj = getEmuObject()
-- 02 Latest emu removes a lot of game lag, anyway the game still suffer of shuttering in the next levels
-- 03 Corrupted green lines around the objects, uprendering problem
-- Slowdowns and performances patched in cli.conf file
apiRequest(2.2)


local WS2 = function()
local emuObj = getEmuObject()
--16:9
local gsObj = getGsObject()
--Zoom
eeObj.WriteMem32(0x0028029c,0x3c013f2f) --3c013f80
--Y-Fov
eeObj.WriteMem32(0x001abc40,0x08030000)


eeObj.WriteMem32(0x000c0000,0x46070a02)
-- 03 removes corrupted lines around the objects when use --gs-uprender
eeObj.WriteMem32(0x000c0004,0x3c013fa6)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
eeObj.WriteMem32(0x000c0008,0x4481f000)
eeObj.WriteMem32(0x000c000c,0x461e4202)
eeObj.WriteMem32(0x000c0010,0x0806af11)
----------------------------
--X-Fov (Needs render fix)
--eeObj.WriteMem32(0x001abb98,0x08030000)
--eeObj.WriteMem32(0x000c0000,0x24420050)
--eeObj.WriteMem32(0x000c0004,0x3c013f40)
--eeObj.WriteMem32(0x000c0008,0x4481f000)
--eeObj.WriteMem32(0x000c000c,0x461e4202)
--eeObj.WriteMem32(0x000c0010,0x0806aee7)
--Start microprograms manually instead of rely on timings.
--0x48c83000 >> ctc2 t0, $vi6
--eeObj.WriteMem32(0x00116d4c,0x4a0000b8)
eeObj.WriteMem32(0x00116e04,0x4a0000b8)
eeObj.WriteMem32(0x00116fe0,0x4a0000b8)
eeObj.WriteMem32(0x00117054,0x4a000938)
eeObj.WriteMem32(0x001170a4,0x4a000938)
eeObj.WriteMem32(0x001172ac,0x4a000938)
eeObj.WriteMem32(0x001172e4,0x4a000938)
eeObj.WriteMem32(0x00117470,0x4a000938)
eeObj.WriteMem32(0x001174ac,0x4a000938)
eeObj.WriteMem32(0x00117540,0x4a000938)
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeObj.WriteMem32(0x00298f70,0x8000033c) -- 500607ff
eeObj.WriteMem32(0x00298f74,0x400002ff)
eeObj.WriteMem32(0x002990a0,0x8000033c)
eeObj.WriteMem32(0x002990a4,0x400002ff)
--Remove xgkick responsible for shadow packet.
eeObj.WriteMem32(0x2B1810,0x8000033c)


--pros. Fix bug, allow upscalling cons. No shadow.
-- Disable internal field shift compensation, part of post-process removal feature.
gsObj.SetDeinterlaceShift(0)
</pre>


emuObj.ThrottleMax()
====God of War 2====
end
'''''CLI'''''
<pre>--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-adaptive-frameskip=1
--ee-cycle-scalar=0.62
--iop-cycle-scalar=0.10
--vu1-mpg-cycles=1985
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--cdvd-sector-read-cycles=4000
--host-audio-latency=1.6
--host-display-mode=16:9


emuObj.AddVsyncHook(WS2)
*Jakx Emu used*</pre>
</pre>


====Legacy of Kain - Blood Omen 2====
'''''LUA File'''''
<br>'''SLUS-20024'''
<pre>-- God of War II 
<br>'''LUA'''
-- ported to PS4  
<pre>
-- The Legacy of Kain - Blood Omen 2
-- Boot fix by Kozarovv
-- ported to PS4 lua by stayhye
-- PS3 mipmapping fix converted
-- emu used=kof2000 v2


local gpr = require("ee-gpr-alias")
apiRequest(2.2)


apiRequest(0.1)
local gpr    = require("ee-gpr-alias")
local cpr    = require("ee-cpr0-alias")
local hwaddr    = require("ee-hwaddr")


local eeObj = getEEObject()
local emuObj = getEmuObject()
local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()
local iopObj        = getIOPObject()
   
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)
 
local patcher = function()


--emuObj.SetFormattedCard("blood.card")
--skip renShadowClient::Prep
--eeObj.WriteMem32(0x001706E0,0x03e00008)
--eeObj.WriteMem32(0x001706E4,0x00000000)
--skip renPrimMaster::RenderStencilLayer
eeObj.WriteMem32(0x0016E720,0x03e00008)
eeObj.WriteMem32(0x0016E724,0x00000000)
--skip fxBloom::Client::Run
eeObj.WriteMem32(0x00126EB0,0x03e00008)
eeObj.WriteMem32(0x00126EB4,0x00000000)
--default to progressive at first run
eeObj.WriteMem32(0x0025a608,0xa04986dc)
eeObj.WriteMem32(0x001E45D4,0x24020001)
--default to ws at first run
eeObj.WriteMem32(0x001E45B4,0x24040001)
eeObj.WriteMem32(0x001E45B8,0x00000000)
eeObj.WriteMem32(0x0027894C,0x3c013fe3)
eeObj.WriteMem32(0x00278950,0x34218e39)
--allow mpeg skip by pressing x
eeObj.WriteMem32(0x001DD8C8,0x00000000)


local patcher = function()
eeObj.WriteMem32(0x002f4350,0x10000006)
--Widescreen
eeObj.WriteMem32(0x00312b08,0x3C013FE3)
eeObj.WriteMem32(0x00312b0c,0x34218E38)
--Black Borders Fix
eeObj.WriteMem32(0x002d443c,0x00000000)
--FMV Fix
eeObj.WriteMem32(0x002eb280,0x240575e0) --y-position
eeObj.WriteMem32(0x002eb298,0x240a1440) --y-scaling
-- Completely skip ridiculous debugger hook.
eeObj.WriteMem32(0x297DA8, 0x10000006)
eeObj.WriteMem32(0x297DA0, 0x00000000)


emuObj.ThrottleMax()
end
end


emuObj.AddVsyncHook(patcher)
emuObj.AddVsyncHook(patcher)
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
</pre>
</pre>


====Legacy of Kain: Defiance====
====Gradius V====
SLUS_207.73
'''''CLI'''''
<br>LUA
<pre>--vu1=jit-sync
<pre>apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.
 
#fix for blackscreen after PS2 Logo.
</pre>


-- Texture Flickering fix
====Grandia III====
'''LUA'''
<br>NTSC
<pre>
apiRequest(0.1)


eeInsnReplace(0x188F50, 0x10600020, 0x10000020)
local eeObj = getEEObject()
</pre>
local emuObj = getEmuObject()


SLES_521.50
local patcher = function()
<br>LUA
<pre>apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- Texture Flickering fix
eeObj.WriteMem32(0x0014586C, 0x0)


eeInsnReplace(0x189340, 0x10600020, 0x10000020)
end
emuObj.AddVsyncHook(patcher)
</pre>
</pre>


====Legacy of Kain: Soul Reaver 2====
====Harry Potter and The Prisoner of Azkaban====
SLES_501.96
'''CLI'''
<br>Lua
<br>Emu: Jakv2
<pre>
<pre>
apiRequest(0.1)   -- request version 0.1 API. Calling apiRequest() is mandatory.
#Fix for graphical issues
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix for random freezing even after the EE memory patch
--vif1-instant-xfer=0
</pre>
'''LUA'''
<br>SLUS20926
<pre>
apiRequest(0.1)
 
-- Full credits to Kozarovv
local eeObj = getEEObject()
local emuObj = getEmuObject()


-- Turn off mipmapping in game engine. Completely fix flickering, and bad texturing. Don't require "gs-kernel-cl=mipmap"
local patcher = function()
-- SLES_501.96 only!
--clear interrupts in handler


eeInsnReplace(0x2A1F80, 0x00000001, 0x00000000)</pre>
eeObj.WriteMem32(0x000fff00, 0x3c191000)
eeObj.WriteMem32(0x000fff04, 0x24180c00)
eeObj.WriteMem32(0x000fff08, 0x081137e0)
eeObj.WriteMem32(0x000fff0c, 0xaf380010)
eeObj.WriteMem32(0x0016fb7c, 0x0c03ffc0)
end
emuObj.AddVsyncHook(patcher)
</pre>


====Mafia====
====Hunter the Reckoning Wayward====
'''''CLI'''''
'''''CLI'''''


<br>All versions
<br>All Versions


<pre>--host-display-mode=16:9
<pre>--gs-uprender=2x2
--framelimit-mode=normal
--gs-upscale=EdgeSmooth
--cdvd-sector-read-cycles=6000
--ee-cycle-scalar=2.1
--vif1-instant-xfer=0
#Fix.</pre>
'''''LUA file'''''
<pre>-- emu used=kinetica v2


apiRequest(1.0) 
--host-display-mode=16:9


local gpr = require("ee-gpr-alias")
--vu1-no-clamping=0


local eeObj  = getEEObject()
local emuObj = getEmuObject()


local patcher = function()
#fix for graphical glitches.
</pre>


--avoid hang before molotov party
====Ice Age 2 Meltdown====
eeObj.WriteMem32(0x003E2BB4,0x00000000) --00000000
'''''LUA file'''''
<br>Company logo freeze Fix
<br>'''Use Forbidden Siren v2 Emu'''


--fix crash in The priest mission
<br>SLUS_213.07
eeObj.WriteMem32(0x0016F04C,0x1000000D) --1000000D
<pre>apiRequest(0.1)


emuObj.ThrottleMax()
eeInsnReplace(0x2feb80, 0x27bdff70, 0x27bdfee0)
eeInsnReplace(0x2febbc, 0x27bd0090, 0x27bd0120)
</pre>
<br>SLES_539.84
<pre>apiRequest(0.1)


end
eeInsnReplace(0x2ff3f0, 0x27bdff70, 0x27bdfee0)
eeInsnReplace(0x2ff42c, 0x27bd0090, 0x27bd0120)
</pre>
<br>SLPM_664.97
<pre>apiRequest(0.1)


emuObj.AddVsyncHook(patcher)
eeInsnReplace(0x2e91e8, 0x27bdff70, 0x27bdfee0)
eeInsnReplace(0x2e9224, 0x27bd0090, 0x27bd0120)
</pre>
</pre>


====Manhunt 2====
====Jackie Chan Adventures====
'''''CLI'''''
'''''CLI'''''  
<pre>
--ee-kernel-hle=1
--ee-injection-kernel=1
--ee-injection-title=1
--ee-block-validation=PageProt
--vu1-opt-flags=2
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu1-mpg-cycles=900
--gs-frontend-opt-mode=2
--gs-adaptive-frameskip=1
--gs-optimize-30fps=1
--framelimit-fps=2.0
--ee-cycle-scalar=0.8
--gs-uprender=none


# Fixed framerate dip issue using Jak v2 emulator (NOTE: disabling uprender fixes fps drop to some extent and corrupted lines on shadows, however in NTSC Version, there will be a black screen glitch in cutscenes only!!).
<br>SCES_524.12
</pre>


'''''LUA file'''''
<pre>
<pre>
apiRequest(0.1)
#Fix For Jackie chan falling forever near The Ox Talisman Glitch
--fpu-accurate-addsub-range=0x22F2B0,0x22F468
#Fixes For Slowdowns
--vu1-di-bits=0
--vu1-const-prop=1
--ee-cycle-scalar=1.2
#RECVX
</pre>


-- Fix lags and slowdowns
====Jaws Unleashed====
<br>'''''LUA file'''''
 
<pre>


eeInsnReplace(0x370DA8, 0x00000000, 0x24020001)
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x006758a8,0x03e42000)
eeObj.WriteMem32(0x006758b8,0x800026fc)
end
emuObj.AddVsyncHook(patcher)


# Minor framerate issue exists in NTSC version. PAL version works fine with no pain.
#fix for loading screen hang.  
</pre>
</pre>


====Marc Ecko's Getting Up - Contents Under Pressure™ NTSC====
====Juiced====
'''''CLI'''''
'''CLI'''
<pre>--gs-adaptive-frameskip=1
<br>All versions
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
--gs-check-trans-rejection=1


--vu1-mpg-cycles=400
<pre>
#Fix for graphical glitches
--gs-kernel-cl-up="up2x2simple"
#Speedhacks
--vu1-di-bits=0
--vu1-di-bits=0
 
--vu1-mpg-cycles=800
--vif1-instant-xfer=0
--ee-cycle-scalar=1.2
--vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints=1
--fpu-rsqrt-fast-estimate=1
--ee-cycle-scalar=1.3
--vu1-no-clamping=0
--gs-ignore-rect-correction=1
--gs-dirty-page-policy=1
 
#emu used=jakx v2
</pre>
</pre>
'''''LUA'''''
<pre>
--
-- ported to PS4


apiRequest(2.2)
====Killer7====
'''''CLI'''''


local gpr      = require("ee-gpr-alias")
<br>All versions
local cpr      = require("ee-cpr0-alias")
local hwaddr    = require("ee-hwaddr")


local emuObj      = getEmuObject()
<pre>--vu0-no-clamping=0
local eeObj      = getEEObject()
--vu0-clamp-operands=1
local gsObj      = getGsObject()
--vu0-clamp-results=1
local eeOverlay    = eeObj.getOverlayObject()
--vu1-no-clamping=0
local iopObj  = getIOPObject()
--vu1-clamp-operands=1
--vu1-clamp-results=1


local thresholdArea = 0
#fix for flickering polygons.</pre>


emuObj.SetDisplayAspectWide()
====Kim Possible: What's the Switch====
gsObj.SetDeinterlaceShift(1)
'''''CLI'''''
--------------------------------------------------------


local patcher = function()
<br>PAL
eeObj.WriteMem32(0x0056764c,0x3c023f40)
<pre>--vu1-mpg-cycles=950
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)


local ApplyVifCycleSettings = function()
#fix lag during cutscenes
</pre>


eeObj.Vu1MpgCycles(math.floor(175))
====Klonoa 2====
    eeObj.SetVifDataCycleScalar(1, 2.6)
'''''CLI'''''
eeObj.SchedulerDelayEvent("vif1.dma", 0x6500)
end


ApplyVifCycleSettings()
<br>All versions


local frameskip = {}
<pre>
#Fix for Misplaced objects
--fpu-no-clamping=1
#Potential fix for Graphics
--vu1-no-clamping=0
--vu0-no-clamping=0


frameskip.DeterministicMode = 0    -- set 0 for native (non-deterministic) behavior, see function frameskip.GetFramesInQueue()
#still require fix for texturing problems. Require Rogue Galaxy emu</pre>


-- constants:
====Kuon====
local CLOCK_EE          = 294912000.0
<br>CLI
local CLOCK_EE_60hz      = 294912000.0 / 60
<br>All Versions
local AdvanceCycleChunkSize = 16000
<pre>
local ChunksPerFrame      = (CLOCK_EE_60hz / AdvanceCycleChunkSize)
--vif1-ignore-cmd-ints=1
local TaperHoldBaseline    = ChunksPerFrame / 30        -- frames to hold even the smallest taper values
--vif-ignore-invalid-cmd=0
local TaperRatePerFrame    = ChunksPerFrame / 180        -- frames to taper away 1.0 worth of dog-ratio
--vif1-instant-xfer=0
local TaperHoldPerChunk    = 15.0 / ChunksPerFrame        -- hold for 15 frames per one frame of delay
#Fix the freezing problem in the opening scene of 《阴の章》
local EnableTapering    = true
</pre>


local MaxChunkCounter      = math.floor(ChunksPerFrame * 2.50) -- warning: jaks can't frameskip past 2.0, they clamp ratio and slow down instead.
<br>NTSC Version ONLY CLI
<pre>
--vif1-ignore-cmd-ints=1
--vif-ignore-invalid-cmd=0
--vif1-instant-xfer=0
#Sugoroku Fix
--fpu-accurate-addsub=0x104124
</pre>


-- globals:
====Time Crisis 2====
local isFrameDone        = false
'''LUA'''
local m_counter        = 0
<br>SLUS_202.19
local m_prev_framecount    = 0
<pre>
local m_taper_peak    = 0
-- Time Crisis 2 SLUS_202.19
local m_taper_hold      = 0
-- Widescreen Hack
 
-- fix by Kozarovv
-- Vars For diagnostic:
-- emu used=jakx v2
local d_truelog        = false
local d_numframes        = 0
 
frameskip.GetFramesInQueue = function()
  if frameskip.DeterministicMode == 0 then
    return gsObj.GetFramesInQueue()


  elseif frameskip.DeterministicMode == 1 then
apiRequest(0.1)
    -- five regular frames, four slow frames
    local modulo = (eeObj.GetClock() // CLOCK_EE_60hz) % 9
    if modulo < 5 then
      return 0
    else
      return 3
    end


  elseif frameskip.DeterministicMode == 2 then
local iopObj = getIOPObject()
    -- nice slow cyclic test!
local emuObj = getEmuObject()
    local modulo = (eeObj.GetClock() // CLOCK_EE_60hz) % 240
local eeObj  = getEEObject()
    if modulo < 200 then
      return 0
local FireWithoutWire = function()
    else
   --16:9
      return 3
   eeObj.WriteMem32(0x003cd7fc,0x3f400000)
    end
   --Infinite Credits by InterAct
 
  --eeObj.WriteMem32(0x00482410,0x00090009)
  elseif frameskip.DeterministicMode == 3 then
    -- slow cycle from 0 to 3 and back to 0, across about 10 seconds...
    local modulo = (eeObj.GetClock() // CLOCK_EE_60hz) % 600
    if modulo < 100 then
      return 0
    elseif modulo < 200 then
      return 1
    elseif modulo < 300 then
      return 2
    elseif modulo < 300 then
      return 3
    elseif modulo < 400 then
      return 2
    elseif modulo < 500 then
      return 1
    else
      return 0
    end
  end
 
  return gsObj.GetFramesInQueue()
end
 
frameskip.onFrameFinishedHook = function()
   emuObj.CountFrameOnPS2()  -- updates FRAPS/Actual FPS reading in olympus
 
   -- local cyl_data, cyl_mpg = eeObj.GetVif1Cycles()
   -- print (string.format("data=%6d  mpg=%6d", cyl_data, cyl_mpg))
   
   
  local frameCount    = frameskip.GetFramesInQueue()
  -- Fix cdvd issue which cause ieee1394 error
  iopObj.WriteMem32(0xACD40,0)
 
  -- Audio desync fix (probably useless, or even harmful on ps4 due to different "cyclerate")
  -- eeObj.WriteMem32(0x154954,0x10000009)
   
   
   m_counter  = 0
   emuObj.ThrottleMax()
  if frameCount ~= 0 or m_prev_framecount ~= 0 then
end
    -- Keep in mind here that the incurred cycle delay will be appended after the standard
    -- VIF/VU cycle delays. Standard delays can be read using eeObj.GetVif1Cycles() as shown
    -- in a print snippet above.
   
   
    local fcnew  = frameCount
emuObj.AddVsyncHook(FireWithoutWire)
    local fcold  = m_prev_framecount
</pre>


    -- first frame being a bit slow is often a red herring, because of how the deferred
====Time Crisis 3====
    -- EE/GS pipeline works.  So weight it very lightly here (if either fcold or fcnew is
'''LUA'''
    -- 0 then it'll go negative and help offset remaining 1.0)
<br>SLUS_206.45
<pre>
-- Time Crisis 3 SLUS_206.45
-- Widescreen Hack
-- Fix by Kozarovv
-- emu used=aofa


    if fcnew < 1.2 then fcnew = fcnew - 0.6 end
apiRequest(0.1)


    -- Delta from prev to new frame is used to indicate vectoring toward poor perf.
local iopObj = getIOPObject()
    --  eg. if prev was 1 and new is 3 then ramp up frameskip in a hurry (+2)
local emuObj = getEmuObject()
 
local eeObj = getEEObject()
    local fcdelta = fcnew - fcold
    fcdelta = (fcdelta >= 0) and (fcdelta / 2.0) or 0
 
    m_counter      = m_counter + (ChunksPerFrame / 7.5) * (fcnew + fcold + fcdelta)    -- baseline
 
    -- fcold and fcnew are squared and so to scale back the curve a bit we subtract some
    -- amount from them here:
 
    fcnew = fcnew - 0.25
    fcold = fcold - 0.40
 
    m_counter      = m_counter + (ChunksPerFrame / 15.0) * (fcold * fcold)          -- weighted prev slowness
    m_counter      = m_counter + (ChunksPerFrame /  9.0) * (fcnew * (fcnew+fcdelta))     -- weighted current slowness
   
   
    -- Boundscheck the counter.  Keep in mind that a counter delay of 2 frames will run at ~20fps.
local FireWithoutWire = function()
    m_counter  = math.floor(m_counter)
  --16:9
    if m_counter > MaxChunkCounter then m_counter = MaxChunkCounter end
  eeObj.WriteMem32(0x0033976c,0x3f400000)
   --Infinite Credits by InterAct
    if EnableTapering and m_taper_peak < m_counter then
   --eeObj.WriteMem32(0x00482410,0x00090009)
      m_taper_hold = TaperHoldBaseline + (m_counter * TaperHoldPerChunk)
      m_taper_peak = m_counter
  -- Fix cdvd issue which cause ieee1394 error
    end
  iopObj.WriteMem32(0xA0840,0)
  end
 
 
  -- Audio desync fix (probably useless, or even harmful on ps4 due to different "cyclerate")
   -- Tapering kind of helps reduce the game's built-in jutter problem... but not really to the
  -- eeObj.WriteMem32(0x154954,0x10000009)
   -- extent that I would like. -- jstine
 
  local m_origc = m_counter
  if m_counter < m_taper_peak then
    m_counter = math.floor(m_taper_peak)
  end
   
   
   --print (string.format("onFrameFinished! numFrames=%d,%d counter=%3d taper_hold=%5.1f taper_peak=%5.1f delayInFrames=%5.3f",
   emuObj.ThrottleMax()
  --  m_prev_framecount, frameCount, m_origc, m_taper_hold, m_taper_peak, m_counter / ChunksPerFrame
  --));
 
  if m_taper_peak > 0 then
    if m_taper_hold > 0 then
      m_taper_hold = m_taper_hold - 1
    elseif m_origc <= 25 then
      -- TODO make these constants?
      m_taper_peak = m_taper_peak - (m_taper_peak > 112 and TaperRatePerFrame or 0.75)
    end
 
    -- when taper is a large value, slide it back quickly regardless of hold state
    if m_taper_peak > 450 and m_taper_peak > m_origc then
      m_taper_peak = m_taper_peak * 0.90
    end
  end
 
  m_prev_framecount = frameCount
  isFrameDone = true    -- enables SpinWaitDelayHook
end
end
emuObj.AddVsyncHook(FireWithoutWire)
</pre>


frameskip.SpinWaitDelayHook = function(hookpc, gprv, writeon)
====Tomb Raider: The Angel of Darkness====
  if not isFrameDone then
<br>'''SLUS20467'''
    return
<br> Skip the first fmv to prevent freezing!
  end
<br>'''LUA'''
<pre>
local gpr = require("ee-gpr-alias")


  local numFrames = frameskip.GetFramesInQueue()
apiRequest(0.1)
  local isSkipping = false
  --local numFrames = frameskip.GetFramesInQueue()
  --print (string.format("HOOKED @ 0x%02x - counter=%d numFrames=%d", hookpc, m_counter, numFrames))
  if m_counter > 0 then
    --if not d_truelog then
    --  print ( string.format("HOOKED! - numFrames=%d", numFrames))
    --  d_numframes = numFrames
    --end
    --d_truelog = true


    -- SetFrameSkipping call removed because it causes severe frame loss, due to internal scanout
local eeObj = getEEObject()
    -- not aligning to when this hook is invoked.  The call was only implemented in order to solve
local emuObj = getEmuObject()
    -- interlace jitter problems on Jak TPL anyway, and isn't needed here... --jstine
    --gsObj.SetFrameSkipping(true)


    isSkipping = true
local patcher = function()
  end
  if isSkipping then
    --local v0 = eeObj.GetGpr(gprv)
    eeObj.SetGpr(gprv, writeon)
    eeObj.AdvanceClock(AdvanceCycleChunkSize)
    m_counter = m_counter - 1
    -- print ( string.format("SKIPP! - numFrames=%d", numFrames))
  else
    isFrameDone = false
    --gsObj.SetFrameSkipping(false)
    m_counter = 0


    --if d_truelog then
-- Black screen fix
    --  print "BUSY ENDED, RESUMIMG..."
eeObj.WriteMem32(0x00207B24, 0x0) -- 1040FFFA
    --end
eeObj.WriteMem32(0x00207B4C, 0x0) -- 1040FFFA
    --d_truelog = false
  end


  --if d_numframes ~= numFrames then
  --  print ( string.format("Frame Queue Changed - numFrames=%d", numFrames))
  --  d_numframes = numFrames
  --end
end
end
 
emuObj.AddVsyncHook(patcher)
-- Performace fix (bug #9785 )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
</pre>
</pre>


==== Max Payne 2 ====
<br>'''SLES51227'''
 
<br>Skip the first fmv to prevent freezing!
'''''CLI'''''
<br>'''LUA'''
<pre>
<pre>
--vu0-no-clamping=0
local gpr = require("ee-gpr-alias")
--vu1-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
# Fixed green, blue and red graphical issues. The game works better.
</pre>


====Metal Gear Solid 2 - Sons of Liberty====
apiRequest(0.1)
'''CLI'''
<br>All versions
<br>Jakv2 used
<pre>
#Speedhacks
--vu1-di-bits=0
#Gamefixes for freeze, Not tested much but once i used it. the freezes were gone
--vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints=1
</pre>


====Metal Gear Solid 2: Substance====
local eeObj = getEEObject()
'''CLI'''
local emuObj = getEmuObject()
<br>All versions
<br>Use jakv2. Untested on substance, please test it and share your result on the wiki
<pre>
#Speedhacks
--vu1-di-bits=0
--vu1-mpg-cycles=700
#Gamefixes for freeze, Not tested much but once i used it. the freezes were gone
--vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints=1
</pre>


====Metal Gear Solid 3 Subsistence====
local patcher = function()
'''''CLI'''''


<br>All versions
-- Black screen fix
eeObj.WriteMem32(0x00209D9C, 0x0) -- 1040FFFA
eeObj.WriteMem32(0x00209DC4, 0x0) -- 1040FFFA


<pre>
end
--ee-context-switch-cycles=2700
emuObj.AddVsyncHook(patcher)
#Highly Overclocking the EE in order for the game to start.
</pre>
--ee-cycle-scalar=0.1
#Probably an overdone command, Might not be necessary, Only overclocks iop
--iop-cycle-scalar=0.1
#Performance Boost
--vu1-mpg-cycles=700
--vu1-di-bits=0
--framelimiter=1
--framelimit-fps=15.0
--framelimit-scalar=2.1


#Star Ocean v2 Used
====Largo Winch - Empire Under Threat====
<br>SLES-51093
<br>'''''CLI'''''
<pre>--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-display-mode=16:9
--cdvd-sector-read-cycles=5000
#emu used=rotk v1
</pre>
</pre>
'''''LUA file'''''
'''''LUA file'''''
<br>SLUS_213.59
<pre>
<pre>
-- Metal Gear Solid 3 - Subsistence (SLUS_21359)
-- Largo Winch - Empire Under Threat (E)(SLES-51093)
-- Widescreen hack by No.47
-- Widescreen hack by Arapapa
-- 30 FPS/Speed Fix by applepiejr @PCSX2 Forums
-- Fix by Kozarovv
-- ported to PS4 LUA by Stayhye
-- ported to PS4 lua by Stayhye
-- emu used=star ocean v2
-- emu used=rotk v1


local gpr = require("ee-gpr-alias")
local gpr = require("ee-gpr-alias")


apiRequest(1.3)
apiRequest(0.1)


local eeObj = getEEObject()
local eeObj = getEEObject()
local emuObj = getEmuObject()
local emuObj = getEmuObject()


local patcher = function()
local WS2 = function()
-- Force 30 FPS
--16:9
eeObj.WriteMem32(0x001D5AD8,0x00000040) -- 40=30fps / 00=60fps / 20=15 or20fps? <camera>
--Zoom
eeObj.WriteMem32(0x001D6DB8,0x00000002) -- 01=60fps / 02=30fps / 3=20fps / 4=16.67fps? <cut-scenes/fmv>
eeObj.WriteMem32(0x0028029c,0x3c013f2f) --3c013f80
eeObj.WriteMem32(0x001D6DBC,0x00000001) -- 0=double speed / 1=normal speed <gameplay>
--Y-Fov
-- 480p 512x448
eeObj.WriteMem32(0x001abc40,0x08030000)
eeObj.WriteMem32(0x201741F4,0x3C050000)
eeObj.WriteMem32(0x201741F8,0xFFB20020)
eeObj.WriteMem32(0x201741FC,0x3C060050)
eeObj.WriteMem32(0x20174200,0xFFB10010)
eeObj.WriteMem32(0x20174204,0x3C070001)
-- REMOVES MOST OF THEM, BUT SOME ARE NOW RED?
-- Remove Black Bars
local code_check = eeObj.ReadMem16(0x25E1CC)
if code_check == 0x0000 then
eeObj.WriteMem32(0x2025E6A4,0x00000000)
end
local code_check = eeObj.ReadMem16(0x20B3FC)
if code_check == 0x0001 then
eeObj.WriteMem32(0x2025E6A4,0x00000000)
end
local code_check = eeObj.ReadMem16(0x214D80)
if code_check == 0x0001 then
eeObj.WriteMem32(0x2025E6A4,0x00000000)
end
local code_check = eeObj.ReadMem16(0x214D70)
if code_check == 0x0001 then
eeObj.WriteMem32(0x2025E6A4,0x00000000)
end
----16:9---//Widescreen water fix
eeObj.WriteMem32(0x202050AC,0x3F400000)


local code_check = eeObj.ReadMem16(0x4CCD42)
eeObj.WriteMem32(0x000c0000,0x46070a02)
if code_check == 0x3F80 then
eeObj.WriteMem32(0x000c0004,0x3c013fa6)
eeObj.WriteMem32(0x204CCD40,0x3FAB0000)
eeObj.WriteMem32(0x000c0008,0x4481f000)
eeObj.WriteMem32(0x204CCD44,0x3F400000)
eeObj.WriteMem32(0x000c000c,0x461e4202)
eeObj.WriteMem32(0x204CCD4C,0xBFAB0000)
eeObj.WriteMem32(0x000c0010,0x0806af11)
end
----------------------------
local code_check = eeObj.ReadMem16(0x580CE2)
--X-Fov (Needs render fix)
if code_check == 0x3F80 then
--eeObj.WriteMem32(0x001abb98,0x08030000)
eeObj.WriteMem32(0x20580CE0,0x3FAB0000)
--eeObj.WriteMem32(0x000c0000,0x24420050)
eeObj.WriteMem32(0x20580CE4,0x3F400000)
--eeObj.WriteMem32(0x000c0004,0x3c013f40)
eeObj.WriteMem32(0x20580CEC,0xBFAB0000)
--eeObj.WriteMem32(0x000c0008,0x4481f000)
end
--eeObj.WriteMem32(0x000c000c,0x461e4202)
local code_check = eeObj.ReadMem16(0x591C72)
--eeObj.WriteMem32(0x000c0010,0x0806aee7)
if code_check == 0x3F80 then
--Start microprograms manually instead of rely on timings.
eeObj.WriteMem32(0x20591C70,0x3FAB0000)
--0x48c83000 >> ctc2 t0, $vi6
eeObj.WriteMem32(0x20591C74,0x3F400000)
--eeObj.WriteMem32(0x00116d4c,0x4a0000b8)
eeObj.WriteMem32(0x20591C7C,0xBFAB0000)
eeObj.WriteMem32(0x00116e04,0x4a0000b8)
end
eeObj.WriteMem32(0x00116fe0,0x4a0000b8)
local code_check = eeObj.ReadMem16(0x599C12)
eeObj.WriteMem32(0x00117054,0x4a000938)
if code_check == 0x3F80 then
eeObj.WriteMem32(0x001170a4,0x4a000938)
eeObj.WriteMem32(0x20599C10,0x3FAB0000)
eeObj.WriteMem32(0x001172ac,0x4a000938)
eeObj.WriteMem32(0x20599C14,0x3F400000)
eeObj.WriteMem32(0x001172e4,0x4a000938)
eeObj.WriteMem32(0x20599C1C,0xBFAB0000)
eeObj.WriteMem32(0x00117470,0x4a000938)
end
eeObj.WriteMem32(0x001174ac,0x4a000938)
local code_check = eeObj.ReadMem16(0x4A14D2)
eeObj.WriteMem32(0x00117540,0x4a000938)
if code_check == 0x3F80 then
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeObj.WriteMem32(0x204A14D0,0x3FAB0000)
eeObj.WriteMem32(0x00298f70,0x8000033c) -- 500607ff
eeObj.WriteMem32(0x204A14D4,0x3F400000)
eeObj.WriteMem32(0x00298f74,0x400002ff)
eeObj.WriteMem32(0x204A14DC,0xBFAB0000)
eeObj.WriteMem32(0x002990a0,0x8000033c)
end
eeObj.WriteMem32(0x002990a4,0x400002ff)
local code_check = eeObj.ReadMem16(0x557CFA)
--Remove xgkick responsible for shadow packet.
if code_check == 0x3F80 then
eeObj.WriteMem32(0x2B1810,0x8000033c)
eeObj.WriteMem32(0x20557CF8,0x3FAB0000)
eeObj.WriteMem32(0x20557CFC,0x3F400000)
eeObj.WriteMem32(0x20557D04,0xBFAB0000)
end
local code_check = eeObj.ReadMem16(0x4B7082)
if code_check == 0x3F80 then
eeObj.WriteMem32(0x204B7080,0x3FAB0000)
eeObj.WriteMem32(0x204B7084,0x3F400000)
eeObj.WriteMem32(0x204B708C,0xBFAB0000)
end
 
end
 
emuObj.AddVsyncHook(patcher)
 
emuObj.SetDisplayAspectWide()


-- Fix shadow
--pros. Fix bug, allow upscalling cons. No shadow.
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
 
emuObj.ThrottleMax()
end


emuObj.AddVsyncHook(WS2)
</pre>
</pre>


<br>


====Metal Saga====
====The Legacy of Kain - Blood Omen 2====  
All versions
'''LUA'''
<br>CLI
<pre>
<pre>--vif1-ignore-cmd-ints=1
-- Boot fix by Kozarovv                          --
-- ported to PS4 lua by JSimesen                  --
-- PS3 mipmapping fix converted                  --
-- Specal Thanks to: Kozarovv, Stayhye, Scalerize --
-- emu used=KOF2000                              --
                                                                                           
apiRequest(1.0)                                 


#Fix for black-screen on SatCom/Equip menus. Game still unplayable due to immediate freeze during combat.</pre>
local eeObj = getEEObject()
local emuObj = getEmuObject()


====Mojib-Ribbon====
local CheckInputs = function()
'''CLI'''
<br>Works on kof98
<pre>
--vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints=1
--vif1-instant-xfer=0
--vu1=jit-sync
</pre>


====Mortal Kombat - Shaolin Monks====
local pad_bits = emuObj.GetPad()
'''''CLI'''''


<br>All versions
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


<pre>
if (R2 ~= 0 and UP ~= 0) then
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-override-small-tri-area=1
--vif1-instant-xfer=0


--ee-cycle-scalar=1.8
emuObj.SetFormattedCard("blood.card")
--iop-cycle-scalar=0.8
end


--vu1-di-bits=0
end
--vu-t-bit=1


#Fix for graphical glitches, menu speed and audio.</pre>
emuObj.AddVsyncHook(CheckInputs)


'''''LUA file'''''
emuObj.SetDisplayAspectWide()
<pre>
apiRequest(2.3)


local gpr  = require("ee-gpr-alias")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local eeOverlay  = eeObj.getOverlayObject()
local iopObj        = getIOPObject()


local thresholdArea = 600
local patcher = function()


emuObj.SetDisplayAspectWide()
eeObj.WriteMem32(0x002f4350,0x10000006)
gsObj.SetDeinterlaceShift(1)  


-- Small triangle rejection. Works in conjunction with CLI setting  --gs-override-small-tri-area=1
-- No Widescreen
-- keep default area for texture 256x256 ( no blend)  
-- eeObj.WriteMem32(0x00312b08,0x3C013FE3)
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
-- eeObj.WriteMem32(0x00312b0c,0x34218E38)


</pre>
-- No Black Borders Fix
-- eeObj.WriteMem32(0x002d443c,0x00000000) -- causes kain to not re-appear after dying/loading


====Midnight Club 3: DUB Edition / Remix====
-- No Fix FMV
'''CLI'''
-- eeObj.WriteMem32(0x002eb280,0x240575e0) --y-position
<br>All versions
-- eeObj.WriteMem32(0x002eb298,0x240a1440) --y-scaling
<br>Note: VU1 clamping will cause the cars to not load properly, please don't use it on this game.
<pre>
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-mpg-cycles=350
--vu1-injection=1
--vu1-di-bits=0
--vu1-const-prop=1
</pre>


====MTV's Celebrity Deathmatch====
end
'''''CLI'''''


<br>All versions
emuObj.AddVsyncHook(patcher)


<pre>
local fix = function()
#Disables MTVU
--vu1=jit-sync


#Fix for black-screen after ps2 logo.</pre>
-- Completely skip ridiculous debugger hook.
eeObj.WriteMem32(0x297DA8, 0x10000006)
eeObj.WriteMem32(0x297DA0, 0x00000000)


====Need for Speed Carbon====
end
'''''CLI'''''


<br>SLES_543.22
emuObj.AddEntryPointHook(fix)
 
<pre> 
#Fix loading freeze
--fpu-accurate-range=0x162800,0x162900
#Speedhacks
--ee-cycle-scalar=1.35
--vu1-mpg-cycles=900
--vu1-const-prop=1
--vu1-di-bits=0


emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
</pre>
</pre>


====Need for Speed Underground 2====
====Legacy of Kain: Defiance====
'''''LUA'''''
SLUS_207.73
<br>LUA
<pre>apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.


<br>SLUS-21065
-- Texture Flickering fix


<pre>apiRequest(1.0)
eeInsnReplace(0x188F50, 0x10600020, 0x10000020)
local eeObj = getEEObject()
</pre>
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x001D77C8,0x100000B4)
end
emuObj.AddVsyncHook(patcher)


--Speed Fix</pre>
SLES_521.50
<br>LUA
<pre>apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


====NBA Street Vol.2====
-- Texture Flickering fix
'''''CLI'''''


<br>All versions
eeInsnReplace(0x189340, 0x10600020, 0x10000020)
</pre>


====Legacy of Kain: Soul Reaver 2====
SLES_501.96
<br>Lua
<pre>
<pre>
#Fix for Graphical glitches
apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.
--vu1-no-clamping=0
 
#Jakv2 emu Used</pre>
-- Turn off mipmapping in game engine. Completely fix flickering, and bad texturing. Don't require "gs-kernel-cl=mipmap"
-- SLES_501.96 only!
 
eeInsnReplace(0x2A1F80, 0x00000001, 0x00000000)</pre>


====Okami====
====Mafia====
'''''CLI'''''
'''''CLI'''''


<br>All versions
<br>All versions


<pre>
<pre>--host-display-mode=16:9
--gs-use-mipmap=1
--framelimit-mode=normal
--gs-force-bilinear=1
--cdvd-sector-read-cycles=6000
--gs-kernel-cl="mipmap"
--ee-cycle-scalar=2.1
--gs-kernel-cl-up="mipmap2x2"
--vif1-instant-xfer=0
--vu0-no-clamping=0
#Fix.</pre>
--vu0-clamp-results=1
'''''LUA file'''''
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-clamp-results=1
--cop2-no-clamping=0
#Fixes for slowdowns
--vu1-const-prop=1
--vu1-di-bits=0
--ee-cycle-scalar=1.2
--vu1-injection=1
#RECVX EMU Fixes Crash Near Orochi boss fight</pre>


'''''LUA file'''''
SLUS-20671 (NTSC)
<br>All Versions
<pre>-- emu used=kinetica v2
<pre>
apiRequest(0.4)


local emuObj = getEmuObject()
apiRequest(1.0)  


emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )</pre>
local gpr = require("ee-gpr-alias")


====Oni====
local eeObj  = getEEObject()
'''''LUA'''''
local emuObj = getEmuObject()


<br>SLES_501.34
local patcher = function()
<br>SLES_501.76
<br>SLES_501.77
<br>SLES_501.78
<br>SLES_501.79


<pre>apiRequest(0.1)
-- Widescreen + Render fix
eeObj.WriteMem32(0x20FF8D60,0x3f3fffff)


-- Fix for hang at loading screen
--Rendering distance (Optional)
--eeObj.WriteMem32(0x20FF8DB8,0x44000000)


eeInsnReplace(0x1CEF7C, 0x4100FFFF, 0x00000000)</pre>
--avoid hang before molotov party
'''''LUA'''''
eeObj.WriteMem32(0x003E2BB4,0x00000000) --00000000


<br>SLUS_200.64
--fix crash in The priest mission
eeObj.WriteMem32(0x0016F04C,0x1000000D) --1000000D


<pre>apiRequest(0.1)
emuObj.ThrottleMax()


-- Fix for hang at loading screen
end


eeInsnReplace(0x1CF3CC, 0x4100FFFF, 0x00000000)</pre>
emuObj.AddVsyncHook(patcher)
</pre>


====Pac Man World 3====
====Manhunt 2====
'''''CLI'''''
'''''CLI'''''
<br>SLES-53959
<pre>
<pre>
--gs-uprender=2x2
--ee-kernel-hle=1
--gs-upscale=edgesmooth
--ee-injection-kernel=1
--cdvd-sector-read-cycles=2000
--ee-injection-title=1
--host-display-mode=16:9
--ee-block-validation=PageProt
#Fix for fmvs showing black screen with subtitles
--vu1-opt-flags=2
--fpu-accurate-range=0x3f3068,0x3f32bc
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu1-mpg-cycles=900
--gs-frontend-opt-mode=2
--gs-adaptive-frameskip=1
--gs-optimize-30fps=1
--framelimit-fps=2.0
--ee-cycle-scalar=0.8
--gs-uprender=none


#emu used=fatal fury battle archives vol2
# Fixed framerate dip issue using Jak v2 emulator (NOTE: disabling uprender fixes fps drop to some extent and corrupted lines on shadows, however in NTSC Version, there will be a black screen glitch in cutscenes only!!).
</pre>
</pre>
'''''LUA'''''
 
<br>SLES-53959
'''''LUA file'''''
<pre>
<pre>
-- Pac-Man World 3 (PAL-M5)(SLES-53959)
-- Widescreen Hack by ICUP321
-- emu used=fatal fury battle archives vol2
-- Ported to ps4 by Stayhye
local gpr = require("ee-gpr-alias")
apiRequest(0.1)
apiRequest(0.1)


local eeObj = getEEObject()
-- Fix lags and slowdowns
local emuObj = getEmuObject()


local patcher = function()
eeInsnReplace(0x370DA8, 0x00000000, 0x24020001)
--Widescreen hack 16:9
eeObj.WriteMem32(0x003f30c4,0x3c013f40)
eeObj.WriteMem32(0x003f30c8,0x4481f000)
eeObj.WriteMem32(0x003f30d0,0x461eb582)
--Render fix
eeObj.WriteMem32(0x00439184,0x3c013f2b)


emuObj.ThrottleMax()
# Minor framerate issue exists in NTSC version. PAL version works fine with no pain.
end
</pre>


emuObj.AddVsyncHook(patcher)
==== Max Payne 2 ====
</pre>


====Pac-Man World Rally====
'''''CLI'''''
<br>SLUS-21328
<br>CLI
<pre>
<pre>
--vu1-no-clamping=1
--vu0-no-clamping=0
--vu0-no-clamping=1
--vu1-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
# Fixed green, blue and red graphical issues. The game works better.
</pre>
</pre>
SLUS-21328
 
<br>LUA
====Metal Gear Solid 2 - Sons of Liberty====
'''CLI'''
<br>All versions
<br>Jakv2 used
<pre>
<pre>
local gpr = require("ee-gpr-alias")
#Speedhacks
--vu1-di-bits=0
#Gamefixes for freeze, Not tested much but once i used it. the freezes were gone
--vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints=1
</pre>


apiRequest(0.1)
====Metal Gear Solid 2: Substance====
'''CLI'''
<br>All versions
<br>Use jakv2. Untested.
<pre>
#Speedhacks
--vu1-di-bits=0
--vu1-mpg-cycles=700
#Gamefixes for freeze, Not tested much but once i used it. the freezes were gone
--vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints=1
</pre>


local eeObj = getEEObject()
====Mojib-Ribbon====
local emuObj = getEmuObject()
'''CLI'''
<br>Works on kof98
<pre>
--vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints=1
--vif1-instant-xfer=0
--vu1=jit-sync
</pre>


local patcher = function()
====Midnight Club 3: DUB Edition / Remix====
eeObj.WriteMem32(0x0016DDE4,0x4A80AADC)
'''CLI'''
eeObj.WriteMem32(0x0016DDEC,0x4B7103BC)
<br>All versions
eeObj.WriteMem32(0x0016DDD0,0x4B00A29C)
<br>Note: VU1 clamping will cause the cars to not load properly, please don't use it on this game.
eeObj.WriteMem32(0x0016DDD8,0x4AF103BC)
<pre>
 
#Speedhacks
end
--ee-cycle-scalar=1.2
 
--vu1-mpg-cycles=350
emuObj.AddVsyncHook(patcher)
--vu1-injection=1
--vu1-di-bits=0
--vu1-const-prop=1
</pre>
</pre>


====Phantasy Star Universe====
====MTV's Celebrity Deathmatch====
'''''CLI'''''
'''''CLI'''''


All Versions
<br>All versions


<pre>--gs-use-clut-merge=1
<pre>
--gs-kernel-cl="clutmerge"
#Disables MTVU
--gs-kernel-cl-up="clutmerge2x2"
--vu1=jit-sync


#Fix for flickering textures and geometry</pre>
#Fix for black-screen after ps2 logo.</pre>
 
====Musashi Samurai Legend====
====PK - Out of the Shadows====
'''LUA'''
<br>NTSC
<br>NTSC
<br>LUA
<pre>
<pre>
-- Disney's PK - Out of the Shadows
apiRequest(0.1)
-- boot fix by kozarovv
 
-- Widescreen Hack by Arapapa
local gpr      = require("ee-gpr-alias")
-- emu used=rotk v1


local gpr = require("ee-gpr-alias")
local emuObj      = getEmuObject()
local eeObj      = getEEObject()


apiRequest(0.1)
local patcher = function()
eeObj.WriteMem32(0x203DD108,0x3F19999A) --3F4CCCCD


local eeObj = getEEObject()
--SPS FiX
local emuObj = getEmuObject()
eeObj.WriteMem32(0x001476A4,0x10000047) --10600047
eeObj.WriteMem32(0x002E8D78,0x8000033C) --80005EFC
end


local WS2 = function()
emuObj.AddVsyncHook(patcher)
--16:9
</pre>
eeObj.WriteMem32(0x003324b0,0xbf400000) --0x3f800000
--0x48c83000 >> ctc2 t0, $vi6
eeObj.WriteMem32(0x001dfa8c,0x4a0000b8)
eeObj.WriteMem32(0x001dfc24,0x4a0000b8)
eeObj.WriteMem32(0x001dfcac,0x4a0000b8)
eeObj.WriteMem32(0x001dfd00,0x4a000938)
eeObj.WriteMem32(0x001dffdc,0x4a000938)
eeObj.WriteMem32(0x001e003c,0x4a000938)
eeObj.WriteMem32(0x001e022c,0x4a000938)
eeObj.WriteMem32(0x001e028c,0x4a000938)
eeObj.WriteMem32(0x001e0348,0x4a000938)
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeObj.WriteMem32(0x00324a90,0x8000033c) -- 500607ff
eeObj.WriteMem32(0x00324a94,0x400002ff)
eeObj.WriteMem32(0x00324bc0,0x8000033c)
eeObj.WriteMem32(0x00324bc4,0x400002ff)
-- skip videos
--eeObj.WriteMem32(0x0010ae80,0x24020001)


emuObj.ThrottleMax()
====Need for Speed Carbon====
end
'''''CLI'''''


emuObj.AddVsyncHook(WS2)
<br>SLES_543.22


-- Fix vertical lines
<pre> 
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
#Fix loading freeze
</pre>
--fpu-accurate-range=0x162800,0x162900


====Powerpuff Girls - Relish Rampage====
--ee-cycle-scalar=1.35
<br>All versions
--vu1-mpg-cycles=900
<br>CLI
--vu1-const-prop=1
<pre>
#Fixes hangs in certain locations like building under construction.
--fpu-no-clamping=1
</pre>
==== Prince of Persia - The Two Thrones ====
'''''CLI'''''
<br>All versions
<br>'''Jakv2'''
<pre>
#Performance Fixes
--vu1-mpg-cycles=600
--vu1-di-bits=0
--vu1-di-bits=0
#Might help with glitches
 
--fpu-no-clamping=1
#Fix For Graphical Glitches
--vu1-no-clamping=0
</pre>
</pre>
====Need for Speed Underground 2====
'''''LUA'''''
'''''LUA'''''
<pre>
apiRequest(0.4)


local emuObj = getEmuObject()
<br>SLUS-21065
 
<pre>apiRequest(1.0)
 
local eeObj = getEEObject()
local emuObj = getEmuObject()
 
local patcher = function()
--Speed Fix
eeObj.WriteMem32(0x001D77C8,0x100000B4)
end
 
emuObj.AddVsyncHook(patcher)


emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )
</pre>
</pre>


==== Psi-Ops: The Mindgate Conspiracy ====
====NBA Street Vol.2====
'''''CLI'''''
 
<br>All versions


'''''CLI'''''
<pre>
<pre>
--ee-cycle-scalar=1.6
#Fix for Graphical glitches
--vu1-mpg-cycles=1000
# Fixed low framerate. Jakv2
</pre>
==== Ratatouille ====
<br>SLUS_215.41
<pre>
#Graphics fix, game doesn't like upscaling.
--gs-kernel-cl-up="up2x2simple"
#Clamping
--vu1-no-clamping=0
--vu1-no-clamping=0
#Speedhacks
#Jakv2 emu Used</pre>
--ee-hook=0x004E3560,AdvanceClock,,200
 
--vu1-di-bits=0
====Okami====
--ee-cycle-scalar=1.2
'''''CLI'''''
--vu1-mpg-cycles=400
</pre>


====Ratchet and clank size matters====
'''CLI'''
<br>All versions
<br>All versions
<pre>
#Fix for audio looping at first level
--iop-cycle-scalar=0.1
--cdvd-sector-read-cycles=14000
</pre>


==== Rayman 3: Hoodlum havoc====
<br>'''CLI'''
<br>'''SLUS_206.01'''
<br>Note: Use Kof2000 to prevent missing 3d models
<pre>
<pre>
#Gamefix, change 1000 into 500 if you encounter gfx bugs
--gs-use-mipmap=1
--ee-hook=0x0028A578,AdvanceClock,,1000
--gs-force-bilinear=1
#Necessary Clamping
--gs-kernel-cl="mipmap"
--vu1-no-clamping=0
--gs-kernel-cl-up="mipmap2x2"
--vu0-no-clamping=0
--vu0-no-clamping=0
#Optional Clamping
--vu0-clamp-results=1
--fpu-no-clamping=0
--vu1-no-clamping=0
#Speedup
--vu1-clamp-results=1
--cop2-clamp-results=1
--cop2-no-clamping=0
#Fixes for slowdowns
--vu1-const-prop=1
--vu1-di-bits=0
--vu1-di-bits=0
#underclocking the animation offsets
--ee-cycle-scalar=1.2
--ee-hook=0x0028A808,AdvanceClock,,500
--vu1-injection=1
--ee-hook=0x0028A574,AdvanceClock,,500
#RECVX EMU Fixes Crash Near Orochi boss fight</pre>
--ee-hook=0x0028A4F4,AdvanceClock,,500
 
--ee-hook=0x0028A4E4,AdvanceClock,,500
'''''LUA file'''''
--ee-hook=0x0028A6EC,AdvanceClock,,500
<br>All Versions
--ee-hook=0x0028A460,AdvanceClock,,500
--ee-hook=0x0028A278,AdvanceClock,,500
--ee-hook=0x0028A410,AdvanceClock,,500
--ee-hook=0x0028A288,AdvanceClock,,500
--ee-hook=0x0028A294,AdvanceClock,,500
--ee-hook=0x0028A4A0,AdvanceClock,,500
--ee-hook=0x0028A36C,AdvanceClock,,500
--ee-hook=0x0028A6BC,AdvanceClock,,500
--ee-hook=0x0028A488,AdvanceClock,,500
--ee-hook=0x0028A65C,AdvanceClock,,500
--ee-hook=0x0028A68C,AdvanceClock,,500
--ee-hook=0x0028A6D4,AdvanceClock,,500
--ee-hook=0x0028A6A4,AdvanceClock,,500
--ee-hook=0x0028A5D4,AdvanceClock,,500
</pre><br>'''LUA'''
<pre>
<pre>
-- Rayman 3 Hoodlum Havoc (NTSC)
apiRequest(0.4)
-- emu used=KOF 2000


apiRequest(1.0)  
local emuObj = getEmuObject()


local gpr = require("ee-gpr-alias")
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )</pre>


local eeObj = getEEObject()
====Oni====
local emuObj = getEmuObject()
'''''LUA'''''


-- Fix for thin vertical lines that separate screen picture, misallignment/tearing of screen during upscaling
<br>SLES_501.34
-- psm= SCE_GS_PSMCT32 (0)
<br>SLES_501.76
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} )
<br>SLES_501.77
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
<br>SLES_501.78
<br>SLES_501.79
 
<pre>apiRequest(0.1)
 
-- Fix for hang at loading screen
 
eeInsnReplace(0x1CEF7C, 0x4100FFFF, 0x00000000)</pre>
'''''LUA'''''
 
<br>SLUS_200.64
 
<pre>apiRequest(0.1)


local patcher = function()
-- Fix for hang at loading screen


--Max Score/Unlock Bonuses
eeInsnReplace(0x1CF3CC, 0x4100FFFF, 0x00000000)</pre>
eeObj.WriteMem32(0x211E7744,0x000F423F)


end
====Pac Man World 3====
'''''CLI'''''
<br>SLES-53959
<pre>
--gs-uprender=2x2
--gs-upscale=edgesmooth
--cdvd-sector-read-cycles=2000
--host-display-mode=16:9
#Fix for fmvs showing black screen with subtitles
--fpu-accurate-range=0x3f3068,0x3f32bc


emuObj.AddVsyncHook(patcher)
#emu used=fatal fury battle archives vol2
</pre>
</pre>
<br>'''SLES-51222'''
'''''LUA'''''
<br>'''CLI'''
<br>SLES-53959
<pre>
<pre>
--gs-kernel-cl-up="up2x2skipinterp"
-- Pac-Man World 3 (PAL-M5)(SLES-53959)
-- Widescreen Hack by ICUP321
-- emu used=fatal fury battle archives vol2
-- Ported to ps4 by Stayhye
local gpr = require("ee-gpr-alias")


--vu0-no-clamping=0
apiRequest(0.1)
--vu1-no-clamping=0


--ee-hook=0x0028A408,AdvanceClock,,500
local eeObj = getEEObject()
local emuObj = getEmuObject()


--ee-hook=0x0028A588,AdvanceClock,,500
local patcher = function()
--ee-hook=0x0028A584,AdvanceClock,,500
--Widescreen hack 16:9
--ee-hook=0x0028A57C,AdvanceClock,,500
eeObj.WriteMem32(0x003f30c4,0x3c013f40)
--ee-hook=0x0028A558,AdvanceClock,,500
eeObj.WriteMem32(0x003f30c8,0x4481f000)
--ee-hook=0x0028A554,AdvanceClock,,500
eeObj.WriteMem32(0x003f30d0,0x461eb582)
--ee-hook=0x0028A54C,AdvanceClock,,500
--Render fix
--ee-hook=0x0028A528,AdvanceClock,,500
eeObj.WriteMem32(0x00439184,0x3c013f2b)
--ee-hook=0x0028A524,AdvanceClock,,500
--ee-hook=0x0028A51C,AdvanceClock,,500
--ee-hook=0x0028A4F8,AdvanceClock,,500
--ee-hook=0x0028A4F4,AdvanceClock,,500
--ee-hook=0x0028A4EC,AdvanceClock,,500
--ee-hook=0x0028A4A8,AdvanceClock,,500
--ee-hook=0x0028A49C,AdvanceClock,,500
--ee-hook=0x0028A494,AdvanceClock,,500
--ee-hook=0x0028A48C,AdvanceClock,,500
--ee-hook=0x0028A47C,AdvanceClock,,500
--ee-hook=0x0028A478,AdvanceClock,,500
--ee-hook=0x0028A474,AdvanceClock,,500
--ee-hook=0x0028A230,AdvanceClock,,500
--ee-hook=0x0028A228,AdvanceClock,,500
--ee-hook=0x0028A220,AdvanceClock,,500
--ee-hook=0x0028A218,AdvanceClock,,500
--ee-hook=0x0028A210,AdvanceClock,,500
--ee-hook=0x0028A20C,AdvanceClock,,500
--ee-hook=0x0028A208,AdvanceClock,,500
--ee-hook=0x0028A1FC,AdvanceClock,,500
--ee-hook=0x0028A194,AdvanceClock,,500
--ee-hook=0x0028A160,AdvanceClock,,500
--ee-hook=0x0028A130,AdvanceClock,,500
--ee-hook=0x0028A124,AdvanceClock,,500
--ee-hook=0x0028A120,AdvanceClock,,500
--ee-hook=0x0028A118,AdvanceClock,,500
--ee-hook=0x0028A108,AdvanceClock,,500
--ee-hook=0x0028A0AC,AdvanceClock,,500
--ee-hook=0x0028A098,AdvanceClock,,500
--ee-hook=0x0028A084,AdvanceClock,,500
--ee-hook=0x0028A080,AdvanceClock,,500
--ee-hook=0x0028A078,AdvanceClock,,500
--ee-hook=0x00289F6C,AdvanceClock,,500
--ee-hook=0x00289F68,AdvanceClock,,500
--ee-hook=0x00289F64,AdvanceClock,,500
--ee-hook=0x00289F54,AdvanceClock,,500
--ee-hook=0x00289F4C,AdvanceClock,,500
--ee-hook=0x00289F30,AdvanceClock,,500
</pre>


====Rayman M (Arena)====
emuObj.ThrottleMax()
<br>'''SLES-50457'''
end
<br>'''CLI'''
 
emuObj.AddVsyncHook(patcher)
</pre>
 
====Pac-Man World Rally====
<br>SLUS-21328
<br>CLI
<pre>
<pre>
--vu1-no-clamping=0
--vu1-no-clamping=1
--vu0-no-clamping=0
--vu0-no-clamping=1
--vif1-instant-xfer=0
--mtap1=always
</pre>
</pre>
<br>'''LUA'''
SLUS-21328
<br>LUA
<pre>
<pre>
-- Rayman M (SLES-50457)
-- Fix by Kozarovv
-- ported to PS4 lua by Stayhye
-- emu used=rotk v1
--[[ useful information
This fix should work for other games using this engine.  Like Largo Winch, and Disney's PK - Out of the Shadows.
....and what's more important that patch is by kozarovv
--]]
local gpr = require("ee-gpr-alias")
local gpr = require("ee-gpr-alias")


Line 5,627: Line 5,516:
local emuObj = getEmuObject()
local emuObj = getEmuObject()


local Fix = function()
local patcher = function()
--Start microprograms manually instead of rely on timings.
eeObj.WriteMem32(0x0016DDE4,0x4A80AADC)
eeObj.WriteMem32(0x001c997c,0x4a0000b8)
eeObj.WriteMem32(0x0016DDEC,0x4B7103BC)
eeObj.WriteMem32(0x001c9b64,0x4a0000b8)
eeObj.WriteMem32(0x0016DDD0,0x4B00A29C)
eeObj.WriteMem32(0x001c9bd4,0x4a0000b8)
eeObj.WriteMem32(0x0016DDD8,0x4AF103BC)
eeObj.WriteMem32(0x001c9c24,0x4a000938)
 
eeObj.WriteMem32(0x001c9e7c,0x4a000938)
end
eeObj.WriteMem32(0x001c9ec4,0x4a000938)
 
eeObj.WriteMem32(0x001ca044,0x4a000938)
emuObj.AddVsyncHook(patcher)
eeObj.WriteMem32(0x001ca08c,0x4a000938)
</pre>
-- No need to loop here, just e-bit and wait for vcallms from EE.
 
eeObj.WriteMem32(0x002fc910,0x8000033c)
====Phantasy Star Universe====
eeObj.WriteMem32(0x002fc914,0x400002ff)
'''''CLI'''''
eeObj.WriteMem32(0x002fca40,0x8000033c)
 
eeObj.WriteMem32(0x002fca44,0x400002ff)
All Versions
end
 
<pre>
#Fix for flickering textures and geometry
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
 
--gs-adaptive-frameskip=1
--cdvd-sector-read-cycles=4000
 
#fix for Enemies dont move bug
--fpu-accurate-mul-fast=1
--fpu-accurate-range=0x48cce0,0x49cce0


emuObj.AddVsyncHook(Fix)
#emu used=jakx v2
</pre>
</pre>


====R-Racing Revolution====
====PK - Out of the Shadows====
'''''LUA'''''
<br>NTSC
<br>LUA
<pre>
-- Disney's PK - Out of the Shadows
-- boot fix by kozarovv
-- Widescreen Hack by Arapapa
-- emu used=rotk v1


<br>SLUS_207.21
local gpr = require("ee-gpr-alias")


<pre>apiRequest(0.1)   -- request version 0.1 API. Calling apiRequest() is mandatory.
apiRequest(0.1)


-- Divide $v0 value by 8 before copying it to CMSAR0
local eeObj = getEEObject()
-- sra $v0, 3, this time we are losing one nop on cop2. Can be important.
local emuObj = getEmuObject()


eeInsnReplace(0x2DDB4C, 0x48C2D801, 0x000210C3)
local WS2 = function()
eeInsnReplace(0x2DDB50, 0x4A0002FF, 0x48C2D801)
--16:9
eeInsnReplace(0x2DDBC4, 0x48C2D801, 0x000210C3)
eeObj.WriteMem32(0x003324b0,0xbf400000) --0x3f800000
eeInsnReplace(0x2DDBC8, 0x4A0002FF, 0x48C2D801)
--0x48c83000 >> ctc2 t0, $vi6
eeInsnReplace(0x313C30, 0x48C2D801, 0x000210C3)
eeObj.WriteMem32(0x001dfa8c,0x4a0000b8)
eeInsnReplace(0x313C34, 0x4A0002FF, 0x48C2D801)
eeObj.WriteMem32(0x001dfc24,0x4a0000b8)
eeInsnReplace(0x3144FC, 0x48C2D801, 0x000210C3)
eeObj.WriteMem32(0x001dfcac,0x4a0000b8)
eeInsnReplace(0x314500, 0x4A0002FF, 0x48C2D801)
eeObj.WriteMem32(0x001dfd00,0x4a000938)
eeInsnReplace(0x314E04, 0x48C2D801, 0x000210C3)
eeObj.WriteMem32(0x001dffdc,0x4a000938)
eeInsnReplace(0x314E08, 0x4A0002FF, 0x48C2D801)
eeObj.WriteMem32(0x001e003c,0x4a000938)
eeInsnReplace(0x31570C, 0x48C2D801, 0x000210C3)
eeObj.WriteMem32(0x001e022c,0x4a000938)
eeInsnReplace(0x315710, 0x4A0002FF, 0x48C2D801)
eeObj.WriteMem32(0x001e028c,0x4a000938)
eeInsnReplace(0x315FFC, 0x48C2D801, 0x000210C3)
eeObj.WriteMem32(0x001e0348,0x4a000938)
eeInsnReplace(0x316000, 0x4A0002FF, 0x48C2D801)
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeInsnReplace(0x3168EC, 0x48C2D801, 0x000210C3)
eeObj.WriteMem32(0x00324a90,0x8000033c) -- 500607ff
eeInsnReplace(0x3168F0, 0x4A0002FF, 0x48C2D801)
eeObj.WriteMem32(0x00324a94,0x400002ff)
eeInsnReplace(0x31724C, 0x48C2D801, 0x000210C3)
eeObj.WriteMem32(0x00324bc0,0x8000033c)
eeInsnReplace(0x317250, 0x4A0002FF, 0x48C2D801)
eeObj.WriteMem32(0x00324bc4,0x400002ff)
eeInsnReplace(0x317B74, 0x48C2D801, 0x000210C3)
-- skip videos
eeInsnReplace(0x317B78, 0x4A0002FF, 0x48C2D801)
--eeObj.WriteMem32(0x0010ae80,0x24020001)
eeInsnReplace(0x318430, 0x48C2D801, 0x000210C3)
 
eeInsnReplace(0x318434, 0x4A0002FF, 0x48C2D801)
emuObj.ThrottleMax()
eeInsnReplace(0x318D54, 0x48C2D801, 0x000210C3)
end
eeInsnReplace(0x318D58, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x319AA0, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x319AA4, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31A8D4, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x31A8D8, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31B7A4, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x31B7A8, 0x4A0002FF, 0x48C2D801)


-- fix graphical issues</pre>
emuObj.AddVsyncHook(WS2)


====Radiata Stories====
-- Fix vertical lines
'''''CLI'''''
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
</pre>


====Powerpuff Girls - Relish Rampage====
<br>All versions
<br>All versions
<br>CLI
<pre>
#Fixes hangs in certain locations like building under construction.
--fpu-no-clamping=1
</pre>
==== Psi-Ops: The Mindgate Conspiracy ====


<pre>--vu-hack-triace=1
'''''CLI'''''
--gs-use-mipmap=1
<pre>
--gs-kernel-cl="mipmap"
--ee-cycle-scalar=1.6
--gs-kernel-cl-up="mipmap2x2"
--vu1-mpg-cycles=1000
 
# Fixed low framerate. Jakv2
#Mandatory triace fix for boot crash and fix for uncommon glitches like outlines in Jack's face during specific cutscenes.</pre>
</pre>
====Ratchet And Clank Size Matters====
'''CLI'''
<br>All versions
<pre>
#Fix for audio looping at first level
--iop-cycle-scalar=0.1
--cdvd-sector-read-cycles=14000
</pre>


====Raw Danger! / Zettai Zetsumei Toshi 2 - Itetsuita Kiokutachi====
==== Rayman 3: Hoodlum havoc====
 
'''CLI'''
SLUS_215.01
<br>'''SLUS_206.01'''
<br>LUA
<br>Note: Use Kof2000 to prevent missing 3d models
<pre>apiRequest(0.1)
<pre>
 
#Gamefix, change 1000 into 500 if you encounter gfx bugs
-- SLUS-21501 speedhack
--ee-hook=0x0028A578,AdvanceClock,,1000
 
#Necessary Clamping
eeInsnReplace(0x11e104, 0x0c066a5c, 0x00000000)
--vu1-no-clamping=0
eeInsnReplace(0x11e10c, 0x0c08a8ec, 0x00000000)</pre>
--vu0-no-clamping=0
 
#Optional Clamping
SLES_545.87
--fpu-no-clamping=0
<br>LUA
#Speedup
<pre>apiRequest(0.1)
--vu1-di-bits=0
 
#underclocking the animation offsets
-- SLES-54587 speedhack
--ee-hook=0x0028A808,AdvanceClock,,500
 
--ee-hook=0x0028A574,AdvanceClock,,500
eeInsnReplace(0x11e0f4, 0x0c066a40, 0x00000000)
--ee-hook=0x0028A4F4,AdvanceClock,,500
eeInsnReplace(0x11e0fc, 0x0c08a8d0, 0x00000000)</pre>
--ee-hook=0x0028A4E4,AdvanceClock,,500
 
--ee-hook=0x0028A6EC,AdvanceClock,,500
SLPS_256.06
--ee-hook=0x0028A460,AdvanceClock,,500
<br>LUA
--ee-hook=0x0028A278,AdvanceClock,,500
<pre>apiRequest(0.1)
--ee-hook=0x0028A410,AdvanceClock,,500
--ee-hook=0x0028A288,AdvanceClock,,500
--ee-hook=0x0028A294,AdvanceClock,,500
--ee-hook=0x0028A4A0,AdvanceClock,,500
--ee-hook=0x0028A36C,AdvanceClock,,500
--ee-hook=0x0028A6BC,AdvanceClock,,500
--ee-hook=0x0028A488,AdvanceClock,,500
--ee-hook=0x0028A65C,AdvanceClock,,500
--ee-hook=0x0028A68C,AdvanceClock,,500
--ee-hook=0x0028A6D4,AdvanceClock,,500
--ee-hook=0x0028A6A4,AdvanceClock,,500
--ee-hook=0x0028A5D4,AdvanceClock,,500
</pre><br>'''LUA'''
<pre>
-- Rayman 3 Hoodlum Havoc (NTSC)
-- emu used=KOF 2000


-- SLPS-25606 speedhack
apiRequest(1.0) 


eeInsnReplace(0x11e094, 0x0c066804, 0x00000000)
local gpr = require("ee-gpr-alias")
eeInsnReplace(0x11e09c, 0x0c08a654, 0x00000000)</pre>


====Rygar: The Legendary Adventure====
local eeObj = getEEObject()
'''''CLI'''''
local emuObj = getEmuObject()


<br>SLUS_204.71
-- Fix for thin vertical lines that separate screen picture, misallignment/tearing of screen during upscaling
-- psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )


<pre>--fpu-accurate-range=0x147CC0,0x147EA0
local patcher = function()


#Fix for freeze after leaving the first area.</pre>
--Max Score/Unlock Bonuses
eeObj.WriteMem32(0x211E7744,0x000F423F)


<br>SCAJ_200.16
end


<pre>--fpu-accurate-range=0x1485C4,0x148724
emuObj.AddVsyncHook(patcher)
 
#Fix </pre>
 
====Samurai Shodown VI====
'''''CLI'''''
 
<br>All versions
 
<pre>--gs-upscale=point
--gs-uprender=2x2
--gs-motion-factor=25
--host-audio-latency=0.01
--gs-ignore-dirty-page-border=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
 
#same as Anthology, which VI is a patched-out section of; substantial slowdown during combat has been mitigated.</pre>
 
====Samurai Warriors 2 Xtreme Legends====
'''CLI'''
<br>'''Jakv2'''
<br>All versions
<pre>
#To prevent disc reset upon import game-data
--switch-disc-reset=0
#Speedhacks
--ee-cycle-scalar=1.1
--vu1-di-bits=0
#Could help with AI not being able to move in some suguroko challenges.
--fpu-no-clamping=1
</pre>
</pre>
 
<br>'''SLES-51222'''
====Scaler====
<br>'''CLI'''
<br>'''CLI'''
<br>'''JAKv2'''
<br>All Versions
<pre>
<pre>
#Upscaling fix
--gs-kernel-cl-up="up2x2skipinterp"
--gs-kernel-cl-up="up2x2simple"
 
#Speedhacks
--vu0-no-clamping=0
--ee-cycle-scalar=1.2
--vu1-no-clamping=0
--vu1-mpg-cycles=1600
--vu1-injection=1
--vu1-di-bits=0
</pre>


====Scarface====
--ee-hook=0x0028A408,AdvanceClock,,500
'''LUA'''
<br>SLES 542.71
<pre>
-- Scarface SLES 542.71
-- speed fix by Agrippa & Kozarovv
-- graphical issues fix by kozarovv (port version NTSC)
-- ported to PS4 (port version NTSC - by Stayhye )
-- emu used=star ocean v2


apiRequest(0.1)
--ee-hook=0x0028A588,AdvanceClock,,500
local cpr      = require("ee-cpr0-alias")
--ee-hook=0x0028A584,AdvanceClock,,500
local emuObj      = getEmuObject()
--ee-hook=0x0028A57C,AdvanceClock,,500
local eeObj      = getEEObject()
--ee-hook=0x0028A558,AdvanceClock,,500
--ee-hook=0x0028A554,AdvanceClock,,500
--ee-hook=0x0028A54C,AdvanceClock,,500
--ee-hook=0x0028A528,AdvanceClock,,500
--ee-hook=0x0028A524,AdvanceClock,,500
--ee-hook=0x0028A51C,AdvanceClock,,500
--ee-hook=0x0028A4F8,AdvanceClock,,500
--ee-hook=0x0028A4F4,AdvanceClock,,500
--ee-hook=0x0028A4EC,AdvanceClock,,500
--ee-hook=0x0028A4A8,AdvanceClock,,500
--ee-hook=0x0028A49C,AdvanceClock,,500
--ee-hook=0x0028A494,AdvanceClock,,500
--ee-hook=0x0028A48C,AdvanceClock,,500
--ee-hook=0x0028A47C,AdvanceClock,,500
--ee-hook=0x0028A478,AdvanceClock,,500
--ee-hook=0x0028A474,AdvanceClock,,500
--ee-hook=0x0028A230,AdvanceClock,,500
--ee-hook=0x0028A228,AdvanceClock,,500
--ee-hook=0x0028A220,AdvanceClock,,500
--ee-hook=0x0028A218,AdvanceClock,,500
--ee-hook=0x0028A210,AdvanceClock,,500
--ee-hook=0x0028A20C,AdvanceClock,,500
--ee-hook=0x0028A208,AdvanceClock,,500
--ee-hook=0x0028A1FC,AdvanceClock,,500
--ee-hook=0x0028A194,AdvanceClock,,500
--ee-hook=0x0028A160,AdvanceClock,,500
--ee-hook=0x0028A130,AdvanceClock,,500
--ee-hook=0x0028A124,AdvanceClock,,500
--ee-hook=0x0028A120,AdvanceClock,,500
--ee-hook=0x0028A118,AdvanceClock,,500
--ee-hook=0x0028A108,AdvanceClock,,500
--ee-hook=0x0028A0AC,AdvanceClock,,500
--ee-hook=0x0028A098,AdvanceClock,,500
--ee-hook=0x0028A084,AdvanceClock,,500
--ee-hook=0x0028A080,AdvanceClock,,500
--ee-hook=0x0028A078,AdvanceClock,,500
--ee-hook=0x00289F6C,AdvanceClock,,500
--ee-hook=0x00289F68,AdvanceClock,,500
--ee-hook=0x00289F64,AdvanceClock,,500
--ee-hook=0x00289F54,AdvanceClock,,500
--ee-hook=0x00289F4C,AdvanceClock,,500
--ee-hook=0x00289F30,AdvanceClock,,500
</pre>


--PS3 config(speed up)
====Rayman M (Arena)====
eeInsnReplace(0x00643e70, 0xc4810020, 0x03e00008)
<br>'''SLES-50457'''
eeInsnReplace(0x00643e74, 0x3c033f80, 0x00000000)
<br>'''CLI'''
eeInsnReplace(0x0064300c, 0x45010012, 0x10000012)
<pre>
eeInsnReplace(0x00510290, 0x3c034320, 0x3c034220)
--vu1-no-clamping=0
eeInsnReplace(0x00510240, 0x3c033f80, 0x3c033f00)
--vu0-no-clamping=0
 
--vif1-instant-xfer=0
local gfx_fix = function()
--mtap1=always
eeObj.WriteMem32(0x004ee128,0x10000003) --14400003
eeObj.WriteMem32(0x004f5224,0x00000000)  --14c00003
eeObj.WriteMem32(0x004f5248,0x10000007)  --14650007
 
eeObj.Vu1MpgCycles(375)
end
emuObj.AddVsyncHook(gfx_fix)
 
-- Uprender/Upscale fix
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
</pre>
</pre>
<br>'''LUA'''
<br>Pal
<pre>
-- Rayman M (SLES-50457)
-- Fix by Kozarovv
-- ported to PS4 lua by Stayhye
-- emu used=rotk v1


====Scooby-Doo! First Frights™====
--[[ useful information
SLES_554.76 Only!
<br>CLI
<pre>--ee-hook=0x00163984,FastForwardClock
--ee-hook=0x00163998,FastForwardClock
#Fix for distorted audio</pre>


====Scooby-Doo! and the Spooky Swamp™====
This fix should work for other games using this engine.  Like Largo Winch, and Disney's PK - Out of the Shadows.
SLES_556.09 Only!
....and what's more important that patch is by kozarovv
<br>CLI
<pre>--ee-hook=0x001480F4,FastForwardClock
--ee-hook=0x00148108,FastForwardClock
#Fix for distorted audio</pre>


====SEGA Sports Tennis/ Virtua Tennis 2====
--]]
<br>SLUS-20480
<pre>
-- fix by kozarovv
-- emu used=psychonauts v2


local gpr = require("ee-gpr-alias")
local gpr = require("ee-gpr-alias")
Line 5,856: Line 5,766:
local emuObj = getEmuObject()
local emuObj = getEmuObject()


local patcher = function()
local Fix = function()
-- First unpack, then run program you silly.
--Start microprograms manually instead of rely on timings.
eeObj.WriteMem8(0x283774, 0x30)
eeObj.WriteMem32(0x001c997c,0x4a0000b8)
eeObj.WriteMem8(0x283780, 0x20)
eeObj.WriteMem32(0x001c9b64,0x4a0000b8)
end
eeObj.WriteMem32(0x001c9bd4,0x4a0000b8)
 
eeObj.WriteMem32(0x001c9c24,0x4a000938)
emuObj.AddVsyncHook(patcher)
eeObj.WriteMem32(0x001c9e7c,0x4a000938)
eeObj.WriteMem32(0x001c9ec4,0x4a000938)
eeObj.WriteMem32(0x001ca044,0x4a000938)
eeObj.WriteMem32(0x001ca08c,0x4a000938)
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeObj.WriteMem32(0x002fc910,0x8000033c)
eeObj.WriteMem32(0x002fc914,0x400002ff)
eeObj.WriteMem32(0x002fca40,0x8000033c)
eeObj.WriteMem32(0x002fca44,0x400002ff)
end
 
emuObj.AddVsyncHook(Fix)
</pre>
</pre>
<br>SLES-51232
NTSC (Arena)
<pre>
<pre>
-- Rayman Arena
-- fix method for game engine by kozarovv
-- ported to PS4
-- emu used=jakx v2
local gpr = require("ee-gpr-alias")
local gpr = require("ee-gpr-alias")


Line 5,874: Line 5,800:


local patcher = function()
local patcher = function()
-- First unpack, then run program you silly.
--Start microprograms manually instead of rely on timings.
eeObj.WriteMem8(0x289914, 0x30)
--0x48c83000 >> ctc2 t0, $vi6
eeObj.WriteMem8(0x289920, 0x20)
--eeObj.WriteMem32(0x001de8e4,0x4a0000b8)
eeObj.WriteMem32(0x001de9b0,0x4a0000b8)
eeObj.WriteMem32(0x001deb94,0x4a0000b8)
eeObj.WriteMem32(0x001dec00,0x4a000938)
eeObj.WriteMem32(0x001dec54,0x4a000938)
eeObj.WriteMem32(0x001deea0,0x4a000938)
eeObj.WriteMem32(0x001deedc,0x4a000938)
eeObj.WriteMem32(0x001df078,0x4a000938)
eeObj.WriteMem32(0x001df0b4,0x4a000938)
eeObj.WriteMem32(0x001df154,0x4a000938)
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeObj.WriteMem32(0x0031ba90,0x8000033c) -- 500607ff
eeObj.WriteMem32(0x0031ba94,0x400002ff)
eeObj.WriteMem32(0x0031bbc0,0x8000033c)
eeObj.WriteMem32(0x0031bbc4,0x400002ff)
 
 
emuObj.ThrottleMax()
end
end


Line 5,882: Line 5,825:
</pre>
</pre>


====Shadow of the Colossus====
====R-Racing Revolution====
'''CLI'''
'''''LUA'''''
<br>All versions
<pre>
#Speedhacks for performance
--ee-cycle-scalar=1.2
--vu1-di-bits=0
--vu1-mpg-cycles=600
#Game hates mtvu, It also hates jit-sync as it causes graphical problems
#Therefore jit is good enough to improve performance and keep graphics stable
--vu1=jit
</pre>


====Shin Megami Tensei: Persona 3 FES====
<br>SLUS_207.21


<br>'''NTSC'''
<pre>apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.
<br>'''CLI'''
<pre>
#Speedhacks
--vu1-di-bits=0
--vu1-const-prop=1
--vu1-mpg-cycles=400
#Clamping
--vu1-no-clamping=0
#Mipmap
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Jakv2
</pre>


====Shin Megami Tensei: Persona 4====
-- Divide $v0 value by 8 before copying it to CMSAR0
'''''CLI'''''
-- sra $v0, 3, this time we are losing one nop on cop2. Can be important.


All Versions
eeInsnReplace(0x2DDB4C, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x2DDB50, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x2DDBC4, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x2DDBC8, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x313C30, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x313C34, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x3144FC, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x314500, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x314E04, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x314E08, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31570C, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x315710, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x315FFC, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x316000, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x3168EC, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x3168F0, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31724C, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x317250, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x317B74, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x317B78, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x318430, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x318434, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x318D54, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x318D58, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x319AA0, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x319AA4, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31A8D4, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x31A8D8, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31B7A4, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x31B7A8, 0x4A0002FF, 0x48C2D801)


<pre>
-- fix graphical issues</pre>
#Graphical glitches fixes, Vu Clamp mode 2
--vu1-no-clamping=0
#Performance fixes
--vu1-const-prop=1
--vu1-di-bits=0
--ee-cycle-scalar=1.3


#Jakv2 Emu Used
====Radiata Stories====
'''''CLI'''''


#Fix for Slowdowns in Battles And flickering textures When fusing Personas</pre>
<br>All versions


<br>'''LUA'''
<pre>--vu-hack-triace=1
<br>NTSC
--gs-use-mipmap=1
<pre>
--gs-kernel-cl="mipmap"
-- Persona 4 NTSC Fix for bottom left text not appearing
--gs-kernel-cl-up="mipmap2x2"


local gpr = require("ee-gpr-alias")
#Mandatory triace fix for boot crash and fix for uncommon glitches like outlines in Jack's face during specific cutscenes.</pre>


apiRequest(0.1)
====Raw Danger! / Zettai Zetsumei Toshi 2 - Itetsuita Kiokutachi====


local eeObj = getEEObject()
SLUS_215.01
local emuObj = getEmuObject()
<br>LUA
<pre>apiRequest(0.1)


local patcher = function()
-- SLUS-21501 speedhack


eeObj.WriteMem32(0x00189c60,0x3c023f7f)
eeInsnReplace(0x11e104, 0x0c066a5c, 0x00000000)
eeInsnReplace(0x11e10c, 0x0c08a8ec, 0x00000000)</pre>


end
SLES_545.87
<br>LUA
<pre>apiRequest(0.1)


emuObj.AddVsyncHook(patcher)
-- SLES-54587 speedhack
</pre>


====Shinobido: Way of the Ninja====
eeInsnReplace(0x11e0f4, 0x0c066a40, 0x00000000)
<br>All versions
eeInsnReplace(0x11e0fc, 0x0c08a8d0, 0x00000000)</pre>
<pre>
# Fixes hang going in to the gardens.
--fpu-no-clamping=1
</pre>


====Sly Cooper 1====
SLPS_256.06
'''CLI'''
<br>LUA
<br>All versions
<pre>apiRequest(0.1)
<pre>
#Fix for upscaling corruptions
--gs-kernel-cl-up="up2x2simple"
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
</pre>


====Second Sight====
-- SLPS-25606 speedhack
'''''CLI'''''


<br>All Versions
eeInsnReplace(0x11e094, 0x0c066804, 0x00000000)
eeInsnReplace(0x11e09c, 0x0c08a654, 0x00000000)</pre>


<pre>--vu1=jit-sync
====Rygar: The Legendary Adventure====
--vif1-instant-xfer=0
'''''CLI'''''
 
<br>SLUS_204.71
 
<pre>--fpu-accurate-range=0x147CC0,0x147EA0
 
#Fix for freeze after leaving the first area.</pre>
 
<br>SCAJ_200.16
 
<pre>--fpu-accurate-range=0x1485C4,0x148724


#Fix for black screen after ps2 logo and graphical glitches.</pre>
#Fix </pre>


====Silent Hill 2====
====Samurai Shodown VI====
'''''CLI'''''
'''''CLI'''''
<br>(SLUS-20228)
 
<br>All versions
 
<pre>--gs-upscale=point
--gs-uprender=2x2
--gs-motion-factor=25
--host-audio-latency=0.01
--gs-ignore-dirty-page-border=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
 
#same as Anthology, which VI is a patched-out section of; substantial slowdown during combat has been mitigated.</pre>
 
====Samurai Warriors 2 Xtreme Legends====
'''LUA'''
<br>'''Jakv2'''
<br>NTSC
<pre>
<pre>
#Fix For Slowdowns
apiRequest(0.1)
--vu1-mpg-cycles=1000
--vu1-di-bits=0
--vu1-const-prop=1
</pre>
 
'''''LUA'''''
<br>(SLUS-20228)
<pre>apiRequest(1.0)


local eeObj = getEEObject()
local eeObj = getEEObject()
local emuObj = getEmuObject()
local emuObj = getEmuObject()
local patcher = function()
local patcher = function()
--Load merge menus
eeObj.WriteMem32(0x00397E80, 0x00000001)
--Merge's Data
eeObj.WriteMem32(0x005C1E28, 0x65300000)
eeObj.WriteMem32(0x005C1E58, 0x65300000)
eeObj.WriteMem32(0x005EC270, 0x05030100)
eeObj.WriteMem32(0x005EC2A0, 0x04030100)
eeObj.WriteMem32(0x005EC2D0, 0x04030100)
eeObj.WriteMem32(0x005EC300, 0x05030100)
eeObj.WriteMem32(0x00614320, 0x05030100)
eeObj.WriteMem32(0x00614350, 0x05030100)
eeObj.WriteMem32(0x00614380, 0x05030100)
eeObj.WriteMem32(0x006143B0, 0x04030100)
eeObj.WriteMem32(0x00584DB0, 0x00000010)
eeObj.WriteMem32(0x00584DB4, 0x06010000)
eeObj.WriteMem32(0x00584DC0, 0x00000010)
eeObj.WriteMem32(0x00584DC4, 0x06010000)
eeObj.WriteMem32(0x00584DD0, 0x00000010)
eeObj.WriteMem32(0x00584DD4, 0x06010000)
eeObj.WriteMem32(0x00584DD8, 0x00000010)
eeObj.WriteMem32(0x00584DDC, 0x06010000)
eeObj.WriteMem32(0x00584DE0, 0x00000010)
eeObj.WriteMem32(0x00584DE4, 0x06010000)
eeObj.WriteMem32(0x00584DE8, 0x00000010)
eeObj.WriteMem32(0x00584DEC, 0x06010000)
eeObj.WriteMem32(0x00584DF0, 0x00000010)
eeObj.WriteMem32(0x00584DF4, 0x06010000)
eeObj.WriteMem32(0x00584E00, 0x00000010)
eeObj.WriteMem32(0x00584E04, 0x06010000)
eeObj.WriteMem32(0x00584E10, 0x00000010)
eeObj.WriteMem32(0x00584E14, 0x06010000)
eeObj.WriteMem32(0x00584E20, 0x00000010)
eeObj.WriteMem32(0x00584E24, 0x06010000)
eeObj.WriteMem32(0x00584E28, 0x00000010)
eeObj.WriteMem32(0x00584E2C, 0x06010000)
eeObj.WriteMem32(0x00584E30, 0x00000010)
eeObj.WriteMem32(0x00584E34, 0x06010000)
eeObj.WriteMem32(0x00584E38, 0x00000010)
eeObj.WriteMem32(0x00584E3C, 0x06010000)
eeObj.WriteMem32(0x00584E40, 0x00000010)
eeObj.WriteMem32(0x00584E44, 0x06010000)
eeObj.WriteMem32(0x00584E50, 0x00000010)
eeObj.WriteMem32(0x00584E54, 0x06010000)
eeObj.WriteMem32(0x00584E60, 0x00000010)
eeObj.WriteMem32(0x00584E64, 0x06010000)
eeObj.WriteMem32(0x00584E70, 0x00000010)
eeObj.WriteMem32(0x00584E74, 0x06010000)
eeObj.WriteMem32(0x00584E80, 0x00000010)
eeObj.WriteMem32(0x00584E84, 0x06010000)
eeObj.WriteMem32(0x00584E90, 0x00000010)
eeObj.WriteMem32(0x00584E94, 0x06010000)
eeObj.WriteMem32(0x00584Ea0, 0x00000010)
eeObj.WriteMem32(0x00584Ea4, 0x06010000)
eeObj.WriteMem32(0x00584Ea8, 0x00000010)
eeObj.WriteMem32(0x00584Eac, 0x06010000)
eeObj.WriteMem32(0x00584Eb0, 0x00000010)
eeObj.WriteMem32(0x00584Eb4, 0x06010000)
eeObj.WriteMem32(0x00584Eb8, 0x00000010)
eeObj.WriteMem32(0x00584Ebc, 0x06010000)
eeObj.WriteMem32(0x00584EC0, 0x00000010)
eeObj.WriteMem32(0x00584EC4, 0x06010000)
eeObj.WriteMem32(0x00584EC8, 0x00000010)
eeObj.WriteMem32(0x00584ECC, 0x06010000)
eeObj.WriteMem32(0x00584ED0, 0x00000010)
eeObj.WriteMem32(0x00584ED4, 0x06010000)
eeObj.WriteMem32(0x00584EE0, 0x00000010)
eeObj.WriteMem32(0x00584EE4, 0x06010000)
eeObj.WriteMem32(0x00584EF0, 0x00000010)
eeObj.WriteMem32(0x00584EF4, 0x06010000)
eeObj.WriteMem32(0x00584EF8, 0x00000010)
eeObj.WriteMem32(0x00584EFC, 0x06010000)
--Sugoroku glitch patch
eeObj.WriteMem32(0x00102230,0x00000000)
--No interlacing
eeObj.WriteMem32(0x00102298,0x30420000)


--Enable custom progressive scan mode and enhanced mode to fix double-layer screen display errors
end
eeObj.WriteMem32(0x1A68e4,0x24050000)
--Fix for upscaling glitches
eeObj.WriteMem32(0x1A68e8,0x24060050)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} )
eeObj.WriteMem32(0x1A68ec,0x24070001)
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
eeObj.WriteMem32(0x2a7968,0x34030002)
eeObj.WriteMem32(0x1961f8,0x28670000)
eeObj.WriteMem32(0x27fe74,0x00000000)
eeObj.WriteMem32(0x27fac4,0x00000000)


local code_check1 = eeObj.ReadMem16(0x1221C4E)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
if code_check1 == 0x001F then
eeObj.WriteMem8(0x1221c4e,0x1b)
eeObj.WriteMem8(0x1221c76,0x1b)
end
end


emuObj.AddVsyncHook(patcher)
emuObj.AddVsyncHook(patcher)
</pre>
</pre>


====Silent Hill 2: Director's Cut====
====Scaler====
<br>
<br>'''CLI'''
'''''CLI'''''
<br>'''JAKv2'''
<br>SLES_511.56
<br>All Versions
<pre>
<pre>
#Performance boost.
#Upscaling fix
--ee-cycle-scalar=1.8
--gs-kernel-cl-up="up2x2simple"
## Force PAL game to 30 fps with Progressive scan (but '--force-pal-60hz=1' does the audio and video unsync )
#Speedhacks
#--force-pal-60hz=1
--vu1-jr-cache-policy=sameprog
--gs-progressive=1
--vu1-jalr-cache-policy=sameprog
 
--vu1-mpg-cycles=600
## I need to test more, but it looks good.
--vu1-di-bits=0
--ee-cycle-scalar=1.1
</pre>
</pre>


====SNK vs Capcom: SVC Chaos====
<br>'''LUA'''
'''''CLI'''''
<br>'''JAKv2'''
<br>PAL
<pre>


<br>All Versions
apiRequest(0.1)


<pre>--gs-use-clut-merge=1
local eeObj = getEEObject()
--gs-kernel-cl="clutmerge"
local emuObj = getEmuObject()
--gs-kernel-cl-up="clutmerge2x2"


#Fixes missing hud/UI elements.</pre>
local patcher = function()
 
eeObj.WriteMem32(0x0021E5AC, 0x8F8288C0)
eeObj.WriteMem32(0x0021E218, 0x8F8288C0)
eeObj.WriteMem32(0x0021E598, 0x8F8288C0)
eeObj.WriteMem32(0x0021DDA4, 0x8F8288C0)
eeObj.WriteMem32(0x0021DDC8, 0x0)
eeObj.WriteMem32(0x001DDC3C, 0x0)
end
emuObj.AddVsyncHook(patcher)
</pre>


====Soul Calibur 2====
====Scooby-Doo! First Frights™====
ALL
SLES_554.76 Only!
<br>CLI
<br>CLI
<pre>--vif1-instant-xfer=0
<pre>--ee-hook=0x00163984,FastForwardClock
--gs-progressive=1
--ee-hook=0x00163998,FastForwardClock
#Fix for distorted audio</pre>


#Fixes missing characters due to the game requiring better VIF1 sync.</pre>
====Scooby-Doo! and the Spooky Swamp™====
 
SLES_556.09 Only!
====Soul Calibur 3====
ALL
<br>CLI
<br>CLI
<pre>--vif1-instant-xfer=0
<pre>--ee-hook=0x001480F4,FastForwardClock
--ee-cycle-scalar=1.4
--ee-hook=0x00148108,FastForwardClock
--iop-cycle-scalar=2.1
#Fix for distorted audio</pre>
--vu1-mpg-cycles=190
--framelimiter=1
--framelimit-fps=60.0
--framelimit-scalar=2
--host-vsync=1


#Fixes missing characters, corrupted graphics and speed correction. vu1-mpg-cycles=190 causes crashes on certain stages and create a soul mode.</pre>
====SEGA Sports Tennis/ Virtua Tennis 2====
<br>SLUS-20480
<pre>
-- fix by kozarovv
-- emu used=psychonauts v2


====Spider-Man 3 ====
local gpr = require("ee-gpr-alias")
ALL
<br>CLI
<pre>--vu0-di-bits=0
--vu1-di-bits=0


--ee-cycle-scalar=1.7
apiRequest(0.1)
--iop-cycle-scalar=0.8


--vu1-mpg-cycles=600
local eeObj = getEEObject()
local emuObj = getEmuObject()


--host-audio-latency=2.21
local patcher = function()
-- First unpack, then run program you silly.
eeObj.WriteMem8(0x283774, 0x30)
eeObj.WriteMem8(0x283780, 0x20)
end


#Fix for slowdown and micro-freezes</pre>
emuObj.AddVsyncHook(patcher)
</pre>
<br>SLES-51232
<pre>
local gpr = require("ee-gpr-alias")


====SpongeBob SquarePants: Battle for Bikini Bottom====
apiRequest(0.1)
ALL
 
<br>'''''CLI'''''
local eeObj = getEEObject()
<pre>
local emuObj = getEmuObject()
#Fix for Graphical issues
 
--vu1-no-clamping=0
local patcher = function()
#Rest might be unnecessary
-- First unpack, then run program you silly.
--vu0-no-clamping=0
eeObj.WriteMem8(0x289914, 0x30)
--vu0-clamp-operands=1
eeObj.WriteMem8(0x289920, 0x20)
--vu0-clamp-results=1
end
--vu1-clamp-operands=1
 
--vu1-clamp-results=1
emuObj.AddVsyncHook(patcher)
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
</pre>
</pre>


====Spyro: Enter The Dragonfly====
====Shadow of the Colossus====
<br>'''SLES-510.43'''
'''CLI'''
<br>'''CLI'''
<br>All versions
<pre>
<pre>
#underclocking these offsets for performance
#Speedhacks for performance
--ee-hook=0x00127850,AdvanceClock,,400
--ee-cycle-scalar=1.2
--ee-hook=0x00127C00,AdvanceClock,,400
--ee-hook=0x0012E210,AdvanceClock,,400
--ee-hook=0x0012A540,AdvanceClock,,400
--ee-hook=0x0014B970,AdvanceClock,,400
--ee-hook=0x0014BFA0,AdvanceClock,,400
--ee-hook=0x001498A0,AdvanceClock,,400
--ee-hook=0x00182FA0,AdvanceClock,,400
--ee-hook=0x001831D0,AdvanceClock,,400
#Speedhack
--vu1-di-bits=0
--vu1-di-bits=0
</pre>
--vu1-mpg-cycles=600
<br>'''All versions'''
<br>'''''CLI'''''
<pre>
#Speedhacks + Clamping
--vu1-di-bits=0
--vu1-const-prop=1
--vu1-mpg-cycles=500
--ee-cycle-scalar=1.2
--vu1-no-clamping=1
--vu0-no-clamping=1
#Jakv2 Emu Used
</pre>
</pre>


<br> NTSC LUA
'''LUA'''
<br>
<pre>
<pre>
-- Fix For Freeze at game start
-- Shadow of the Colossus
-- ported to PS4 by Stayhye
-- emu used=kof98um


apiRequest(0.1)


local gpr = require("ee-gpr-alias")
local gpr       = require("ee-gpr-alias")


apiRequest(0.5)
local emuObj      = getEmuObject()
local eeObj = getEEObject()
local eeObj       = getEEObject()
local emuObj = getEmuObject()
local gsObj      = getGsObject()
local patcher = function()
eeObj.WriteMem32(0x001E71DC,0x24020001)
emuObj.ThrottleMax()
end


emuObj.AddVsyncHook(patcher)</pre>


====Spy hunter====
emuObj.PadSetLightBar(0, 45,65,55)
<br>All versions
emuObj.SetDeinterlace(true)
<br>CLI
emuObj.SetDisplayAspectWide()
<pre>
# Fixes loading hang.
--vif1-instant-xfer=0
</pre>


====SSX====
--stutter fix
<br>'''''CLI'''''
eeObj.AddHook(0x00125838,0x00041878,function() -- dsll v1, a0, 1
<br>All versions
        eeObj.AdvanceClock(8000)
<pre>
        eeObj.Vu1MpgCycles(450)
--iop-cycle-scalar=1.8
end)       
--host-audio-latency=1.1


#Use JakX v2 emu</pre>


====Star Wars - Episode 3 - Die Rache der Sith====
local WS = function()
 
--
'''''LUA file'''''
--eeObj.WriteMem32(0x0012584c,0x1000fffa)
<pre>
-- Star Wars - Episode III - Die Rache der Sith (PAL) SLES-53157
-- Widescreen Hack by ElHecht
-- ported to PS4
-- emu used=Star Wars Racer's Revenge v1
 
apiRequest(0.4)
 
local gpr      = require("ee-gpr-alias")
local emuObj      = getEmuObject()
local eeObj      = getEEObject()
local widescreen = function()
 
-- 16:9
eeObj.WriteMem32(0x004dbd44,0x3c023f40)
eeObj.WriteMem32(0x0051bca0,0x3c013f40)
eeObj.WriteMem32(0x0051bcac,0x4481f000)
eeObj.WriteMem32(0x0051bcf0,0x461e4a42)


emuObj.ThrottleMax()
emuObj.ThrottleMax()
end
end


emuObj.AddVsyncHook(widescreen)
emuObj.AddVsyncHook(WS)
 
emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
</pre>
</pre>


====Street Fighter Alpha Anthology====
====Shin Megami Tensei: Persona 3 FES====
ALL
 
<br>CLI
<br>'''NTSC'''
<br>'''CLI'''
<pre>
<pre>
#Graphical glitches fix
# Misc
--gs-motion-factor=50
--host-display-mode=full
--host-audio-latency=0.01
--force-frame-blend=0
--gs-kernel-cl="h2lpool"
--gs-progressive=1
--gs-kernel-cl-up="h2lpool2x2"
--ee-cycle-scalar=0.62
--gs-h2l-list-opt=1
--host-audio-latency=0.05
--gs-h2l-accurate-hash=1
# Mipmapping
#Speehacks
--gs-use-mipmap=1
--vu0-di-bits=0
--gs-kernel-cl="mipmap"
--vu1-di-bits=0
--gs-kernel-cl-up="mipmap2x2"
# VU Speedhacks
--vu0-const-prop=1
--vu0-const-prop=1
--vu1-const-prop=1
--vu1-const-prop=1
--ee-cycle-scalar=1.5
--vu1-di-bits=0
--gs-adaptive-frameskip=1
--vu0-di-bits=0
--vu1-injection=1
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-mpg-cycles=1400
--vu-custom-min-max=0
# IOP Speedhacks
--iop-const-folding=All
--iop-cycle-scalar=0.1
--cdvd-sector-seek-cycles=0.1
--cdvd-sector-read-cycles=0.1
# Default Optimizations
--fpu-no-clamping=0
--fpu-clamp-operands=1
--fpu-clamp-results=1
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
--vu0-opt-flags=1
--vu1-opt-flags=1
--cop2-opt-flags=1
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=newprog
--vu0-jalr-cache-policy=newprog
 
#User Emu = kof98um
</pre>
</pre>


====Steambot Chronicles====
* Config and icons [https://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/page-243 Download]
 
====Shin Megami Tensei: Persona 4====
'''''CLI'''''
'''''CLI'''''


<br>All Versions
All Versions


<pre>
<pre>
#Graphical glitches fixes, Vu Clamp mode 2
--vu1-no-clamping=0
--vu1-no-clamping=0
--gs-kernel-cl-up="up2x2skipinterp"
#Performance fixes
#Fix for graphical glitches.</pre>
--vu1-const-prop=1
--vu1-di-bits=0
--ee-cycle-scalar=1.3


====Suikoden III====
#Jakv2 Emu Used
'''''CLI'''''
<pre>--gs-uprender=2x2
--gs-upscale=EdgeSmooth


--host-display-mode=16:9
#Fix for Slowdowns in Battles And flickering textures When fusing Personas</pre>


--vu1-no-clamping=0
<br>'''LUA'''
 
<br>NTSC
--vu0-const-prop=1
--vu1-const-prop=1
#emu used=psychonauts v2
</pre>
'''''LUA file'''''
<pre>
<pre>
-- Suikoden III (SLUS-20387)
-- Persona 4 NTSC Fix for bottom left text not appearing
-- Widescreen hack by nemesis2000 (pnach by nemesis2000)
-- emu used=psychonauts v2


local gpr = require("ee-gpr-alias")
local gpr = require("ee-gpr-alias")
Line 6,245: Line 6,264:


local patcher = function()
local patcher = function()
--16:9
 
eeObj.WriteMem32(0x016c21c0,0x460d6502)
eeObj.WriteMem32(0x00189c60,0x3c023f7f)
eeObj.WriteMem32(0x016c21bc,0x460d6d42)


end
end
Line 6,253: Line 6,271:
emuObj.AddVsyncHook(patcher)
emuObj.AddVsyncHook(patcher)
</pre>
</pre>
====Sword of etheria====
 
'''CLI'''
====Shinobido: Way of the Ninja====
<br>All versions
<br>All versions
<pre>
<pre>
#Fix for game's graphics being missing And game crashing
# Fixes hang going in to the gardens.
--vu-custom-min-max=0
--fpu-no-clamping=1
#Jakv2 emu used
</pre>
</pre>


====Syberia====
====Simpsons Hit and Run====
'''CLI'''
<br>NTSC
<br>All versions
<br>'''CLI'''
<pre>
<pre>
#Fix for crash, MTVU sensitive
--Fixes the slowdowns
--vu1=jit-sync
--ee-cycle-scalar=3.5
#Speedhacks
--vu1-di-bits=0
--vu1-mpg-cycles=400
--ee-cycle-scalar=1.2
</pre>
</pre>


====Syphon Filter - The Omega Strain====
'''LUA'''
'''CLI'''
<br>All versions
<br>Note: these configs are not tested yet, they are straight from pcsx2 gameindex
<br>Jakv2 emu
<pre>
<pre>
#Gfx fix ??
#Fixes the freeze on Jakv2
--gs-flush-ad-xyz=safe
apiRequest(0.1)
--gs-kernel-cl-up="up2x2simple"
 
#Sps fix ??
--vu-custom-min-max=0
--vu1-no-clamping=1
--vu0-no-clamping=1
--vu-xgkick-delay=0
</pre>
'''LUA'''
<br>SCES-52033
<pre>
apiRequest(1.0)
 
local eeObj = getEEObject()
local eeObj = getEEObject()
local emuObj = getEmuObject()
local emuObj = getEmuObject()
local patcher = function()
local patcher = function()
 
eeObj.WriteMem32(0x0036CA5C,0x0)
-- Cop2 problems.
eeObj.WriteMem32(0x3953F8,0x48438000)
eeObj.WriteMem32(0x3735FC,0x4B06521B)
-- Pal speed fix
eeObj.WriteMem32(0x175E1C,0x24020019)
 
end
end
emuObj.AddVsyncHook(patcher)
emuObj.AddVsyncHook(patcher)
</pre>
</pre>


'''LUA'''
====Sly Cooper 1====
<br>SCUS-97264
'''CLI'''
<br>All versions
<pre>
<pre>
apiRequest(1.0)
#Fix for upscaling corruptions
--gs-kernel-cl-up="up2x2simple"
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
</pre>


local eeObj = getEEObject()
====Second Sight====
local emuObj = getEmuObject()
'''''CLI'''''
local patcher = function()


-- Cop2 problems.
<br>All Versions
eeObj.WriteMem32(0x3735F8,0x48438000)
eeObj.WriteMem32(0x3735FC,0x4B06521B)


end
<pre>--vu1=jit-sync
--vif1-instant-xfer=0


emuObj.AddVsyncHook(patcher)
#Fix for black screen after ps2 logo and graphical glitches.</pre>
</pre>
 
====Tales of Destiny: Directors Cut====
<br>'''SLPS-25842'''</br>


====Silent Hill 2====
'''''CLI'''''
'''''CLI'''''
<br>(SLUS-20228)
<pre>
#Fix For Slowdowns
--vu1-mpg-cycles=1000
--vu1-di-bits=0
--vu1-const-prop=1
</pre>


<pre>
'''''LUA'''''
#Glitch Fix
<br>(SLUS-20228)
--fpu-accurate-range=0x1C7B50,0x1C7C00
<pre>apiRequest(1.0)
#unnecessary command
--fpu-accurate-mul-fast=1
#Performance Fix
--ee-cycle-scalar=1.74
#Graphical Glitches fixes
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
#Fix for menu UI interlacing shake
--force-frame-blend=1</pre>
 
'''''LUA file'''''
<pre>
-- Emu used=Jak v2
-- SLPS-25842 FPUMULHACK (fix for getting stuck in the room before Irene in Helraios)
local gpr = require("ee-gpr-alias")
 
apiRequest(0.1)


local eeObj = getEEObject()
local eeObj = getEEObject()
local emuObj = getEmuObject()
local emuObj = getEmuObject()
local patcher = function()
--Enable custom progressive scan mode and enhanced mode to fix double-layer screen display errors
eeObj.WriteMem32(0x1A68e4,0x24050000)
eeObj.WriteMem32(0x1A68e8,0x24060050)
eeObj.WriteMem32(0x1A68ec,0x24070001)
eeObj.WriteMem32(0x2a7968,0x34030002)
eeObj.WriteMem32(0x1961f8,0x28670000)
eeObj.WriteMem32(0x27fe74,0x00000000)
eeObj.WriteMem32(0x27fac4,0x00000000)


local goathack = function()
local code_check1 = eeObj.ReadMem16(0x1221C4E)
local db_check = eeObj.ReadMem8(0x3EECC4)
if code_check1 == 0x001F then
if db_check == 0xDB then
eeObj.WriteMem8(0x1221c4e,0x1b)
eeObj.WriteMem8(0x3EECC4,0xDA)
eeObj.WriteMem8(0x1221c76,0x1b)
end
end
end
end


emuObj.AddVsyncHook(goathack)
emuObj.AddVsyncHook(patcher)
</pre>
</pre>


====Tales of The Abyss====
====Silent Hill 2: Director's Cut====
<br>
'''''CLI'''''
'''''CLI'''''
<br>SLES_511.56
<pre>
<pre>
#choral castle soft lock fix
#Performance boost.
--fpu-accurate-range=0x27FFFC,0x27FFFF
--ee-cycle-scalar=1.8
--fpu-accurate-range=0x2921F4,0x2921F8
## Force PAL game to 30 fps with Progressive scan (but '--force-pal-60hz=1' does the audio and video unsync )
#Seems to fix not rendering characters in cutscenes
#--force-pal-60hz=1
--vu0-no-clamping=0
--gs-progressive=1
--vu1-no-clamping=0
 
--cop2-no-clamping=0
## I need to test more, but it looks good.
</pre>
</pre>
'''''LUA file'''''
<pre>
-- Tales Of The Abyss (NTSC-U) (SLUS-21386)
-- emu used=psychonauts v2


local gpr = require("ee-gpr-alias")
====SNK vs Capcom: SVC Chaos====
'''''CLI'''''


apiRequest(0.1)
<br>All Versions
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
</pre>


====Tekken 5====
<pre>--gs-use-clut-merge=1
'''CLI'''
--gs-kernel-cl="clutmerge"
<br>All versions
--gs-kernel-cl-up="clutmerge2x2"
<br>Use war of the monsters v1 emu with the config.
<pre>
#Upscaling glitches fix
--gs-kernel-cl-up="up2x2simple"
#Game needs progressive scan
--gs-progressive=1
#Speedhacks
--vu1-di-bits=0
</pre>


====The Getaway====
#Fixes missing hud/UI elements.</pre>
'''''CLI'''''


<br>PAL Versions
====Soul Calibur 3====
ALL
<br>CLI
<pre>--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl-up="up2x2skipinterp"


<pre>--vu1-mpg-cycles=950
--vif1-instant-xfer=0


#fix lag during cutscenes
--ee-cycle-scalar=1.82
</pre>
--ee-regalloc-preserve-scalar=LoadStore
--iop-cycle-scalar=2.10


====The Getaway: Black Monday====
--vu0-mpg-cycles=1
'''''CLI'''''
--vu1-mpg-cycles=1


<br>SCES-52758 ONLY!
#emu used=jakx v2
</pre>
<br>LUA
<pre>-- Soul Calibur III (SLUS-21216)
-- ported to PS4 lua
-- emu used=jakx v2


apiRequest(2.3)


<pre>--ee-kernel-hle=1
local gpr    = require("ee-gpr-alias")
--ee-injection-kernel=1
local emuObj = getEmuObject()
--ee-injection-title=1
local eeObj = getEEObject()
--ee-block-validation=PageProt
local gsObj = getGsObject()
--ee-cycle-scalar=0.4
 
--vu1-opt-flags=2
emuObj.PadSetLightBar(0, 10,176,4)
--vu1-jr-cache-policy=newprog
emuObj.SetDisplayAspectWide()
--vu1-jalr-cache-policy=newprog
--vu1-mpg-cycles=2050
--gs-frontend-opt-mode=2
--gs-adaptive-frameskip=1
--fpu-accurate-range=0x28C154,0x28C5B0


#"fpu-accurate-range"Fixes the crash on Chapter 5 in the ambush.
local WS = function()
#Fix By Vitt0xLar
-- 16:9
#JAK V2 emulator used.</pre>
eeObj.WriteMem32(0x0012a118,0x3c013f40)
====The Godfather====
eeObj.WriteMem32(0x0012a11c,0x34210000)
'''CLI'''
<br>All versions
<br>SW racer revenge v1 emu used
<pre>
#Fix for upscaling graphical glitches
--gs-kernel-cl-up="up2x2simple"
#Fix for intro stutter
--iop-cycle-scalar=0.80
--cdvd-sector-read-cycles=5000
</pre>


====The Legend of Spyro A New Beginning====
eeObj.Vu1MpgCycles(1)
PAL only!
eeObj.SetVifDataCycleScalar(1, 0.80)
<br>LUA
<pre>apiRequest(0.4)


-- The Legend of Spyro: A New Beginning
emuObj.ThrottleMax()
end


local eeObj = getEEObject()
emuObj.AddVsyncHook(WS)
local emuObj = getEmuObject()
</pre>


eeInsnReplace(0x1849b8, 0x44840800, 0x00000000) -- Fixes HUD and menu display.
====Spider-Man 3 ====
ALL
<br>CLI
<pre>--vu0-di-bits=0
--vu1-di-bits=0


-- Graphic improvement: removes corrupted lines on screen with uprender enabled, for PAL version
--ee-cycle-scalar=1.7
--iop-cycle-scalar=0.8


emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1 ?
--vu1-mpg-cycles=600
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } ) --texMode=2 is BILINEAR</pre>


====The Legend of Spyro: The Eternal Night====
--host-audio-latency=2.21
PAL only!
<br>LUA
<pre>apiRequest(0.4)


-- The Legend of Spyro: The Eternal Night
#Fix for slowdown and micro-freezes</pre>


local eeObj = getEEObject()
====SpongeBob SquarePants: Battle for Bikini Bottom====
local emuObj = getEmuObject()
'''CLI'''
<br>All versions
<pre>
#Fix for Graphical issues
--vu1-no-clamping=0
#Rest might be unnecessary
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
</pre>


eeInsnReplace(0x173c38, 0x44840800, 0x00000000) -- Fixes HUD and menu display.
====Spyro: Enter The Dragonfly====
<br>'''All versions'''
<br>'''''CLI'''''
<pre>
#Speedhacks + Clamping
--vu1-di-bits=0
--vu1-const-prop=1
--vu1-mpg-cycles=800
--ee-cycle-scalar=1.2
#Jakv2 Emu Used
</pre>


====Spy hunter====
'''CLI'''
<br>All versions
<pre>
#Fixes loading hang.
--vif1-instant-xfer=0
</pre>


-- Graphic improvement: removes corrupted lines on screen with uprender enabled, for PAL version
====SSX====
<br>'''''CLI'''''
<br>All versions
<pre>
--iop-cycle-scalar=1.8
--host-audio-latency=1.1


emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1 ?
#Use JakX v2 emu</pre>
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } ) --texMode=2 is BILINEAR</pre>


====The Operative: No One Lives Forever====
====Star Wars - Episode 3 - Die Rache der Sith====


'''''CLI'''''
'''''CLI file'''''
<pre>
<pre>
#for none PS4 Pro users
--ee-cycle-scalar=1.75
--iop-cycle-scalar=1.75
--vu1-mpg-cycles=1480
--vu0-mpg-cycles=1480
--vu0-di-bits=0
--vu1-di-bits=0


#Fix for "The Operative - No One Lives Forever"
#emu used=Star Wars Racer's Revenge v1
</pre>


For US version
'''''LUA file'''''
<pre>
-- Star Wars - Episode III - Die Rache der Sith (PAL) SLES-53157
-- Widescreen Hack by ElHecht
-- ported to PS4
-- emu used=Star Wars Racer's Revenge v1
 
apiRequest(0.4)


--fpu-accurate-addsub-range=0x104204,0x1042B8
local gpr      = require("ee-gpr-alias")
local emuObj      = getEmuObject()
local eeObj      = getEEObject()
local widescreen = function()


For EU version:
-- 16:9
eeObj.WriteMem32(0x004dbd44,0x3c023f40)
eeObj.WriteMem32(0x0051bca0,0x3c013f40)
eeObj.WriteMem32(0x0051bcac,0x4481f000)
eeObj.WriteMem32(0x0051bcf0,0x461e4a42)


--fpu-accurate-addsub-range=0x103F28,0x104074
emuObj.ThrottleMax()
end


Use Jak v2 emulator
emuObj.AddVsyncHook(widescreen)
</pre>
</pre>


==== The Shield ====
====Street Fighter Alpha Anthology====
'''''CLI'''''
ALL
<br>CLI
<pre>
<pre>
--fpu-accurate-addsub-range=0x100008,0x700000
#Graphical glitches fix
--gs-motion-factor=50
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
#Speehacks
--vu0-di-bits=0
--vu1-di-bits=0
--vu0-const-prop=1
--vu1-const-prop=1
--ee-cycle-scalar=1.5
--gs-adaptive-frameskip=1
--vu1-injection=1
#Misc
--host-audio-latency=0.01


#Fix for game over error on level '''2354 Casitas Dr'''.
#PS4 Pro required for full speed
#JAK V2 emulator used.
</pre>
</pre>


====The Simpsons - Hit & Run (NTSC-U)====
====Steambot Chronicles====
'''''CLI'''''
'''''CLI'''''


Line 6,515: Line 6,563:


<pre>
<pre>
#Speedhacks
--vu1-no-clamping=0
--ee-cycle-scalar=1.6
--gs-kernel-cl-up="up2x2skipinterp"
--vu1-mpg-cycles=1000
#Fix for graphical glitches.</pre>
--vu1-di-bits=0
#Graphical fix
--gs-progressive=1


#Note that this is a very old config.
====Sword of etheria====
#<use kinetica v2 emu></pre>
'''CLI'''
 
<br>All versions
==== The Suffering 2: Ties that Bind ====
'''''CLI'''''
<pre>
<pre>
--ee-kernel-hle=1
#Fix for game's graphics being missing And game crashing
--ee-injection-kernel=1
--vu-custom-min-max=0
--ee-injection-title=1
#Jakv2 emu used
--ee-cycle-scalar=1.5
--safe-area-min=1.0
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
#Lags are patched using Jak v2 emulator, still minor black patches on character models, rest works fine.
</pre>
</pre>


====Timesplitters====
====Syberia====
'''''CLI'''''
'''CLI'''
 
<br>All versions
<br>All Versions
 
<pre>
<pre>
#Fix For game crash due to not being compatible with MTVU
#Fix for graphical glitches
—vu1=jit-sync  
--vu1=jit-sync
#Speedhacks
--vu1-di-bits=0
--vu1-mpg-cycles=400
--ee-cycle-scalar=1.2
</pre>
</pre>


====Tomb Raider: Anniversary====
====Tales of Destiny: Directors Cut====
'''''LUA'''''
<br>'''SLPS-25842'''</br>


<br>SLUS_215.55
'''''CLI'''''


<pre>apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.
<pre>
 
#Glitch Fix
-- Texture Flickering fix
--fpu-accurate-range=0x1C7B50,0x1C7C00
#unnecessary command
--fpu-accurate-mul-fast=1
#Performance Fix
--ee-cycle-scalar=1.74
#Graphical Glitches fixes
--gs-use-clut-merge=1  
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
#Fix for menu UI interlacing shake
--force-frame-blend=1</pre>


eeInsnReplace(0x1297C0, 0x10600022, 0x10000022)
'''''LUA file'''''
</pre>
<pre>
-- Emu used=Jak v2
-- SLPS-25842 FPUMULHACK (fix for getting stuck in the room before Irene in Helraios)
local gpr = require("ee-gpr-alias")


<br>SLES_539.08
apiRequest(0.1)


<pre>apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
local eeObj = getEEObject()
local emuObj = getEmuObject()


-- Texture Flickering fix
local goathack = function()
local db_check = eeObj.ReadMem8(0x3EECC4)
if db_check == 0xDB then
eeObj.WriteMem8(0x3EECC4,0xDA)
end
end


eeInsnReplace(0x1273E8, 0x10600022, 0x10000022)</pre>
emuObj.AddVsyncHook(goathack)
</pre>


====Tomb Raider - Legend====
====Tales of The Abyss====
CLI
'''''CLI'''''
<br>All Regions
<pre>
<pre>
--gs-progressive=1
--gs-uprender=2x2
--gs-kernel-cl-up="up2x2skipinterp"
--gs-upscale=EdgeSmooth
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
</pre>


'''SLUS_212.03'''
--fpu-accurate-range=0x27FFFC,0x27FFFF
<br>LUA
--fpu-accurate-range=0x2921F4,0x2921F8
<pre>apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.


-- Texture Flickering fix
--vu0-no-clamping=0
--vu1-no-clamping=0
--cop2-no-clamping=0


eeInsnReplace(0x127390, 0x10600022, 0x10000022)
--host-display-mode=16:9
</pre>
</pre>
'''''LUA file'''''
<pre>
-- Tales Of The Abyss (NTSC-U) (SLUS-21386)
-- emu used=psychonauts v2


'''SLES_546.74'''
local gpr = require("ee-gpr-alias")
<br>LUA
<pre>apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.


-- Texture Flickering fix
apiRequest(0.1)
eeInsnReplace(0x129800, 0x10600022, 0x10000022)
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
</pre>
</pre>


Additional LUA fix
====Tekken 5====
<br>All Regions
'''CLI'''
<br>All versions
<br>
<pre>
<pre>
-- Fix for thin vertical lines that separate screen picture, misallignment/tearing of screen during upscaling (was used in official PSN Red Dead Revolver)
#Upscaling glitches fix
apiRequest(1.0)
--gs-kernel-cl-up="up2x2simple"
local emuObj = getEmuObject()
#Game needs progressive scan
-- psm= SCE_GS_PSMCT32 (0)
--gs-progressive=1
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
#Speedhacks
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
--vu1-di-bits=0
 
#Side note: game is best played using War of the monsters v1 emu as it removes a graphical glitch from some levels.
#side note2: "--gs-kernel-cl-up="up2x2simple" doing this will make graphics look worse than actual ps2
</pre>
</pre>
<br>'''LUA'''
<br>NTSC only
<pre>-- Tekken 5 NTSC
-- Widescreen and No interlace
-- emu used=rogue v1 or wotm v1 or 2


====Tony Hawk Pro Skater 3====
apiRequest(0.1)
'''''CLI'''''


<br>All Versions
local gpr    = require("ee-gpr-alias")


<pre>--vu0-no-clamping=0
local emuObj = getEmuObject()
--vu1-no-clamping=0
local eeObj = getEEObject()
--vu0-clamp-results=1
--vu1-clamp-results=1
--fpu-no-clamping=0
--cop2-no-clamping=0
--fpu-clamp-results=1
--cop2-clamp-results=1


#SPS Fix</pre>
local patcher = function()


====True Crime: Streets of LA====
eeObj.WriteMem32(0x0032b448,0x3c013f40) -- both fov+
<br>cli.conf
--applies both fov+ only for widescreen mode
<br>All Versions
eeObj.WriteMem32(0x0032b478,0x3c010015)
<pre>--gs-use-mipmap=1
eeObj.WriteMem32(0x0032b47c,0xc62dd11c)
--gs-kernel-cl="mipmap"
eeObj.WriteMem32(0x0032b49c,0x46016b42)
--gs-kernel-cl-up="mipmap2x2"
eeObj.WriteMem32(0x0032b4a0,0x46010843)
#Fix for missing enemies in the gyms</pre>
eeObj.WriteMem32(0x0032b4b8,0x460d1083)
<br> cli.conf
eeObj.WriteMem32(0x0032b4bC,0x460d0843)
<br>SLES_517.54 only!
--effects fix
<pre>--vu1-mpg-cycles=2350
eeObj.WriteMem32(0x00257434,0x46161083)
--vu1-opt-flags=2
eeObj.WriteMem32(0x00257488,0x46160843)
--vu1-opt-vf00=2
eeObj.WriteMem32(0x002574e0,0x46160843)
--gs-optimize-30fps=1
eeObj.WriteMem32(0x00257538,0x46160843)
--ee-kernel-hle=1
--ee-block-validation=PageProt
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Performance fix and fix for missing enemies in the gyms</pre>


<br>'''SLUS_205.50'''
local code_check1 = eeObj.ReadMem16(0x15D11C)
<br>'''SLES_517.53'''
if code_check1 == 0x8e38 then
<br>LUA
eeObj.WriteMem32(0x20257764,0x10000008)
<br>They use the same offsets.
end
<pre>local gpr = require("ee-gpr-alias")
local code_check2 = eeObj.ReadMem16(0x15D11C)
 
if code_check2 == 0xaaaa then
apiRequest(0.1)
eeObj.WriteMem32(0x20257764,0x45020008)
 
end
local eeObj = getEEObject()
--render fix
local emuObj = getEmuObject()
eeObj.WriteMem32(0x00222484,0x3c013f2b)
 
eeObj.WriteMem32(0x00222494,0x44810000)
local patcher = function()
eeObj.WriteMem32(0x00222498,0x46006302)
eeObj.WriteMem32(0x480640, 0x10000000) --Fix for title screen freeze
--Devil Within Mode by Arapapa
local code_check3 = eeObj.ReadMem16(0x100000)
if code_check3 == 0xfff0 then
eeObj.WriteMem32(0x2041E82C,0x3f400000) --Zoom
eeObj.WriteMem32(0x202ACED8,0x3FDDA51A) --Y-Fov
end
--no interlace for starblade
local code_check4 = eeObj.ReadMem16(0x2F5BD0)
if code_check4 == 0x0104 then
eeObj.WriteMem32(0x202F5BD0,0x34070003)
local code_check5 = eeObj.ReadMem16(0x187FB0)
if code_check5 == 0x0008 then
eeObj.WriteMem32(0x20187FB0,0x34030001)
eeObj.WriteMem32(0x20187FC4,0x34021078)
end
end
--[[
--Workaround
eeObj.WriteMem32(0x2010207C,0x3c050000)
eeObj.WriteMem32(0x20102084,0x3c060050)
eeObj.WriteMem32(0x2010208C,0x3c070001)
eeObj.WriteMem32(0x20102EAC,0x3C0701E0)
--]]
--Intro Mini Game
local code_check6 = eeObj.ReadMem16(0xFFECF4)
if code_check6 == 0x0001 then
eeObj.WriteMem32(0x2010230C,0x34029078)
end
--Framebuffer - Progressive - No interleacing - No black lines HW mode
local code_check7 = eeObj.ReadMem16(0xFFEF20)
if code_check7 == 0x8870 then
eeObj.WriteMem32(0x2010230C,0x34029400)
eeObj.WriteMem32(0x203EF450,0x00000001) -- Official Progressive mode
end
-- Devil W. Game
local code_check8 = eeObj.ReadMem16(0xFFEF20)
if code_check8 == 0x2c70 then
eeObj.WriteMem32(0x2026033C,0x34029400)
end
-- Tek 1 sdtv mode 240p
local code_check9 = eeObj.ReadMem16(0xFFEF20)
if code_check9 == 0x3df0 then
eeObj.WriteMem32(0x2014F454,0x3c050000)
eeObj.WriteMem32(0x2014F45C,0x3C060050)
eeObj.WriteMem32(0x2014F464,0x3c070001)
end
-- Tek 2 sdtv mode 240p
local code_check10 = eeObj.ReadMem16(0xFFEF20)
if code_check10 == 0x6570 then
eeObj.WriteMem32(0x2015E494,0x3c050000)
eeObj.WriteMem32(0x2015E49C,0x3C060050)
eeObj.WriteMem32(0x2015E4A4,0x3c070001)
end
-- Tek 3 sdtv mode 480p extended
local code_check11 = eeObj.ReadMem16(0xFFEF20)
if code_check11 == 0xF370 then
eeObj.WriteMem32(0x201E4F54,0x3c050000)
eeObj.WriteMem32(0x201E4F5C,0x3C060050)
eeObj.WriteMem32(0x201E4F64,0x3c070001)
end


end
end


emuObj.AddVsyncHook(patcher)
emuObj.AddVsyncHook(patcher)
--Fix lines appearing in some areas
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2  } ) -- also makes graphics look like crap
</pre>
</pre>


<br>'''SLES_517.54''' LUA
====The Godfather====
<pre>local gpr = require("ee-gpr-alias")
'''CLI'''
 
<br>All versions
apiRequest(0.1)
<br>SW racer revenge v1 emu used
<pre>
#Fix for upscaling graphical glitches
--gs-kernel-cl-up="up2x2simple"
#Fix for intro stutter
--iop-cycle-scalar=0.80
--cdvd-sector-read-cycles=5000
</pre>


local eeObj = getEEObject()
====The Legend of Spyro A New Beginning====
local emuObj = getEmuObject()
PAL only!
<br>LUA
<pre>apiRequest(0.4)


local patcher = function()
-- The Legend of Spyro: A New Beginning
eeObj.WriteMem32(0x480DB0, 0x10000000) --Fix for title screen freeze


end
local eeObj = getEEObject()
local emuObj = getEmuObject()


emuObj.AddVsyncHook(patcher)
eeInsnReplace(0x1849b8, 0x44840800, 0x00000000) -- Fixes HUD and menu display.
</pre>


====Twisted Metal: Head-On====
-- Graphic improvement: removes corrupted lines on screen with uprender enabled, for PAL version
'''CLI'''
<br>All versions
<pre>
#Speedhacks
--vu1-mpg-cycles=400
--ee-cycle-scalar=1.2
--vu1-di-bits=0
</pre>


====Urban Reign====
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1 ?
'''''CLI'''''
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } ) --texMode=2 is BILINEAR</pre>


<br>All Versions
====The Legend of Spyro: The Eternal Night====
PAL only!
<br>LUA
<pre>apiRequest(0.4)


<pre>
-- The Legend of Spyro: The Eternal Night
#Character-Select Freeze fix
 
--vif1-instant-xfer=0
local eeObj = getEEObject()
#Others just in case
local emuObj = getEmuObject()
--vif1-ignore-cmd-ints=1
 
--vif-ignore-invalid-cmd=0
eeInsnReplace(0x173c38, 0x44840800, 0x00000000) -- Fixes HUD and menu display.
--vu1=jit-sync
 
#Jakv2 emu used
 
</pre>
-- Graphic improvement: removes corrupted lines on screen with uprender enabled, for PAL version
 
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1 ?
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } ) --texMode=2 is BILINEAR</pre>
 
====The Operative: No One Lives Forever====


====Valkyrie Profile 2: Silmeria====
'''''CLI'''''
'''''CLI'''''
<pre>
#Fix for "The Operative - No One Lives Forever"


<br>All versions
For US version


<pre>
--fpu-accurate-addsub-range=0x104204,0x1042B8
#emu used Star Ocean 3 for black screen upon leaving town and corrupted world map
--gs-progressive=1
--vu-hack-triace=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
</pre>


'''''LUA file'''''
For EU version:
<br>SLUS_21452
<pre>--Proper Widescreen and No ghosting
--Valkyrie Profile 2 - Silmeria (USA) SLUS_214.52
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()


local code_check = eeObj.ReadMem16(0x37984C)
--fpu-accurate-addsub-range=0x103F28,0x104074
if code_check == 0x0800 then
eeObj.WriteMem32(0x37984C,0x0803FC00)
end


eeObj.WriteMem32(0x000FF000, 0x3C043F40)
Use Jak v2 emulator
eeObj.WriteMem32(0x000FF004, 0x44840800)
eeObj.WriteMem32(0x000FF008, 0x46000802)
eeObj.WriteMem32(0x000FF00C, 0x080DE615)
eeObj.WriteMem32(0x000FF010, 0xC66100C8)
--No ghosting in battle
eeObj.WriteMem32(0x0035FA38, 0x46001030)
end
emuObj.AddVsyncHook(patcher)
</pre>
</pre>


====Vampire: Darkstalkers Collection====
==== The Shield ====
ALL
'''''CLI'''''
<br>CLI
<pre>
<pre>--gs-motion-factor=50
--fpu-accurate-addsub-range=0x100008,0x700000
--host-audio-latency=0.01
 
--gs-kernel-cl="h2lpool"
#Fix for game over error on level '''2354 Casitas Dr'''.
--gs-kernel-cl-up="h2lpool2x2"
#JAK V2 emulator used.
--gs-h2l-list-opt=1
</pre>
--gs-h2l-accurate-hash=1
 
#Fix for performance issues. PS4 Pro required for full speed.</pre>
====Timesplitters™====
'''''CLI'''''
 
<br>All Versions


====Van Helsing====
ALL
<br>CLI
<pre>
<pre>
--vu1-mpg-cycles=700
--vu1-di-bits=0
--ee-cycle-scalar=1.3
#Fix for performance issues.</pre>


====Whiplash====
—vu1=jit-sync
All versions
</pre>
<br>CLI
<pre>--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Fix for texture glitches</pre>


====WinBack: Covert Operations====
====Tomb Raider: Anniversary====
All versions
'''''LUA'''''
<br>CLI
<pre>--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1


#Fix for texture glitches</pre>
<br>SLUS_215.55


====X-Files - Resist or Serve====
<pre>apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.
NTSC/U
<br>CLI
<pre>--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1


#fix for missing character models
-- Texture Flickering fix
#Jak Emu used</pre>


==== X-Men Legends====
eeInsnReplace(0x1297C0, 0x10600022, 0x10000022)
'''CLI'''
<br>All versions
<pre>
#Speedhacks
--vu1-di-bits=0
--vu1=jit-sync
--vu1-mpg-cycles=800
--ee-cycle-scalar=1.3
</pre>
</pre>


==== X-Men Legends II====
<br>SLES_539.08
'''CLI'''
 
<br>All versions
<pre>apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
<pre>
#Speedhacks
--vu1-di-bits=0
--vu1=jit-sync
--vu1-mpg-cycles=800
--ee-cycle-scalar=1.3
</pre>


==== Yu-Gi-Oh! Capsule Monsters Colosseum====
-- Texture Flickering fix
All
<br>CLI
<pre>--vu1=jit-sync


#MTVU Incompatibilty, Fix for Black Screen, RECVX Emu Needed
eeInsnReplace(0x1273E8, 0x10600022, 0x10000022)</pre>
</pre>


====Zatch Bell! Mamodo Battles™====
====Tomb Raider - Legend====
NTSC/U
CLI
<br>CLI
<br>All Regions
<pre>
<pre>
#Graphical glitches fix
--gs-progressive=1
--gs-kernel-cl-up="up2x2skipinterp"
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
</pre>
--gs-use-mipmap=1
 
#Clamping, also for graphics
'''SLUS_212.03'''
--vu0-no-clamping=0
<br>LUA
<pre>apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.
 
-- Texture Flickering fix
 
eeInsnReplace(0x127390, 0x10600022, 0x10000022)
</pre>
 
'''SLES_546.74'''
<br>LUA
<pre>apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
 
-- Texture Flickering fix
eeInsnReplace(0x129800, 0x10600022, 0x10000022)
</pre>
 
Additional LUA fix
<br>All Regions
<pre>
-- Fix for thin vertical lines that separate screen picture, misallignment/tearing of screen during upscaling (was used in official PSN Red Dead Revolver)
apiRequest(1.0)
local emuObj = getEmuObject()
-- psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
</pre>
 
====Tony Hawk Pro Skater 3====
'''''CLI'''''
 
<br>All Versions
 
<pre>--vu0-no-clamping=0
--vu1-no-clamping=0
--vu1-no-clamping=0
#Most likely unnecessary overdone clamping commands
--vu0-clamp-results=1
--vu0-clamp-results=1
--vu1-clamp-results=1
--vu1-clamp-results=1
--fpu-no-clamping=0
--cop2-no-clamping=0
--cop2-no-clamping=0
--fpu-clamp-results=1
--cop2-clamp-results=1
--cop2-clamp-results=1
--fpu-no-clamping=0
--fpu-clamp-results=1


*Jak Emu used*</pre>
#SPS Fix</pre>


====Zombie Hunters 2====
====Tony Hawk's Underground 2====
'''CLI'''
'''CLI'''
<br>All versions
<br>SLUS20965
<pre>
<br>Redfaction emu used
#Speedhacks
<pre>
--vu1-di-bits=0
#sps fix
--ee-cycle-scalar=1.2
--vu1-mpg-cycles=1
--vu1-mpg-cycles=150
</pre>
#Graphics clean up
'''LUA'''
--gs-use-clut-merge=1
<br>SLUS20965
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--vu1-no-clamping=0
</pre>
 
====Zombie Zone====
'''CLI'''
<br>All versions
<pre>
#Speedhacks
--vu1-di-bits=0
--ee-cycle-scalar=1.2
--vu1-mpg-cycles=150
#Graphics clean up
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
</pre>
==Incomplete configurations==
<pre>This is a list of configurations that were unsuccessful or were never completed. or information that might help people in the future.</pre>
 
 
====Dragon ball z budokai tenkaichi====
'''LUA'''
<br>NTSC
<pre>
<pre>
apiRequest(0.1)
apiRequest(0.1)


--untested
local eeObj = getEEObject()
local eeObj = getEEObject()
local emuObj = getEmuObject()
local emuObj = getEmuObject()


local patcher = function()
local patcher = function()
eeObj.WriteMem32(0x0011A54C, 0x24020000)
--loop skip to prevent freezing
eeObj.WriteMem32(0x0018D944, 0x24020000)
eeObj.WriteMem32(0x001958A0, 0x10000086)
eeObj.WriteMem32(0x0018D4CC, 0x24020000)
--rounding to remove sps
eeObj.WriteMem32(0x003F0FE8, 0xD3400000)
--Giving it the value it wants in order to branch
eeObj.WriteMem32(0x001AF5FC, 0x24060000)
end
end
emuObj.AddVsyncHook(patcher)
emuObj.AddVsyncHook(patcher)
--mtvu patch
eeInsnReplace(0x00194918, 0x0, 0x0803fff0)
eeInsnReplace(0x000fffc4, 0x0, 0x24186000)
eeInsnReplace(0x000fffc8, 0x0, 0x3c191200)
eeInsnReplace(0x000fffcc, 0x0, 0x37391010)
eeInsnReplace(0x000fffd0, 0x0, 0x2718ffff)
eeInsnReplace(0x000fffd4, 0x0, 0x1418fffe)
eeInsnReplace(0x000fffdc, 0x0, 0x08065248)
eeInsnReplace(0x000fffe0, 0x0, 0xaf200000)
</pre>
</pre>


====Tony hawk's underground 2====
====True Crime: Streets of LA====
<br>'''LUA'''
<br>cli.conf
<br>'''SLUS20965'''
<br>All Versions
<pre>
<pre>--gs-use-mipmap=1
-- Made by Kozarovv
--gs-kernel-cl="mipmap"
--This is not a fix that enables the game to work as of yet. it's added
--gs-kernel-cl-up="mipmap2x2"
--For anyone who wishes to work on it
#Fix for missing enemies in the gyms</pre>
apiRequest(0.1)
<br> cli.conf
eeInsnReplace(0x001958A0, 0x12000086, 0x10000086)
<br>SLES_517.54 only!
eeInsnReplace(0x003F0FE8, 0x53400000, 0xD3400000)
<pre>--vu1-mpg-cycles=2350
--the patch for MTVU, but sadly causing a crash.
--vu1-opt-flags=2
--eeInsnReplace(0x00194918, 0x0, 0x0803fff0)
--vu1-opt-vf00=2
--eeInsnReplace(0x000fffc4, 0x0, 0x24186000)
--gs-optimize-30fps=1
--eeInsnReplace(0x000fffc8, 0x0, 0x3c191200)
--ee-kernel-hle=1
--eeInsnReplace(0x000fffcc, 0x0, 0x37391010)
--ee-block-validation=PageProt
--eeInsnReplace(0x000fffd0, 0x0, 0x2718ffff)
--gs-use-mipmap=1
--eeInsnReplace(0x000fffd4, 0x0, 0x1418fffe)
--gs-kernel-cl="mipmap"
--eeInsnReplace(0x000fffdc, 0x0, 0x08065248)
--gs-kernel-cl-up="mipmap2x2"
--eeInsnReplace(0x000fffe0, 0x0, 0xaf200000)
#Performance fix and fix for missing enemies in the gyms</pre>
</pre>
 
 
<br>'''SLUS_205.50'''
====Harry Potter and The Prisoner of Azkaban====
<br>'''SLES_517.53'''
<br>'''LUA'''
<br>LUA
<br>'''SLUS20926'''
<br>They use the same offsets.
<pre>
<pre>local gpr = require("ee-gpr-alias")
local gpr = require("ee-gpr-alias")


apiRequest(0.1)
apiRequest(0.1)
Line 6,938: Line 7,005:


local patcher = function()
local patcher = function()
-- This patch will help you skip the crash, but won't get you far into the game
eeObj.WriteMem32(0x480640, 0x10000000) --Fix for title screen freeze
-- jakv2


--eeObj.WriteMem32(0x0013C884, 0x0) --1440FFFA, This one caused the crash.
end
eeObj.WriteMem32(0x0013C1CC, 0x0) --5440FFFA, After nopping the first one, pc got stuck here.
eeObj.WriteMem32(0x0013CD64, 0x0) --1440FFFA, After nopping the second one, pc got stuck here
eeObj.WriteMem32(0x0016CF8C, 0x0) --1440FFFA, After nopping this one along with the others, the game
--plays normally but without any video output, therefore it's best to keep the first one commented out for now


end
emuObj.AddVsyncHook(patcher)
emuObj.AddVsyncHook(patcher)
</pre>
</pre>


<br>'''SLES_517.54''' LUA
<pre>local gpr = require("ee-gpr-alias")


====Tenchu - Fatal Shadows====
<br>SLUS_211.29
<pre>
apiRequest(0.1)
apiRequest(0.1)


local eeObj = getEEObject()
local eeObj = getEEObject()
local emuObj = getEmuObject()
local emuObj = getEmuObject()
--Mimicing pcsx2's behavior doesn't seem to solve it,
 
--For some reason the v0 register is always increasingly high.
local patcher = function()
local patcher = function()
eeObj.WriteMem32(0x00103A54, 0x0803FFE9)
eeObj.WriteMem32(0x480DB0, 0x10000000) --Fix for title screen freeze
eeObj.WriteMem32(0x000FFFA8, 0x24A50004)
 
eeObj.WriteMem32(0x000FFFAC, 0x2402000C)
eeObj.WriteMem32(0x000FFFB0, 0x24A50004)
eeObj.WriteMem32(0x000FFFB4, 0x24020000)
eeObj.WriteMem32(0x000FFFB8, 0x08040E9A)
end
end
emuObj.AddVsyncHook(patcher)
emuObj.AddVsyncHook(patcher)
</pre>
</pre>


====Stuntman====
====Twisted Metal: Head-On====
<br>'''FPU Research'''
'''CLI'''
<br>'''Mrjaredbeta'''
<br>All versions
<br>'''US'''
<pre>
<pre>
0x100000-0x1c5e68 - no change
#Speedhacks
--vu1-mpg-cycles=400
--ee-cycle-scalar=1.2
--vu1-di-bits=0
</pre>


0x1c5e6c - improvement in ApplyTyreForces5WheelR3CarffG4MAv3N24R4MAm4Rf
====Urban Reign====
  vadd.xyzw vf01, vf01, vf02
'''''CLI'''''
0x1c7128 - improvement in Update5WheelR3CarR4MAm4R4MAv3T3
  vadd.xyzw vf01, vf01, vf02
0x1c727c - imrpovement in Update5WheelR3CarR4MAm4R4MAv3T3
  vadd.xyzw vf01, vf01, vf02
    - both of the above with the others make most accurate path
    - vm insts 0x1c6e78-0x1c6ecc basically negate this additional accuracy?


0x1c769c-0x211f04 - nothing
<br>All Versions


0x211f08 - improvement in _dyForwardDynamicsFP10DYdynamicsf
<pre>
  vadd.xyzw vf02, vf02, vf01
--gs-uprender=2x2
0x211f94 - improvement in dyStepRunge1FP10DYdynamicsf
--gs-upscale=EdgeSmooth
  vadd.xyzw vf04, vf04, vf01


0x2140b0-0x215118 - no change
--force-frame-blend=1
 
--vif-ignore-invalid-cmd=0
0x215118 - obUpdateTransMatrixFP8OBobject
--vif1-ignore-cmd-ints=1
    - negates additional accuracy of Update__5WheelR3CarR4MAm4R4MAv3T3?
--vif1-instant-xfer=0
--vu1=jit-sync
--mtap1=Always
</pre>
</pre>
'''''LUA'''''
<br>NTSC
<pre>
-- Urban Reign NTSC (SLUS-21209)
-- Multitap fix by Kozarovv
-- Cheats from GameHacking.org
-- ported to PS4 by Stayhye
-- emu used=kof98um
apiRequest(0.1)
local gpr    = require("ee-gpr-alias")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
emuObj.PadSetLightBar(0, 45,65,55)
emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()
local WS = function()
--Unlock Free Mode by MadCatz
eeObj.WriteMem32(0x00946634,0x00010001)
-- Init first mtap
eeObj.WriteMem32(0x12BA88,0x24040000)
-- Read data from 1B port when 2A is requested
eeObj.WriteMem32(0x0ffc00,0x10040005)
eeObj.WriteMem32(0x0ffc04,0x00000000)
eeObj.WriteMem32(0x0ffc08,0x14050003)
eeObj.WriteMem32(0x0ffc10,0x24040000)
eeObj.WriteMem32(0x0ffc14,0x24050001)
eeObj.WriteMem32(0x0ffc18,0x080c5cbd)
eeObj.WriteMem32(0x0ffc1c,0x24030070)
eeObj.WriteMem32(0x3172ec,0x0803ff00)
--Unlock Challenge Mode by MadCatz
eeObj.WriteMem32(0x00946636,0x00010001)
--Unlock All Weapons by MadCatz
eeObj.WriteMem32(0x20274774,0x24030001)
eeObj.WriteMem32(0x2027477C,0xA443000E)
--Brad Hawk by Code Master
eeObj.WriteMem32(0x0094668E,0x00010001)
--Glen by Code Master
eeObj.WriteMem32(0x00946694,0x00010001)
--Torque by Code Master
eeObj.WriteMem32(0x00946696,0x00010001)
--Rod by Code Master
eeObj.WriteMem32(0x00946698,0x00010001)
--Seth by Code Master
eeObj.WriteMem32(0x0094669A,0x00010001)
--Nas-Tiii by Code Master
eeObj.WriteMem32(0x0094669C,0x00010001)
--Em Cee by Code Master
eeObj.WriteMem32(0x0094669E,0x00010001)
--Real Deal by Code Master
eeObj.WriteMem32(0x009466A0,0x00010001)
--Ty by Code Master
eeObj.WriteMem32(0x009466A2,0x00010001)
--Miguel by Code Master
eeObj.WriteMem32(0x009466A4,0x00010001)
--Ramon by Code Master
eeObj.WriteMem32(0x009466A6,0x00010001)
--Jose by Code Master
eeObj.WriteMem32(0x009466A8,0x00010001)
--Emilio by Code Master
eeObj.WriteMem32(0x009466AA,0x00010001)
--Kadonashi by Code Master
eeObj.WriteMem32(0x009466AC,0x00010001)
--Reggie by Code Master
eeObj.WriteMem32(0x009466AE,0x00010001)
--Zach by Code Master
eeObj.WriteMem32(0x009466B0,0x00010001)
--Colin by Code Master
eeObj.WriteMem32(0x009466B2,0x00010001)
--Jake by Code Master
eeObj.WriteMem32(0x009466B4,0x00010001)
--Tong Yoon by Code Master
eeObj.WriteMem32(0x009466B6,0x00010001)
--Grimm by Code Master
eeObj.WriteMem32(0x009466B8,0x00010001)
--BK by Code Master
eeObj.WriteMem32(0x009466BA,0x00010001)
--Grave Digga' by Code Master
eeObj.WriteMem32(0x009466BC,0x00010001)
--Bones by Code Master
eeObj.WriteMem32(0x009466BE,0x00010001)
--Booma by Code Master
eeObj.WriteMem32(0x009466C0,0x00010001)
--Busta by Code Master
eeObj.WriteMem32(0x009466C2,0x00010001)
--Spider by Code Master
eeObj.WriteMem32(0x009466C4,0x00010001)
--Pain Killah by Code Master
eeObj.WriteMem32(0x009466C6,0x00010001)
--Dwayne by Code Master
eeObj.WriteMem32(0x009466C8,0x00010001)
--Dwayne 2? by Code Master
eeObj.WriteMem32(0x009466CA,0x00010001)
--Shun Ying Lee by Code Master
eeObj.WriteMem32(0x009466CC,0x00010001)
--GD-05 by Code Master
eeObj.WriteMem32(0x009466CE,0x00010001)
--DR-88 by Code Master
eeObj.WriteMem32(0x009466D0,0x00010001)
--FK-71 by Code Master
eeObj.WriteMem32(0x009466D2,0x00010001)
--PT-22 by Code Master
eeObj.WriteMem32(0x009466D4,0x00010001)
--Bain by Code Master
eeObj.WriteMem32(0x009466D6,0x00010001)
--Cooper by Code Master
eeObj.WriteMem32(0x009466D8,0x00010001)
--Anderson by Code Master
eeObj.WriteMem32(0x009466DA,0x00010001)
--Taylor by Code Master
eeObj.WriteMem32(0x009466DC,0x00010001)
--Chris by Code Master
eeObj.WriteMem32(0x009466DE,0x00010001)
--Park by Code Master
eeObj.WriteMem32(0x009466E0,0x00010001)
--Alex by Code Master
eeObj.WriteMem32(0x009466E2,0x00010001)
--McKinzie by Code Master
eeObj.WriteMem32(0x009466E4,0x00010001)
--Napalm 99 by Code Master
eeObj.WriteMem32(0x009466E6,0x00010001)
--Golem by Code Master
eeObj.WriteMem32(0x009466E8,0x00010001)
--Riki by Code Master
eeObj.WriteMem32(0x009466EA,0x00010001)
--Masa by Code Master
eeObj.WriteMem32(0x009466EC,0x00010001)
--Hiro by Code Master
eeObj.WriteMem32(0x009466EE,0x00010001)
--Ryuji by Code Master
eeObj.WriteMem32(0x009466F0,0x00010001)
--Ye Wei by Code Master
eeObj.WriteMem32(0x009466F2,0x00010001)
--Sha Ying by Code Master
eeObj.WriteMem32(0x009466F4,0x00010001)
--Yan Jun by Code Master
eeObj.WriteMem32(0x009466F6,0x00010001)
--Shinkai by Code Master
eeObj.WriteMem32(0x009466F8,0x00010001)
--Lin Fong Lee by Code Master
eeObj.WriteMem32(0x009466FA,0x00010001)
--Bordin by Code Master
eeObj.WriteMem32(0x009466FC,0x00010001)
--Lilian by Code Master
eeObj.WriteMem32(0x009466FE,0x00010001)
--Kelly by Code Master
eeObj.WriteMem32(0x00946700,0x00010001)
--Vera Ross by Code Master
eeObj.WriteMem32(0x00946702,0x00010001)
--Paul Phoenix by Code Master
eeObj.WriteMem32(0x00946704,0x00010001)
--Marshall Law by Code Master
eeObj.WriteMem32(0x00946706,0x00010001)
--KG by Code Master
eeObj.WriteMem32(0x00946718,0x00010001)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(WS)
emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
</pre>
====Valkyrie Profile 2: Silmeria====
'''''CLI'''''
<br>All versions
<pre>
#emu used Star Ocean 3 for black screen upon leaving town and corrupted world map
--gs-progressive=1
--vu-hack-triace=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
</pre>
'''''LUA file'''''
<br>SLUS_21452
<pre>--Proper Widescreen and No ghosting
--Valkyrie Profile 2 - Silmeria (USA) SLUS_214.52
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
local code_check = eeObj.ReadMem16(0x37984C)
if code_check == 0x0800 then
eeObj.WriteMem32(0x37984C,0x0803FC00)
end
eeObj.WriteMem32(0x000FF000, 0x3C043F40)
eeObj.WriteMem32(0x000FF004, 0x44840800)
eeObj.WriteMem32(0x000FF008, 0x46000802)
eeObj.WriteMem32(0x000FF00C, 0x080DE615)
eeObj.WriteMem32(0x000FF010, 0xC66100C8)
--No ghosting in battle
eeObj.WriteMem32(0x0035FA38, 0x46001030)
end
emuObj.AddVsyncHook(patcher)
</pre>
====Vampire: Darkstalkers Collection====
ALL
<br>CLI
<pre>--gs-motion-factor=50
--host-audio-latency=0.01
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
#Fix for performance issues. PS4 Pro required for full speed.</pre>
====Van Helsing====
ALL
<br>CLI
<pre>
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-adaptive-frameskip=1
--cdvd-sector-read-cycles=2000
--gs-progressive=1
#--vu0-di-bits=0
#--vu1-di-bits=0
--vu1-mpg-cycles=358
--ee-cycle-scalar=2.8
--iop-cycle-scalar=0.9
--vif1-instant-xfer=0</pre>
<br>'''LUA'''
<pre>
-- Van Helsing (SLUS-20738)
-- Wide screen patch 16:9 by paul_met
-- ported to PS4 Lua by Stayhye
-- emu used=jakx v2
apiRequest(2.2)
local gpr    = require("ee-gpr-alias")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()
local iopObj        = getIOPObject()
   
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)
local WS = function()
--16:9
eeObj.WriteMem32(0x002E7FA0,0x3FE38E38)
--Access All Cheats by GameMasterZer0
eeObj.WriteMem32(0x2019FFB0,0x24100001)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(WS)
</pre>
====Wallace & Gromit in Project Zoo====
'''CLI'''
<br>All Versions
<pre>
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-progressive=1
--gs-force-bilinear=1
--cdvd-sector-read-cycles=2000
--force-frame-blend=1
--vif1-instant-xfer=0
--vu0-di-bits=0
--vu1-di-bits=0
--vu1-mpg-cycles=800
--ee-cycle-scalar=1.5
</pre>
====Whiplash====
All versions
<br>CLI
<pre>--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Fix for texture glitches</pre>
====WinBack: Covert Operations====
All versions
<br>CLI
<pre>--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
#Fix for texture glitches</pre>
====X-Files - Resist or Serve====
<br>'''''CLI'''''
<pre>--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-adaptive-frameskip=1
--vu0-no-clamping=0
--vu1-no-clamping=0
--cdvd-sector-read-cycles=3000
#emu used=jak tpl v1
</pre>
==== X-Men Legends====
'''CLI'''
<br>All versions
<pre>
--gs-uprender=2x2
--gs-upscale=motionvector
--gs-optimize-30fps=1
--cdvd-sector-read-cycles=2000
--vu-custom-min-max=0
--vu1-di-bits=0
--vu0-di-bits=0
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-injection=1
--vu1=jit-sync
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=newprog
--vu0-jalr-cache-policy=newprog
--ee-cycle-scalar=1.5
</pre>
'''LUA'''
<br>NTSC only
<pre>
-- X-Men™ Legends®
-- ported to PS4 Lua by Stayhye
-- emu used=jakx v2
apiRequest(2.2)
local gpr      = require("ee-gpr-alias")
local emuObj      = getEmuObject()
local eeObj      = getEEObject()
local gsObj      = getGsObject()
local eeOverlay    = eeObj.getOverlayObject()
local iopObj  = getIOPObject()
emuObj.PadSetLightBar(0, 10,50,145)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(0)
local WS = function()
--eeObj.WriteMem32(0x005cc888,0x3c023f34)
eeObj.WriteMem32(0x20720920,0x3FE147AE)  --In-game width widescreen 16:9
eeObj.WriteMem32(0x2072094c,0x3F000000)  --Fonts Width
eeObj.WriteMem32(0x20720950,0x3F000000)  --Fonts Height
eeObj.WriteMem32(0x20720958,0x3F8CCCCD)  --HUD & Menu Height
--eeObj.WriteMem32(0x20720954,0x3FA00000)  --HUD & Menu Width
eeObj.WriteMem32(0x20D85448,0x3F666666)  --HUD Height
eeObj.WriteMem32(0x20D85430,0x3F59999A)  --HUD Width
eeObj.Vu1MpgCycles(3450)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(WS)
emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
</pre>
==== Yu-Gi-Oh! Capsule Monsters Colosseum====
All
<br>CLI
<pre>--vu1=jit-sync
#MTVU Incompatibilty, Fix for Black Screen, RECVX Emu Needed
</pre>
====Zatch Bell! Mamodo Battles™====
NTSC/U
<br>CLI
<pre>
#Graphical glitches fix
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Clamping, also for graphics
--vu0-no-clamping=0
--vu1-no-clamping=0
#likely unnecessary commands
--vu0-clamp-results=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1
--fpu-no-clamping=0
--fpu-clamp-results=1
#Jak Emu used*</pre>
====Zombie Hunters 2====
'''CLI'''
<br>All versions
<pre>
#Speedhacks
--vu1-di-bits=0
--ee-cycle-scalar=1.2
--vu1-mpg-cycles=150
#Graphics clean up
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--vu1-no-clamping=0
</pre>
====Zombie Zone====
'''CLI'''
<br>All versions
<pre>
#Speedhacks
--vu1-di-bits=0
--ee-cycle-scalar=1.2
--vu1-mpg-cycles=150
#Graphics clean up
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
</pre>
====Coraline====
'''CLI'''
<br>All versions
<pre>
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-use-mipmap=1
--gs-kernel-cl-up="mipmap2x2"
--gs-scanout-offsetx=27
--gs-scanout-offsety=27
--safe-area-min=0.9
--cdvd-sector-read-cycles=2000
</pre>
'''LUA'''
<br>PAL
<pre>
-- Coraline
-- emu used=KOF 98
apiRequest(1.0) 
local gpr = require("ee-gpr-alias")
local eeObj  = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Widescreen hack
--Gameplay 16:9
--eeObj.WriteMem32(0x0026432C,0x3C014440) --3C014480 (Increases hor. axis)
--Render fix
eeObj.WriteMem32(0x001A6548,0x3C013C2E) --3C013C0E
--Get rid of black bar
eeObj.WriteMem32(0x00225ea8,0x3c014000) --3c014299
eeObj.WriteMem32(0x00225eac,0x00000000) --3421999a
eeObj.WriteMem32(0x002644ec,0x3c014440) -- hor fov
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 (R1 ~= 0 and LEFT ~= 0) then --L3 Normal Screen
  eeObj.WriteMem32(0x0026432C,0x3C014480) -- original value
end
if (R1 ~= 0 and RIGHT ~= 0) then --R3 Widescreen Screen
  eeObj.WriteMem32(0x0026432C,0x3C014440) --3C014480 (Increases hor. axis)
end
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
</pre>
====Total Overdose====
'''CLI'''
<br>All versions
<pre>
--host-display-mode=16:9
--host-vsync=1
--gs-optimize=60fps
--cdvd-sector-read-cycles=2000
--ps2-lang=system
--gs-progressive=1
--gs-motion-factor=50
--vu0-no-clamping=0
--vu1-no-clamping=0
--gs-ignore-rect-correction=1
#ADK Damashii Emu used
</pre>
'''LUA'''
<br>PAL - SLES53492
<pre>
-- Total Overdose (E)(SLES-53492)
-- emu used=ADK
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Widescreen hack 16:9
--00 00 80 3F 83 F9 22 3F DB 0F C9 3F 00 00 00 BF
eeObj.WriteMem32(0x20692A2C,0x3F47AE14) -- Zoom
--00 00 80 3F 00 00 00 00 00 00 00 00 2F 00 00 00
eeObj.WriteMem32(0x206C64C4,0x3F400000) -- Vert fov
end
emuObj.AddVsyncHook(patcher)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
</pre>
====Dark Summit====
'''CLI'''
<br>All versions
<pre>
--host-display-mode=16:9
--force-pal-60hz=1
# Fahrenheit Emu used
</pre>
'''LUA'''
<br>PAL - SLES50575
<pre>
-- Dark Summit (PAL)
-- emu used=Fahrenheit
apiRequest(1.2)    -- request version 0.1 API. Calling apiRequest() is mandatory.
local emuObj = getEmuObject()
local eeObj  = getEEObject()
local WS = function()
--Widescreen hack 16:9
--X-Fov
--02000446 280100ae 42080546
eeObj.WriteMem32(0x003d37d0,0x08030000)
eeObj.WriteMem32(0x000c0000,0x46040002)
eeObj.WriteMem32(0x000c0004,0x3c013f40)
eeObj.WriteMem32(0x000c0008,0x00000000)
eeObj.WriteMem32(0x000c000c,0x4481f000)
eeObj.WriteMem32(0x000c0010,0x461e0002)
eeObj.WriteMem32(0x000c0014,0x080f4df5)
--Render fix
--003f013c 00a88144 0000b07f
eeObj.WriteMem32(0x0036444c,0x3c013f2b) --3c013f00
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(WS)
</pre>
====Nightshade====
'''CLI'''
<P>
ALL versions
<pre>
--host-display-mode=16:9
--gs-vert-precision=8
--force-frame-blend=1
</pre>
'''LUA'''
<br>NTSC - SLUS20810
<pre>
-- Nightshade (SLUS-20810)
-- Total Repair by nifengyuexia
-- emu used=jak v2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d1048,0x1000000f)
--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x322060,0x03e00008)
eeObj.WriteMem32(0x322064,0x00000000)
--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x30f3f4,0x00000000)
end
emuObj.AddVsyncHook(patcher)
</pre>
'''LUA'''
<br>PAL - SLES52238
<pre>
-- Nightshade(SLES-52238)
-- Total Repair by nifengyuexia
-- emu used=jak v2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d1f38,0x1000000f)
--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x326370,0x03e00008)
eeObj.WriteMem32(0x326374,0x00000000)
--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x3135f4,0x00000000)
end
emuObj.AddVsyncHook(patcher)
</pre>
'''LUA'''
<br>Kunoichi
<br>NTSC-J SLAJ-25031
<pre>
-- Kunoichi(SLAJ-25031)
-- Total Repair by nifengyuexia
-- emu used=jak v2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d10f8,0x1000000f)
--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x324450,0x03e00008)
eeObj.WriteMem32(0x324454,0x00000000)
--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x3117f4,0x00000000)
end
emuObj.AddVsyncHook(patcher)
</pre>
'''LUA'''
<br>NTSC-J SLPM-65447
<pre>
-- Kunoichi(SLPM-65447)
-- Total Repair by nifengyuexia
-- emu used=jak v2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d1058,0x1000000f)
--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x321c70,0x03e00008)
eeObj.WriteMem32(0x321c74,0x00000000)
--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x30f004,0x00000000)
end
emuObj.AddVsyncHook(patcher)
</pre>
====Jak and Daxter: The Lost Frontier====
'''CLI'''
<P>
ALL versions
<pre>
--vu1-di-bits=0
--vu0-di-bits=1
--gs-optimize=60fps
# Emu used = Red Dead Revolver
</pre>
====Sled Storm====
<P>
ALL versions
<pre>
--cdvd-sector-read-cycles=2000
--vu0-no-clamping=0
--vu1-no-clamping=0
--host-gamepads=2
# Emu used = Rogue v1
</pre>
==Incomplete configurations==
<pre>This is a list of configurations that were unsuccessful or were never completed, or information that might help people in the future.
A place for research and sharing useful info.</pre>
====Dragon ball z budokai tenkaichi====
'''LUA'''
<br>NTSC
Things go wrong somewhere around 0x001137A8
<pre>
apiRequest(0.1)
--untested
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x0011A54C, 0x24020000)
eeObj.WriteMem32(0x0018D944, 0x24020000)
eeObj.WriteMem32(0x0018D4CC, 0x24020000)
end
emuObj.AddVsyncHook(patcher)
</pre>
====Dynasty Warriors 5 - Empires====
<br>PAL
<pre>
001428CC
-00142910
</pre>
====Batman begins====
NTSC
<pre>
00409BF8 0000001E
</pre>
====Genji dawn of the samurai====
<br>NTSC
<pre>
002F876C
</pre>
====Bee movie====
NTSC
<br>CLI
<br>NTSC
<br>Redfaction
<pre>
--ee-context-switch-cycles=16000
--assert-path1-ad=1
--gs-kernel-cl-up="up2x2simple"
</pre>
====Hitman - Blood Money====
NTSC
<br>LUA
<pre>
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
--Exhibits a strange DMA issue
local patcher = function()
eeObj.WriteMem32(0x0028B554, 0x240F0000)
eeObj.WriteMem32(0x0028B4B0, 0x240F0000)
end
emuObj.AddVsyncHook(patcher)
</pre>
====Tenchu - Fatal Shadows====
<br>NTSC
<br>Destroy all humans v1
<pre>
#Removes most elements of graphical corruption
--vif1-instant-xfer=0
</pre>
<pre>
apiRequest(0.1)
-- Not the best solution, but it works.
eeInsnReplace(0x001023E0, 0xAE020000, 0x0)
-- The graphical issues start somewhere in this function 0x00134B10
</pre>
====Ratchet and Clank: Up Your Arsenal====
<br>SCUS97353
<pre>
-- 23.07.2023 Added debug stuff that should print in klog.
-- This should help us figure out why patch fail.
apiRequest(1.0)
local em  = getEmuObject()
local ee  = getEEObject()
local patcher = function()
   
    print("CONFIG: Entering patcher!")
    local base = -1
    local addr = -1
    --local spmp = -1
   
    -- Check for SP/MP, not working yet. Only SP supported.
    --spmp = ee.ReadMem32(0x13B3D8)
    --if spmp == 0x0000202d then
    --    addr = 0x13B3D8
    --else
    --    addr = 0x13B3D8
    --end
    -- Search for base.
    addr = 0x13B3D8
    while addr < 0x1000000
    do
        if ee.ReadMem32(addr) == 0x8c810014 then
            if ee.ReadMem32(addr + 4) == 0x3c067000 then
                if ee.ReadMem32(addr + 8) == 0x7cdf1ff0 then
                    base = addr
                    break
                else
                    addr = addr + 4
                end
            else
                addr = addr + 4
            end
        else
            addr = addr + 4
        end
    end
   
    -- Shouldn't be the case.
    if base == -1 then
        print("CONFIG: Base not found!")
        return
    end
    print(string.format("CONFIG: Base = %08x", base))
    -- Patch ctc2 instances.
    ee.WriteMem32(base + 0x490, 0x0C03FF0C) -- ctc2        $zero, vi2
    ee.WriteMem32(base + 0x5e0, 0x0C03FF0C) -- ctc2        $zero, vi2
    ee.WriteMem32(base + 0x728, 0x0C03FF0C) -- ctc2        $zero, vi2
    ee.WriteMem32(base + 0x878, 0x0C03FF0C) -- ctc2        $zero, vi2
    ee.WriteMem32(base + 0x9c0, 0x0C03FF0C) -- ctc2        $zero, vi2
    ee.WriteMem32(base + 0xb18, 0x0C03FF0C) -- ctc2        $zero, vi2
    ee.WriteMem32(base + 0x3f0, 0x0C03FF00) -- ctc2        $zero, vi1
    ee.WriteMem32(base + 0x530, 0x0C03FF00) -- ctc2        $zero, vi1
    ee.WriteMem32(base + 0x688, 0x0C03FF00) -- ctc2        $zero, vi1
    ee.WriteMem32(base + 0x7c8, 0x0C03FF00) -- ctc2        $zero, vi1
    ee.WriteMem32(base + 0x920, 0x0C03FF00) -- ctc2        $zero, vi1
    ee.WriteMem32(base + 0xa60, 0x0C03FF00) -- ctc2        $zero, vi1
    -- preserve ra
    ee.WriteMem32(base + 0x22c, 0xACDF1FF4)
    -- restore ra
    ee.WriteMem32(base + 0xcac, 0x8CDF1FF4)
    -- lq --> lw
    ee.WriteMem32(base + 0xd6c, 0x8c3f1ff0)
    -- delay vcall by few cycles
    ee.WriteMem32(base + 0x33c, 0x241C0020) -- modify to burn ee cycles after vcallms
    ee.WriteMem32(base + 0x340, 0x141CFFFF)
    ee.WriteMem32(base + 0x344, 0x279CFFFF)
    print("CONFIG: Dynamic patches applied!")
end
local delayer = function()
   
    local check = ee.ReadMem32(0x000ffc00)
    if check ~= 0xfcd91ff8 then
        print("CONFIG: Applying static patches!")
    end
   
    -- loop vi1
    ee.WriteMem32(0x000ffc00, 0xfcd91ff8)
    ee.WriteMem32(0x000ffc04, 0x24190080) -- modify to burn ee cycles before ctc2
    ee.WriteMem32(0x000ffc08, 0x1419ffff)
    ee.WriteMem32(0x000ffc0c, 0x2739ffff)
    ee.WriteMem32(0x000ffc10, 0x48c00800)
    ee.WriteMem32(0x000ffc14, 0x24190020) -- modify to burn ee cycles after ctc2
    ee.WriteMem32(0x000ffc18, 0x1419ffff)
    ee.WriteMem32(0x000ffc1c, 0x2739ffff)
    ee.WriteMem32(0x000ffc20, 0x03e00008)
    ee.WriteMem32(0x000ffc24, 0xdcd91ff8)
   
    -- loop vi2
    ee.WriteMem32(0x000ffc30, 0xfcd91ff8)
    ee.WriteMem32(0x000ffc34, 0x24190080) -- modify to burn ee cycles before ctc2
    ee.WriteMem32(0x000ffc38, 0x1419ffff)
    ee.WriteMem32(0x000ffc3c, 0x2739ffff)
    ee.WriteMem32(0x000ffc40, 0x48c01000)
    ee.WriteMem32(0x000ffc44, 0x24190020) -- modify to burn ee cycles after ctc2
    ee.WriteMem32(0x000ffc48, 0x1419ffff)
    ee.WriteMem32(0x000ffc4c, 0x2739ffff)
    ee.WriteMem32(0x000ffc50, 0x03e00008)
    ee.WriteMem32(0x000ffc54, 0xdcd91ff8)
   
    -- This static patch is required because game don't use level loader to load main menu.
    local new_game = ee.ReadMem32(0x3D58B8)
    local check2  = ee.ReadMem32(0x3D5D48)
    if new_game == 0x8c810014 and check2 ~= 0x0C03FF0C then
        print("CONFIG: Applying static patch for new game!")
        ee.WriteMem32(0x3D5D48, 0x0C03FF0C) -- ctc2        $zero, vi2
        ee.WriteMem32(0x3D5E98, 0x0C03FF0C) -- ctc2        $zero, vi2
        ee.WriteMem32(0x3D5FE0, 0x0C03FF0C) -- ctc2        $zero, vi2
        ee.WriteMem32(0x3D6130, 0x0C03FF0C) -- ctc2        $zero, vi2
        ee.WriteMem32(0x3D6278, 0x0C03FF0C) -- ctc2        $zero, vi2
        ee.WriteMem32(0x3D63D0, 0x0C03FF0C) -- ctc2        $zero, vi2
        ee.WriteMem32(0x3D5CA8, 0x0C03FF00) -- ctc2        $zero, vi1
        ee.WriteMem32(0x3D5DE8, 0x0C03FF00) -- ctc2        $zero, vi1
        ee.WriteMem32(0x3D5F40, 0x0C03FF00) -- ctc2        $zero, vi1
        ee.WriteMem32(0x3D6080, 0x0C03FF00) -- ctc2        $zero, vi1
        ee.WriteMem32(0x3D61D8, 0x0C03FF00) -- ctc2        $zero, vi1
        ee.WriteMem32(0x3D6318, 0x0C03FF00) -- ctc2        $zero, vi1
       
        -- preserve ra
        ee.WriteMem32(0x3D5AE4, 0xACDF1FF4)
        -- restore ra
        ee.WriteMem32(0x3D6564, 0x8CDF1FF4)
        -- lq --> lw
        ee.WriteMem32(0x3D6624, 0x8c3f1ff0)
        -- vcall
        ee.WriteMem32(0x3D5BF4, 0x241C0020) -- modify to burn ee cycles after vcallms
        ee.WriteMem32(0x3D5BF8, 0x141CFFFF)
        ee.WriteMem32(0x3D5BFC, 0x279CFFFF)
    end
end
-- hook right after level loader, ideally this should be hook inside loader...
ee.AddHook(0x13B3D8, 0x0000202D, patcher)
em.AddVsyncHook(delayer)
</pre>
I'm following this approach but it isn't working and I do not know why. --[[User:Scalerize|Scalerize]] ([[User talk:Scalerize|talk]]) 21:55, 28 August 2023 (CEST)
<pre>
apiRequest(0.1)
local eeObj = getEEObject()
eeObj.AddHook(0x0013B3C8, 0x0200F809, function()
local pointer =  eeObj.GetGpr(gpr.s0)
end)
--vcallms before
eeObj.AddHook(pointer+0x5496C, 0x7120CDA8, function()
          eeObj.AdvanceClock(500)
end)
--vcallms after
eeObj.AddHook(pointer+0x54974, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)
--vi01 before 1
eeObj.AddHook(pointer+0x54A24, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)
--vi01 before 2
eeObj.AddHook(pointer+0x54B64, 0x7019CC3F, function()
          eeObj.AdvanceClock(500)
end)
--vi01 before 3
eeObj.AddHook(pointer+0x54CBC, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)
--vi01 before 4
eeObj.AddHook(pointer+0x54DFC, 0x7019CC3F, function()
          eeObj.AdvanceClock(500)
end)
--vi01 before 5
eeObj.AddHook(pointer+0x54F54, 0x0019C900, function()
          eeObj.AdvanceClock(500)
end)
--vi01 before 6
eeObj.AddHook(pointer+0x55094, 0x7017BEC8, function()
          eeObj.AdvanceClock(500)
end)
--vi01 after 1
eeObj.AddHook(pointer+0x54A2C, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)
--vi01 after 2
eeObj.AddHook(pointer+0x54B6C, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)
--vi01 after 3
eeObj.AddHook(pointer+0x54CC4, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)
--vi01 after 4
eeObj.AddHook(pointer+0x54E04, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)
--vi01 after 5
eeObj.AddHook(pointer+0x54F5C, 0x000F7880, function()
          eeObj.AdvanceClock(500)
end)
--vi01 after 6
eeObj.AddHook(pointer+0x5509C, 0x71D18D88, function()
          eeObj.AdvanceClock(500)
end)
--vi02 before 1
eeObj.AddHook(pointer+0x54AC4, 0x701188FC, function()
          eeObj.AdvanceClock(500)
end)
--vi02 before 2
eeObj.AddHook(pointer+0x54C14, 0x7120CDA8, function()
          eeObj.AdvanceClock(500)
end)
--vi02 before 3
eeObj.AddHook(pointer+0x54D5C, 0x701188FC, function()
          eeObj.AdvanceClock(500)
end)
--vi02 before 4
eeObj.AddHook(pointer+0x54EAC, 0x7120CDA8, function()
          eeObj.AdvanceClock(500)
end)
--vi02 before 5
eeObj.AddHook(pointer+0x54FF4, 0x0019C900, function()
          eeObj.AdvanceClock(500)
end)
--vi02 before 6
eeObj.AddHook(pointer+0x5514C, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)
--vi02 after 1
eeObj.AddHook(pointer+0x54ACC, 0x70E0CDA8, function()
          eeObj.AdvanceClock(500)
end)
--vi02 after 2
eeObj.AddHook(pointer+0x54C1C, 0x7009E688, function()
          eeObj.AdvanceClock(500)
end)
--vi02 after 3
eeObj.AddHook(pointer+0x54D64, 0x70E0CDA8, function()
          eeObj.AdvanceClock(500)
end)
--vi02 after 4
eeObj.AddHook(pointer+0x54EB4, 0x7009E688, function()
          eeObj.AdvanceClock(500)
end)
--vi02 after 5
eeObj.AddHook(pointer+0x54FFC, 0x22310006, function()
          eeObj.AdvanceClock(500)
end)
--vi02 after 6
eeObj.AddHook(pointer+0x55154, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)
</pre>
You need to define pointer as a global variable or define it inside more advanced function, otherwise it is deleted/undefined when you exit first hook. Additionally your code use aliases without importing required file. This can be fixed by importing it or by using 16 instead of gpr.s0. Next thing is that all those hooks imo should be mounted from single function to ensure that all new hooks are added when game step on first hook. Keep in mind that the way you are obtaining ctc addresses can fail for next stages. Finally, when leaving stage you need to remove those hooks. Because they stay there forever, and that address can already hold different code after stage change. This is because hook check for original opcode is done only when mounting it there, not when running code itself. On top of that game overlay loader which you should use to grab pointer IS NOT used to load main menu screen, so you need to patch it manually or at least with another hook. I don't have ratchet elf now here, but make sure that your initial hook is added in place where new level code is already there, because now it seems that your initial hook is before level loader is even launched. --[[User:Kozarovv|Kozarovv]] ([[User talk:Kozarovv|talk]]) 12:06, 29 August 2023 (CEST)
====Shadow Man - 2econd Coming====
<br>SLUS204.13
<pre>
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Once it reaches to the TEQ, the game crashes.
eeObj.WriteMem32(0x00231AF0, 0x0808C6AF)
end
emuObj.AddVsyncHook(patcher)
</pre>
====Forbidden Siren 2====
'''CLI'''
<br>NTSC
<pre>
--vu-xgkick-delay=9
</pre>
===sceTtyPrint===
This should print some debug info in emulog/klog, pcsx2 a like. Pattern based on Smugglers Run 2 and Spiderman 3. So first test should be done with those games. Spiderman should print something like "Legal screen is 512 x 256." first. Smugglers Run 2 "Timezone=60". Assuming it work, this can give some valuable info about VIF1/GIF hangs, which are 50% of issues in those crappy emus.
--sceTtyWrite take:
--a0 = string ptr
--a1 = size (we need to overwrite str_ptr + size with 0 to make it 0 terminated)
-- best tty pattern for now = "0A 00 07 24 0D 00 05 24 0C 00 C4 24"
apiRequest(1.0)
eeObj  = getEEObject()
emuObj = getEmuObject()
local printerino = function()
    local str_ptr  = eeObj.GetGpr(4) -- a0
    local str_size = eeObj.GetGpr(5) -- a1
   
    -- Add zero terminator, not sure if we need it...
    -- But i don't see any way to pass how long string should be.
    -- So just 0 terminate it just in case.
    -- Note: PS2 pass newline as last character, maybe we don't need it.
    -- if it break anything, or looks weird, then remove +1 from below write.
    eeObj.WriteMem8(str_ptr + str_size + 1, 0)
   
    local str = eeObj.ReadMemStr(str_ptr)
    print(string.format("PS2 DEBUG: %s", str))
end
local addr  = 0x100008
local ttySearch = function()
print("PS2 DEBUG: Entering ttySearch.")
    while(addr < 0x1000000 )
    do
        if eeObj.ReadMem32(addr) == 0x2407000A then
            if eeObj.ReadMem32(addr + 4) == 0x2405000D then
                if eeObj.ReadMem32(addr + 8) == 0x24C4000C then
-- I'm sorry...
local check = 0
local full_op = 0
while(check ~= 0x27BD and addr ~= 0x100008)
do
    addr = addr - 4
full_op = eeObj.ReadMem32(addr)
check = full_op >> 16
end
                    break -- first loop
                else
                    addr = addr + 4
                end
            else
                addr = addr + 4
            end
        else
            addr = addr + 4
        end
    end
if addr < 0x1000000 and not addr < 0x100008 then
    print(string.format("Found sceTtyWrite function at: 0x%X", addr))
eeObj.AddHook(addr, full_op, printerino)
else
    print("sceTtyWrite function not found!")
    end
end
emuObj.AddEntryPointHook(ttySearch)

Latest revision as of 20:27, 18 April 2024

General

As of February 2022, there are two apps created by the community: 'PS2 Classics GUI' and 'PS2-FPKG'. Some games works with one but not with the other, and it would be nice if you guys begin adding this info while filling this page.

Global Configurations

Configurations that are made for more than one game for a specific purpose

SkipMpegHack (FMV skip)

LUA file
All games using standard sceMpeg decoder will have their fmvs disabled by this patch.

apiRequest(1.0)
eeObj  = getEEObject()
emuObj = getEmuObject()

local addr   = 0x100008
local skipMpeg = function()
    while(addr < 0x1000000)
    do
        if eeObj.ReadMem32(addr) == 0x8c830040 then
            if eeObj.ReadMem32(addr + 4) == 0x03e00008 then
                if eeObj.ReadMem32(addr + 8) == 0x8c620000 then
                    eeObj.WriteMem32(addr + 8, 0x24020001)
                    break
                else
                    addr = addr + 4
                end
            else
                addr = addr + 4
            end
        else
            addr = addr + 4
        end
    end
end

emuObj.AddEntryPointHook(skipMpeg)
--We should remove that hook, but we never really hit entry point again.
--emuObj.RemoveEntryPointHook(skipMpeg)

Official PS2emu Configuration Files

Here are configuration files extracted from official packages to improve PS2 emulator compatibility on PS4. Most of them require also emulator/recompiler files from extracted pkg to work correctly.

ADK Damashii

CLI
SLPS-25906

--gs-uprender=none
--gs-upscale=point
--force-frame-blend=1

Arc the Lad: Twilight of the Spirits™

SCUS 972.31
Cli

--gs-force-bilinear=1
--gs-kernel-cl-up="up2x2Simple"
--lopnor-config=1

SCUS 972.31
lua

require("ee-gpr-alias")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

eeObj = getEEObject()

-- Bug#8359 (see bugzilla for the detail)
-- Skip FadeSet call if map is 'Scrappe Plateau' and the latest loaded script file is 'evt03B_07_0.moc'.
-- This game seems to have a problem (sensitive) with frame count on the script engine.
-- On our emulator, frame counting is slightly different from the original.
-- therefore it reads out 'overun' script command, which is 'cmd_fade' to fade-in.
-- At here, we will skip FADE-IN command if the situation meets the requirement.
skip_fade_flag = { map_name = false, file_name = false }

-- fade skip Bug#8359. skip FadeSet if skip_fade_flag meets the requirement.
eeObj.AddHook(  0x13c464,	0x8e0500c0, function()
				   -- print(skip_fade_flag.map_name)
				   -- print(skip_fade_flag.file_name)
				   if skip_fade_flag.map_name and skip_fade_flag.file_name then
					  -- print("SKIP FADE")
					  eeObj.SetPc(0x13c470)
					  skip_fade_flag.map_name = false
					  skip_fade_flag.file_name = false
				   end
end)

-- cmd_read_file(const char* filename)
eeObj.AddHook(0x13dad0, 0x27bdffc0, function()
				 local filename = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
				 -- print(string.format("cmd_read_file %s", filename))
				 if "chara/evt_camera/evt03B_07_0.moc" == filename then
					-- print("skip_fade!")
					skip_fade_flag.file_name = true
				 else
					skip_fade_flag.file_name = false
				 end
end)

-- cmd_map_name(const char* mapname)
eeObj.AddHook(0x13f138,	0x0080282d, function()
				 local mapname = eeObj.ReadMemStr(eeObj.GetGpr(gpr.a0))
				 -- print(string.format("cmd_map_name %s", mapname))
				 if "Scrappe Plateau" == mapname then
					-- print("skip_fade!")
					skip_fade_flag.map_name = true
				 else
					skip_fade_flag.map_name = false
				 end
end)

Canis Canem Edit (Bully)


CLI

--fpu-accurate-mul-fast=1
--fpu-muldiv-range=0x3fa5c0,0x3fa5c0
--gs-flush-ad-xyz=SafeZWrite
--vu1-opt-vf00=2
--vu1-di-bits=0
--ee-hook=0x001f3ef4,FastForwardClock
--gs-use-deferred-l2h=0
--vu1-injection=1
--vu1-mpg-cycles=2500
--fpu-rsqrt-fast-estimate=0
--safe-area-min=1.0

SLES 535.61
LUA

apiRequest(0.1)

-- EA sports cricket 07 bug 9392
-- Performance fix
local emuObj = getEmuObject()	
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 , tw=4, th=4  } )


SLUS-21269
SLUS-21269_features.lua

This is a substantial file. Over 150 lines with an extensive performance fix. I'm sharing the file itself as a download link.

https://drive.google.com/file/d/12gt2fONqMP1rmEB9UMw3rIpEYbz1dQq8/view

#Official widescreen support.

Destroy All Humans

SLUS_209.45
CLI

--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-ignore-dirty-page-border=1
--fpu-accurate-addsub-range=0x28bf00,0x28c100
#Fix for graphical glitches.

SLUS_209.45
SLUS-20945_features.lua

-- Lua 5.3
-- Title:   Destroy All Humans! PS2 - SLUS-20945 (USA)
-- Author:  Ernesto Corvi, Adam McInnis

-- Changelog:

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

local eeObj		= getEEObject()
local emuObj	= getEmuObject()
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])

-- Widescreen
eeObj.AddHook(0x308270, 0x3c0336c5, function() -- Graphics::Script::SetScreenRatio
	local mode = eeObj.GetGpr(gpr.v0)
	
--	print(string.format("mode: %08x", mode))
	
	if mode == 0x36c59d2b then -- widescreen
		emuObj.SetDisplayAspectWide()
	elseif mode == 0x855a87ef then -- standard
		emuObj.SetDisplayAspectNormal()
	end
end)

eeObj.AddHook(0x3078F4, 0xae0000f4, function() -- Graphics::Renderer::Renderer
	local renderer = eeObj.GetGpr(gpr.s0)
	eeObj.WriteMemFloat(renderer+0x200, 1.3333333)
	eeObj.WriteMemFloat(renderer+0x204, 1.7777777)
	eeObj.WriteMem32(renderer+0x208, 2)
end)

emuObj.SetDisplayAspectWide()

-- CRC "settings.display.widescreen" = 0xbcf14d81
-- $s2 = SaveType (1 = new save)

local overlay = InsnOverlay({
	0x27bdffe0, -- addiu $sp, -0x20
	0xffbf0010, -- sd $ra, 0x10($sp)
	0x0c0d49d8, -- jal Core::Memset(void *,int,uint)
	0x00000000, -- nop
	0x24030001, -- li $v1, 1
	0x1472000b, -- bne $s2, $v1, +11
	0x00000000, -- nop
	0x0c09dacc, -- jal UFO::Progress::Get(void)
	0x00000000, -- nop
	0x3c01bcf1, -- lui $at, 0xbcf1
	0x34214d81, -- ori $at, $at, 0x4d81
	0xafa10000, -- sw $at, 0($sp)
	0x24030001, -- li $v1, 1
	0xa3a30004, -- sb $v1, 4($sp)
	0x03a0282d, -- move $a1, $sp
	0x0c09dd4c, -- jal UFO::Progress::Record::AddKey(UFO::Progress::Content const&)
	0x0040202d, -- move $a0, $v0
	0xdfbf0010, -- ld $ra, 0x10($sp)
	0x03e00008, -- jr $ra
	0x27bd0020  -- addiu $sp, 0x20
})
local call_overlay = 0x0c000000 | (overlay >> 2)
eeInsnReplace(0x2789F8, 0x0c0d49d8, call_overlay) -- UFO::Progress::Storage::PrepareWrite
#Official widescreen support.

Destroy All Humans 2

SLUS_214.39
CLI

--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix for graphical glitches.

SLUS_214.39
SLUS-21439_features.lua

-- Lua 5.3
-- Title:   Destroy All Humans! 2 PS2 - SLUS-21439 (USA)
-- Author:  Ernesto Corvi, Adam McInnis

-- Changelog:

apiRequest(0.7)	-- request version 0.1 API. Calling apiRequest() is mandatory.

local eeObj		= getEEObject()
local emuObj	= getEmuObject()
local gpr = require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])

-- Widescreen
eeObj.AddHook(0x33ca98, 0x3c0436c5, function() -- Graphics::Script::SetScreenRatio
	local mode = eeObj.GetGpr(gpr.v0)
	
--	print(string.format("mode: %08x", mode))
	
	if mode == 0x36c59d2b then -- widescreen
		emuObj.SetDisplayAspectWide()
	elseif mode == 0x855a87ef then -- standard
		emuObj.SetDisplayAspectNormal()
	end
end)

eeObj.AddHook(0x33afac, 0x0000282d, function() -- Graphics::Renderer::Renderer
	eeObj.SetGpr(gpr.a1, 2)
end)

emuObj.SetDisplayAspectWide()

-- CRC "settings.display.anamorphic" = 0x8b36afe9
-- $s2 = SaveType (1 = new save)

local overlay = InsnOverlay({
	0x27bdffe0, -- addiu $sp, -0x20
	0xffbf0010, -- sd $ra, 0x10($sp)
	0x0c059d02, -- memset
	0x00000000, -- nop
	0x24030001, -- li $v1, 1
	0x1472000b, -- bne $s2, $v1, +11
	0x00000000, -- nop
	0x0c09b400, -- jal UFO::Progress::Get(void)
	0x00000000, -- nop
	0x3c01bcf1, -- lui $at, 0x8b36
	0x34214d81, -- ori $at, $at, 0xafe9
	0xafa10000, -- sw $at, 0($sp)
	0x24030001, -- li $v1, 1
	0xa3a30004, -- sb $v1, 4($sp)
	0x03a0282d, -- move $a1, $sp
	0x0c09dd4c, -- jal UFO::Progress::Record::AddKey(UFO::Progress::Content const&)
	0x0040202d, -- move $a0, $v0
	0xdfbf0010, -- ld $ra, 0x10($sp)
	0x03e00008, -- jr $ra
	0x27bd0020  -- addiu $sp, 0x20
})
local call_overlay = 0x0c000000 | (overlay >> 2)
eeInsnReplace(0x271AD0, 0x0c059d02, call_overlay) -- UFO::Progress::Storage::PrepareWrite

-- Disable Progressive Scan and Adjust Screen Position

local overlay2 = 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
})
local call_overlay2 = 0x0c000000 | (overlay2 >> 2)
eeInsnReplace(0x2e5a14, 0x0c0dba4c, call_overlay2) -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag

eeObj.AddHook(0x2e5a10, 0x0240202d, function() -- Sim::Manager::ProcessScript near Sim::Manager::SetPauseFlag
	local luaString = [[
-- disable progressive scan and adjust screen
gui.i.SMOptionsDisplay.table.slots[3] = nil
gui.i.SMOptionsDisplay.table.slots[4] = nil
]]
	eeObj.WriteMemStrZ(0xf7000, luaString)
end)
#Official widescreen support.

Eternal ring

CLI

--pad-analog-to-digital=0
--gs-use-deferred-l2h=1
--host-display-mode=16:9

LUA

local gpr = require("ee-gpr-alias")
local PadStick = require("PadStick")

apiRequest(1.5)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--X-Fov - ELF hack
--803f013c 00a88144 0045013c
eeObj.WriteMem32(0x00100fcc,0x3c013f40) --3c013f80

--Memory hack
--eeObj.WriteMem32(0x201FF100,0x43c00000)

end

emuObj.AddVsyncHook(patcher)

if 1 then
	-- bug#10361 (intro slowdown) & bug#9823 (conveyor belt effect)
	-- Use Deferred L2H except for conveyor belt effect.

	-- Unsure if other convery or similar effects are present, so use permissive match for bypassing deferral.
	L2H_SetNonDeferred({TRXREG=0x0000000900000080})		-- match any TRXPOS or BITBLTBUF

	-- Full specification of conveyor belt effect.
	-- L2H_SetNonDeferred({BITBLTBUF=0x0000000013023240,TRXPOS=0x0000000000770000,TRXREG=0x0000000900000080})
end


local PadStickRemap_EternalRing_Default = {
	LR=PadStick.AxisRX_Pos,
	LL=PadStick.AxisRX_Neg,
	LU=PadStick.AxisLY_Neg,
	LD=PadStick.AxisLY_Pos,

	L1=PadStick.AxisLX_Neg,
	R1=PadStick.AxisLX_Pos,
	L2=PadStick.AxisRY_Neg,
	R2=PadStick.AxisRY_Pos,
}

local PadStickRemap_EternalRing_InvertY = {
	L2=PadStick.AxisRY_Pos,
	R2=PadStick.AxisRY_Neg,
}

emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_Default)

-- Supporting Inverted Y Axis requires smoe menu changes, and should be done via features.lua
--emuObj.PadPressureStickRemap(0, PadStickRemap_EternalRing_InvertY) 

Everybody's Tennis/Hot Shots Tennis

SCES_545.35
CLI

--gs-use-deferred-l2h=0
--l2h-2d-params=0x0000000800000010,0x00000000300a1400,256
--gs-motion-factor=50
--mtap1=always
--gs-opt-frbuff-switch=1
--gs-ignore-dirty-page-border=1
--gs-ignore-rect-correction=1
--ee-native-function=memcpy,0x11e328
--ee-native-function=memset,0x11e4e0
#performance and visual fix(?)

SCES_545.35
LUA

local gpr = require("ee-gpr-alias")
require( "ee-hwaddr" )
apiRequest(1.4)

local eeObj = getEEObject()

-- function dump(addr)
--    print(string.format("=== dump %x ===", addr))
--    for i=0,0x1e do
-- 	  print(string.format("   %08x : %08x %08x %08x %08x",
-- 						  addr + i*16,
-- 						  eeObj.ReadMem32(addr + i*16 + 0),
-- 						  eeObj.ReadMem32(addr + i*16 + 4),
-- 						  eeObj.ReadMem32(addr + i*16 + 8),
-- 						  eeObj.ReadMem32(addr + i*16 +12)))
--    end
-- end

-- Bug#8285
-- This patch changes the color of background on :
--		- Language selection
--		- Company logo
--		- Start screen
--		- Some menu
-- which are in menu.bin overlay. Nothing affected in the actual game.
eeObj.DmaAddHook( 1, function()
					 if eeObj.ReadMem32(vif1_hw.TADR) == 0x1fd1c0 then
						-- On language select
						if eeObj.ReadMem32(0x4c8ef0) == 0x00ff9090 then
						   eeObj.WriteMem32(0x4c8ef0, 0)
						end
						if eeObj.ReadMem32(0x548f30) == 0x00ff9090 then
						   eeObj.WriteMem32(0x548f30, 0)
						end
						-- On company logo
						if eeObj.ReadMem32(0x4c6d70) == 0x00ff9090 then
						   eeObj.WriteMem32(0x4c6d70, 0)
						end
						if eeObj.ReadMem32(0x546db0) == 0x00ff9090 then
						   eeObj.WriteMem32(0x546db0, 0)
						end
					 end
end)


eeInsnReplace(0x103d58, 0x27bdffc0, 0x03e00008)                 -- <SyncDCache>
eeInsnReplace(0x103d5c, 0xffb20020, 0x00000000)
eeNativeHook (0x103d58, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x103dd8, 0x3c02ffff, 0x03e00008)                 -- <iSyncDCache>
eeInsnReplace(0x103ddc, 0x3442ffc0, 0x00000000)
eeNativeHook (0x103dd8, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x103e98, 0x27bdffc0, 0x03e00008)                 -- <InvalidDCache>
eeInsnReplace(0x103e9c, 0xffb20020, 0x00000000)
eeNativeHook (0x103e98, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x103f18, 0x3c02ffff, 0x03e00008)                 -- <iInvalidDCache>
eeInsnReplace(0x103f1c, 0x3442ffc0, 0x00000000)
eeNativeHook (0x103f18, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x106970, 0x3c19ffff, 0x03e00008)                 -- <sceSifWriteBackDCache>
eeInsnReplace(0x106974, 0x3739ffc0, 0x00000000)
eeNativeHook (0x106970, 0x03e00008,'AdvanceClock',0x1700)

Fahrenheit/Indigo Prophecy

SLES_535.39
CLI

--ee-hook=0x002097d0,FastForwardClock,0x8c6261fc
--ee-hook=0x1a5570,AdvanceClock,,500000
--ee-hook=0x00223c48,AdvanceClock,0x0080382d,8000
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
#Performance fix.

SLES_535.39
LUA

This is a substantial file. Over 20,000 lines with an extensive performance fix. I'm sharing the file itself as a download link.

https://drive.google.com/file/d/1L2YxondID65KIAybKVCBH9KgFegqqOeQ/view

-- Performace fix (bug #9785 )
-- bug#8571
-- ignore 'no wait vsync' case.
-- unsyncv causes major slowness on loading screen, because the game pushes LOTS of identical frame data to GS.

SLES_535.39
SLES-53539_features.lua

-- Lua 5.3
-- Title:   Fahrenheit PS2 - SLES-53539 (EUR)
-- Author:  Ernesto Corvi, Adam McInnis

-- Changelog:

require( "ee-gpr-alias" ) -- you can access EE GPR by alias (gpr.a0 / gpr["a0"])
require( "ee-cpr0-alias" ) -- for EE CPR

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

local eeObj		= getEEObject()
local emuObj	= getEmuObject()

local L1 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Run
	emuObj.ThrottleMax()
end
	
local L2 = function() -- QDT::SINT::SCRIPT_LOADING_SCREEN::EM::Stop
	emuObj.ThrottleNorm()
end
	
local load1 = eeObj.AddHook(0x387040, 0x3c02004b, L1) -- QDT::SINT::SCRIPT_LOADING_SCREEN::Run
local load2 = eeObj.AddHook(0x387090, 0x3c02004b, L2) -- QDT::SINT::SCRIPT_LOADING_SCREEN::Stop

-- Widescreen
eeInsnReplace(0x20a7c0, 0x3c013faa, 0x3c013fe3)
eeInsnReplace(0x20a7c4, 0x3421aaab, 0x34218e39)
emuObj.SetDisplayAspectWide()

-- Skip video mode options
local videomenuVM = { 0x04, 0x01, 0x00, 0x00, 0x44, 0x00, 0x00, 0x00,
					  0x3B, 0x0D, 0x00, 0x00, 0x3B, 0x0B, 0x00, 0x00,
					  0x3B, 0x26, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00 }
					  
local visualmenuVM = { 0x04, 0x01, 0x00, 0x00, 0xA2, 0x00, 0x00, 0x00,
					   0x3B, 0x19, 0x00, 0x00, 0x3B, 0x18, 0x00, 0x00 }

-- locates src chunk on (dst,cnt). -1 if not found, offset if found
local locateChunk = function(src, dst, count)
	local offs = -1
	
	for x = 0, count - #src do
		if eeObj.ReadMem8(dst+x) == src[1] then
			local found = true
			for y = 1, #src do
				if eeObj.ReadMem8(dst+x+y-1) ~= src[y] then
					found = false
					break
				end
			end
				
			if found == true then
				offs = x
				break
			end
		end
	end
	
	return offs
end

eeObj.AddHook(0x2812b0, 0x27bdfff0, function() -- QDT::VM::BYTE_CODE::BYTE_CODE
	local obj = eeObj.GetGpr(gpr.a1)
	local bytecode = eeObj.ReadMem32(obj+0x18)
	local count = eeObj.ReadMem32(obj+0x20)
	
	if count > #videomenuVM then
		local offs = locateChunk(videomenuVM, bytecode, count)
		if offs >= 0 then
			print("Skipping video mode menu")
			eeObj.WriteMem8(bytecode+offs+4, 8) -- beq 0x44 -> beq 0x8
		end
	end
	
	if count > #visualmenuVM then
		local offs = locateChunk(visualmenuVM, bytecode, count)
		if offs >= 0 then
			print("Skipping visual mode video menu")
			eeObj.WriteMem8(bytecode+offs+1, 2) -- beq 0xa2 -> bne 0xa2
		end
	end
end)

-- Force 60hz
eeInsnReplace(0x207ae0, 0x00a0802d, 0x24100001) -- move $s0, $a1 -> li $s0, 1

-- Fix for bug 9716, which is a bug in the game.
-- Trying to retrieve a COM handle in the game will cause an infinite
-- loop if the handle has been deallocated and the debug server is not
-- connected. There's apparently a small race condition in the Asylum
-- level that sometimes can trigger the bug.
-- The fix involves getting out of the loop.
-- It causes a small visual glitch but otherwise the game continues to work fine.

eeInsnReplace(0x1c5958, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5b6c, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
eeInsnReplace(0x1c5d24, 0x10400005, 0) -- QDT::KCOM::COM_SERVICE::RetrieveComHandle
#Official widescreen support, forced 60Hz/NTSC, along with a game crash bug fix.

Fantavision

CLI
SCES-50002

--gs-kernel-cl-up="fantavision"
--gs-motion-factor=1

LUA
SCES-50002

require("ee-gpr-alias")
require( "ee-hwaddr" )
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

eeObj = getEEObject()

--
-- Bug#93709 (JP Bugzilla)
-- Same as Parappa the Rapper 2, it's VIF1 vs GIF xfer timing issue.
-- The game expects PATH3 happens before VU1 xgkick, but actually Olympus doesn't do like that.
--	Game kicks  : PATH3(Context1) PATH1(Rendering using Context1&2) PATH3(Context2)
--	Game expects: PATH3(Context1) PATH3(Context2) PATH1(Rendering using Context1&2)
-- Hence VIF1 DMA needs to be delayed.
eeObj.AddHook(0x1b1468,	0xae020000, function()
				 local ee = eeObj
				 local s0 = ee.GetGpr(gpr.s0)

				 if s0 == vif1_hw.CHCR then
					local chcr = ee.GetGpr(gpr.v0)
					if (chcr & 0x05) == 0x05 then
					   local tadr = ee.ReadMem32(vif1_hw.TADR)
					   if tadr == 0x8883e0 or tadr == 0x9f6b60 then
						  ee.SchedulerDelayEvent("vif1.dma", 0x5000)
					   end
					end
				 end
end)


-- Performace fix
local emuObj = getEmuObject()	
-- twIsLess=5 - texture width is less or eq. than 32
emuObj.SetGsTitleFix( "forcePointSampling", "reserved", {alpha = 0x80000048, twIsLess=5, thIsLess=5 } )

Fatal Fury: Battle Archives volume 2

ALL
CLI

--gs-uprender=none
--gs-upscale=point
--host-audio-latency=0.010
--force-frame-blend=1
#Graphical fix.

SLUS_217.23
SLUS-21723_features.lua

This is a substantial file. Over 500 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.

https://drive.google.com/file/d/1FPPPJiHOazTXaD-H6K3kLACYDSdDeAE1/view

#official widescreen support in the form of screen bezels, along with expanded fightstick support and scanline shaders.

Fu'un Super Combo!!!

SLPS_257.81
CLI

--gs-uprender=2x2
--gs-upscale=point
--host-audio-latency=0.3
--ee-hook=0x127050,AdvanceClock,0x2403002b,0x4000
--ee-hook=0x106734,FastForwardClock,0x0c04149c
--ee-native-function=memcpy,0x11fa9c,0x0080402d
--force-frame-blend=1
--vif1-ignore-cmd-ints=1
#Graphical and performance fixes.

SLPS_257.81
LUA

apiRequest(1.4)

eeNativeFunction(0x11fa9c, 0x0080402d, 'memcpy')
eeNativeFunction(0x11fb48, 0x2cc20008, 'memset')

eeInsnReplace(0x1279d0, 0x27bdffc0, 0x03e00008)                 -- <SyncDCache>
eeInsnReplace(0x1279d4, 0xffb20020, 0x00000000)
eeNativeHook (0x1279d0, 0x03e00008,'AdvanceClock',0xa00)
eeInsnReplace(0x127b00, 0x27bdffc0, 0x03e00008)                 -- <InvalidDCache>
eeInsnReplace(0x127b04, 0xffb20020, 0x00000000)
eeNativeHook (0x127b00, 0x03e00008,'AdvanceClock',0xa00)
eeInsnReplace(0x12a258, 0x3c19ffff, 0x03e00008)                 -- <sceSifWriteBackDCache>
eeInsnReplace(0x12a25c, 0x3739ffc0, 0x00000000)
eeNativeHook (0x12a258, 0x03e00008,'AdvanceClock',0x1700)

require("ee-gpr-alias")

local eeObj = getEEObject()
local emuObj = getEmuObject()

-- *** viBufBeginPut (1)
--eeInsnReplace(0x105628, 0x0c049c78, 0) -- 	jal	1271e0 <WaitSema>
eeInsnReplace(0x1056c8, 0x0c049c70, 0) -- 	jal	1271c0 <SignalSema>
-- *** viBufEndPut (1)
eeInsnReplace(0x105708, 0x0c049c78, 0) -- 	jal	1271e0 <WaitSema>
--eeInsnReplace(0x105730, 0x0c049c70, 0) -- 	jal	1271c0 <SignalSema>
-- *** viBufFlush (1)
--eeInsnReplace(0x105a88, 0x0c049c78, 0) -- 	jal	1271e0 <WaitSema>
--eeInsnReplace(0x105ab8, 0x0c049c70, 0) -- 	jal	1271c0 <SignalSema>
-- *** viBufPutTs (1)
eeInsnReplace(0x105c10, 0x0c049c78, 0) -- 	jal	1271e0 <WaitSema>
eeInsnReplace(0x105cf4, 0x0c049c70, 0) -- 	jal	1271c0 <SignalSema>

-- it's redundant calling of _waitIpuIdle in libmpeg... not so huge impact tho.
eeInsnReplace(0x118620,	0x0c04672a, 0) -- 	jal	119ca8 <_waitIpuIdle>

-- bug# 9972
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )
#Crash/stall fixes.

Grand Theft Auto III

SLUS_200.62
CLI

--vu1-no-clamping=0
--gs-check-trans-rejection=1
--gs-kernel-cl-up="up2x2tc"
--gs-optimize-30fps=1
--ee-hook=0x27cea8,FastForwardClock
#Performance and graphical fix.

SLUS_200.62
LUA

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Performace fix
local emuObj = getEmuObject()	
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )


-- Bug#9133
-- workaround ... -16020(gp) value is something wrong. the value comes from CCamera::Process().
--                unfortunately accurate math or any other flags don't help for this problem,
--				  even though it should be calculation error issue.
--				  for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension()
--				  actually the cloud is a billboard, so it should have 0 degree in view-space.
--				  so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something)
eeInsnReplace(0x318344,	0xc792c16c, 0x44809000) -- 	lwc1	$f18,-16020(gp)
#Performance fix.

SLUS_200.62
SLUS-20062_features.lua

-- Lua 5.3
-- Title:  Grand Theft Auto III PS2 - SLUS-20062 (USA) v1.40
-- Author: Nicola Salmoria
-- Date:   November 3, 2015


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

apiRequest(0.7)	-- need widescreen support

local eeObj		= getEEObject()
local emuObj	= getEmuObject()


local USEWIDESCREEN_ADDRESS = 0x416748

local H1 =	-- start of main()
	function()
		eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1)	-- enable widescreen
	end

local H2 =	-- change widescreen flag
	function()
		local isWidescreen = eeObj.GetGpr(gpr.v0)
		
		if isWidescreen == 0 then
			emuObj.SetDisplayAspectNormal()
		else
			emuObj.SetDisplayAspectWide()
		end
	end

local hook1 = eeObj.AddHook(0x27ed04, 0x7fbf0000, H1)	-- <main>:
local hook2 = eeObj.AddHook(0x270e50, 0xa382b8d8, H2)	-- <CMenuManager::AnaliseMenuContents(void)>:
#Official widescreen support.

Grand Theft Auto: San Andreas

SLUS_209.46
CLI

--gs-optimize-30fps=1
--ee-hook=0x34dee8,FastForwardClock
--ee-hook=0x00245ee0,FastForwardClock
--cop2-no-clamping=1
--gs-flush-ad-xyz=safe
--vu1-clamp-range=0x04a,0x069
--gs-use-deferred-l2h=0
#Performance optimisation/fix.

SLUS_209.46
LUA

apiRequest(0.6)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- bug#8979
-- The game bugged.
-- CStreaming::StreamPedsIntoRandomSlots(int*) expects 8 integers arrray to process,
-- but CCheat::LoveConquersAllCheat() function copies just only 6 integers to the stack.
-- it seems the table of the source is correct, so using lq/sq instead of ld/sd to copy
-- the contents of the table correctly.
eeInsnReplace(0x59fbb0,	0xdca20010, 0x78a20010) -- 	ld	v0,16(a1) => lq
eeInsnReplace(0x59fbb8,	0xfc820010, 0x7c820010) -- 	sd	v0,16(a0) => sq

-- bug#8979, actually different one
-- the game has another bug... see https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8979
eeInsnReplace(0x1abdd8,	0x102000d9, 0x102000cf) -- 	beqz	at,1ac140 <CPopulation::AddPed(ePedType, unsigned int, CVector const &, bool)+0x3a0>

-- Performace fix
local emuObj = getEmuObject()	
local thresholdArea = 700
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80000044 , zmsk=1 } )
#Performance and rendering fixes.

SLUS_209.46
SLUS-20946_features.lua

-- Lua 5.3
-- Title: Grand Theft Auto: San Andreas - SLUS-20946 (USA) v3.00
-- Author: Nicola Salmoria
-- Date:   November 5, 2015


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

apiRequest(0.7)	-- need widescreen support

local eeObj		= getEEObject()
local emuObj	= getEmuObject()


local USEWIDESCREEN_ADDRESS = 0x7004ef

local H1 =	-- init widescreen flag
	function()
		eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1)	-- enable widescreen
	end

local H2 =	-- main game loop
	function()
		local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
		
		if isWidescreen == 0 then
			emuObj.SetDisplayAspectNormal()
		else
			emuObj.SetDisplayAspectWide()
		end
	end


local hook1 = eeObj.AddHook(0x233584, 0xa200004f, H1)	-- <CMenuManager::__ct(void)>:
local hook2 = eeObj.AddHook(0x246750, 0x24040012, H2)	-- <TheGame(void)>:
#Official widescreen support.

Grand Theft Auto: Vice City

SLUS_205.52
CLI

--gs-check-trans-rejection=1
--gs-kernel-cl-up="up2x2tc"
--gs-optimize-30fps=1
--ee-hook=0x277b88,FastForwardClock
--ee-hook=0x279a18,FastForwardClock
#Performance fix.

SLUS_205.52
LUA

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.


-- Performance fix
local emuObj = getEmuObject()	
local thresholdArea = 600
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {alpha=0x80008068 , zmsk=1 } )


-- Bug#9147
-- workaround ... -2104(gp) value is something wrong. the value comes from CCamera::Process().
--                unfortunately accurate math or any other flags don't help for this problem,
--				  even though it should be calculation error issue.
--				  for here, it's just given 0 radian for CSprite::RenderBufferedOneXLUSprite_Rotate_Dimension()
--				  actually the cloud is a billboard, so it should have 0 degree in view-space.
--				  so given 0 degree must be OK.... but could cause some corruption (wrong perspective or something)
eeInsnReplace(0x334d64,	0xc792f7c8, 0x44809000) -- 	lwc1	$f18,-2104(gp)
#Performance fix.

SLUS_205.52
SLUS-20552_features.lua

-- Lua 5.3
-- Title: Grand Theft Auto: Vice City - SLUS-20552 (USA) v3.00
-- Author: Nicola Salmoria
-- Date:   November 4, 2015


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

apiRequest(0.7)	-- need widescreen support

local eeObj		= getEEObject()
local emuObj	= getEmuObject()


local USEWIDESCREEN_ADDRESS = 0x4ba7bc

local H1 =	-- start of main()
	function()
		eeObj.WriteMem8(USEWIDESCREEN_ADDRESS, 1)	-- enable widescreen
	end

local H2 =	-- main game loop
	function()
		local isWidescreen = eeObj.ReadMem8(USEWIDESCREEN_ADDRESS)
		
		if isWidescreen == 0 then
			emuObj.SetDisplayAspectNormal()
		else
			emuObj.SetDisplayAspectWide()
		end
	end


local hook1 = eeObj.AddHook(0x279384, 0xffbf0000, H1)	-- <main>:
local hook2 = eeObj.AddHook(0x277784, 0x00000000, H2)	-- <TheGame(void)>:


-- Fix for bug #9161. The 'flying cars' cheat causes crashes when attempting to
-- fly an helicopter. We avoid that by disabling recognition of the cheat altogether.
-- The SLPM version comes with the cheat disabled out of the box.
eeInsnReplace(0x27db2c, 0x14400015, 0x10000015)	-- bnez -> b
#Official widescreen support and removal of "flying cars" cheat due to game crash.

SCES_503.61
LUA

-- Jak EU
apiRequest(2.2)

local gpr    		= require("ee-gpr-alias")
local emuObj 		= getEmuObject()vi
local eeObj			= getEEObject()
local gsObj			= getGsObject()
local eeOverlay 	= eeObj.getOverlayObject()

-- Disable internal field shift compensation, part of post-process removal feature.
gsObj.SetDeinterlaceShift(0)

-- 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
-- update: removed due to occasional regression (bug#10608).  post-processing is now skipped in the EE via 'depth-cue'
-- emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )

-- ------------------------- OVERLAY MANAGER --------------------------
g_OnOverlayRegistered = function(filename, start, size)
	-- global function provided for adding per-overlay callback handlers.
end

local DH8 = function()
	local s0 = eeObj.GetGpr(gpr.s0)
	local linkblock = eeObj.ReadMem32(s0+0x5c)
	
	--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
	
	local linkblock_allocate_length 		= eeObj.ReadMem32 (linkblock + 0x00)
	local linkblock_allocate_version 		= eeObj.ReadMem32 (linkblock + 0x04)
	local linkblock_allocate_segment_count 	= eeObj.ReadMem32 (linkblock + 0x08)
	local linkblock_allocate_name 			= eeObj.ReadMemStr(linkblock + 0x0c)
	
	local linkblock_allocate_seg1_linkptr 	= eeObj.ReadMem32 (linkblock + 0x4C)
	local linkblock_allocate_seg1_dataptr 	= eeObj.ReadMem32 (linkblock + 0x50)
	local linkblock_allocate_seg1_size 		= eeObj.ReadMem32 (linkblock + 0x54)
	local linkblock_allocate_seg1_flags 	= eeObj.ReadMem32 (linkblock + 0x58)
                                                              
	local linkblock_allocate_seg2_linkptr 	= eeObj.ReadMem32 (linkblock + 0x5C)
	local linkblock_allocate_seg2_dataptr 	= eeObj.ReadMem32 (linkblock + 0x60)
	local linkblock_allocate_seg2_size 		= eeObj.ReadMem32 (linkblock + 0x64)
	local linkblock_allocate_seg2_flags 	= eeObj.ReadMem32 (linkblock + 0x68)
                                                              
	local linkblock_allocate_seg3_linkptr 	= eeObj.ReadMem32 (linkblock + 0x6C)
	local linkblock_allocate_seg3_dataptr 	= eeObj.ReadMem32 (linkblock + 0x70)
	local linkblock_allocate_seg3_size 		= eeObj.ReadMem32 (linkblock + 0x74)
	local linkblock_allocate_seg3_flags 	= eeObj.ReadMem32 (linkblock + 0x78)
	
	-- seg1 is equiv to main in Jak3
	-- seg3 is equiv to top  in Jak3
	-- seg2 appears to be unused ... ?   --jstine

	if emuObj.IsToolingVerbose() then
		print( string.format("--> LOADED SEGMENT alloc_len %08x ver %08x segcount %08x  name:\"%s\"", linkblock_allocate_length, linkblock_allocate_version, linkblock_allocate_segment_count, linkblock_allocate_name) )
		print( string.format("    seg1linkptr %08x seg1dataptr %08x seg1size %08x seg1flags %08x", linkblock_allocate_seg1_linkptr, linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, linkblock_allocate_seg1_flags) )
		print( string.format("    seg2linkptr %08x seg2dataptr %08x seg2size %08x seg2flags %08x", linkblock_allocate_seg2_linkptr, linkblock_allocate_seg2_dataptr, linkblock_allocate_seg2_size, linkblock_allocate_seg2_flags) )
		print( string.format("    seg3linkptr %08x seg3dataptr %08x seg3size %08x seg3flags %08x", linkblock_allocate_seg3_linkptr, linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, linkblock_allocate_seg3_flags) )
	end

	if linkblock_allocate_seg1_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg1",  linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, false) end
	if linkblock_allocate_seg3_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg3",  linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, true)  end

	if (g_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size)	end
		if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size)	end
	end
end

assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered

g_OnOverlayRegistered = function(filename, start, size)
	
	if filename == "depth-cue.seg1" then
		-- Disable full-screen post process via depth-cue.
		-- This also removes half-pixel shift during interlacing.
		-- <depth-cue.seg1+00039c>
		-- 00701DFC:67BDFFF0                daddiu       $sp,$sp,-0x10 (0xfffffff0)		-> 	03E00008                jr           $ra
		-- 00701E00:FFBE0008                sd           $fp,8($sp)                     -> 	00000000				nop

		eeObj.WriteMem32(start + 0x39c, 0x03E00008)
		eeObj.WriteMem32(start + 0x3a0, 0x00000000)
		eeObj.WriteMem32(start + 0x004, 0x03E00008)
		eeObj.WriteMem32(start + 0x008, 0x00000000)
	end

	if (prev_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		prev_OnOverlayRegistered(filename, start, size)
	end
end

-- hooked in link_control::finish(void)>:
eeObj.AddHook(0x0010ACF8, 0x040C825, DH8)  -- this is address US:0010abe0 JP:0010abd8 EU:0010ACF8
#Graphical fix, removal of intensive post process effects.

SCES-50361
SCES-50361_features.lua

This is a substantial file. Over 700 lines with an extensive graphical and control fix. I'm sharing the file itself as a download link.

https://drive.google.com/file/d/1KppgZpiK5bgESrpSRKo6kKPTysZ-NAC9/view

#Shadows fix, control scheme changes, forced 60Hz/NTSC/Widescreen.

Harvest Moon®: A Wonderful Life Special Edition

CUSA06584
CLI

--ee-cycle-scalar=0.78

CUSA06584
LUA

apiRequest (1.7)

local eeObj = getEEObject()
local gpr = require("ee-gpr-alias")

-- 00107be0 <syncV>: idle loop on vsync
eeNativeHook (0x107c14, 0x3c03005d,"FastForwardClock", 0)

eeNativeFunction(0x44f3f8, 0x27bdffd0, 'ieee754_acosf')
eeNativeFunction(0x44f820, 0x27bdffd0, 'ieee754_asinf')
eeNativeFunction(0x450930, 0x44036000, 'ieee754_sqrtf')
eeNativeFunction(0x452848, 0x0080102d, 'fabs')
eeNativeFunction(0x453080, 0x27bdffd0, 'cosf')
eeNativeFunction(0x453158, 0x27bdfff0, 'fabsf')
eeNativeFunction(0x453320, 0x27bdffd0, 'sinf')
eeNativeFunction(0x4534b0, 0x27bdfff0, 'acosf')
eeNativeFunction(0x4534c8, 0x27bdfff0, 'asinf')
eeNativeFunction(0x453510, 0x27bdfff0, 'sqrtf')
eeNativeFunction(0x4552d8, 0x27bdffd0, 'fptoui')
eeNativeFunction(0x455298, 0x27bdffd0, 'fptodp')
eeNativeFunction(0x455d48, 0x27bdffd0, 'litodp')
eeNativeFunction(0x455e00, 0x27bdffc0, 'dptoli')
eeNativeFunction(0x455ed0, 0x27bdffc0, 'dptofp')
eeNativeFunction(0x45d580, 0x0080402d, 'memcpy')
eeNativeFunction(0x45d738, 0x2cc20008, 'memset')
eeNativeFunction(0x45fde8, 0x30820007, 'strlen')

eeInsnReplace(0x4443e0, 0x24030064, 0x03e00008)                 -- <FlushCache>
eeInsnReplace(0x4443e4, 0x0000000c, 0x00000000)
eeNativeHook (0x4443e0, 0x03e00008,'AdvanceClock',0x800)
eeInsnReplace(0x444410, 0x2403ff98, 0x03e00008)                 -- <iFlushCache>
eeInsnReplace(0x444414, 0x0000000c, 0x00000000)
eeNativeHook (0x444410, 0x03e00008,'AdvanceClock',0x800)
eeInsnReplace(0x444a58, 0x27bdffc0, 0x03e00008)                 -- <SyncDCache>
eeInsnReplace(0x444a5c, 0xffb20020, 0x00000000)
eeNativeHook (0x444a58, 0x03e00008,'AdvanceClock',0x800)
eeInsnReplace(0x444b98, 0x27bdffc0, 0x03e00008)                 -- <InvalidDCache>
eeInsnReplace(0x444b9c, 0xffb20020, 0x00000000)
eeNativeHook (0x444b98, 0x03e00008,'AdvanceClock',0x800)

-- bug#10318 : workaround...
eeObj.AddHook(0x3ce0fc,	0x0200202d, function()
				 local sign = (eeObj.GetGpr(gpr.v1) >> 31) & 1
				 if sign then
					eeObj.SetPc(0x3ce118)
				 end
end)


Jak 3

LUA
SCUS-97330

apiRequest(2.3)

local gpr    	= require("ee-gpr-alias")
local emuObj 	= getEmuObject()	
local eeObj	 	= getEEObject()
local gsObj		= getGsObject()
local eeOverlay = eeObj.getOverlayObject()

-- 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  } )

-- Disabled due to embossing effect problem --jstine
--emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } )


-- All JAK titles have a silly way of obtaining the PS2 Timestamp Counter. A binary code snippet is written
-- into a NON-CONST array, like so:  static u32 getTSC[] = { 0x40024800, 0x03E00008 }; and then that snippet is
-- called via:  ((u32 (*)())getTSC)()
--
-- Actual disasm of snippet:
--    129780:40024800     mfc0         $v0,$count
--    129784:03E00008     jr           $ra
--
-- Because the code is right next to data in the .data section of the process, the emulator's page fault protection
-- gets tripped up constantly and the code must be re-validated on every invocation.  Interesting aside: had the devs
-- marked the array as 'const' and thus had it placed in .ro_data, there wouldn't be a perf issue in the emu since
-- page invalidations only occur on writes.
--
-- Solution: rewrite the code which calls this function to simply execute mfc0 inline instead.  Typical pattern which
-- invokes the PS2 TSC read:
--    108c80:8c629790 	lw	v0,-26736(v1)
--    108c84:0040f809 	jalr	v0

-- Replace four separate instances:
eeInsnReplace(0x108a78, 0x8c629790, 0x40024800)			--  lw	    v0,-26736(v1)	-> mfc0      $v0,$count
eeInsnReplace(0x108a7c, 0x0040f809, 0x00000000)			--  jalr	v0           	-> jr        $ra
eeInsnReplace(0x108c80, 0x8c629790, 0x40024800)			--  lw	    v0,-26736(v1)	-> mfc0      $v0,$count
eeInsnReplace(0x108c84, 0x0040f809, 0x00000000)			--  jalr	v0           	-> jr        $ra
eeInsnReplace(0x108ea4, 0x8c629790, 0x40024800)			--  lw	    v0,-26736(v1)	-> mfc0      $v0,$count
eeInsnReplace(0x108ea8, 0x0040f809, 0x00000000)			--  jalr	v0           	-> jr        $ra
eeInsnReplace(0x10902c, 0x8c629790, 0x40024800)			--  lw	    v0,-26736(v1)	-> mfc0      $v0,$count
eeInsnReplace(0x109030, 0x0040f809, 0x00000000)			--  jalr	v0           	-> jr        $ra

-- ------------------------- OVERLAY MANAGER --------------------------
g_OnOverlayRegistered = function(filename, start, size)
	-- global function provided for adding per-overlay callback handlers.
end

local DH8 = function()
	local s1 		= eeObj.GetGpr    (gpr.s1)
	local filename 	= eeObj.ReadMemStr(s1 + 17)
	local segment 	= eeObj.ReadMem32 (s1 +  8)
	local main 		= eeObj.ReadMem32 (segment +  4)
	local mainSize 	= eeObj.ReadMem32 (segment +  8)
	local top 		= eeObj.ReadMem32 (segment + 36)
	local topSize 	= eeObj.ReadMem32 (segment + 40)

	if emuObj.IsToolingVerbose() then
		print( string.format("--> LOADED SEGMENT \"%s\" MAIN %08x size %x TOP %08x size %x", filename, main, mainSize, top, topSize) )
	end

	eeOverlay.Register(filename .. ".main", main, mainSize, false)
	eeOverlay.Register(filename .. ".top",  top,  topSize,  true )

	--local debugObj	= getDebugObject()
	--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".main.dasm", main, mainSize, 0)
	--debugObj.eDumpDisasmToFile ("./DisasmGoal/Jak3/" .. filename .. ".top.dasm",  top,  topSize,  0)
	--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".main.aot",  main, mainSize, 0)
	--debugObj.eDumpAotToFile    ("./DisasmGoal/Jak3/" .. filename .. ".top.aot",   top,  topSize,  0)

	if (g_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		g_OnOverlayRegistered(filename .. ".main", main, mainSize)
		g_OnOverlayRegistered(filename .. ".top",  top,  topSize )
	end

end

eeObj.AddHook(0x1091d4, 0x0080c825, DH8)    --     <ndi::link_control::finish(void)>:

-- --------------------------------------------------------------------
assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered

g_OnOverlayRegistered = function(filename, start, size)
	if (prev_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		prev_OnOverlayRegistered(filename, start, size)
	end

	if filename == "sparticle-launcher.main" then
		-- this RNG-sqrt instance is removed for performance.  Additionally, not corrupting the RNG seed with
		-- bad sqrt math is always a good thing in my book --jstine

		assert(eeObj.ReadMem32(start + 0x005de4) == 0x4be1043d)		--	vrget.wxyz   vf01,r
		assert(eeObj.ReadMem32(start + 0x005de8) == 0x4a0103bd)		--	vsqrt        q,vf01x
		assert(eeObj.ReadMem32(start + 0x005df0) == 0x4b0000a0)		--	vaddq.x      vf02,vf00,q

		assert(eeObj.ReadMem32(start + 0x005e4c) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x005ef8) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x005f80) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x006018) == 0x4a00143f)		--	vrxor        r,vf02x

		eeObj.WriteMem32(start + 0x005de4, 0x00000000)
		eeObj.WriteMem32(start + 0x005de8, 0x00000000)
		eeObj.WriteMem32(start + 0x005df0, 0x00000000)

		eeObj.WriteMem32(start + 0x005e4c, 0x00000000)
		eeObj.WriteMem32(start + 0x005ef8, 0x00000000)		
		eeObj.WriteMem32(start + 0x005f80, 0x00000000)		
		eeObj.WriteMem32(start + 0x006018, 0x00000000)		
	end
end

-- --------------------------------------------------------------------------------------
-- diagnostic for checking the Jak engine's internal frame skipping mechanism.
-- $fp30 contains a ratio of time-taken-to-16ms to render the scene, eg. 18 ms is approx 1.15.
-- The engine will proceed to make a series of logical decisions according to this value.
-- The value read out here will be affected by both EE cycle rates and adaptive GS penalties.
-- I tried modifiying this value directly but it gives somewhat unsatisfactory results.

-- eeOverlay.AddPreHook("drawable.main",0x208+8, 0x461E0034, function()
-- 	local v1 = eeObj.GetGpr(gpr.v1)
-- 	print(string.format("fpuCompare fpr0=%f fpr30=%f", eeObj.GetFpr(0), eeObj.GetFpr(30)))
-- end)
-- --------------------------------------------------------------------------------------

Jak 2

CLI
SCUS-97265

--ee-jit-pagefault-threshold=20
--gs-frontend-opt-mode=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--cop2-no-clamping=1
--cop2-clamp-range=0x2A18,0x2a20,joint.seg1
--vu1-mpg-cycles=250

LUA
SCUS-97265

apiRequest(2.2)

local gpr    		= require("ee-gpr-alias")
local emuObj 		= getEmuObject()
local eeObj			= getEEObject()
local eeOverlay 	= eeObj.getOverlayObject()
local iopObj     	= getIOPObject()
local gsObj			= getGsObject()


-- 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  } )

---------------------------------------------------------------------------------
-- Basic Block breakers for EE AOT Injection
eeOverlay.AddPreHook("traffic-engine.seg1", 0x004474, 0x0080e025, "nop" )
eeOverlay.AddPreHook("spatial-hash.seg1", 	0x004474, 0x0080e025, "nop" )

---------------------------------------------------------------------------------

-- ------------------------- OVERLAY MANAGER --------------------------
g_OnOverlayRegistered = function(filename, start, size)
	-- global function provided for adding per-overlay callback handlers.
end

local DH8 = function()
	local s0 = eeObj.GetGpr(gpr.s0)
	
	local linkblock = eeObj.ReadMem32(s0+0x60) -- was 0x5c on Jak1
	
	--print( string.format("--> PRELOAD %08x %08x",s0, linkblock) )
	
	local linkblock_allocate_length 		= eeObj.ReadMem32 (linkblock + 0x00)
	local linkblock_allocate_version 		= eeObj.ReadMem32 (linkblock + 0x04)
	local linkblock_allocate_segment_count 	= eeObj.ReadMem32 (linkblock + 0x08)
	local linkblock_allocate_name 			= eeObj.ReadMemStr(linkblock + 0x0c)
	
	local linkblock_allocate_seg1_linkptr 	= eeObj.ReadMem32 (linkblock + 0x4C)
	local linkblock_allocate_seg1_dataptr 	= eeObj.ReadMem32 (linkblock + 0x50)
	local linkblock_allocate_seg1_size 		= eeObj.ReadMem32 (linkblock + 0x54)
	local linkblock_allocate_seg1_flags 	= eeObj.ReadMem32 (linkblock + 0x58)
                                                              
	local linkblock_allocate_seg2_linkptr 	= eeObj.ReadMem32 (linkblock + 0x5C)
	local linkblock_allocate_seg2_dataptr 	= eeObj.ReadMem32 (linkblock + 0x60)
	local linkblock_allocate_seg2_size 		= eeObj.ReadMem32 (linkblock + 0x64)
	local linkblock_allocate_seg2_flags 	= eeObj.ReadMem32 (linkblock + 0x68)
                                                              
	local linkblock_allocate_seg3_linkptr 	= eeObj.ReadMem32 (linkblock + 0x6C)
	local linkblock_allocate_seg3_dataptr 	= eeObj.ReadMem32 (linkblock + 0x70)
	local linkblock_allocate_seg3_size 		= eeObj.ReadMem32 (linkblock + 0x74)
	local linkblock_allocate_seg3_flags 	= eeObj.ReadMem32 (linkblock + 0x78)
	
	-- seg1 is equiv to main in Jak3
	-- seg3 is equiv to top  in Jak3
	-- seg2 appears to be unused ... ?   --jstine (it's a debug segment, so likely unused on retail) DH

	if emuObj.IsToolingVerbose() then
		print( string.format("--> LOADED SEGMENT alloc_len %08x ver %08x segcount %08x  name:\"%s\"", linkblock_allocate_length, linkblock_allocate_version, linkblock_allocate_segment_count, linkblock_allocate_name) )
		print( string.format("    seg1linkptr %08x seg1dataptr %08x seg1size %08x seg1flags %08x", linkblock_allocate_seg1_linkptr, linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, linkblock_allocate_seg1_flags) )
		print( string.format("    seg2linkptr %08x seg2dataptr %08x seg2size %08x seg2flags %08x", linkblock_allocate_seg2_linkptr, linkblock_allocate_seg2_dataptr, linkblock_allocate_seg2_size, linkblock_allocate_seg2_flags) )
		print( string.format("    seg3linkptr %08x seg3dataptr %08x seg3size %08x seg3flags %08x", linkblock_allocate_seg3_linkptr, linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, linkblock_allocate_seg3_flags) )
	end

--	local debugObj	= getDebugObject()
--	debugObj.eDumpDisasmToFile("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg1.dasm", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, 0)
--	debugObj.eDumpDisasmToFile("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg3.dasm", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, 0)
--	debugObj.eDumpAotToFile   ("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg1.aot",  linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, 0)
--	debugObj.eDumpAotToFile   ("./DisasmGoal/JakII/" .. linkblock_allocate_name .. ".seg3.aot",  linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, 0)

	if linkblock_allocate_seg1_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg1",  linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size, false) end
	if linkblock_allocate_seg3_size ~= 0 then eeOverlay.Register(linkblock_allocate_name .. ".seg3",  linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size, true)  end

	if (g_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg1", linkblock_allocate_seg1_dataptr, linkblock_allocate_seg1_size)	end
		if linkblock_allocate_seg1_size ~= 0 then g_OnOverlayRegistered(linkblock_allocate_name .. ".seg3", linkblock_allocate_seg3_dataptr, linkblock_allocate_seg3_size) end
	end
end

assert(g_OnOverlayRegistered ~= nil)
local prev_OnOverlayRegistered = g_OnOverlayRegistered

g_OnOverlayRegistered = function(filename, start, size)
	if (prev_OnOverlayRegistered ~= nil) then
		-- Make sure to execute any previously registered OnOverlay handler
		prev_OnOverlayRegistered(filename, start, size)
	end

	if filename == "sparticle-launcher.seg1" then
		-- this RNG-sqrt instance is removed for performance.  Additionally, not corrupting the RNG seed with
		-- bad sqrt math is always a good thing in my book --jstine

		assert(eeObj.ReadMem32(start + 0x0044ec) == 0x4be1043d)		--	vrget.wxyz   vf01,r
		assert(eeObj.ReadMem32(start + 0x0044f0) == 0x4a0103bd)		--	vsqrt        q,vf01x
		assert(eeObj.ReadMem32(start + 0x0044f8) == 0x4b0000a0)		--	vaddq.x      vf02,vf00,q

		assert(eeObj.ReadMem32(start + 0x00454c) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x0045f8) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x004680) == 0x4a00143f)		--	vrxor        r,vf02x
		assert(eeObj.ReadMem32(start + 0x004718) == 0x4a00143f)		--	vrxor        r,vf02x

		eeObj.WriteMem32(start + 0x0044ec, 0x00000000)
		eeObj.WriteMem32(start + 0x0044f0, 0x00000000)
		eeObj.WriteMem32(start + 0x0044f8, 0x00000000)

		eeObj.WriteMem32(start + 0x00454c, 0x00000000)
		eeObj.WriteMem32(start + 0x0045f8, 0x00000000)		
		eeObj.WriteMem32(start + 0x004680, 0x00000000)		
		eeObj.WriteMem32(start + 0x004718, 0x00000000)		
	end
end

-- hooked in link_control::finish(void)>:
function install_c_hooks(offset)
	eeObj.AddHook(0x1085a0 + offset , 0x0080c825, DH8) 
end


local Ready = 0

local DetectFunc = function()
	if Ready == 0 then
	
		local discID = eeObj.ReadMemStr(0x0012fc8)
	
		if (discID ~= "") then
		
			if (discID == "cdrom0:\\SCUS_972.65;1") or (discID == "cdrom0:\\SCPS_150.57;1") then
				-- US or Japan Disc
				Ready = 1
				install_c_hooks(0)
				
				print( string.format("********************* DETECTED USA, JAPAN DISC ********************" ) )
			
			elseif (discID == "cdrom0:\\SCKA_200.10;1") then
				Ready = 1
				install_c_hooks(0x08)
				print( string.format("********************* KOREA DISC ********************" ) )
			
			elseif (discID == "cdrom0:\\SCES_516.08;1") then
				-- European Disc
				Ready = 1
				install_c_hooks(0xb8)
				
				print( string.format("********************* DETECTED EUROPE DISC (SCES-51608) ********************" ) )			
			
			
			elseif (discID == "rom0:PS2LOGO") then
				-- loading PS2 logo
			elseif (discID == "EELOAD") then
				-- loading?
			elseif (discID == "rom0:OSDSYS") then
				-- loading initial boot
			else
				print( string.format("--> DISC ID \"%s\"", discID ) )
			end
		
		end
		
	end	
end

emuObj.AddVsyncHook(DetectFunc)

Kinetica

CLI
SCUS-97132

--vu1-clamp-range=0x386,0x386
--vu1-clamp-range=0x5e0,0x5f0	# another gritches
--gs-kernel-cl-up="up2x2skipinterp"
--vu1-injection=1
--vu1-jr-cache-policy=sameprog
--vu1-jalr-cache-policy=sameprog
--vu1-mpg-cycles=900
--host-audio-latency=0.10
--cdvd-sector-read-cycles=40000

LUA
SCUS-97132

local gpr = require("ee-gpr-alias")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

local emuObj  		= getEmuObject()
local eeObj         = getEEObject()

-- require("debughooks")
-- local iopObj = getIOPObject()
-- iopObj.AddHook(0x000135ac, 0x27bdffe0, DebugHooks.h_IOP_ioman_write)

-- bug#8123
-- Skip resetting VAG stream which happens on an error.
iopInsnReplace(0x00090028, 0x16220009, 0x08024014)	-- bne $s1,$v0,0x00090050 => j 0x00090050

-- bug#9405 - advance EE clock according to spinning-loop SIF activity.
 
local skip_syncDCache = function()
	-- Original value when actually processing syncDCache was 3300
	-- Boosting to 8000 helps reduce bottleneck
	eeObj.AdvanceClock(8000)
end

eeInsnReplace(0x1ca9e0, 0x27bdffe0, 0x03e00008)
eeInsnReplace(0x1ca9e4, 0x0080302d, 0x00000000)
eeObj.AddHookJT(0x1ca9e0, 0x03e00008, skip_syncDCache)

-- gametime to be from realtim....
-- # this causes the time elapses even while in pause. so bugged
-- # also maybe this causes 'negative' race time as well.
-- we should be OK even without this because skipping frame works (mostly).
-- 
-- local prevtime = 0.0
-- eeObj.AddHook(0x12350c,	0x27bdfec0, function()
-- 				 local curtime = os.clock()
-- 				 if prevtime ~= 0.0 then
-- 					eeObj.WriteMemFloat(eeObj.GetGpr(gpr.gp)-31776, curtime - prevtime)
-- 				 end
-- 				 prevtime = curtime
-- end)

-- to work skipping frame mechanism correctly...
-- the game checks a flag set by INTC GS whether GS still does his job or not to
-- determine whether it should skip a frame or not.
-- Unfortunately we don't have the actual timing of GS FINISH signal.
-- Instead of that, we check EE clock to determine to skip or not.

local ee_frequency = 294912000
local vsync_frequency = 59.94	-- use interlace freq. 

local one_vsync_clock_on_ntsc = math.floor(ee_frequency / vsync_frequency)


-- Kinetica has some inconsistency among frames -- some frames take unusually long, possibly due
-- to AI updates.  In these cases, it is necessary to skip multiple frames to catch the game's
-- clock back up to realtime.  To do so, we track 'expected_clock' over time, so that especially
-- slow frames are compensated for over time.

local prev_clock = 0
local expected_clock = 0

eeObj.AddHook(0x181f7c,	0x8f82bf54, function()
				-- It hits here when it skips a frame.
				--local diff = eeObj.GetClock() - prev_clock
				
				local clock = eeObj.GetClock()
				--local diff  = clock - expected_clock
				--print(string.format("SKIP FRAME: diff=%7d", diff))

				--prev_clock     = eeObj.GetClock()		-- just update the clock.
				expected_clock = expected_clock + one_vsync_clock_on_ntsc
end)
eeObj.AddHook(0x18202c, 0x8f84bf54, function()
				local clock = eeObj.GetClock()
				--local diff = clock - prev_clock
				--print(string.format("diff=%d vsync_term=%f %s", diff, one_vsync_clock_on_ntsc, diff > one_vsync_clock_on_ntsc and "SKIP" or ""))
				
				local diff = clock - expected_clock
				
				-- Sanity correction -- to handle cases where expected_clock contents is
				-- zero or out-dated.
				if (math.abs(diff) > (one_vsync_clock_on_ntsc * 6)) then
					expected_clock = clock
				end
				 
				-- print(string.format("diff=%7d %s", diff, diff > 17000 and "SKIP" or ""))
                
				if diff > 17000 then
					eeObj.SetGpr(gpr.a0, 1)
				end
                
				-- update clock
				--prev_clock     = clock
				expected_clock = expected_clock + one_vsync_clock_on_ntsc
end)


-- Applies a cycle rate hack to what I presume is the game logic pipeline, for roughly per-frame updates.

local mpgCycles_default	= 900
local currentMpgCycles = mpgCycles_default

local checkNeedsSpeedHack = function()
	local stageId    = eeObj.ReadMem32(0x01fce8c)
	local numPlayers = eeObj.ReadMem32(0x01ffd78)		-- 0x01ffd7c seems to always match this one...

	-- print(string.format("stageId = %d, numPlayers = %d", stageId, numPlayers))
	
	-- 3 = Electrica
	-- 7 = Electrica II
	-- 8 = Cliffhanger
	
	local newMpgCycles = mpgCycles_default
	if (stageId == 3 or stageId == 7 or stageId == 8) then

		-- note: this will also apply to demo loops (0 players)
		newMpgCycles = newMpgCycles + 120
		
		if stageId == 7 then
			-- Electrica 2 is extra-special slow in some areas.
			-- (and 2-player mode on this map runs enough mpgs that extra penalty isn't needed)
			if numPlayers == 2 then
				newMpgCycles = newMpgCycles - 100
			else
				newMpgCycles = newMpgCycles + 275
			end
		elseif numPlayers == 2 then
			-- increment is not so big here because two player mode already runs many more VU programs.
			newMpgCycles = newMpgCycles + 100
		end

	end

	if currentMpgCycles ~= newMpgCycles then
		-- print ( string.format("################### Setting mpg-cycles = %d", newMpgCycles) )
		eeObj.Vu1MpgCycles(newMpgCycles)
		currentMpgCycles = newMpgCycles
	end
end

eeObj.AddHookJT(0x15ca2c,0x27bdff20,checkNeedsSpeedHack)

King of Fighters 98 Ultimate Match

ALL
CLI

--force-frame-blend=1
--gs-use-deferred-l2h=0
#Graphical fix.

SLES_552.80
SLES-55280_features.lua

This is a substantial file. Over 800 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.

https://drive.google.com/file/d/1-lArL1Yqe079Ni3G-ZtHr8hqNPUsjQJy/view

#More stick support, shaders, bezels, widescreen fix.

King of Fighters 2000

ALL
CLI

--gs-uprender=none
--gs-upscale=point
--host-audio-latency=0.01
--hid-pad=1
#graphical fixes and support for further fightsticks.

SLUS_208.34
LUA

-- The King of Fighters 2000

apiRequest(1.1)


local emuObj 	= getEmuObject()
--will fix sprite rendering artifact
ndx = 28
val = 0x86
-- spriteCorrectionTab[ndx] = val
emuObj.SetGsTitleFix( "globalSet",  "reserved", { fixSpriteDivTab = val | ( ndx<<16) })
#graphical fixes.

SLUS_208.34
SLUS-20834_features.lua

This is a substantial file. Over 700 lines with additional controller/fightstick support and various shader/bezel files. I'm sharing the file itself as a download link.

https://drive.google.com/file/d/1FsPnuxgEa0ymnGdU6w2tdy-eamRN6l3e/view

#More stick support, shaders, bezels, widescreen fix.

Manhunt

SLUS_208.27
CLI

--ee-hook=0x4329e0,FastForwardClock,0x1600fff1
--gs-uv-shift-pointsampling=1
--ee-hook=0x1d1d60,AdvanceClock,0x27bdffb0,225
--ee-hook=0x1d71e0,AdvanceClock,0x0c09a4d0,100
#Fix crane issue, and probably fixing lightsourcing.

SLUS_208.27
Lua

-- Manhunt [US]

local gpr = require('ee-gpr-alias')

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

local emuObj = getEmuObject()	
local eeObj  = getEEObject()

-- Bug #9413
-- 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} )

-- Bug#9277
-- Shorten the timeout period for some particular execution command(s).
-- When entering the crane, some instruction is executed with a wait period of 0x7333.
-- Shortening the wait period to 0x4000 it.  Note that 0x5000 is enough to fix entering the
-- crane once, but a more aggressive value was needed for subsequent entry into the crane.

local FixBug9277 = function()
	local s0 = eeObj.GetGpr(gpr.s0)
	--local v0 = eeObj.GetGpr(gpr.v0)
	--print( string.format("-------- v0=0x%08x s0=0x%08x", v0, s0) )
	if s0 == 0x7333 then 
		eeObj.SetGpr(gpr.s0, 0x5800)
	end
end

-- No longer seems necessary, when FastForwardClock is applied here instead (see _cli.conf)
eeObj.AddHookJT(0x1d71f8, 0x10000036, FixBug9277)
#Further bug fixes as well as fixing bloom/overglare from lightsources.

Max Payne

SLES_503.26
CLI

--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--vu1-no-clamping=1
--vu0-no-clamping=1
--fpu-no-clamping=1
--force-pal-60hz=1
--vu1-mpg-cycles=1000
--safe-area-min=1.0
--fpu-accurate-mul-fast=1
--fpu-accurate-muldiv-range=0x2acce0,0x2acce0

#Graphics clean-up

SLES_503.26
Features Lua

-- Max Payne [US]

-- Lua 5.3
-- Title: Max Payne - SLES-50326 (Europe FIGS) v1.00


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

apiRequest(0.2)	-- request version 0.2 API for throttling control.

local eeObj		= getEEObject()
local emuObj	= getEmuObject()



local TH1A =	-- start of main()
	function()
		emuObj.ThrottleMax()
	end

local TH1B =	-- init loading screen
	function()
		local mode = eeObj.GetGpr(gpr.a0)

		if mode ~= 4 then	-- not sure what mode 4 is, but doesn't precede a real loading
			emuObj.ThrottleMax()
		end
	end

local TH1C =	-- advance progress bar
	function()
		local pct = eeObj.GetFpr(2)

		if pct >= 1.0 then
			emuObj.ThrottleNorm()
		end
	end



-- register hooks

local registeredHooks = {}

maxpayne_features_unregisterHooks = function()	-- global function (called by trophy_data)
	for _, hook in pairs(registeredHooks) do
		eeObj.RemoveHook(hook)
	end
	
	registeredHooks = {}
end

maxpayne_features_registerHooks = function()	-- global function (called by trophy_data)
	registeredHooks = {
		eeObj.AddHook(0x133dc8, 0x24030001, TH1A),	-- <main>:
		eeObj.AddHook(0x15ed7c, 0x24030003, TH1B),	-- <MaxPayne_GameMode::initLoadingScreen(void)>:
		eeObj.AddHook(0x133078, 0xc4a20000, TH1C),	-- <UpdateProgressBarKH(void)>:
	}
end

Metal Slug Anthology

ALL
CLI

--host-audio-latency=0.010
--gs-upscale=point
--gs-uprender=none
#fix for graphical glitches.

SLUS_215.50
LUA

-- Metal Slug Anthology PS2 - SLUS-21550 (USA)

apiRequest(1.2)	-- request version 0.1 API. Calling apiRequest() is mandatory.

local eeObj		= getEEObject()
local emuObj	= getEmuObject()

-- Fix for black screen booting an elf. This is a game bug.
-- The v1.0 of the game suffered from an intermittent bug on the real PS2
-- where sometimes it would hang on a black screen trying to launch a new elf.
-- This is apparently due to a bad IOP state, which caused sceCdInit to hang.
-- Later versions of the game (1.1, 1.2) attempted to fix this in different ways.
-- On Olympus, v1.0 (USA) hangs always, while v1.2 (EUR/JPN) works always.
-- The fix implemented here replaces a call to FlushCache() to loadImageAndReboot(),
-- which is a function that reboots the IOP and resolves the hang.

eeInsnReplace(0x189c24, 0x0c08f7f8, 0x0c061dd2) -- FlushCache() -> loadImageAndReboot()
eeInsnReplace(0x117804, 0x0c0c1e08, 0x0c045e20) -- FlushCache() -> loadImageAndReboot()

Okage

TXT
SCUS-97129

--vu1-mpg-cycles=50
--vu1-mpg-cycles=850,$037,$7b3
--vu1-mpg-cycles=150,$2b4,$7c4

LUA
SCUS-97129

require("ee-gpr-alias")
require("ps2")
apiRequest(0.6)	-- request version 0.1 API. Calling apiRequest() is mandatory.

local eeObj = getEEObject()

-- bug#8740
-- SPSetDirect(addr, char-pos, char-pos, x-coord, y-coord, width, height)
-- reduce width just 1 pix.
local Replace_1a1fb0 = InsnOverlay( {
	0x0806720a, --        j       0x19c828
	0x2529ffff, --        addiu   t1,t1,-1
})
eeInsnReplace(0x1a1fb0,	0x0c06720a, 0x0c000000 | (Replace_1a1fb0>>2)) -- 	jal	19c828 <SPSetDirect>

Parappa the Rapper 2

ALL
CLI

--host-audio-latency=0.01

#fix for audio off sync.

SCUS_971.67
LUA


-- Parappa the Rapper 2  [SCUS-97167]


apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

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

local eeObj = getEEObject()

-- ================================================================================================
-- Title issues racy combination of VIF1 and GIF transfers.  It expects GIF to finish ahead of VU
-- XGKICK (via VIF1), which is atypical among PS2 titles (XGKICK has HW priority over GIF, and so
-- GIF can only finish ahead of XGKICK in certain extreme cases).
--
-- Fixed by delaying the specific VIF1 transfer (identified by MADR) for a long time to ensure GIF
-- gains arbitration and finishes ahead of XGKICKs.
--
local fix01_dma_vif1 = 
	function()
		local ee		= eeObj
		local tgtaddr	= ee.GetGpr(gpr.s0)

		-- print( string.format("success pt.1 : %x %x", vif1_hw.CHCR, tgtaddr ) )

		if tgtaddr == vif1_hw.CHCR then

			-- expected:
			--  # DIR==1 and MOD==1  (chain)
			--  # TADR==0x01C76AA0

			local chcr = ee.GetGPR(gpr.v0)

			if (chcr & 0x05) == 0x05 then
				local tadr = ee.ReadMem32(vif1_hw.TADR);
				if tadr == 0x01C76AA0 then
					-- 0x6000 works fine, 0x6500 adds a little extra cushion.
					ee.SchedulerDelayEvent("vif1.dma", 0x6500)
					-- print( "Parappa fix applied!" )
				end
			end
		end
	end
-- ================================================================================================

eeObj.AddHook(0x0015A008, 0xAE020000, fix01_dma_vif1)

-- ================================================================================================
-- Our emulator has accuracy problems on so many places. In this title, we have problems on VU.
-- To be accurate on VU is quite painful (we won't be able to get reasonable performance with it)
-- So as workaround, we just disable bilinear textures on Render-To-Texture drawing.
-- Bug#8122
eeInsnReplace(0x118084, 0xde260008, 0x24060000) -- 	ld	a2,8(s1)
eeInsnReplace(0x118798,	0xde260008, 0x24060000) -- 	ld	a2,8(s1)
eeInsnReplace(0x118868,	0xde660008, 0x24060000) -- 	ld	a2,8(s3)
eeInsnReplace(0x119d18,	0xdc460008, 0x24060000) -- 	ld	a2,8(v0)
eeInsnReplace(0x119d18,	0xdc460008, 0x24060000) -- 	ld	a2,8(v0)

Primal

CLI

--vu1-mul0fix-range=0x22f,0x22f
--vu1-mul0fix-range=0x298,0x29c
--vu1-native-patch=1
--ee-hook=0x2f76c0,FastForwardClock,0x1200ffbf
--vu1-mpg-cycles=700
--gs-kernel-cl-up="up2x2Simple"
--cop2-no-clamp-range=0x37bd78,0x37c514     ;; CMatrix functions           
--cop2-no-clamp-range=0x38c0e0,0x38c174     ;; CModel::CalcSkinningMatrices
--cop2-no-clamp-range=0x391cf0,0x392084     ;; CSkelton::Update            

LUA

-- Primal  [EU]

apiRequest(1.1)

local eeObj 	= getEEObject()
local emuObj 	= getEmuObject()

-- Bug 9094 - Title exhibits poor performance due to VU0 spin loops.
-- The spin loops are meant to be an optimizaion on PS2 and the best way of handling them is
-- to remove them from the original code.  This can be done since the VF09 register is unsed by
-- the first portion of the VU0 mpg.
--
-- Insn replacements Summarized:
--   1. NOP the spin loop from VU0.
--   2. NOP the setup code for VI05, which is the reg tested by the VU0 spin loop
--   3. Reorder the vcallms and qmtc2.


-- [$167:520507ff] IBNE vi05, vi00, [$167]
-- [$167:000002ff] NOP
local orig = (0x000002ff << 32) | 0x520507ff

vuInsnReplace(0, 0x167, orig, 0x8000033c | (0x000002ff << 32))		-- NOP / NOP2
vuInsnReplace(0, 0x172, orig, 0x8000033c | (0x000002ff << 32))		-- NOP / NOP2

local region_base = 0x399c5c

eeInsnReplace(region_base + 0x000,	0x24040001, 0x00000000)   	--	li	a0,1			-> NOP
eeInsnReplace(region_base + 0x010,	0x48c42800, 0x00000000)   	--	ctc2.ni	a0,$5       -> NOP
eeInsnReplace(region_base + 0x090,	0x24040001, 0x00000000)   	--	li	a0,1            -> NOP
eeInsnReplace(region_base + 0x0a0,	0x48c42800, 0x00000000)   	--	ctc2.ni	a0,$5       -> NOP

eeInsnReplace(region_base + 0x05c,	0x48c02800, 0x00000000)		-- ctc2.ni	zero,$5		-> NOP
eeInsnReplace(region_base + 0x114,	0x48c02800, 0x00000000)		-- ctc2.ni	zero,$5		-> NOP

eeInsnReplace(region_base + 0x054,  0x4a00d839, 0x48a44800) 	-- vcallmsr	vi27		-> qmtc2	a0,vf9
eeInsnReplace(region_base + 0x058,  0x48a44800, 0x4a00d839) 	-- qmtc2	a0,vf9		-> vcallmsr	vi27
eeInsnReplace(region_base + 0x10c,	0x4a00d839, 0x48a44800)		-- vcallmsr	vi27		-> qmtc2	a0,vf9
eeInsnReplace(region_base + 0x110,	0x48a44800, 0x4a00d839)		-- qmtc2	a0,vf9		-> vcallmsr	vi27

-- remove heat haze distortion ( for performance reason Bug#8827 )
--  reg = 0x42  packedFlags = 3( iip, tme, fst)   packedPrim  = 5(SCE_GS_PRIM_TRIFAN)
emuObj.SetGsTitleFix( "globalSet",  "reserved", { packedRegsLo = 0x42,packedRegsHi = 0, packedRegsNum = 2, packedFlags = 3, packedPrim = 5})
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x3a4000 , zmsk=1 })
emuObj.SetGsTitleFix( "skipPacked", "reserved", { alpha = 0x80000044, tbp = 0x348000 , zmsk=1 })


-- NOP out cacheline prefetch instructions.
-- Prefetch might have been a good idea on PS2, but it is entirely unhelpful on the PS4 target.
if 1 then 
	eeInsnReplace(0x381e60, 0x78400040, 0x00000000)		-- 	lq	zero,64(v0)
	eeInsnReplace(0x3822c0, 0x78400040, 0x00000000)		-- 	lq	zero,64(v0)
	eeInsnReplace(0x38ec7c, 0x78800040, 0x00000000)		-- 	lq	zero,64(a0)
	eeInsnReplace(0x38ed78, 0x78600040, 0x00000000)		-- 	lq	zero,64(v1)
	eeInsnReplace(0x38eec0, 0x78a00040, 0x00000000)		-- 	lq	zero,64(a1)
	eeInsnReplace(0x38fe28, 0x7a600040, 0x00000000)		-- 	lq	zero,64(s3)
	eeInsnReplace(0x38fea4, 0x78800040, 0x00000000)		-- 	lq	zero,64(a0)
	eeInsnReplace(0x390da8, 0x78400040, 0x00000000)		-- 	lq	zero,64(v0)
	eeInsnReplace(0x391020, 0x78400040, 0x00000000)		-- 	lq	zero,64(v0)
	eeInsnReplace(0x391174, 0x78a00040, 0x00000000)		-- 	lq	zero,64(a1)
	eeInsnReplace(0x3912b0, 0x78a00040, 0x00000000)		-- 	lq	zero,64(a1)
	eeInsnReplace(0x398790, 0x7a000040, 0x00000000)		-- 	lq	zero,64(s0)
	eeInsnReplace(0x399e60, 0x78400050, 0x00000000)		-- 	lq	zero,80(v0)
	eeInsnReplace(0x399ee8, 0x78400050, 0x00000000)		-- 	lq	zero,80(v0)
end

-- NOP out an idle loop meant to flush some cache lines...
if 1 then
	eeInsnReplace(0x331038, 0x18a00009, 0x00000000)		--  blez	a1,331060 <CDMAStreamIterator::AllocateBlock(unsigned int)+0x110>
	eeInsnReplace(0x33103c, 0x00d41821, 0x00000000)		--  addu	v1,a2,s4
	eeInsnReplace(0x331040, 0xbc5a0000, 0x00000000)		--  cache	0x1a,0(v0)
	eeInsnReplace(0x331044, 0x24a5ffff, 0x00000000)		--  addiu	a1,a1,-1
	eeInsnReplace(0x331054, 0x1ca0fffa, 0x00000000)		--  bgtz	a1,331040 <CDMAStreamIterator::AllocateBlock(unsigned int)+0xf0>
	eeInsnReplace(0x331058, 0x24420040, 0x00000000)		--  addiu	v0,v0,64
end
  
-- perf. fix bug 9094
emuObj.SetGsTitleFix( "globalSet", "reserved", {ignoreUpRenderTimeout=2} )
emuObj.SetGsTitleFix( "ignoreUpRender",  230, {} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x00000000 } )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { alpha=0x80000048 } )

Red Dead Revolver


SLUS-20500
CLI

--gs-kernel-cl-up="up2x2skipInterp"
--fpu-rsqrt-fast-estimate=0
--mtap1=Always
--vif1-ignore-cmd-ints=1
--iop-cycle-scalar=0.80
--iop-hook=0x0086ac,FastForwardClock
--ee-sif0-cycle-scalar=2.0
--ee-sif1-cycle-scalar=2.0
--iop-sif1-cycle-scalar=5.0
--iop-sif0-cycle-scalar=5.0
--iop-tight-slice-count=12
--cdvd-sector-read-cycles=5000
--ee-hook=0x352dd0,AdvanceClock,0x0c0ef9a2,4500
--ee-hook=0x3b5068,FastForwardClock,0x00481024
--ee-hook=0x46fb68,FastForwardClock,0x8ca30000
--ee-hook=0x46fb38,FastForwardClock,0x8c620000
--ee-hook=0x46fb68,MfifoDrain,0x8ca30000
--ee-hook=0x46fb38,MfifoDrain,0x8c620000
--mfifo-manual-drain=0.30
--mfifo-chunk-drain-cycles=210000


SLUS-20500
LUA

-- red_dead_revolver
local gpr = require("ee-gpr-alias")

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Bug 9309
local emuObj = getEmuObject()	
-- psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

-- bug#9490 - Disable post-processing effect - <imgImageryDeriver<fxDistort>::Draw(void)>
eeInsnReplace(0x4c4b78, 0x27bdfff0,	0x03e00008)		-- JR $ra
eeInsnReplace(0x4c4b7c, 0xffbf0000,	0x00000000)		-- NOP

-- gfxState class writes bytes and then reads them back as words later on.
-- This replaces most of the word readbacks with lbu equivalents to avoid STLF.
-- 003c0950 <gfxState::Update_TEST(void)>:
eeInsnReplace(0x3c0970, 0x8ce6efd8, 0x90e6efd8) 	-- lw	a2,-4136(a3)
eeInsnReplace(0x3c09a0, 0x8ce3f37c, 0x90e3f37c) 	-- lw	v1,-3204(a3)

-- 0032aa70 <fxFloatPropGrid::Get(Vector2 const &) const>:
--   The original  compiler couldn't assume that Vector2 was an aligned object, so it generated
--    ldr/sdr instructions to access it.  The lack of assumption seems to have also caused it to
--    spill FPU registers to memory needlessly.

if true then
	eeInsnReplace(0x32aa74, 0x68a20007, 0x00000000)
	eeInsnReplace(0x32aa78, 0x6ca20000, 0x00000000)
	eeInsnReplace(0x32aa7c, 0xb3a20017, 0xc4a00000)		-- lwc1		$f0,0(a1)
	eeInsnReplace(0x32aa80, 0xb7a20010, 0xc4a10004)		-- lwc1		$f1,4(a1)

	eeInsnReplace(0x32aa8c,	0xc7a00010,	0x00000000)		-- nop
	eeInsnReplace(0x32aa9c,	0xc7a10014,	0x00000000)		-- nop

	eeInsnReplace(0x32aaa8,	0xe7a00010, 0x00000000)		-- nop
	eeInsnReplace(0x32aaac,	0x46020082, 0x46020002) 	-- mul.s	$f0,$f0,$f2   
	eeInsnReplace(0x32aab0,	0x3c014480, 0x3c014480) 	-- lui		at,0x4480
	eeInsnReplace(0x32aab4,	0x34211000, 0x34211000) 	-- ori		at,at,0x1000
	eeInsnReplace(0x32aab8,	0x44812000, 0x44812000) 	-- mtc1	at,$f4
	eeInsnReplace(0x32aabc,	0xe7a10014, 0x00000000) 	-- nop
	eeInsnReplace(0x32aac0,	0x460308c2, 0x46030842) 	-- mul.s	$f1,$f1,$f3
	eeInsnReplace(0x32aac4,	0xe7a20010, 0xe7a00000) 	-- swc1	$f0,0(sp)
	eeInsnReplace(0x32aac8,	0x90a4001c, 0x90a4001c) 	-- lbu	$a0,28($a1)
	eeInsnReplace(0x32aacc,	0xe7a30014, 0xe7a10004) 	-- swc1	$f1,4(sp)

	eeInsnReplace(0x32aad0,	0x6baa0017, 0x00000000) 	-- nop
	eeInsnReplace(0x32aad4,	0x6faa0010, 0x00000000) 	-- nop
	eeInsnReplace(0x32aad8,	0xb3aa0007, 0x00000000) 	-- nop
	eeInsnReplace(0x32aadc,	0xb7aa0000, 0x00000000) 	-- nop
	eeInsnReplace(0x32aae0,	0xc7a00000, 0x00000000) 	-- nop
	eeInsnReplace(0x32aae4,	0xc7a10004, 0x00000000) 	-- nop
end


Features.lua
SLUS-20500
Even though it's features.lua, it's still a very good example for learning

-- Lua 5.3
-- Title: Red Dead Revolver - SLUS-20500 (USA) v1.03
-- Author:  Nicola Salmoria
-- Date: March 23, 2016


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

apiRequest(0.7)	-- need widescreen support

local eeObj		= getEEObject()
local emuObj	= getEmuObject()


local GFXPIPELINE_16BY9_ADDRESS 	= 0x79eeec
local GLOBALS_UNIVERSALDATA_ADDRESS	= 0x742120


local TH1A =	-- start loading screen
	function()
		emuObj.ThrottleMax()
	end

local TH1B =	-- switch to threaded loading (over cutscene etc.)
	function()
		emuObj.ThrottleNorm()
	end


local TH2A =	-- start flashing loading message
	function()
		emuObj.ThrottleMax()
	end

local TH2B =	-- pause loading message
	function()
		emuObj.ThrottleNorm()
	end

local TH2C =	-- unpause loading message
	function()
		emuObj.ThrottleMax()
	end

local TH2D =	-- end loading message
	function()
		emuObj.ThrottleNorm()
	end



local showdownLoading = false

local TH3A =	-- draw "Loading" on Showdown info screen
	function()
		if showdownLoading == false then
			emuObj.ThrottleMax()
			showdownLoading = true
		end
	end

local TH3B =	-- draw "Press START" on Showdown info screen
	function()
		if showdownLoading == true then
			emuObj.ThrottleNorm()
			showdownLoading = false
		end
	end


local WH1 =	-- update 16:9 flag
	function()
		local isWidescreen = eeObj.GetGpr(gpr.a0)
		
		if isWidescreen == 0 then
			emuObj.SetDisplayAspectNormal()
		else
			emuObj.SetDisplayAspectWide()
		end
	end

local WH2 =	-- init universal data
	function()
		local v1 = eeObj.GetGpr(gpr.v1)
		eeObj.SetGpr(gpr.v1, v1 | 1)	-- enable widescreen
	end

local WH3 =	-- end of boot up sequence
	function()
		local universalData = eeObj.ReadMem32(GLOBALS_UNIVERSALDATA_ADDRESS)
		local isWidescreen = eeObj.ReadMem32(universalData + 92) & 1

		eeObj.WriteMem8(GFXPIPELINE_16BY9_ADDRESS, isWidescreen)

		if isWidescreen == 0 then
			emuObj.SetDisplayAspectNormal()
		else
			emuObj.SetDisplayAspectWide()
		end
	end



-- unthrottle loading screens
local thr1a = eeObj.AddHook(0x21e02c, 0x0080982d, TH1A)	-- <staNewLoadShow::Enter(void)>:
local thr1b = eeObj.AddHook(0x220100, 0x27bdfff0, TH1B)	-- <staNewLoadShow::DoThreadedLoadShow(void)>:
local thr2a = eeObj.AddHook(0x233970, 0x27bdfff0, TH2A)	-- <ThreadedLoadingMessage::Start(void)>:
local thr2b = eeObj.AddHook(0x233a30, 0x27bdfff0, TH2B)	-- <ThreadedLoadingMessage::Pause(void)>:
local thr2c = eeObj.AddHook(0x233a80, 0x3c02004f, TH2C)	-- <ThreadedLoadingMessage::Unpause(void)>:
local thr2d = eeObj.AddHook(0x2339d8, 0x27bdfff0, TH2D)	-- <ThreadedLoadingMessage::Stop(void)>:
local thr3a = eeObj.AddHook(0x226110, 0x8e850008, TH3A)	-- <staNewLoadShow::DrawMultiplayerInfo(void)>:
local thr3b = eeObj.AddHook(0x226058, 0x8e650008, TH3B)	-- <staNewLoadShow::DrawMultiplayerInfo(void)>:

-- widescreen support
local wide1 = eeObj.AddHook(0x3b9050, 0x46010003, WH1)	-- <gfxPipeline::Set16By9(bool)>:
local wide2 = eeObj.AddHook(0x180f90, 0x00641824, WH2)	-- <swcSaveUniversalData::swcSaveUniversalData(void)>:
local wide3 = eeObj.AddHook(0x102b70, 0x24040003, WH3)	-- <gmGame::DoBootUpSequence(void)>:

Psychonauts

SLUS_211.20
CLI

--vu1-jr-cache-policy=sameprog
--vu1-jalr-cache-policy=sameprog
--ee-hook=0x101fc0,FastForwardClock,0x3c0f0036
--ee-hook=0x110390,FastForwardClock,0x8d8f0000
--ee-hook=0x101c10,FastForwardClock,0x51cf0052
--gs-vert-precision=8
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-render-tile-threshold=300000
--vu-custom-min-max=0
--vu1-di-bits=0
--vu0-di-bits=0
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-injection=1
--vu1-mpg-cycles=666
--vu1-mpg-cycles=1166,$000
--vu1-mpg-cycles=950,0xffffffff
--vu0-mpg-cycles=300,0xfc
--ee-hook=0x127630,AdvanceClock,0x27bdffd0,2100
--cdvd-sector-read-cycles=4000
--iop-cycle-scalar=1.6
#Seems like substantial performance fixes

SLUS_211.20
LUA

-- psychonauts_slus21120
local gpr    = require("ee-gpr-alias")
local emuObj = getEmuObject()	

apiRequest(1.0)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- 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 } )

-- Bug#9176
--
-- This bug seems GPUGS interpolation problem.
-- The game draws clouds as undiscovered area on the map, but
-- Z value is unstable --- sometimes 0x320, sometimes 0x321.
-- On drawing 'Highlight' object (which is missing one), it uses z=0x320 with
-- ZTST=GEQUAL. Therefore if the cloud renders with z=0x321, this highlighted object
-- doesn't appear. But it's OK on the real PS2 because of no-drawing right edge,
-- z=0x321 won't be available on the packet (interpolation differences between
-- the real PS2 and our gs)
-- it gives some values (50.0f) to get +1 on Z value for the highlighted object.
-- this value will be used later to create the packet in _sprite_ps2_push_data(ESprite*).
--
-- This old one causes a problem on some other scenes.
-- local eeObj = getEEObject()
-- eeObj.AddHook(0x1b276c,	0xe4400024, function() 
-- 				 local v0 = eeObj.GetGpr(gpr.v0)
-- 				 local z  = eeObj.ReadMemFloat(v0+32)
-- 				 eeObj.WriteMemFloat(v0+32, z+50.0)
-- end)
-- New one by Ernesto :
-- The idea is to apply the offset only on the marker.
local eeObj = getEEObject()
local adjustMapZHook = function() -- EMapRenderWindow::drawHighlightSprites
    eeObj.SetFpr(14, eeObj.GetFpr(14) + 50.0)
end
eeObj.AddHook(0x25d654, 0x8de40068, adjustMapZHook) -- \/
eeObj.AddHook(0x25d714, 0xe7b500cc, adjustMapZHook) -- /\
eeObj.AddHook(0x25d7d0, 0xe7b500cc, adjustMapZHook) -- <
eeObj.AddHook(0x25d894, 0x46000386, adjustMapZHook) -- >


-- bug#9423 - menus render 20+ times over again, causing very low fps.
-- The whole game in general has no concept of pacing and will re-draw frames multiple times
-- between vsync refreshes.  Hook placed on GameApp::EndFrame() measures time between frames and
-- if it's too short, the EE clock is advanced significantly to compensate.

local last_time = 0
local last_diff = 0
local advanceClockForAny = function()
	local thistime = eeObj.GetClock()
	local diff = thistime - last_time
	local adv  = 0

	if diff <= 0 then
		-- sanity check, mostly for snapshot restore.
		last_diff = diff
		last_time = thistime
		return
	end
	
	-- EE @ 30fps == roughly 10 million cycles
	-- bug#9555 - We need to make a reasonable tally of VIF cycles across game display swaps.
	--   Use a combination heuristic of EE and VIF1 cycles to gues at whether the title should
	--   lock to 45fps, 30fps, or something worse.
	
	local fastminEE		= 1600000		-- less than this it's safe to run > 30 fps
	local fastminVIF_30	= 2200000		-- VU1 total that merits 30hz throttle
	local fastminVIF_45	= 1700000		-- VU1 total that merit 45hz throttle.
	local baremin_wo_vif= 6100000		-- EE values below this get promoted to this value  (~50hz)
	local forced30hz	= 9330000
	local forced45hz	= 7820000
	
	local vif1_cycles = eeObj.GetVif1Cycles()
	if (vif1_cycles > forced30hz) then
		vif1_cycles = forced30hz
	end

	local diff_vif = diff + vif1_cycles
	adv = adv + vif1_cycles

	-- Lock anything that seems like "Real Work" to either 30 or 45 FPS:
	
	if diff_vif < fastminEE then
		adv = adv + (fastminEE*2 - diff_vif)
	elseif vif1_cycles > fastminVIF_30 and (diff+(fastminVIF_30)//2) < forced30hz then
		adv = adv + (forced30hz  		- diff - (fastminVIF_30)//2)
	elseif vif1_cycles > fastminVIF_45 and (diff+(fastminVIF_45)//2) < forced45hz then
		adv = adv + (forced45hz  		- diff - (fastminVIF_45)//2)
	elseif diff < baremin_wo_vif then
		adv = adv + (baremin_wo_vif  	- diff)
	end

	-- print (string.format("DELTA: %d  ADV: %d  VIF1: %d", diff, adv, vif1_cycles))

	if adv ~= 0 then
		eeObj.AdvanceClock(adv)
	end

	-- Ensure next frame's delta time takes into consideration this frame's advancement.
	-- Otherwise each fraem delta time would get progressively worse.

	thistime = thistime + adv
	last_time = thistime
	last_diff = diff
end

local advanceClockForGame = function() advanceClockForAny(5300000, 2700000) end
eeObj.AddHookJT(0x207cf8, 0x27bdfff0, advanceClockForGame) 	  -- <GameApp::EndFrame()>:
#Performance and optimisations

Red Faction

SLUS_200.73
CLI

--gs-use-deferred-l2h=1
--l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
--vu1=jit-sync
--ee-cycle-scalar=1.02
--ee-hook=0x00213370,FastForwardClock,0x8F8293A8
--ee-hook=0x24ce30,AdvanceClock,0x8c620000,20000
--ee-hook=0x272b44,FastForwardClock,0x3c0201ee
--ee-hook=0x272bc4,FastForwardClock,0x3c0201ee
--ee-hook=0x21b354,AdvanceClock,0x3c031000,0x1240
#performance fixes.

SLUS_200.73
LUA

-- Red Faction [US]

apiRequest(1.6)
local gpr = require("ee-gpr-alias")

-- title uses memcpy() to write to VU1 memory, so some instances will be hotfixed to
-- use slowpath_memcpy() at runtime.

eeNativeFunction(0x259820, 0x0080402d, 'memcpy')
eeNativeFunction(0x2599d8, 0x2cc20008, 'memset')

eeNativeFunction(0x253870, 0x27bdffd0, 'ieee754_acosf')
eeNativeFunction(0x254620, 0x44026000, 'ieee754_sqrtf')
eeNativeFunction(0x255a50, 0x44026000, 'cosf')
eeNativeFunction(0x255df0, 0x44026000, 'sinf')
eeNativeFunction(0x256318, 0x27bdffa0, 'acosf')

eeInsnReplace(0x24d7e0, 0x24030064, 0x03e00008)                 -- <FlushCache>
eeInsnReplace(0x24d7e4, 0x0000000c, 0x00000000)
eeNativeHook (0x24d7e0, 0x03e00008,'AdvanceClock',0xa00)
eeInsnReplace(0x24d810, 0x2403ff98, 0x03e00008)                 -- <iFlushCache>
eeInsnReplace(0x24d814, 0x0000000c, 0x00000000)
eeNativeHook (0x24d810, 0x03e00008,'AdvanceClock',0xa00)

eeInsnReplace(0x24de20, 0x27bdffe0, 0x03e00008)                 -- <SyncDCache>
eeInsnReplace(0x24de24, 0x0080302d, 0x00000000)
eeNativeHook (0x24de20, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24de98, 0x3c02ffff, 0x03e00008)                 -- <iSyncDCache>
eeInsnReplace(0x24de9c, 0x3442ffc0, 0x00000000)
eeNativeHook (0x24de98, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24df58, 0x27bdffe0, 0x03e00008)                 -- <InvalidDCache>
eeInsnReplace(0x24df5c, 0x0080302d, 0x00000000)
eeNativeHook (0x24df58, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x24dfd0, 0x3c02ffff, 0x03e00008)                 -- <iInvalidDCache>
eeInsnReplace(0x24dfd4, 0x3442ffc0, 0x00000000)
eeNativeHook (0x24dfd0, 0x03e00008,'AdvanceClock',0x600)

local emuObj = getEmuObject()
local eeObj = getEEObject()

-- bug#10159 workaround
-- slowdown the jeep speed....

local jeepObj = 0
eeObj.AddHook(0x1376f0,	0xc6600174, function()
				 jeepObj = eeObj.GetGpr(gpr.s1)
end)
eeObj.AddHook(0x137a48,	0xc7ac00bc, function()
				 local s1 = eeObj.GetGpr(gpr.s1)
				 if s1 == jeepObj then
					eeObj.SetFpr(12, eeObj.GetFpr(12)*0.90)
				 end
end)

-- bug#10249 workaround
-- forcibly calculate the jeep's suspension.
eeObj.AddHook(0x19ee08,	0x8ec2120c, function()
				 if jeepObj - 624 == eeObj.GetGpr(gpr.s6) then
					eeObj.SetGpr(gpr.v0, 1)
				 end
end)

-- debug code for jeep movment target.
-- local px = 0.0
-- local pz = 0.0
-- eeObj.AddHook(0x1375bc,	0x26650174, function()
-- 				 local s1 = eeObj.GetGpr(gpr.s1)
-- 				 if s1 == jeepObj then
-- 					local s3 = eeObj.GetGpr(gpr.s3)
-- 					px = eeObj.ReadMemFloat(s3 + 372)
-- 					pz = eeObj.ReadMemFloat(s3 + 380)
-- 				 end
-- end)
-- eeObj.AddHook(0x1375c8, 0xa2620170, function()
-- 				 local s1 = eeObj.GetGpr(gpr.s1)
-- 				 if s1 == 0x19a7a00 then
-- 					local s3 = eeObj.GetGpr(gpr.s3)
-- 					local x = eeObj.ReadMemFloat(s3 + 372)
-- 					local z = eeObj.ReadMemFloat(s3 + 380)
-- 					if px ~= x or pz ~= z then
-- 					   print(string.format("[%f %f] => [%f %f] v0=%d",
-- 										   px, pz, x, z, eeObj.GetGpr(gpr.v0)))
-- 					end
--  				 end
-- end)
#physics calculations and performance fix.

SLUS_200.73
SLUS-20073_features.lua

-- Lua 5.3
-- Title:   Red Faction PS2 - SLUS-20073 (USA)
-- Author:  Ernesto Corvi, Adam McInnis

-- Changelog:

apiRequest(1.1)	-- request version 1.1 API. Calling apiRequest() is mandatory.

local eeObj		= getEEObject()
local emuObj	= getEmuObject()

local L1 =  -- main
	function()
		emuObj.ThrottleMax()
	end
	
local L2 =  -- main
	function()
		emuObj.ThrottleNorm()
	end
	
local load1 = eeObj.AddHook(0x165590, 0x27bdffb0, L1) -- game_load_level
local load2 = eeObj.AddHook(0x16578C, 0x7bb10010, L2) -- game_load_level

-- Widescreen support --
eeInsnReplace(0x2071c4, 0x00000000, 0x3c013f40) -- gr_setup_3d
eeInsnReplace(0x2071d0, 0x00000000, 0x4481f000) -- gr_setup_3d
eeInsnReplace(0x2072e0, 0x00000000, 0x461ea502) -- gr_setup_3d
eeInsnReplace(0x2072e8, 0x00000000, 0x461ead43) -- gr_setup_3d
eeInsnReplace(0x23a34c, 0x44826000, 0x461e0303) -- shadow_ngps_render_and_copy
eeInsnReplace(0x23a444, 0x3c024334, 0x3c024309) -- shadow_ngps_render_and_copy
emuObj.SetDisplayAspectWide()
#Official widescreen support.

Red faction II

CUSA06356
CLI

--gs-use-deferred-l2h=0
--l2h-2d-params=0x0000000800000001,0x000000003a083000,612,2
--mtap1=disabled
--mtap2=disabled

Resident Evil Code: Veronica X

ALL
CLI

--ee-jit-pagefault-threshold=30
#crash fix.

ALL
LUA

-- VeronicaX
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Bug# 9976
local emuObj = getEmuObject()	
emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} )
#graphical fix.

Rogue Galaxy

ALL
CLI

--gs-kernel-cl-up="up2x2skipinterp"
--gs-optimize-30fps=1
#visual fixes and performance optimisation.

SCUS_974_90
LUA

require("ee-gpr-alias")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Bug#8404 WORKAROUND
-- See https://pss.usrd.scea.com/bugzilla/show_bug.cgi?id=8404
eeInsnReplace(0x124898, 0x3442ffff, 0x3442fffe) -- 	ori	v0,v0,0xffff
#unsure what this fixes.

Rise of the Kasai

CLI
SCUS-97416

--gs-kernel-cl-up="up2x2skipinterp"
--cdvd-sector-read-cycles=31000
--iop-cycle-scalar=0.7


LUA
SCUS-97416

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

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.


local emuObj = getEmuObject()
local eeObj  = getEEObject()

-- bug #9037. 
-- Force point sampling when max mip map > 0 and min filter is set to nearest( 0).   
-- This is done generically when mipmaping is On , however  we prefer to disable mip maps for this title.
emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} )

-- bug#9241
-- SwapMemCard to Mark of Kri
-- bug#136347 (SCEI bugzilla)
-- we re-use US image for Rise of Kasai EU package and want to let use be able to have Mark of Kri completion bonus.
-- unfortunately we don't have any ways to distinguish which PS4 package we are working on.
-- instead of US => EU reading out modification, let the game retry EU saved data when it fails.
--
-- NOTE: you can write down the filepath directly(onto strptr) at boot time if we can distinguish the differences of the packages.
local first_attempt = true
local buffer = -1
local strptr = -1
local write_str = function (ptr, str)
   for i=1,string.len(str) do
	  eeObj.WriteMem8(ptr + i - 1, string.byte(str, i, i))
   end
end
eeObj.AddHook(0x1aa904,	0x0040382d, function()
				 strptr = eeObj.GetGpr(gpr.a2)
				 local fname = eeObj.ReadMemStr(strptr)
				 -- print(string.format("%s", fname))
				 if fname == "BASCUS-97140/BASCUS-97140" then
					if first_attempt then
					   buffer = eeObj.GetGpr(gpr.a3)
					   --print("Trying to read out SCUS-97140 Mark of Kri US saved data");
					   --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3)))
					   emuObj.SwapMemCard(0, 0, "SCUS-97140")	-- 2nd argument, user-id isn't used in the current implementation.
					else
					   -- this is the case of re-trying : reading out EU mark of kri
					   --print("Trying to read out SCES-51164 Mark of Kri EU saved data");
					   write_str(strptr, "BESCES-51164/BESCES-51164")
					   eeObj.SetGpr(gpr.a3, buffer);
					   --print(string.format("%x:ReadFile(%x, %x, %x)", eeObj.GetGpr(gpr.a0), 0, eeObj.GetGpr(gpr.a2), eeObj.GetGpr(gpr.a3)))
					   emuObj.SwapMemCard(0, 0, "SCES-51164")
					end
				 end
end)
eeInsnReplace(0x1aa910,	0x10400020, 0x00000000)
eeObj.AddHook(0x1aa910, 0x00000000, function()
				 local v0 = eeObj.GetGpr(gpr.v0)
				 if v0 == 0 then	-- failed
					--print("File Load Failed")
					if first_attempt then
					   first_attempt = false
					   eeObj.SetPc(0x1aa8fc)
					else
					   first_attempt = true
					   eeObj.SetPc(0x1aa994)
					end
				 end
end)
-- SwapMemCard to Rise of Kasai
eeObj.AddHook(0x1aa9e8,	0xdfbf0000, function()
				 emuObj.SwapMemCard(0, 0, "SCUS-97416")
				 write_str(strptr, "BASCUS-97140/BASCUS-97140")	-- write back the original string to the place.
				 strptr = -1
				 buffer = -1
end)

Samurai Shodown Anthology

SLUS_216.29
CLI

--gs-upscale=point
--gs-uprender=2x2
--gs-motion-factor=25
--host-audio-latency=0.01
--gs-ignore-dirty-page-border=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
#fix for substantial slowdown during combat.

Star Wars Bounty Hunter

ALL
CLI

--gs-kernel-cl-up="OptRightTri"
--gs-vert-precision=8

Star Wars: Jedi Starfighter

SLES_503.71
CLI

--gs-check-trans-rejection68=1
--gs-dirty-page-policy=1

SLES_503.71
Lua

-- Star Wars: Jedi Starfighter [SLES-50371] [EU]

require("ee-gpr-alias")
require("pad-and-key")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

local eeObj = getEEObject()
local emuObj = getEmuObject()

-- Bug#9013 - title calls PS2::Exit() at the end of a bonus stage.
eeInsnReplace(0x323398, 0x0c116bb4, 0x00000000) --   jal     Stop__12CTaskManagerFv
 
-- Bug#8905
-- The game sets a little bit big DH values for GS Display Register.
-- mimic overscan cropping (generic crop happens in GsScanoutArea::Populate)
local dump_display = function()
   local a5 = eeObj.GetGpr(gpr.t1)
   local ds1_h = eeObj.ReadMem32(a5+892)
   local ds2_h = eeObj.ReadMem32(a5+908)
   local dh1   = (ds1_h>>(44-32))&0x7ff
   local dh2   = (ds2_h>>(44-32))&0x7ff
   if dh1 >= 574 then
	  dh1 = 558 -- 574-16
	  ds1_h = (ds1_h & 0xfff) | (dh1 << (44-32))
	  eeObj.WriteMem32(a5+892, ds1_h)
   end
   if dh2 >= 575 then
	  dh2 = 559 -- 575-16
	  ds2_h = (ds2_h & 0xfff) | (dh2 << (44-32))
	  eeObj.WriteMem32(a5+908, ds2_h)
   end
end
eeObj.AddHook(0x4fc33c,	0x02084821, dump_display)
eeObj.AddHook(0x4fc068,	0x02084821, dump_display)

-- Bug#8944
-- The game doesn't clear the framebuffer on movie-startup and movie-display.
-- call clear functions at the appropriate points by using Replacement.
local Replace_CVideoDecoder_Draw = InsnOverlay( {
	0x27bdfff0, -- 	addiu	sp,sp,-16
	0xffbf0000, -- 	sd	ra,0(sp)

	-- swap
	0x0c13f044, -- 	jal	0x4fc110
	0x00000000, -- 	nop
	-- clear
	0x0c13f228, -- 	jal	0x4fc8a0
	0x24044000, -- 	li	a0,16384

	0xdfbf0000, -- 	ld	ra,0(sp)
	0x03e00008, -- 	jr	ra
	0x27bd0010, -- 	addiu	sp,sp,16
})
eeInsnReplace(0x427fe0,	0x0c13f044,0x0c000000 | (Replace_CVideoDecoder_Draw>>2))
local Replace_CPS2MpegPlayer_Open = InsnOverlay( {
	0x27bdfff0, -- 	addiu	sp,sp,-16
	0xffbf0000, -- 	sd	ra,0(sp)

	-- clear color
	0x44806000, -- 	mtc1	zero,$f12
	0x46006346, -- 	mov.s	$f13,$f12
	0x0c13f1d8, -- 	jal	0x4fc760
	0x46006386, -- 	mov.s	$f14,$f12
	-- clear
	0x0c13f228, -- 	jal	0x4fc8a0
	0x24044000, --  li	a0,16384
	-- swap
	0x0c13f044, --  jal	4fc110 <glSwapBuffersPSX2>	
	0x00000000, --  nop

	-- restore some registers
	0x0220302d, -- 	move	a2,s1
	0x0200382d, -- 	move	a3,s0

	0xdfbf0000, -- 	ld	ra,0(sp)
	0x03e00008, -- 	jr	ra
	0x27bd0010, -- 	addiu	sp,sp,16
})
eeInsnReplace(0x423c3c,	0x0220302d, 0x0c000000 | (Replace_CPS2MpegPlayer_Open>>2))

--
-- Bug#8981 / Bug#9006
--
local std_string_c_str = function(ptr)
   return eeObj.ReadMemStr(eeObj.ReadMem32(eeObj.ReadMem32(ptr) + 12))
end
local player_obj_found_flag = 0
local player_obj = 0
eeObj.AddHook(0x464530,	0x27bdff90, function()
				 if std_string_c_str(eeObj.GetGpr(gpr.a1)) == "_player" then
					--print(string.format("LookupGameObject %s", std_string_c_str(eeObj.GetGpr(gpr.a1))))
					player_obj_found_flag = 1
				 end
end)
eeObj.AddHook(0x464720,	0x7bb10010, function()
				 if player_obj_found_flag == 1 then
					player_obj = eeObj.ReadMem32(eeObj.GetGpr(gpr.v0)+92)
					--print(string.format("    obj    = %x", eeObj.GetGpr(gpr.v0)))
					--print(string.format("    92(v0) = %x", player_obj))
					--print(string.format("    [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+116), eeObj.ReadMemFloat(player_obj+120), eeObj.ReadMemFloat(player_obj+124)))
					--print(string.format("    [%f, %f, %f]", eeObj.ReadMemFloat(player_obj+52), eeObj.ReadMemFloat(player_obj+56), eeObj.ReadMemFloat(player_obj+60)))
					player_obj_found_flag = 0
				 end
end)

eeObj.AddHook(0x147444,	0x0040282d, function()
				 local strptr = eeObj.GetGpr(gpr.v0)
				 local str    = std_string_c_str(strptr)
				 if string.match(str, "ExplosionFire")
					-- or string.match(str, "ExplosionSpark")
				 then
					local explosion_object = eeObj.ReadMem32(eeObj.GetGpr(gpr.s0)+92)
					local eo_x = eeObj.ReadMemFloat(explosion_object+116)
					local eo_y = eeObj.ReadMemFloat(explosion_object+120)
					local eo_z = eeObj.ReadMemFloat(explosion_object+124)
					-- print(string.format("exp obj : %x", explosion_object))
					-- print(string.format("        [%f, %f, %f]", eo_x, eo_y, eo_z))
					-- print(string.format("        [%f, %f, %f]", eeObj.ReadMemFloat(explosion_object+52), eeObj.ReadMemFloat(explosion_object+56), eeObj.ReadMemFloat(explosion_object+60)))

					local pl_x = eeObj.ReadMemFloat(player_obj+116)
					local pl_y = eeObj.ReadMemFloat(player_obj+120)
					local pl_z = eeObj.ReadMemFloat(player_obj+124)
					-- print(string.format("pl  obj : %x", player_obj))
					-- print(string.format("        [%f, %f, %f]", pl_x, pl_y, pl_z));

					local len = (eo_x-pl_x)*(eo_x-pl_x) + (eo_y-pl_y)*(eo_y-pl_y) + (eo_z-pl_z)*(eo_z-pl_z)
					-- print(string.format("lengh^2 = %f", len))

					-- print(string.format("str : %s", std_string_c_str(strptr)))

					if len < 960000.0 then
					   -- print("    REMOVED")
					   eeObj.SetPc(0x1474b0)
					end
				 end
end)

local overlay_addr = InsnOverlay( {
 0x8c700008, --  lw      $s0, 8($v1)
 0x8e040000, --  lw      $a0, 0($s0)
 0x8c840000, --  lw      $a0, 0($a0)
 0x3c05006c, --  lui     $a1,0x6c
 0x34a5ce28, --  ori     $a1,$a1,0xce28
 0x14850002, --  bne     $a0, $a1, <ret>
 0x00000000, --  nop
 0xac600004, --  sw      zero, 4($v1)
 0x03e00008, -- ret: jr      $ra
 0x8c630004, --  lw      $v1, 4($v1) 
} )
local call_insn = (overlay_addr >> 2) | 0x0c000000
eeInsnReplace( 0x267f84, 0x8c700008, call_insn ) -- lw $s0, 8($v1) -> jal overlay_addr
eeInsnReplace( 0x267f88, 0x8c630004, 0x00000000 ) -- lw $v1, 4($v1) -> nop

-- The game has a bug when you replay the last campaign mission in coop mode ("The Jedi Master").
-- Upon completing the mission successfully, the game asks to "Continue" or "Quit".
-- Selecting "Continue" causes the game to hang, as there's nothing to continue to (it's the last mission)
-- The following patch fixes this problem by changing to prompt to "Retry" or "Quit", as it behaves in 1p mode
 
eeObj.AddHook(0x39debc, 0x0220202d, function()
     local strptr = eeObj.GetGpr(gpr.v0)
     local str    = std_string_c_str(strptr)
     if string.match(str, "m16_fleet") then
     eeObj.SetGpr(gpr.s0, 1)
     end
end)
 
-- fix for a node corruption.
-- here's what happens (from Ernesto)
--
-- Well, I was finally able to track down the issue. It's actually difficult to explain and the actual trigger is still unknown to me, as it seems to be timing related somehow.
-- But, I found a way to reliably detect it and work around it. Basically, when the bug happens, CSGNode::AddChild will try to add a child node that's already a children of a different root node.
-- That causes all sorts of havok and it's what ends up causing the node child list to eventually be deallocated and the render to crash.
eeObj.AddHook(0x266A70, 0x27bdffc0, function()
--   local obj = eeObj.GetGpr(gpr.a0)
    local node = eeObj.GetGpr(gpr.a1)
    local parent = eeObj.ReadMem32(node+0x10)
--   local caller = eeObj.GetGpr(gpr.ra)

    if parent ~= 0 then
--      print(string.format("Node %08x already has a parent (%08x, caller: %08x)", node, parent, caller))
       eeObj.SetPC(0x266B80)
    end
end)

Star Wars Racer Revenge

SLES_503.66
CLI

--ee-hook=0x0025b3b0,FastForwardClock
--ee-hook=0x0025b188,FastForwardClock
--ee-hook=0x00243274,FastForwardClock
--gs-vert-precision=8
--idec-cycles-per-qwc=768
--host-audio-latency=0.60
--fpu-no-clamping=1
--cop2-no-clamping=1
--vu1-di-bits=0
--gs-override-small-tri-area=1
--assert-path1-ad=0
--ee-ignore-segfault=Read

SLES_503.66
Lua

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()
local emuObj   	= getEmuObject()	

eeInsnReplace(0x13d7f0, 0x1000ffff, 0x0804f45d)	-- retry FREAD() for fix #9025,

-- 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)

-- 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 } )

SLES_503.66
Lua Features
Seems to also include some game fix

-- Lua 5.3
-- Title:   Star Wars Racer Revenge PS2 - SLES-50366 (EUR)
-- Author:  Ernesto Corvi

-- Changelog:

apiRequest(0.2)	-- request version 0.2 API. Calling apiRequest() is mandatory.

local eeObj		= getEEObject()
local emuObj	= getEmuObject()

local L1 =  -- PodUILoadingPage::PodUILoadingPage
	function()
		emuObj.ThrottleMax()
	end
	
local L2 =  -- PodUILoadingPage::~PodUILoadingPage
	function()
		emuObj.ThrottleNorm()
	end
	
local load1 = eeObj.AddHook(0x1caa30, 0x27bdffe0, L1)	-- PodUILoadingPage::PodUILoadingPage
local load2 = eeObj.AddHook(0x1caa70, 0x27bdffd0, L2)	-- PodUILoadingPage::~PodUILoadingPage



-- BUG 9244 - This title exhibits memory allocation problems as described on the
-- PS2 tech note titled "malloc() Issues". Overlay the FullAllocAndFree() and hook it to main()

local overlay_addr = InsnOverlay( {
	0x27bdfff0, --		addiu $sp, -0x10
	0x7fbf0000, --		sq $ra, 0($sp)
	0x0c0c1710, --  	jal malloc
	0x3c0401e0, --  	lui $a0, 0x01e0
	0x0c0c171a, --  	jal free
	0x70402628, --  	paddub $a0, $v0, 0
	0x7bbf0000, --  	lq	$ra, 0($sp)
	0x03e00008, --  	jr $ra
	0x27bd0010  --  	addiu   $sp, 0x10
} )
local call_insn = (overlay_addr >> 2) | 0x0c000000
eeInsnReplace(0x23a020, 0x0c0be0a2, call_insn) -- jal scePrintf

-- BUG 9244 - move stack down to 0x01f80000 to free up an extra 512KB
eeInsnReplace(0x100038, 0x3c0501f0, 0x3c0501f8)

Twisted Metal Black

ALL
CLI

--mtap1=always
--gs-use-deferred-l2h=0
--l2h-2d-params=0x0000000400000004,0x00000000300a0000,240
--vu1-di-bits=0
--vu1-opt-vf00=2
#performance fix.

SCUS_971.01
LUA

require("ee-gpr-alias")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- This game uses an old kernel which has a bug on _TerminateThread.
-- It is necessary to check the target thread is already in readyqueue or not.

iopObj = getIOPObject()
iopInsnReplace(0x0000C5C0, 0x0C004430, 0) -- jal         0x000110C0				// unlink_element (in TerminateThread)
iopInsnReplace(0x0000C6EC, 0x0C004430, 0) -- jal         0x000110C0				// unlink_element (in iTerminateThread)
local fix_TerminateThread = function()
   local TCB = iopObj.GetGpr(gpr.s0)
   local TCB_status = iopObj.ReadMem8(TCB + 0xc)
   local TCB_h_l = TCB
   if TCB_status == 0x2 then
	  -- the target thread is on ready.
	  local TCB_h_l_prev = iopObj.ReadMem32(TCB_h_l + 0)
	  local TCB_h_l_next = iopObj.ReadMem32(TCB_h_l + 4)
	  if TCB_h_l_prev == TCB_h_l_next then		-- last_one_element(&tcb->h.l)
		 -- we need to maintain threadManCB.readymap.
		 -- print("WE NEED TO MAINTAIN threadManCB.readymap!")
		 local s0 = iopObj.ReadMem16(TCB + 0xe)	-- prio
		 local s1 = TCB
		 local a0 = s0 >> 5
		 a0 = a0 << 2
		 local v1 = s0 & 0x1f
		 local v0 = 1 << v1
		 v1 = 0x10000 + a0
		 v1 = iopObj.ReadMem32(v1 + 0x1a08)
		 v0 = ~v0
		 v1 = v1 & v0
		 local at = 0x10000+a0
		 iopObj.WriteMem32(at+0x1a08, v1)

-- 0000B798   00102142 srl         a0,s0,5
-- 0000B79C   00042080 sll         a0,a0,2
-- 0000B7A0   3203001F andi        v1,s0,0x1F
-- 0000B7A4   24020001 li          v0,0x1
-- 0000B7A8   00621004 sllv        v0,v0,v1
-- 0000B7AC   3C030001 lui         v1,0x1
-- 0000B7B0   00641821 addu        v1,v1,a0
-- 0000B7B4   8C631A08 lw          v1,0x1A08(v1)
-- 0000B7B8   00021027 nor         v0,zero,v0
-- 0000B7BC   00621824 and         v1,v1,v0
-- 0000B7C0   3C010001 lui         at,0x1
-- 0000B7C4   00240821 addu        at,at,a0
-- 0000B7C8   AC231A08 sw          v1,0x1A08(at)

	  end
   end
   -- do unlink_element
   local v1 = iopObj.ReadMem32(TCB_h_l+0)	-- element->prev
   local v0 = iopObj.ReadMem32(TCB_h_l+4)	-- element->next
   iopObj.WriteMem32(v1 + 4, v0)			-- element->prev->next = element->next
   iopObj.WriteMem32(v0 + 0, v1)
end
iopObj.AddHook(0x0000C5C4, 0x02002021, fix_TerminateThread) -- move        a0,s0
iopObj.AddHook(0x0000C6F0, 0x02002021, fix_TerminateThread) -- move       a0,s0

-- _waitIpuIdle64 spin perf down problem. Bug#8289
-- NOTE: new libarary also loops just 500dec around. 0x1389 is too much.
eeInsnReplace(0x0020CF80, 0x28421389, 0x28420200) -- slti        v0,v0,0x1389
#Performance and stall fixes.


The Mark of Kri


CLI
SCES-51164

--gs-scanout-offsetx=27

The Warriors

ALL
CLI

--vu1-injection=1
--vu1-mpg-cycles=2300
--vu1-mpg-cycles=2600,-1
--vu1-clamp-range=0x028,0x060
--ee-hook=0x48c660,FastForwardClock,0x1620ffe3
--force-pal-60hz=1

?
LUA

-- Lua 5.3
-- Title: The Warriors (USA)    SLUS-21215 ( 1.04 NTSC )
--        The Warriors (Europe) SLES-53443 ( 1.01 PAL )
-- Features version: 1.00
-- Author: David Haywood
-- Date: November 15th 2015



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

apiRequest(0.7)	-- request version 0.7 API. Calling apiRequest() is mandatory.	-- request version 0.7 API. Calling apiRequest() is mandatory. (0.7 is needed for Widescreen switching)

-- obtain necessary objects.
local eeObj			= getEEObject()
local emuObj		= getEmuObject()
local trophyObj		= getTrophyObject()
local dmaObj		= getDmaObject()

-- load configuration if exist
local SaveData		= emuObj.LoadConfig(0)


local firstCall = 0


--[[

this is the 'setWideScreen' function of the gfx devices
from studying the code it seems that the content of 'a1' that
gets passed in determines if the requested mode is widescreen.

DevRWGraphicsDevice::setWideScreenMode(void)
00194E28   27BDFFD0 addiu       sp,sp,-0x30
00194E2C   7FB00010 sq          s0,0x0010(sp)
00194E30   E7B50028 swc1        f21,0x0028(sp)
00194E34   0080802D dmove       s0,a0
00194E38   FFBF0000 sd          ra,0x0000(sp)
00194E3C   E7B40020 swc1        f20,0x0020(sp)
00194E40   4480A800 mtc1        zero,f21
00194E44   C600044C lwc1        f0,0x044C(s0)
00194E48   46150032 c.eq.s      f0,f21
00194E4C   00000000 nop
00194E50   45010053 bc1t        0x00194FA0
00194E54   AE05045C sw          a1,0x045C(s0)
--]]

local WidesrceenFunction = function()	
	local a1 = eeObj.GetGPR(gpr.a1)
	
	a1 = a1 & 1
	
	-- force to widescreen on boot, ensures new profiles get created in widescreen mode by default etc.
	-- has some unwanted side-effects tho, so don't do it
	if firstCall == 1 then
		a1 = 1
		eeObj.SetGPR(gpr.a1, a1)
		firstCall = 0
	end
	
	
	
	if a1 == 1 then
		print( string.format("********* Request WIDE SCREEN mode **************" ) )
		emuObj.SetDisplayAspectWide()		
	else
		print( string.format("********* Request 4:3 mode **************" ) )
		emuObj.SetDisplayAspectNormal()	
	end
	
end




-- this hook address actually differs between Europe / US.
WidescreenHook = eeObj.AddHook(0x194e18,0x27BDFFD0,WidesrceenFunction)

#official widescreen patch for The Warrior's emulator. The typos are apparently deliberate.

Wild ARMS 3

ALL
CLI

--gs-motion-factor=50
--ee-static-block-links=JAL,COP2
#graphical fixes.

SCUS_972.03
LUA

require("ee-gpr-alias")
apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

local emuObj		= getEmuObject()	
-- fix vision logo (Wild Arms 3)
local thresholdArea = 0 -- ignore alls items : fix #112276
emuObj.SetGsTitleFix( "ignoreUpRender", thresholdArea , {  texType = 3, cbp = 0x2390, tbp = 0x288000} )


-- fix bug #9072
-- this is caused by a wrong string, which we patch directly on the disc.
emuMediaPatch(0x438a, 12 + 0x174, { 0x6e5c2535 }, { 0x11202535 })

-- Bug#8907. accuracy-muldiv is too slow to use, so here added some value to get correct value.
local eeObj = getEEObject()
eeObj.AddHook(0x001ef6ec, 0x00000000, function()
				 eeObj.SetFpr(0, eeObj.GetFpr(0) + 0.00001)
end)
#Graphical glitches and stall fix.

Custom PS2emu Configuration Files

Configuration files created by users, to improve PS2 emulator compatibility on PS4.
Describing what Your configuration is doing is recommended.
On cli you can do it with #
and on a lua you can do it with --

18 Wheeler - American Pro Trucker


NTSC
LUA

-- boot fix by Kozarovv
-- widescreen by Stayhye(ported from PAL version by El_Patas)
-- ported to PS4 lua
-- emu used=psycho v2

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--16:9
eeObj.WriteMem32(0x001d4c3c, 0x3c013f40) -- 0x3c013f80
-- Skip debugger hook.
eeObj.WriteMem32(0x001EB2A0, 0x00000000)
eeObj.WriteMem32(0x001EB2A8, 0x10000003)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

--math.random() + math.random(1, 99)

24 The Game

CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth

--host-display-mode=16:9

--ee-kernel-hle=1
--ee-injection-kernel=1
--ee-injection-title=1
--ee-cycle-scalar=1.9
--safe-area-min=1.0
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1


# Fixed lags issue.
# <emu used=psychonauts v2>


LUA
SLUS_212.68

-- 24 The Game NTSC
-- performace fix by kozarovv
-- ported to PS4
-- emu used=psychonauts v2

local gpr = require("ee-gpr-alias")

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Widescreen hack 16:9

--Force turn on the native widescreen
eeObj.WriteMem32(0x205FBD2C,0x00000001)

--Zoom Fix
--6000023c 2cbd428c 
eeObj.WriteMem32(0x002fbea0,0x3c020000)  --3c020060
eeObj.WriteMem32(0x002fbea4,0x34420000)

eeObj.WriteMem32(0x00139e2c,0x3c020000) --3c020060
eeObj.WriteMem32(0x00139e30,0x34420000) --8c42bd2c

--X-Fov (4:3)
--aa3f013c a8aa2134
--2a8e2134 e33f013c
--eeObj.WriteMem32(0x00460364,0x3c013fe3) --3c013faa
--eeObj.WriteMem32(0x00460368,0x34218e2a) --3421aaa8

--Fix slow and choppy gameplay
eeObj.WriteMem32(0x004155a8,0x48a44800)
eeObj.WriteMem32(0x004155ac,0x48c02800)
eeObj.WriteMem32(0x004155b0,0x4a00d839)

eeObj.WriteMem32(0x00415660,0x48a44800)
eeObj.WriteMem32(0x00415664,0x48c02800)
eeObj.WriteMem32(0x00415668,0x4a00d839)

end

emuObj.AddVsyncHook(patcher)

10000 Bullets

CLI

--vu1=jit-sync

# Fixes Blackscreen after PS2 Logo.
# Jak v1 used

Ace Combat 4

CLI

--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1

#Fix for terrain textures

Ace Combat 5

CLI


All versions

--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1

#Same fix for terrain textures


LUA file


SLUS_208.51

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Collision detection fix for Stage 3 onwards // Rearranging COP2 instructions that use old results

eeInsnReplace(0x1A3B94, 0x4B00682C, 0x48498800)
eeInsnReplace(0x1A3B98, 0x4B0C682C, 0x4B00682C)
eeInsnReplace(0x1A3BA4, 0x48498800, 0x484A8800)
eeInsnReplace(0x1A3BA8, 0x484A8800, 0x4B0C682C)


LUA file


SCES_504.10

apiRequest(2.2)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Wrong sky shader

local emuObj 	= getEmuObject()

-- Fix for wrong sky shader

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )

Ace Combat Zero: The Belkan War

CLI
All Versions

--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Once again, same fix for terrain textures.


LUA file


SLUS_213.46

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Collision detection fix.

eeInsnReplace(0x131EBC, 0x4B00682C, 0x48498800)
eeInsnReplace(0x131EC0, 0x4B0C682C, 0x4B00682C)
eeInsnReplace(0x131ECC, 0x48498800, 0x484A8800)
eeInsnReplace(0x131ED0, 0x484A8800, 0x4B0C682C)


LUA file


SCES_540.41

apiRequest(2.2)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Wrong sky shader

local emuObj 	= getEmuObject()

-- Fix for wrong sky shader

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )

-- Collision detection fix.

eeInsnReplace(0x131EB8, 0x4B00682C, 0x48498800)
eeInsnReplace(0x131EC8, 0x4B0C682C, 0x4B00682C)
eeInsnReplace(0x131FB8, 0x48498800, 0x484A8800)
eeInsnReplace(0x131EC4, 0x484A8800, 0x4B0C682C)

AirBlade

CLI


All versions

--vu0-no-clamping=0
--vu1-no-clamping=0

#emu used=GTA 3 v1
#Fix for flickering models and textures

Ape Escape 2

CLI


All versions

--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"

#Fix for flickering textures

Ape Escape: Pumped & Primed

CLI


All versions

--ee-jit-pagefault-threshold=30
--gs-frontend-opt-mode=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--cop2-no-clamping=1
--vu1-mpg-cycles=250
#Fix for flickering textures

LUA

--emu used=jakx v2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--Fix game frame rate
eeObj.WriteMem32(0x3816e0,0x10000025) -- NTSC ONLY!!
end

emuObj.AddVsyncHook(patcher)

Avatar The last airbender


All Versions
LUA

-- emu used=psychonauts v2, Fix For Freeze when starting new game

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) -- "--vif1-instant-xfer=0" replacement
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Battle Engine Aquila

#Graphical corruption fix
--vu1-no-clamping=1
#Performance boost
--ee-cycle-scalar=1.5
--vu1-mpg-cycles=1000
--vu1-di-bits=0
--vu1-const-prop=1
--gs-adaptive-frameskip=1
#Jakv2

Baldur's Gate: Dark Alliance II

CLI
All Versions

--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--host-display-mode=16:9

--vif1-instant-xfer=0

--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1

Bard's tale, the

CLI
All versions
War of the monsters v1 fixes the crash.

#Speedhacks
--ee-cycle-scalar=1.1
--vu1-di-bits=0
#Missing graphics fix
--vif1-instant-xfer=0
--vu1-no-clamping=0

Bloody Roar 4

CLI


All Versions

--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1

#SPS Fix

Burnout 2: POI


LUA file


SLES_510.44 / SLES_529.68

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- SLES-51044 / SLES-52968 - Fix white parts
-- Major thanks to Maori-Jigglypuff for reversing that

eeInsnReplace(0x2485B8, 0xC6800D18, 0x3C014316)
eeInsnReplace(0x2485CC, 0xE4400000, 0xAC410000)
eeInsnReplace(0x262604, 0xC7809780, 0x3C014316)
eeInsnReplace(0x262618, 0xE4400000, 0xAC410000)
eeInsnReplace(0x2564B8, 0x8F829764, 0x24020000)


LUA file


SLUS_204.97

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- SLUS_204.97 - Fix white parts
-- Major thanks to Maori-Jigglypuff for reversing that

eeInsnReplace(0x2485A8, 0xC6800D18, 0x3C014316)
eeInsnReplace(0x2485BC, 0xE4400000, 0xAC410000)
eeInsnReplace(0x2625F4, 0xC7809780, 0x3C014316)
eeInsnReplace(0x262608, 0xE4400000, 0xAC410000)
eeInsnReplace(0x2564A8, 0x8F829764, 0x24020000)

Castlevania: Curse of Darkness


SLUS-21168
LUA

-- Widescreen hack by nemesis2000
-- new graphics fix by kozarovv
-- emu used=

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--gameplay
eeObj.WriteMem32(0x00751384,0x3c013f40) --hor value
eeObj.WriteMem32(0x00751388,0x44810000)
eeObj.WriteMem32(0x00751390,0x4600c602)

--FMV's fix
eeObj.WriteMem32(0x00443eb8,0x00000000)
eeObj.WriteMem32(0x00775398,0x24056e40)
eeObj.WriteMem32(0x007753a4,0x24072380)

-- Clamp value manually. Clamping from emulator change value to FLT_MIN
-- While we need correct lower bits + 1 due to x86 rounding...
eeObj.WriteMem32(0x92FD50, 0xFF7F8001)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

LUA
SLES_537.55

-- Widescreen hack by nemesis2000
-- new graphics fix by kozarovv
-- emu used=

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj  = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Widescreen
--gameplay
eeObj.WriteMem32(0x007526fc,0x3c013f40) --hor value
eeObj.WriteMem32(0x00752700,0x44810000)
eeObj.WriteMem32(0x00752708,0x4600c602)

--FMV's fix
eeObj.WriteMem32(0x004448d0,0x00000000)
eeObj.WriteMem32(0x00776718,0x24056d80)
eeObj.WriteMem32(0x00776724,0x24072380)

-- Clamp value manually. Clamping from emulator change value to FLT_MIN
-- While we need correct lower bits + 1 due to x86 rounding...
eeObj.WriteMem32(0x00931280, 0xFF7F8001)

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(patcher)

Call of Duty: World at War - Final Fronts

--ee-kernel-hle=1
--ee-injection-kernel=1
--ee-injection-title=1
--ee-cycle-scalar=1.9
--safe-area-min=1.0
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
# Fixed low framrate issue, !!!JAK EMULATOR Used!!!

Cold Winter

CLI


All Versions

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1

# fix graphic and physics, there are still issue with fmv, and minor stering issue.

Crash Bandicoot - Wrath of Cortex

CLI
SLUS20238 SLUS-20238_cli.conf

--host-display-mode=16:9
--force-frame-blend=1
--gs-kernel-cl="h2lpool"  
--gs-kernel-cl-up="h2lpool2x2"
#Speedhacks
--vu1-di-bits=0

SLUS-20238_config.lua

-- Crash Bandicoot The Wrath of Cortex [SLUS-20238] (U)
-- emu used=KOF 98

apiRequest(1.0)   

local gpr = require("ee-gpr-alias")

local eeObj  = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--16:9 hack
eeObj.WriteMem32(0x001138B8,0x3c013f11) --vertical fov
eeObj.WriteMem32(0x001127A0,0x3c013f2a) --zoom value
eeObj.WriteMem32(0x0011287C,0x3c013f2a) --render value

--No interlace
eeObj.WriteMem32(0x2016A048,0xAF80E750) 
eeObj.WriteMem32(0x2016A054,0xAF80E750)

--Underwater FX Fix
eeObj.WriteMem32(0x202438AC,0x0000182D) 

--Mech FX Fix
eeObj.WriteMem32(0x20257CF0,0x0000182D) 

--Cortex Vortex FX Fix
eeObj.WriteMem32(0x20242894,0x100000BC) 

--Disable Dark Effect
eeObj.WriteMem32(0x20258588,0x44801000) 

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1


SLES50386 SLES-50386_cli.conf

--host-display-mode=16:9
--gs-progressive=1

SLES-50386_config.lua

-- Crash Bandicoot The Wrath of Cortex [SLES-50386] (E)
-- emu used=KOF 2000

apiRequest(1.0)   

local gpr = require("ee-gpr-alias")

local eeObj  = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--16:9 hack
eeObj.WriteMem32(0x21D43044,0x3F100000) --3F400000

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1

Crash Bandicoot 4: Sakuretsu! Majin Power クラッシュ・バンディクー4 ~さくれつ!魔神・パワー~
SLPM62114 SLPM-62114_cli.conf

--gs-uprender=2x2
--gs-upscale=edgesmooth
--host-display-mode=16:9
--force-frame-blend=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
#Speedhacks
--vu1-di-bits=0

#emu used=KOF 98

SLPM-62114_config.lua

-- Crash Bandicoot 4: Sakuretsu! Majin Power [SLPM-62114] (NTSC-J)
-- emu used=KOF 98

apiRequest(1.0)

local gpr = require("ee-gpr-alias")
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--16:9 hack
eeObj.WriteMem32(0x00113990,0x3C013F11) --vertical fov
eeObj.WriteMem32(0x0011250C,0x3C013F2A) --zoom value
eeObj.WriteMem32(0x00112958,0x3C013F2A) --render value

--No interlace
eeObj.WriteMem32(0x2016A2F8,0xAF80E750)
eeObj.WriteMem32(0x2016A304,0xAF80E750)

--Underwater FX Fix
eeObj.WriteMem32(0x2024D534,0x0000182D)

--Mech FX Fix
eeObj.WriteMem32(0x20261D78,0x0000182D)

--Cortex Vortex FX Fix
eeObj.WriteMem32(0x2024CBA4,0x100000BC)

--Disable Dark Effect
eeObj.WriteMem32(0x20262658,0x44801000)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1

Crash Tag Team Racing

CLI
Pal

#Fix For Extreme slowdowns, 
#This game is known for being EXTREMELY VU1 hungry.
--vu1-mpg-cycles=1200
--vu1-di-bits=0
--vu1-const-prop=1
--ee-cycle-scalar=1.3

CLI
SLUS_211.91 only

--vu1-di-bits=0
--vu1-mpg-cycles=250
--ee-cycle-scalar=1.2
--ee-hook=0x0034C098,AdvanceClock,,500
#This will cause stuttering during car transformation animation
#But it is better than having slowdowns
--ee-hook=0x003547C8,AdvanceClock,,9000

LUA
SLUS_211.91 only

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Author: MrJaredBeta
--Fixes: Stuttering during coin animations
eeObj.WriteMem32(0x0022e3e4, 0x1000000c)

end
emuObj.AddVsyncHook(patcher)

Crash Twinsanity

CLI

KOF2000 EMU USED
All Versions

#Speedhacks
--ee-cycle-scalar=1.6
--vu1-mpg-cycles=400
--vu1-di-bits=0
#Graphical glitches fixes
--vu-xgkick-delay=5
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"

LUA
SLES-52568

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Fix random crashes
eeInsnReplace(0x1923E8,0x5440FFFB,0x00000000)
eeInsnReplace(0x1923EC,0x0071182F,0x00000000)
eeInsnReplace(0x1923F0,0x0223102F,0x00000000)

-- Eliminate color scan lines
local emuObj = getEmuObject()

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

LUA
SLUS-20909

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Fix random crashes
eeInsnReplace(0x191C58,0x5440FFFB,0x00000000)
eeInsnReplace(0x191C5C,0x0071182F,0x00000000)
eeInsnReplace(0x191C60,0x0223102F,0x00000000)

-- Eliminate color scan lines
local emuObj = getEmuObject()

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

Crash Nitro Kart


All Versions
CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-adaptive-frameskip=1
--force-frame-blend=1

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu1-di-bits=0
--vu1=jit-sync

--vu1-mpg-cycles=2200
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=sameprog

--ee-hook=0x005dbc38,AdvanceClock,,21000


LUA (NTSC ONLY!)

-- Crash Nitro Kart NTSC
-- Widescreen by Stayhye
-- ported to PS4 by Stayhye
-- emu used=jakx v2

local gpr = require("ee-gpr-alias")

apiRequest(2.0)

local emuObj 		= getEmuObject()
local eeObj			= getEEObject()
local gsObj			= getGsObject()
local eeOverlay 	= eeObj.getOverlayObject()
local iopObj        = getIOPObject()

emuObj.PadSetLightBar(0, 255,0,255)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1) 
gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
emuObj.SetDeinterlace(true)

local patcher = function()
--freeze fix
eeObj.WriteMem32(0x003e8170,0)
--16:9
eeObj.WriteMem32(0x0058bcf8,0x3c023f40) -- 0x3c023f00 - hor. axis
eeObj.WriteMem32(0x0058bd0c,0x3c023f40) -- 0x3c023f00 -- zoom

--eeObj.WriteMem32(0x005dbc18,0x24030001)
eeObj.SchedulerDelayEvent("vif1.dma",0x5000)
emuObj.ThrottleMax() -- No negative.  
end

emuObj.AddVsyncHook(patcher)

Dead or Alive 2: Hardcore


LUA file


SLUS_200.71

apiRequest(0.1)

-- Fix hang, fix music, and sounds effects

emuMediaPatch(0x186A71, 12 + 0x7e4, { 0x2404002b }, { 0x27c40010 })
emuMediaPatch(0x186A71, 12 + 0x7e8, { 0x0c0032b3 }, { 0x0c0032b7 })
emuMediaPatch(0x186A71, 12 + 0x7ec, { 0x27c50010 }, { 0x00000000 })
emuMediaPatch(0x186A71, 12 + 0x5e8, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A71, 12 + 0x5ec, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A7B, 12 + 0x6fc, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A7B, 12 + 0x700, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x164, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x168, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x10c, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x110, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A85, 12 + 0x1bc, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A85, 12 + 0x1c0, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186A86, 12 + 0x7f0, { 0x27bdfff0 }, { 0x03e00008 })
emuMediaPatch(0x186A86, 12 + 0x7f4, { 0xafbe0008 }, { 0x00000000 })
emuMediaPatch(0x186C38, 12 + 0x6ec, { 0x24060001 }, { 0x24060000 })

For the Japanese version (SLPS-25026) you can also use config files from PS3's PS2 emu with

--lopnor-config=1

in config.

Place config file named as "SLPS-25026_lopnor.cfgbin" in /patches/SLPS-25026/


*Alternate fix Jak emus


LUA file


--DOA 2 Hardcore NTSC US

apiRequest(2.2)

local gpr       = require("ee-gpr-alias")
local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local gsObj       = getGsObject()
local eeOverlay    = eeObj.getOverlayObject()
local iopObj  = getIOPObject()

local patcher = function()

eeObj.WriteMem32(0x0021b63c,0x3c014534) -- Widescreen
eeObj.WriteMem32(0x002b06ec,0x24060000) -- Fixes game hanging on boot.
 
iopObj.WriteMem32(0x001D77E4,0x27C40010) --fixes music/sound effects
iopObj.WriteMem32(0x001D77E8,0x0C0032B7) --fixes music/sound effects  
iopObj.WriteMem32(0x001D77EC,0x00000000) --fixes music/sound effects 

end

emuObj.AddVsyncHook(patcher)

emuObj.PadSetLightBar(0,255,200,250)
emuObj.SetDisplayAspectWide()

Devil Kings

All versions
CLI

#Fix For Graphical Glitches (SPS)
--vu1-no-clamping=0

Disgaea 2: Cursed Memories

CLI


SLUS-21397

#Fix for lines in terrain textures and flickering textures
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1

Digimon Rumble Arena 2

CLI


ALL

#Fix for game being stuck at main menu with selections moving very fast
--fpu-no-clamping=1
#Speedhack
--vu1-di-bits=0

Digimon World 4

CLI


All Versions

#Fixes slowdowns in The game
--vu1-di-bits=0
--vu1-const-prop=1
--vu1-mpg-cycles=700
--ee-cycle-scalar=1.2
#Fixes black screen caused by MTVU
--vu1=jit-sync
#Jakv2

Disney Golf

CLI


All Versions

#Fixes graphical glitches
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--force-frame-blend=1
#Other
--cdvd-sector-read-cycles=5000
#Speedhacks
--vu1-mpg-cycles=1000
--vu1-jr-cache-policy=newprog

#aofa

Dokapon Kingdom

CLI
All Versions

#Fixes black screen freeze.
--vu1=jit-sync

Dragon Ball Z: Budokai Tenkaichi 2

CLI


All Versions

#Fix for missing life bars and other UI elements.
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"

Dragon Ball Z: Budokai Tenkaichi 3

CLI


All Versions

#Fix for missing life bars and other UI elements
--gs-use-clut-merge=1
#Fix for mis-aligned glow caused by upscaling
--gs-kernel-cl-up="up2x2simple"
#Fix for Performance
--vu1-mpg-cycles=200
--vu1-di-bits=0
--ee-cycle-scalar=1.2

Dragon Quest VIII: Journey of the Cursed King

CLI


All Versions

--gs-kernel-cl-up="up2x2skipinterp"
--gs-optimize-30fps=1

#Fix lines in shadows

Dragon Quest V: Tenkuu no Hanayome

CLI

#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
#Fix for being stuck in Faerie land.
--fpu-accurate-range=0x00693f88,0x00693f88

Dreamworks: Shrek the third


All Versions
CLI

#Slowdown fixes
--vu1-di-bits=0
--vu1-mpg-cycles=600
--ee-cycle-scalar=1.2

#Disable try to fix graphics if creating using ps2fpkg v0.6

DreamWorks Madagascar

CLI
All versions

#Game hates upscaling, so this will be enough to fix all upscaling problems.
--gs-kernel-cl-up="up2x2simple"
#Speedhacks
--vu1-mpg-cycles=300
--ee-cycle-scalar=1.2
--vu1-di-bits=0

LUA
SLES-53225
This patch fixes this issue

apiRequest(0.1)

--Fix for graphical problems, Game needs vu1 nearest rounding.
--Credit goes to Goatman13, Untested on ps4.
--Add one bit in LOI 8388609.0

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeobj.writemem8(0x0034BA40,0x01)
eeobj.writemem8(0x0034BDE0,0x01)
eeobj.writemem8(0x0034C100,0x01)
eeobj.writemem8(0x0034C490,0x01)
eeobj.writemem8(0x0034C810,0x01)
end
emuObj.AddVsyncHook(patcher)

DreamWorks Bee Movie Game

CLI
All versions

--ee-cycle-scalar=4.0 #fix pass fmv 
--vu0-di-bits=0
--vu1-di-bits=0
--vu1-jr-cache-policy=newprog #fix random crash?
--gs-uprender=1
--gs-upscale=edgesmooth
--host-display-mode=full

# Emu used = Primal

Ephemeral Fantasia™

CLI


All Versions

--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--host-display-mode=16:9
--framelimit-mode=normal
#Fix for missing character/world parts
--vu1-no-clamping=0

Everblue 2

LUA file


SLES_513.81

apiRequest(0.1)

eeInsnReplace(0x230b68, 0x4be503bc, 0x4b0c211c)
eeInsnReplace(0x230b6c, 0x4b0c211c, 0x4be503bc)
eeInsnReplace(0x230b84, 0x4be603bc, 0x4bc0295c)
eeInsnReplace(0x230b88, 0x4bc0295c, 0x4be603bc)
eeInsnReplace(0x230ba0, 0x4be703bc, 0x4bc0319c)
eeInsnReplace(0x230ba4, 0x4bc0319c, 0x4be703bc)
eeInsnReplace(0x230bbc, 0x4be803bc, 0x4bc039dc)
eeInsnReplace(0x230bc0, 0x4bc039dc, 0x4be803bc)
eeInsnReplace(0x230bd8, 0x4be903bc, 0x4bc0421c)
eeInsnReplace(0x230bdc, 0x4bc0421c, 0x4be903bc)
eeInsnReplace(0x230bf4, 0x4bea03bc, 0x4bc04a5c)
eeInsnReplace(0x230bf8, 0x4bc04a5c, 0x4bea03bc)
eeInsnReplace(0x230c10, 0x4beb03bc, 0x4bc0529c)
eeInsnReplace(0x230c14, 0x4bc0529c, 0x4beb03bc)

#Missing textures fix

Fire Pro Wrestling Z™®

LUA

-- Fire Pro Wrestling Z™® (English v0.5b)
-- boot fix
-- needs graphics fix
-- emu used=aofa

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj  = getEEObject()
local emuObj  = getEmuObject()

local patcher = function()
-- black screen after spike logo fix
eeObj.WriteMem32(0x001eaa14,0x0) --0x1440fffa >> bne v0, zero, $001eaa00
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Flatout 2

LUA
SLUS212.51

apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

----Disable graphics overlay to fix all slowdown + widescreen code
eeObj.WriteMem32(0x3a0498,0x3c013f14)
eeObj.WriteMem32(0x2d4b40,0x3c014010)
eeObj.WriteMem32(0x22e768,0x3C013F8A)
eeObj.WriteMem32(0x2d5B30,0x00000000)
end

emuObj.AddVsyncHook(patcher)

LUA
SLES540.02

apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Disable graphics overlay to fix all slowdown + widescreen code
eeObj.WriteMem32(0x3A1F28,0x3c013f14)
eeObj.WriteMem32(0x2D6650,0x3c014010)
eeObj.WriteMem32(0x234F18,0x3C013F8A)
eeObj.WriteMem32(0x2d7640,0x00000000)
end

emuObj.AddVsyncHook(patcher)

Frogger: Ancient Shadow

CLI


SLUS_210.98

#This one might be the only one you need
--vu1-no-clamping=0
#use the rest just in case
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1 
#Fixes disappearing models during cutscenes and during gameplay

Galactic Wrestling Featuring Ultimate Muscle

NTSC/U
CLI

--fpu-no-clamping=0
--fpu-clamp-results=1
--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1
#fix for missing character models
--vu-xgkick-delay=0.58
#KOF98Emu used

Galarians: Ash

CLI

--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-adaptive-frameskip=1

--vif-ignore-invalid-cmd=0
--vif1-ignore-cmd-ints=1
--vif1-instant-xfer=0

--ee-jit-pagefault-threshold=30

--lopnor-config=1 #found here http://ps3.aldostools.org/ps2config.html

--ee-cycle-scalar=2.0

LUA file

-- Galarians Ash NTSC
-- emu used=jakx v2

local gpr = require("ee-gpr-alias")

apiRequest(2.2)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.WriteMem32(0x001e0100,0x3c013f40) -- 16:9
emuObj.ThrottleMax() -- Drastically reduces loading screens duration on most games

end

emuObj.AddVsyncHook(patcher)

Ghost in the Shell: Stand Alone Complex


LUA file


SLES_530.20

apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.

eeInsnReplace(0x10BC88, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x10BC8C, 0x4B8D617D, 0x4bec682c)
eeInsnReplace(0x10BC90, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x10BC98, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x12B2CC, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x12B2D0, 0x4B8D617D, 0x4bec682c)
eeInsnReplace(0x12B2D4, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x12B2DC, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x12B5F4, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x12B5F8, 0x4B8D617D, 0x4bec682c)
eeInsnReplace(0x12B5FC, 0x4A6D617C, 0x4b8d617d)
eeInsnReplace(0x12B604, 0x48468800, 0x4a6d617c)
eeInsnReplace(0x1B0B58, 0x4BEC682C, 0x48468800)
eeInsnReplace(0x1B0B5C, 0x4BED617D, 0x4bec682c)
eeInsnReplace(0x1B0B68, 0x48468800, 0x4b8d617d)
eeInsnReplace(0x1BF5FC, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BF60C, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1BFBB8, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BFBC8, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1BF818, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1BF828, 0x48588800, 0x4a0002ff)
eeInsnReplace(0x1C017C, 0x4A0002FF, 0x48588800)
eeInsnReplace(0x1C018C, 0x48588800, 0x4a0002ff)

-- Potential fix for broken interactive door // Rearranging COP2 ops so as to avoid macflag bad stuff

Gran turismo 4

CLI
All
Forbidden siren v2 emu only

#Fix incomplete letters in menu
--vu0-no-clamping=0
--vu1-no-clamping=0
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
--vu1-mpg-cycles=700
#Fix video anticipated race license
--fpu-accurate-muldiv-range=0x00579EB8,0x00579EB8
--fpu-accurate-muldiv-range=0x00579EDC,0x00579EDC
--fpu-accurate-muldiv-range=0x0057A008,0x0057A008
--fpu-accurate-muldiv-range=0x0057A030,0x0057A030
#Gfx fix
--vif1-instant-xfer=0
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"

CLI
SCPS-17001
Forbidden siren v2 emu only

#Fix incomplete letters in menu
--vu0-no-clamping=0
--vu1-no-clamping=0
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
--vu1-mpg-cycles=700
#Fix video anticipated race license
--fpu-accurate-muldiv-range=0x00571A92,0x00571A92
--fpu-accurate-muldiv-range=0x00571AB4,0x00571AB4
--fpu-accurate-muldiv-range=0x00571BE0,0x00571BE0
--fpu-accurate-muldiv-range=0x00571C08,0x00571C08
#Gfx fix
--vif1-instant-xfer=0
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"

LUA
SCES-51719 only

--gametitle=Gran Turismo 4 [SCES-51719] (E)
--emu=siren v2

apiRequest(0.1)

local eeObj     = getEEObject()
local emuObj = getEmuObject()
local gsObj     = getGsObject()

local widescreen = function()

-- force progressive scan
eeObj.WriteMem32(0x20A57E70,0x00000001)
eeObj.WriteMem32(0x201074A0,0x24050003) --8E050004
eeObj.WriteMem32(0x2061868C,0x00000001) --00000000
eeObj.WriteMem32(0x20618694,0x00000000) --00000001

-- Autoboot in 480p
eeObj.WriteMem32(0x20436820,0xAE0516B0) --AE0010E8
eeObj.WriteMem16(0x20436910,0x10E8) --

--Field of View

-- Screen Width   (mm)
eeObj.WriteMem32(0x20A567F0,0x446E0000) -- 952mm in my case

-- Screen Height (mm)
eeObj.WriteMem32(0x20A567F4,0x4405C000) -- 535mm in my case

-- Eye Distance to Screen (mm)
eeObj.WriteMem32(0x20A567EC,0x44610000) -- 900mm in my case

-- Zoom Level (-2.0 to 2.0)
eeObj.WriteMem32(0x20A567E8,0x3f800000) -- 1.0, we already have the right FoV Better don't touch this


--Aspect Ratio

--   Single Screen Aspect Ratios
--    1 x 16:9  3f800000
--    1 x 21:9  3FAAAAAB
--    1 x 32:9  40000000

--   Triple Screen Aspect Ratios
--    3 x 16:9  40400000

eeObj.WriteMem32(0x20A567F8,0x3f800000) -- 16:9 in my case

-- disable colour correction channel shuffle effect
eeObj.WriteMem32(0x0033F8B8,0x1000000B) --5440000B

-- disable rendering of light sources
eeObj.WriteMem32(0x0033F6B0,0x10000031) --10400031

-- Fix shadows
eeObj.WriteMem32(0x001D6598,0x00000000) --0C075A6A

-- Added GT4 First Preview camera mode (far chase camera)
eeObj.WriteMem32(0x2037AFAC,0x84E30000)
eeObj.WriteMem16(0x2037AFB0,0x0002)
eeObj.WriteMem16(0x2037AFC0,0x0004)
eeObj.WriteMem32(0x2037AFD0,0x84E30000)

eeObj.WriteMem16(0x2037AFE0,0x0004)
eeObj.WriteMem8(0x0037AFF8,0x40)
eeObj.WriteMem16(0x2037B00A,0x8442)

eeObj.WriteMem32(0x206211E8,0x00010000)
eeObj.WriteMem32(0x206211EC,0x00060014)

end

emuObj.AddVsyncHook(widescreen)

Gran Turismo 4 - Prologue


PBPX-95524
LUA

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--fix IPU DMA 
eeObj.WriteMem32(0x166814,0x0)
eeObj.WriteMem32(0x3a36b8,0x0)
eeObj.WriteMem32(0x3a36f4,0x0)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Grand Theft Auto: Vice City Stories

SLUS_215.90
CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"

--host-display-mode=16:9
#emu used=psychonauts v2


LUA

-- emu used=psychonauts v2
local gpr = require("ee-gpr-alias")

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--widescreen fix
eeObj.WriteMem32(0x002653d8,0x3c013f9d)
eeObj.WriteMem32(0x002653dc,0x44810000)
eeObj.WriteMem32(0x002653e0,0x46006302)
eeObj.WriteMem32(0x002653e4,0x3c020048)
eeObj.WriteMem32(0x002653e8,0x03e00008)
eeObj.WriteMem32(0x002653ec,0xe44c7484)

eeObj.WriteMem32(0x0037add4,0x0c0994f6)
eeObj.WriteMem32(0x003b9d14,0x0c0994f9)
eeObj.WriteMem32(0x003ba1b0,0x0c0994f9)

eeObj.WriteMem32(0x20370314,0x10820019)--60fps

--eeObj.WriteMem32(0x20447EDC,0x00000000)--no interlace

end

emuObj.AddVsyncHook(patcher)

-- 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 } )

Grand Theft Auto: Liberty City Stories

SLUS_214.23
CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
--gs-adaptive-frameskip=1

--vu0-mpg-cycles=600
--vu1-mpg-cycles=600

--ee-cycle-scalar=1.3

God Hand

CLI

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1

#fix for graphical glitches, specially the missing ground.

God Of War


EU CLI

--vu1-di-bits=0
--vu1-mpg-cycles=800
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--ee-block-validation=PageProt
--ee-cycle-scalar=1.2
--ee-hook=0x0017A2DC,AdvanceClock,,45
#Fix for upscaling glitches
--gs-kernel-cl-up="up2x2simple"
#Fix for audio re-starting
--iop-cycle-scalar=0.1
--cdvd-sector-seek-cycles=0.1
--cdvd-sector-read-cycles=4500


US

--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-adaptive-frameskip=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-progressive=1

--ee-cycle-scalar=2.0

--vu1-mpg-cycles=2000
--vu1-di-bits=0
--vu1=trans
#Cdvd timing
--iop-cycle-scalar=0.20
--cdvd-sector-read-cycles=4000

LUA file

-- God Of War EU & US

-- 01 Music sound problem: music restarts every time there are many sounds to play
-- 02 Latest emu removes a lot of game lag, anyway the game still suffer of shuttering in the next levels
-- 03 Corrupted green lines around the objects, uprendering problem
-- Slowdowns and performances patched in cli.conf file
apiRequest(2.2)

local emuObj 		= getEmuObject()
local gsObj		= getGsObject()

-- 03 removes corrupted lines around the objects when use --gs-uprender
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

-- Disable internal field shift compensation, part of post-process removal feature.
gsObj.SetDeinterlaceShift(0)

God of War 2

CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-adaptive-frameskip=1
--ee-cycle-scalar=0.62
--iop-cycle-scalar=0.10
--vu1-mpg-cycles=1985
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--cdvd-sector-read-cycles=4000
--host-audio-latency=1.6
--host-display-mode=16:9

*Jakx Emu used*

LUA File

-- God of War II  
-- ported to PS4 

apiRequest(2.2)

local gpr    		= require("ee-gpr-alias")
local cpr    		= require("ee-cpr0-alias")
local hwaddr    	= require("ee-hwaddr")

local emuObj 		= getEmuObject()
local eeObj			= getEEObject()
local gsObj			= getGsObject()
local eeOverlay 	= eeObj.getOverlayObject()
local iopObj        = getIOPObject()
     
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1) 

local patcher = function()

--skip renShadowClient::Prep
--eeObj.WriteMem32(0x001706E0,0x03e00008)
--eeObj.WriteMem32(0x001706E4,0x00000000)
--skip renPrimMaster::RenderStencilLayer
eeObj.WriteMem32(0x0016E720,0x03e00008)
eeObj.WriteMem32(0x0016E724,0x00000000)
--skip fxBloom::Client::Run
eeObj.WriteMem32(0x00126EB0,0x03e00008)
eeObj.WriteMem32(0x00126EB4,0x00000000)
--default to progressive at first run
eeObj.WriteMem32(0x0025a608,0xa04986dc)
eeObj.WriteMem32(0x001E45D4,0x24020001)
--default to ws at first run
eeObj.WriteMem32(0x001E45B4,0x24040001)
eeObj.WriteMem32(0x001E45B8,0x00000000)
eeObj.WriteMem32(0x0027894C,0x3c013fe3)
eeObj.WriteMem32(0x00278950,0x34218e39)
--allow mpeg skip by pressing x
eeObj.WriteMem32(0x001DD8C8,0x00000000)


emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )

Gradius V

CLI

--vu1=jit-sync

#fix for blackscreen after PS2 Logo.

Grandia III

LUA
NTSC

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.WriteMem32(0x0014586C, 0x0)

end
emuObj.AddVsyncHook(patcher)

Harry Potter and The Prisoner of Azkaban

CLI
Emu: Jakv2

#Fix for graphical issues
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix for random freezing even after the EE memory patch
--vif1-instant-xfer=0

LUA
SLUS20926

apiRequest(0.1)

-- Full credits to Kozarovv
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--clear interrupts in handler

eeObj.WriteMem32(0x000fff00, 0x3c191000)
eeObj.WriteMem32(0x000fff04, 0x24180c00)
eeObj.WriteMem32(0x000fff08, 0x081137e0)
eeObj.WriteMem32(0x000fff0c, 0xaf380010)
eeObj.WriteMem32(0x0016fb7c, 0x0c03ffc0)
end
emuObj.AddVsyncHook(patcher)

Hunter the Reckoning Wayward

CLI


All Versions

--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--host-display-mode=16:9

--vu1-no-clamping=0


#fix for graphical glitches.

Ice Age 2 Meltdown

LUA file
Company logo freeze Fix
Use Forbidden Siren v2 Emu


SLUS_213.07

apiRequest(0.1)

eeInsnReplace(0x2feb80, 0x27bdff70, 0x27bdfee0)
eeInsnReplace(0x2febbc, 0x27bd0090, 0x27bd0120)


SLES_539.84

apiRequest(0.1)

eeInsnReplace(0x2ff3f0, 0x27bdff70, 0x27bdfee0)
eeInsnReplace(0x2ff42c, 0x27bd0090, 0x27bd0120)


SLPM_664.97

apiRequest(0.1)

eeInsnReplace(0x2e91e8, 0x27bdff70, 0x27bdfee0)
eeInsnReplace(0x2e9224, 0x27bd0090, 0x27bd0120)

Jackie Chan Adventures

CLI


SCES_524.12

#Fix For Jackie chan falling forever near The Ox Talisman Glitch
--fpu-accurate-addsub-range=0x22F2B0,0x22F468
#Fixes For Slowdowns
--vu1-di-bits=0
--vu1-const-prop=1
--ee-cycle-scalar=1.2
#RECVX

Jaws Unleashed


LUA file


apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x006758a8,0x03e42000)
eeObj.WriteMem32(0x006758b8,0x800026fc)
end
emuObj.AddVsyncHook(patcher)

#fix for loading screen hang. 

Juiced

CLI
All versions

#Fix for graphical glitches
--gs-kernel-cl-up="up2x2simple"
#Speedhacks
--vu1-di-bits=0
--vu1-mpg-cycles=800
--ee-cycle-scalar=1.2

Killer7

CLI


All versions

--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1

#fix for flickering polygons.

Kim Possible: What's the Switch

CLI


PAL

--vu1-mpg-cycles=950

#fix lag during cutscenes

Klonoa 2

CLI


All versions

#Fix for Misplaced objects
--fpu-no-clamping=1
#Potential fix for Graphics
--vu1-no-clamping=0
--vu0-no-clamping=0

#still require fix for texturing problems. Require Rogue Galaxy emu

Kuon


CLI
All Versions

--vif1-ignore-cmd-ints=1
--vif-ignore-invalid-cmd=0
--vif1-instant-xfer=0
#Fix the freezing problem in the opening scene of 《阴の章》


NTSC Version ONLY CLI

--vif1-ignore-cmd-ints=1
--vif-ignore-invalid-cmd=0
--vif1-instant-xfer=0
#Sugoroku Fix
--fpu-accurate-addsub=0x104124

Time Crisis 2

LUA
SLUS_202.19

-- Time Crisis 2 SLUS_202.19
-- Widescreen Hack
-- fix by Kozarovv
-- emu used=jakx v2

apiRequest(0.1)

local iopObj = getIOPObject()
local emuObj = getEmuObject()
local eeObj  = getEEObject()
 
local FireWithoutWire = function()
   --16:9
   eeObj.WriteMem32(0x003cd7fc,0x3f400000)
   --Infinite Credits by InterAct
   --eeObj.WriteMem32(0x00482410,0x00090009)
 
  -- Fix cdvd issue which cause ieee1394 error
  iopObj.WriteMem32(0xACD40,0)
  
  -- Audio desync fix (probably useless, or even harmful on ps4 due to different "cyclerate")
  -- eeObj.WriteMem32(0x154954,0x10000009)
 
   emuObj.ThrottleMax()
end
 
emuObj.AddVsyncHook(FireWithoutWire)

Time Crisis 3

LUA
SLUS_206.45

-- Time Crisis 3 SLUS_206.45
-- Widescreen Hack
-- Fix by Kozarovv
-- emu used=aofa

apiRequest(0.1)

local iopObj = getIOPObject()
local emuObj = getEmuObject()
local eeObj  = getEEObject()
 
local FireWithoutWire = function()
   --16:9
   eeObj.WriteMem32(0x0033976c,0x3f400000)
   --Infinite Credits by InterAct
   --eeObj.WriteMem32(0x00482410,0x00090009)
 
  -- Fix cdvd issue which cause ieee1394 error
  iopObj.WriteMem32(0xA0840,0)
  
  -- Audio desync fix (probably useless, or even harmful on ps4 due to different "cyclerate")
  -- eeObj.WriteMem32(0x154954,0x10000009)
 
   emuObj.ThrottleMax()
end
 
emuObj.AddVsyncHook(FireWithoutWire)

Tomb Raider: The Angel of Darkness


SLUS20467
Skip the first fmv to prevent freezing!
LUA

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

-- Black screen fix
eeObj.WriteMem32(0x00207B24, 0x0) -- 1040FFFA
eeObj.WriteMem32(0x00207B4C, 0x0) -- 1040FFFA

end
emuObj.AddVsyncHook(patcher)


SLES51227
Skip the first fmv to prevent freezing!
LUA

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

-- Black screen fix
eeObj.WriteMem32(0x00209D9C, 0x0) -- 1040FFFA
eeObj.WriteMem32(0x00209DC4, 0x0) -- 1040FFFA

end
emuObj.AddVsyncHook(patcher)

Largo Winch - Empire Under Threat


SLES-51093
CLI

--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-display-mode=16:9
--cdvd-sector-read-cycles=5000
#emu used=rotk v1

LUA file

-- Largo Winch - Empire Under Threat (E)(SLES-51093)
-- Widescreen hack by Arapapa
-- Fix by Kozarovv
-- ported to PS4 lua by Stayhye
-- emu used=rotk v1

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local WS2 = function()
--16:9
--Zoom
eeObj.WriteMem32(0x0028029c,0x3c013f2f) --3c013f80
--Y-Fov
eeObj.WriteMem32(0x001abc40,0x08030000)

eeObj.WriteMem32(0x000c0000,0x46070a02)
eeObj.WriteMem32(0x000c0004,0x3c013fa6)
eeObj.WriteMem32(0x000c0008,0x4481f000)
eeObj.WriteMem32(0x000c000c,0x461e4202)
eeObj.WriteMem32(0x000c0010,0x0806af11)
----------------------------
--X-Fov (Needs render fix)
--eeObj.WriteMem32(0x001abb98,0x08030000)
--eeObj.WriteMem32(0x000c0000,0x24420050)
--eeObj.WriteMem32(0x000c0004,0x3c013f40)
--eeObj.WriteMem32(0x000c0008,0x4481f000)
--eeObj.WriteMem32(0x000c000c,0x461e4202)
--eeObj.WriteMem32(0x000c0010,0x0806aee7)
--Start microprograms manually instead of rely on timings.
--0x48c83000 >> ctc2 t0, $vi6
--eeObj.WriteMem32(0x00116d4c,0x4a0000b8)
eeObj.WriteMem32(0x00116e04,0x4a0000b8)
eeObj.WriteMem32(0x00116fe0,0x4a0000b8)
eeObj.WriteMem32(0x00117054,0x4a000938)
eeObj.WriteMem32(0x001170a4,0x4a000938)
eeObj.WriteMem32(0x001172ac,0x4a000938)
eeObj.WriteMem32(0x001172e4,0x4a000938)
eeObj.WriteMem32(0x00117470,0x4a000938)
eeObj.WriteMem32(0x001174ac,0x4a000938)
eeObj.WriteMem32(0x00117540,0x4a000938)
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeObj.WriteMem32(0x00298f70,0x8000033c) -- 500607ff
eeObj.WriteMem32(0x00298f74,0x400002ff)
eeObj.WriteMem32(0x002990a0,0x8000033c)
eeObj.WriteMem32(0x002990a4,0x400002ff)
--Remove xgkick responsible for shadow packet.
eeObj.WriteMem32(0x2B1810,0x8000033c)

--pros. Fix bug, allow upscalling cons. No shadow.

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS2)


The Legacy of Kain - Blood Omen 2

LUA

-- Boot fix by Kozarovv                           --
-- ported to PS4 lua by JSimesen                  --
-- PS3 mipmapping fix converted                   --
-- Specal Thanks to: Kozarovv, Stayhye, Scalerize --
-- emu used=KOF2000                               --
                                                                                             
apiRequest(1.0)                                   

local eeObj = getEEObject() 
local emuObj = getEmuObject()

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 (R2 ~= 0 and UP ~= 0) then

emuObj.SetFormattedCard("blood.card")
end

end

emuObj.AddVsyncHook(CheckInputs)

emuObj.SetDisplayAspectWide()


local patcher = function()

eeObj.WriteMem32(0x002f4350,0x10000006)

-- No Widescreen
-- eeObj.WriteMem32(0x00312b08,0x3C013FE3)
-- eeObj.WriteMem32(0x00312b0c,0x34218E38)

-- No Black Borders Fix
-- eeObj.WriteMem32(0x002d443c,0x00000000) -- causes kain to not re-appear after dying/loading

-- No Fix FMV
-- eeObj.WriteMem32(0x002eb280,0x240575e0) --y-position
-- eeObj.WriteMem32(0x002eb298,0x240a1440) --y-scaling

end

emuObj.AddVsyncHook(patcher)

local fix = function()

-- Completely skip ridiculous debugger hook.
eeObj.WriteMem32(0x297DA8, 0x10000006)
eeObj.WriteMem32(0x297DA0, 0x00000000)

end

emuObj.AddEntryPointHook(fix)

emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

Legacy of Kain: Defiance

SLUS_207.73
LUA

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Texture Flickering fix

eeInsnReplace(0x188F50, 0x10600020, 0x10000020)

SLES_521.50
LUA

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Texture Flickering fix

eeInsnReplace(0x189340, 0x10600020, 0x10000020)

Legacy of Kain: Soul Reaver 2

SLES_501.96
Lua

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Turn off mipmapping in game engine. Completely fix flickering, and bad texturing. Don't require "gs-kernel-cl=mipmap"
-- SLES_501.96 only!

eeInsnReplace(0x2A1F80, 0x00000001, 0x00000000)

Mafia

CLI


All versions

--host-display-mode=16:9
--framelimit-mode=normal
--cdvd-sector-read-cycles=6000
--ee-cycle-scalar=2.1
--vif1-instant-xfer=0
#Fix.

LUA file

SLUS-20671 (NTSC)

-- emu used=kinetica v2

apiRequest(1.0)   

local gpr = require("ee-gpr-alias")

local eeObj  = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

-- Widescreen + Render fix
eeObj.WriteMem32(0x20FF8D60,0x3f3fffff)

--Rendering distance (Optional)
--eeObj.WriteMem32(0x20FF8DB8,0x44000000)

--avoid hang before molotov party
eeObj.WriteMem32(0x003E2BB4,0x00000000) --00000000

--fix crash in The priest mission
eeObj.WriteMem32(0x0016F04C,0x1000000D) --1000000D

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(patcher)

Manhunt 2

CLI

--ee-kernel-hle=1
--ee-injection-kernel=1
--ee-injection-title=1
--ee-block-validation=PageProt
--vu1-opt-flags=2
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu1-mpg-cycles=900
--gs-frontend-opt-mode=2
--gs-adaptive-frameskip=1
--gs-optimize-30fps=1
--framelimit-fps=2.0
--ee-cycle-scalar=0.8
--gs-uprender=none

# Fixed framerate dip issue using Jak v2 emulator (NOTE: disabling uprender fixes fps drop to some extent and corrupted lines on shadows, however in NTSC Version, there will be a black screen glitch in cutscenes only!!).

LUA file

apiRequest(0.1)

-- Fix lags and slowdowns

eeInsnReplace(0x370DA8, 0x00000000, 0x24020001)

# Minor framerate issue exists in NTSC version. PAL version works fine with no pain.

Max Payne 2

CLI

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
# Fixed green, blue and red graphical issues. The game works better.

Metal Gear Solid 2 - Sons of Liberty

CLI
All versions
Jakv2 used

#Speedhacks
--vu1-di-bits=0
#Gamefixes for freeze, Not tested much but once i used it. the freezes were gone
--vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints=1

Metal Gear Solid 2: Substance

CLI
All versions
Use jakv2. Untested.

#Speedhacks
--vu1-di-bits=0
--vu1-mpg-cycles=700
#Gamefixes for freeze, Not tested much but once i used it. the freezes were gone
--vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints=1

Mojib-Ribbon

CLI
Works on kof98

--vif-ignore-invalid-cmd=1
--vif1-ignore-cmd-ints=1
--vif1-instant-xfer=0
--vu1=jit-sync

Midnight Club 3: DUB Edition / Remix

CLI
All versions
Note: VU1 clamping will cause the cars to not load properly, please don't use it on this game.

#Speedhacks
--ee-cycle-scalar=1.2
--vu1-mpg-cycles=350
--vu1-injection=1
--vu1-di-bits=0
--vu1-const-prop=1

MTV's Celebrity Deathmatch

CLI


All versions

#Disables MTVU
--vu1=jit-sync

#Fix for black-screen after ps2 logo.

Musashi Samurai Legend

LUA
NTSC

apiRequest(0.1)

local gpr       = require("ee-gpr-alias")

local emuObj      = getEmuObject()
local eeObj       = getEEObject()

local patcher = function()
eeObj.WriteMem32(0x203DD108,0x3F19999A) --3F4CCCCD

--SPS FiX
eeObj.WriteMem32(0x001476A4,0x10000047) --10600047
eeObj.WriteMem32(0x002E8D78,0x8000033C) --80005EFC
end

emuObj.AddVsyncHook(patcher)

Need for Speed Carbon

CLI


SLES_543.22

  
#Fix loading freeze
--fpu-accurate-range=0x162800,0x162900

--ee-cycle-scalar=1.35
--vu1-mpg-cycles=900
--vu1-const-prop=1
--vu1-di-bits=0

Need for Speed Underground 2

LUA


SLUS-21065

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--Speed Fix
eeObj.WriteMem32(0x001D77C8,0x100000B4)
end

emuObj.AddVsyncHook(patcher)

NBA Street Vol.2

CLI


All versions

#Fix for Graphical glitches
--vu1-no-clamping=0
#Jakv2 emu Used

Okami

CLI


All versions

--gs-use-mipmap=1
--gs-force-bilinear=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-clamp-results=1
--cop2-no-clamping=0
#Fixes for slowdowns
--vu1-const-prop=1
--vu1-di-bits=0
--ee-cycle-scalar=1.2		
--vu1-injection=1
#RECVX EMU Fixes Crash Near Orochi boss fight

LUA file
All Versions

apiRequest(0.4)

local emuObj = getEmuObject()

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

Oni

LUA


SLES_501.34
SLES_501.76
SLES_501.77
SLES_501.78
SLES_501.79

apiRequest(0.1)

-- Fix for hang at loading screen

eeInsnReplace(0x1CEF7C, 0x4100FFFF, 0x00000000)

LUA


SLUS_200.64

apiRequest(0.1)

-- Fix for hang at loading screen

eeInsnReplace(0x1CF3CC, 0x4100FFFF, 0x00000000)

Pac Man World 3

CLI
SLES-53959

--gs-uprender=2x2
--gs-upscale=edgesmooth
--cdvd-sector-read-cycles=2000
--host-display-mode=16:9
#Fix for fmvs showing black screen with subtitles
--fpu-accurate-range=0x3f3068,0x3f32bc

#emu used=fatal fury battle archives vol2

LUA
SLES-53959

-- Pac-Man World 3 (PAL-M5)(SLES-53959)
-- Widescreen Hack by ICUP321
-- emu used=fatal fury battle archives vol2
-- Ported to ps4 by Stayhye
local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--Widescreen hack 16:9
eeObj.WriteMem32(0x003f30c4,0x3c013f40)
eeObj.WriteMem32(0x003f30c8,0x4481f000)
eeObj.WriteMem32(0x003f30d0,0x461eb582)
--Render fix
eeObj.WriteMem32(0x00439184,0x3c013f2b)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Pac-Man World Rally


SLUS-21328
CLI

--vu1-no-clamping=1
--vu0-no-clamping=1

SLUS-21328
LUA

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
eeObj.WriteMem32(0x0016DDE4,0x4A80AADC)
eeObj.WriteMem32(0x0016DDEC,0x4B7103BC)
eeObj.WriteMem32(0x0016DDD0,0x4B00A29C)
eeObj.WriteMem32(0x0016DDD8,0x4AF103BC)

end

emuObj.AddVsyncHook(patcher)

Phantasy Star Universe

CLI

All Versions

#Fix for flickering textures and geometry
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"

--gs-adaptive-frameskip=1
--cdvd-sector-read-cycles=4000

#fix for Enemies dont move bug
--fpu-accurate-mul-fast=1
--fpu-accurate-range=0x48cce0,0x49cce0

#emu used=jakx v2

PK - Out of the Shadows


NTSC
LUA

-- Disney's PK - Out of the Shadows
-- boot fix by kozarovv
-- Widescreen Hack by Arapapa
-- emu used=rotk v1

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local WS2 = function()
--16:9
eeObj.WriteMem32(0x003324b0,0xbf400000) --0x3f800000
--0x48c83000 >> ctc2 t0, $vi6
eeObj.WriteMem32(0x001dfa8c,0x4a0000b8)
eeObj.WriteMem32(0x001dfc24,0x4a0000b8)
eeObj.WriteMem32(0x001dfcac,0x4a0000b8)
eeObj.WriteMem32(0x001dfd00,0x4a000938)
eeObj.WriteMem32(0x001dffdc,0x4a000938)
eeObj.WriteMem32(0x001e003c,0x4a000938)
eeObj.WriteMem32(0x001e022c,0x4a000938)
eeObj.WriteMem32(0x001e028c,0x4a000938)
eeObj.WriteMem32(0x001e0348,0x4a000938)
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeObj.WriteMem32(0x00324a90,0x8000033c) -- 500607ff
eeObj.WriteMem32(0x00324a94,0x400002ff)
eeObj.WriteMem32(0x00324bc0,0x8000033c)
eeObj.WriteMem32(0x00324bc4,0x400002ff)
-- skip videos
--eeObj.WriteMem32(0x0010ae80,0x24020001)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS2)

-- Fix vertical lines
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )

Powerpuff Girls - Relish Rampage


All versions
CLI

#Fixes hangs in certain locations like building under construction.
--fpu-no-clamping=1

Psi-Ops: The Mindgate Conspiracy

CLI

--ee-cycle-scalar=1.6
--vu1-mpg-cycles=1000
# Fixed low framerate. Jakv2

Ratchet And Clank Size Matters

CLI
All versions

#Fix for audio looping at first level
--iop-cycle-scalar=0.1
--cdvd-sector-read-cycles=14000

Rayman 3: Hoodlum havoc

CLI
SLUS_206.01
Note: Use Kof2000 to prevent missing 3d models

#Gamefix, change 1000 into 500 if you encounter gfx bugs
--ee-hook=0x0028A578,AdvanceClock,,1000
#Necessary Clamping
--vu1-no-clamping=0
--vu0-no-clamping=0
#Optional Clamping
--fpu-no-clamping=0
#Speedup
--vu1-di-bits=0
#underclocking the animation offsets
--ee-hook=0x0028A808,AdvanceClock,,500
--ee-hook=0x0028A574,AdvanceClock,,500
--ee-hook=0x0028A4F4,AdvanceClock,,500
--ee-hook=0x0028A4E4,AdvanceClock,,500
--ee-hook=0x0028A6EC,AdvanceClock,,500
--ee-hook=0x0028A460,AdvanceClock,,500
--ee-hook=0x0028A278,AdvanceClock,,500
--ee-hook=0x0028A410,AdvanceClock,,500
--ee-hook=0x0028A288,AdvanceClock,,500
--ee-hook=0x0028A294,AdvanceClock,,500
--ee-hook=0x0028A4A0,AdvanceClock,,500
--ee-hook=0x0028A36C,AdvanceClock,,500
--ee-hook=0x0028A6BC,AdvanceClock,,500
--ee-hook=0x0028A488,AdvanceClock,,500
--ee-hook=0x0028A65C,AdvanceClock,,500
--ee-hook=0x0028A68C,AdvanceClock,,500
--ee-hook=0x0028A6D4,AdvanceClock,,500
--ee-hook=0x0028A6A4,AdvanceClock,,500
--ee-hook=0x0028A5D4,AdvanceClock,,500


LUA

-- Rayman 3 Hoodlum Havoc (NTSC)
-- emu used=KOF 2000

apiRequest(1.0)   

local gpr = require("ee-gpr-alias")

local eeObj = getEEObject()
local emuObj = getEmuObject()

-- Fix for thin vertical lines that separate screen picture, misallignment/tearing of screen during upscaling
-- psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

local patcher = function()

--Max Score/Unlock Bonuses
eeObj.WriteMem32(0x211E7744,0x000F423F)

end

emuObj.AddVsyncHook(patcher)


SLES-51222
CLI

--gs-kernel-cl-up="up2x2skipinterp"

--vu0-no-clamping=0
--vu1-no-clamping=0

--ee-hook=0x0028A408,AdvanceClock,,500

--ee-hook=0x0028A588,AdvanceClock,,500
--ee-hook=0x0028A584,AdvanceClock,,500
--ee-hook=0x0028A57C,AdvanceClock,,500
--ee-hook=0x0028A558,AdvanceClock,,500
--ee-hook=0x0028A554,AdvanceClock,,500
--ee-hook=0x0028A54C,AdvanceClock,,500
--ee-hook=0x0028A528,AdvanceClock,,500
--ee-hook=0x0028A524,AdvanceClock,,500
--ee-hook=0x0028A51C,AdvanceClock,,500
--ee-hook=0x0028A4F8,AdvanceClock,,500
--ee-hook=0x0028A4F4,AdvanceClock,,500
--ee-hook=0x0028A4EC,AdvanceClock,,500
--ee-hook=0x0028A4A8,AdvanceClock,,500
--ee-hook=0x0028A49C,AdvanceClock,,500
--ee-hook=0x0028A494,AdvanceClock,,500
--ee-hook=0x0028A48C,AdvanceClock,,500
--ee-hook=0x0028A47C,AdvanceClock,,500
--ee-hook=0x0028A478,AdvanceClock,,500
--ee-hook=0x0028A474,AdvanceClock,,500
--ee-hook=0x0028A230,AdvanceClock,,500
--ee-hook=0x0028A228,AdvanceClock,,500
--ee-hook=0x0028A220,AdvanceClock,,500
--ee-hook=0x0028A218,AdvanceClock,,500
--ee-hook=0x0028A210,AdvanceClock,,500
--ee-hook=0x0028A20C,AdvanceClock,,500
--ee-hook=0x0028A208,AdvanceClock,,500
--ee-hook=0x0028A1FC,AdvanceClock,,500
--ee-hook=0x0028A194,AdvanceClock,,500
--ee-hook=0x0028A160,AdvanceClock,,500
--ee-hook=0x0028A130,AdvanceClock,,500
--ee-hook=0x0028A124,AdvanceClock,,500
--ee-hook=0x0028A120,AdvanceClock,,500
--ee-hook=0x0028A118,AdvanceClock,,500
--ee-hook=0x0028A108,AdvanceClock,,500
--ee-hook=0x0028A0AC,AdvanceClock,,500
--ee-hook=0x0028A098,AdvanceClock,,500
--ee-hook=0x0028A084,AdvanceClock,,500
--ee-hook=0x0028A080,AdvanceClock,,500
--ee-hook=0x0028A078,AdvanceClock,,500
--ee-hook=0x00289F6C,AdvanceClock,,500
--ee-hook=0x00289F68,AdvanceClock,,500
--ee-hook=0x00289F64,AdvanceClock,,500
--ee-hook=0x00289F54,AdvanceClock,,500
--ee-hook=0x00289F4C,AdvanceClock,,500
--ee-hook=0x00289F30,AdvanceClock,,500

Rayman M (Arena)


SLES-50457
CLI

--vu1-no-clamping=0
--vu0-no-clamping=0
--vif1-instant-xfer=0
--mtap1=always


LUA
Pal

-- Rayman M (SLES-50457)
-- Fix by Kozarovv
-- ported to PS4 lua by Stayhye
-- emu used=rotk v1

--[[ useful information

This fix should work for other games using this engine.  Like Largo Winch, and Disney's PK - Out of the Shadows.
....and what's more important that patch is by kozarovv

--]]

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local Fix = function()
--Start microprograms manually instead of rely on timings.
eeObj.WriteMem32(0x001c997c,0x4a0000b8)
eeObj.WriteMem32(0x001c9b64,0x4a0000b8)
eeObj.WriteMem32(0x001c9bd4,0x4a0000b8)
eeObj.WriteMem32(0x001c9c24,0x4a000938)
eeObj.WriteMem32(0x001c9e7c,0x4a000938)
eeObj.WriteMem32(0x001c9ec4,0x4a000938)
eeObj.WriteMem32(0x001ca044,0x4a000938)
eeObj.WriteMem32(0x001ca08c,0x4a000938)
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeObj.WriteMem32(0x002fc910,0x8000033c)
eeObj.WriteMem32(0x002fc914,0x400002ff)
eeObj.WriteMem32(0x002fca40,0x8000033c)
eeObj.WriteMem32(0x002fca44,0x400002ff)
end

emuObj.AddVsyncHook(Fix)

NTSC (Arena)

-- Rayman Arena
-- fix method for game engine by kozarovv
-- ported to PS4
-- emu used=jakx v2

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--Start microprograms manually instead of rely on timings.
--0x48c83000 >> ctc2 t0, $vi6
--eeObj.WriteMem32(0x001de8e4,0x4a0000b8)
eeObj.WriteMem32(0x001de9b0,0x4a0000b8)
eeObj.WriteMem32(0x001deb94,0x4a0000b8)
eeObj.WriteMem32(0x001dec00,0x4a000938)
eeObj.WriteMem32(0x001dec54,0x4a000938)
eeObj.WriteMem32(0x001deea0,0x4a000938)
eeObj.WriteMem32(0x001deedc,0x4a000938)
eeObj.WriteMem32(0x001df078,0x4a000938)
eeObj.WriteMem32(0x001df0b4,0x4a000938)
eeObj.WriteMem32(0x001df154,0x4a000938)
-- No need to loop here, just e-bit and wait for vcallms from EE.
eeObj.WriteMem32(0x0031ba90,0x8000033c) -- 500607ff
eeObj.WriteMem32(0x0031ba94,0x400002ff)
eeObj.WriteMem32(0x0031bbc0,0x8000033c)
eeObj.WriteMem32(0x0031bbc4,0x400002ff)


emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

R-Racing Revolution

LUA


SLUS_207.21

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Divide $v0 value by 8 before copying it to CMSAR0
-- sra $v0, 3, this time we are losing one nop on cop2. Can be important.

eeInsnReplace(0x2DDB4C, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x2DDB50, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x2DDBC4, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x2DDBC8, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x313C30, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x313C34, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x3144FC, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x314500, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x314E04, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x314E08, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31570C, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x315710, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x315FFC, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x316000, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x3168EC, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x3168F0, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31724C, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x317250, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x317B74, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x317B78, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x318430, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x318434, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x318D54, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x318D58, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x319AA0, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x319AA4, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31A8D4, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x31A8D8, 0x4A0002FF, 0x48C2D801)
eeInsnReplace(0x31B7A4, 0x48C2D801, 0x000210C3)
eeInsnReplace(0x31B7A8, 0x4A0002FF, 0x48C2D801)

-- fix graphical issues

Radiata Stories

CLI


All versions

--vu-hack-triace=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"

#Mandatory triace fix for boot crash and fix for uncommon glitches like outlines in Jack's face during specific cutscenes.

Raw Danger! / Zettai Zetsumei Toshi 2 - Itetsuita Kiokutachi

SLUS_215.01
LUA

apiRequest(0.1)

-- SLUS-21501 speedhack

eeInsnReplace(0x11e104, 0x0c066a5c, 0x00000000)
eeInsnReplace(0x11e10c, 0x0c08a8ec, 0x00000000)

SLES_545.87
LUA

apiRequest(0.1)

-- SLES-54587 speedhack

eeInsnReplace(0x11e0f4, 0x0c066a40, 0x00000000)
eeInsnReplace(0x11e0fc, 0x0c08a8d0, 0x00000000)

SLPS_256.06
LUA

apiRequest(0.1)

-- SLPS-25606 speedhack

eeInsnReplace(0x11e094, 0x0c066804, 0x00000000)
eeInsnReplace(0x11e09c, 0x0c08a654, 0x00000000)

Rygar: The Legendary Adventure

CLI


SLUS_204.71

--fpu-accurate-range=0x147CC0,0x147EA0

#Fix for freeze after leaving the first area.


SCAJ_200.16

--fpu-accurate-range=0x1485C4,0x148724

#Fix 

Samurai Shodown VI

CLI


All versions

--gs-upscale=point
--gs-uprender=2x2
--gs-motion-factor=25
--host-audio-latency=0.01
--gs-ignore-dirty-page-border=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1

#same as Anthology, which VI is a patched-out section of; substantial slowdown during combat has been mitigated.

Samurai Warriors 2 Xtreme Legends

LUA
Jakv2
NTSC

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--Load merge menus
eeObj.WriteMem32(0x00397E80, 0x00000001)
--Merge's Data
eeObj.WriteMem32(0x005C1E28, 0x65300000)
eeObj.WriteMem32(0x005C1E58, 0x65300000)
eeObj.WriteMem32(0x005EC270, 0x05030100)
eeObj.WriteMem32(0x005EC2A0, 0x04030100)
eeObj.WriteMem32(0x005EC2D0, 0x04030100)
eeObj.WriteMem32(0x005EC300, 0x05030100)
eeObj.WriteMem32(0x00614320, 0x05030100)
eeObj.WriteMem32(0x00614350, 0x05030100)
eeObj.WriteMem32(0x00614380, 0x05030100)
eeObj.WriteMem32(0x006143B0, 0x04030100)
eeObj.WriteMem32(0x00584DB0, 0x00000010)
eeObj.WriteMem32(0x00584DB4, 0x06010000)
eeObj.WriteMem32(0x00584DC0, 0x00000010)
eeObj.WriteMem32(0x00584DC4, 0x06010000)
eeObj.WriteMem32(0x00584DD0, 0x00000010)
eeObj.WriteMem32(0x00584DD4, 0x06010000)
eeObj.WriteMem32(0x00584DD8, 0x00000010)
eeObj.WriteMem32(0x00584DDC, 0x06010000)
eeObj.WriteMem32(0x00584DE0, 0x00000010)
eeObj.WriteMem32(0x00584DE4, 0x06010000)
eeObj.WriteMem32(0x00584DE8, 0x00000010)
eeObj.WriteMem32(0x00584DEC, 0x06010000)
eeObj.WriteMem32(0x00584DF0, 0x00000010)
eeObj.WriteMem32(0x00584DF4, 0x06010000)
eeObj.WriteMem32(0x00584E00, 0x00000010)
eeObj.WriteMem32(0x00584E04, 0x06010000)
eeObj.WriteMem32(0x00584E10, 0x00000010)
eeObj.WriteMem32(0x00584E14, 0x06010000)
eeObj.WriteMem32(0x00584E20, 0x00000010)
eeObj.WriteMem32(0x00584E24, 0x06010000)
eeObj.WriteMem32(0x00584E28, 0x00000010)
eeObj.WriteMem32(0x00584E2C, 0x06010000)
eeObj.WriteMem32(0x00584E30, 0x00000010)
eeObj.WriteMem32(0x00584E34, 0x06010000)
eeObj.WriteMem32(0x00584E38, 0x00000010)
eeObj.WriteMem32(0x00584E3C, 0x06010000)
eeObj.WriteMem32(0x00584E40, 0x00000010)
eeObj.WriteMem32(0x00584E44, 0x06010000)
eeObj.WriteMem32(0x00584E50, 0x00000010)
eeObj.WriteMem32(0x00584E54, 0x06010000)
eeObj.WriteMem32(0x00584E60, 0x00000010)
eeObj.WriteMem32(0x00584E64, 0x06010000)
eeObj.WriteMem32(0x00584E70, 0x00000010)
eeObj.WriteMem32(0x00584E74, 0x06010000)
eeObj.WriteMem32(0x00584E80, 0x00000010)
eeObj.WriteMem32(0x00584E84, 0x06010000)
eeObj.WriteMem32(0x00584E90, 0x00000010)
eeObj.WriteMem32(0x00584E94, 0x06010000)
eeObj.WriteMem32(0x00584Ea0, 0x00000010)
eeObj.WriteMem32(0x00584Ea4, 0x06010000)
eeObj.WriteMem32(0x00584Ea8, 0x00000010)
eeObj.WriteMem32(0x00584Eac, 0x06010000)
eeObj.WriteMem32(0x00584Eb0, 0x00000010)
eeObj.WriteMem32(0x00584Eb4, 0x06010000)
eeObj.WriteMem32(0x00584Eb8, 0x00000010)
eeObj.WriteMem32(0x00584Ebc, 0x06010000)
eeObj.WriteMem32(0x00584EC0, 0x00000010)
eeObj.WriteMem32(0x00584EC4, 0x06010000)
eeObj.WriteMem32(0x00584EC8, 0x00000010)
eeObj.WriteMem32(0x00584ECC, 0x06010000)
eeObj.WriteMem32(0x00584ED0, 0x00000010)
eeObj.WriteMem32(0x00584ED4, 0x06010000)
eeObj.WriteMem32(0x00584EE0, 0x00000010)
eeObj.WriteMem32(0x00584EE4, 0x06010000)
eeObj.WriteMem32(0x00584EF0, 0x00000010)
eeObj.WriteMem32(0x00584EF4, 0x06010000)
eeObj.WriteMem32(0x00584EF8, 0x00000010)
eeObj.WriteMem32(0x00584EFC, 0x06010000)
--Sugoroku glitch patch
eeObj.WriteMem32(0x00102230,0x00000000)
--No interlacing
eeObj.WriteMem32(0x00102298,0x30420000)

end
--Fix for upscaling glitches
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )

emuObj.AddVsyncHook(patcher)

Scaler


CLI
JAKv2
All Versions

#Upscaling fix
--gs-kernel-cl-up="up2x2simple"
#Speedhacks
--vu1-jr-cache-policy=sameprog
--vu1-jalr-cache-policy=sameprog
--vu1-mpg-cycles=600
--vu1-di-bits=0
--ee-cycle-scalar=1.1


LUA
JAKv2
PAL


apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.WriteMem32(0x0021E5AC, 0x8F8288C0)
eeObj.WriteMem32(0x0021E218, 0x8F8288C0)
eeObj.WriteMem32(0x0021E598, 0x8F8288C0)
eeObj.WriteMem32(0x0021DDA4, 0x8F8288C0)
eeObj.WriteMem32(0x0021DDC8, 0x0)
eeObj.WriteMem32(0x001DDC3C, 0x0)
end
emuObj.AddVsyncHook(patcher)

Scooby-Doo! First Frights™

SLES_554.76 Only!
CLI

--ee-hook=0x00163984,FastForwardClock
--ee-hook=0x00163998,FastForwardClock
#Fix for distorted audio

Scooby-Doo! and the Spooky Swamp™

SLES_556.09 Only!
CLI

--ee-hook=0x001480F4,FastForwardClock
--ee-hook=0x00148108,FastForwardClock
#Fix for distorted audio

SEGA Sports Tennis/ Virtua Tennis 2


SLUS-20480

-- fix by kozarovv
-- emu used=psychonauts v2

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
-- First unpack, then run program you silly.
eeObj.WriteMem8(0x283774, 0x30)
eeObj.WriteMem8(0x283780, 0x20)
end

emuObj.AddVsyncHook(patcher)


SLES-51232

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
-- First unpack, then run program you silly.
eeObj.WriteMem8(0x289914, 0x30)
eeObj.WriteMem8(0x289920, 0x20)
end

emuObj.AddVsyncHook(patcher)

Shadow of the Colossus

CLI
All versions

#Speedhacks for performance
--ee-cycle-scalar=1.2
--vu1-di-bits=0
--vu1-mpg-cycles=600

LUA

-- Shadow of the Colossus
-- ported to PS4 by Stayhye
-- emu used=kof98um

apiRequest(0.1)

local gpr       = require("ee-gpr-alias")

local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local gsObj       = getGsObject()


emuObj.PadSetLightBar(0, 45,65,55)
emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()

--stutter fix
eeObj.AddHook(0x00125838,0x00041878,function() -- dsll v1, a0, 1
         eeObj.AdvanceClock(8000)
         eeObj.Vu1MpgCycles(450)
end)        


local WS = function()
--
--eeObj.WriteMem32(0x0012584c,0x1000fffa)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )

Shin Megami Tensei: Persona 3 FES


NTSC
CLI

# Misc
--host-display-mode=full
--force-frame-blend=0
--gs-progressive=1
--ee-cycle-scalar=0.62
--host-audio-latency=0.05
# Mipmapping
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
# VU Speedhacks
--vu0-const-prop=1
--vu1-const-prop=1
--vu1-di-bits=0
--vu0-di-bits=0
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-mpg-cycles=1400
--vu-custom-min-max=0
# IOP Speedhacks
--iop-const-folding=All
--iop-cycle-scalar=0.1
--cdvd-sector-seek-cycles=0.1
--cdvd-sector-read-cycles=0.1
# Default Optimizations
--fpu-no-clamping=0
--fpu-clamp-operands=1
--fpu-clamp-results=1
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1
--vu0-opt-flags=1
--vu1-opt-flags=1
--cop2-opt-flags=1
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=newprog
--vu0-jalr-cache-policy=newprog

#User Emu = kof98um

Shin Megami Tensei: Persona 4

CLI

All Versions

#Graphical glitches fixes, Vu Clamp mode 2
--vu1-no-clamping=0
#Performance fixes
--vu1-const-prop=1
--vu1-di-bits=0
--ee-cycle-scalar=1.3

#Jakv2 Emu Used

#Fix for Slowdowns in Battles And flickering textures When fusing Personas


LUA
NTSC

-- Persona 4 NTSC Fix for bottom left text not appearing

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.WriteMem32(0x00189c60,0x3c023f7f)

end

emuObj.AddVsyncHook(patcher)

Shinobido: Way of the Ninja


All versions

# Fixes hang going in to the gardens.
--fpu-no-clamping=1

Simpsons Hit and Run


NTSC
CLI

--Fixes the slowdowns
--ee-cycle-scalar=3.5

LUA

#Fixes the freeze on Jakv2
apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
eeObj.WriteMem32(0x0036CA5C,0x0)
end
emuObj.AddVsyncHook(patcher)

Sly Cooper 1

CLI
All versions

#Fix for upscaling corruptions
--gs-kernel-cl-up="up2x2simple"
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0

Second Sight

CLI


All Versions

--vu1=jit-sync
--vif1-instant-xfer=0

#Fix for black screen after ps2 logo and graphical glitches.

Silent Hill 2

CLI
(SLUS-20228)

#Fix For Slowdowns
--vu1-mpg-cycles=1000
--vu1-di-bits=0
--vu1-const-prop=1

LUA
(SLUS-20228)

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--Enable custom progressive scan mode and enhanced mode to fix double-layer screen display errors
eeObj.WriteMem32(0x1A68e4,0x24050000)
eeObj.WriteMem32(0x1A68e8,0x24060050)
eeObj.WriteMem32(0x1A68ec,0x24070001)
eeObj.WriteMem32(0x2a7968,0x34030002)
eeObj.WriteMem32(0x1961f8,0x28670000)
eeObj.WriteMem32(0x27fe74,0x00000000)
eeObj.WriteMem32(0x27fac4,0x00000000)

local code_check1 = eeObj.ReadMem16(0x1221C4E)
if code_check1 == 0x001F then
eeObj.WriteMem8(0x1221c4e,0x1b)
eeObj.WriteMem8(0x1221c76,0x1b)
end
end

emuObj.AddVsyncHook(patcher)

Silent Hill 2: Director's Cut


CLI
SLES_511.56

#Performance boost.
--ee-cycle-scalar=1.8
## Force PAL game to 30 fps with Progressive scan (but '--force-pal-60hz=1' does the audio and video unsync )
#--force-pal-60hz=1
--gs-progressive=1

## I need to test more, but it looks good.

SNK vs Capcom: SVC Chaos

CLI


All Versions

--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"

#Fixes missing hud/UI elements.

Soul Calibur 3

ALL
CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl-up="up2x2skipinterp"

--vif1-instant-xfer=0

--ee-cycle-scalar=1.82
--ee-regalloc-preserve-scalar=LoadStore
--iop-cycle-scalar=2.10

--vu0-mpg-cycles=1
--vu1-mpg-cycles=1

#emu used=jakx v2


LUA

-- Soul Calibur III (SLUS-21216)
-- ported to PS4 lua
-- emu used=jakx v2

apiRequest(2.3)

local gpr    		= require("ee-gpr-alias")
local emuObj 		= getEmuObject()
local eeObj			= getEEObject()
local gsObj			= getGsObject()
   
emuObj.PadSetLightBar(0, 10,176,4)
emuObj.SetDisplayAspectWide() 

local WS = function()
-- 16:9
eeObj.WriteMem32(0x0012a118,0x3c013f40)
eeObj.WriteMem32(0x0012a11c,0x34210000)

eeObj.Vu1MpgCycles(1)
eeObj.SetVifDataCycleScalar(1, 0.80)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

Spider-Man 3

ALL
CLI

--vu0-di-bits=0
--vu1-di-bits=0

--ee-cycle-scalar=1.7 
--iop-cycle-scalar=0.8

--vu1-mpg-cycles=600

--host-audio-latency=2.21

#Fix for slowdown and micro-freezes

SpongeBob SquarePants: Battle for Bikini Bottom

CLI
All versions

#Fix for Graphical issues
--vu1-no-clamping=0
#Rest might be unnecessary
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1

Spyro: Enter The Dragonfly


All versions
CLI

#Speedhacks + Clamping
--vu1-di-bits=0
--vu1-const-prop=1
--vu1-mpg-cycles=800
--ee-cycle-scalar=1.2
#Jakv2 Emu Used

Spy hunter

CLI
All versions

#Fixes loading hang.
--vif1-instant-xfer=0

SSX


CLI
All versions

--iop-cycle-scalar=1.8
--host-audio-latency=1.1

#Use JakX v2 emu

Star Wars - Episode 3 - Die Rache der Sith

CLI file

#for none PS4 Pro users
--ee-cycle-scalar=1.75
--iop-cycle-scalar=1.75
--vu1-mpg-cycles=1480
--vu0-mpg-cycles=1480
--vu0-di-bits=0
--vu1-di-bits=0

#emu used=Star Wars Racer's Revenge v1

LUA file

-- Star Wars - Episode III - Die Rache der Sith (PAL) SLES-53157
-- Widescreen Hack by ElHecht
-- ported to PS4
-- emu used=Star Wars Racer's Revenge v1

apiRequest(0.4)

local gpr       = require("ee-gpr-alias")
local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local widescreen = function()

-- 16:9
eeObj.WriteMem32(0x004dbd44,0x3c023f40)
eeObj.WriteMem32(0x0051bca0,0x3c013f40)
eeObj.WriteMem32(0x0051bcac,0x4481f000)
eeObj.WriteMem32(0x0051bcf0,0x461e4a42)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(widescreen)

Street Fighter Alpha Anthology

ALL
CLI

#Graphical glitches fix
--gs-motion-factor=50
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
#Speehacks
--vu0-di-bits=0
--vu1-di-bits=0
--vu0-const-prop=1
--vu1-const-prop=1
--ee-cycle-scalar=1.5
--gs-adaptive-frameskip=1
--vu1-injection=1
#Misc
--host-audio-latency=0.01

#PS4 Pro required for full speed

Steambot Chronicles

CLI


All Versions

--vu1-no-clamping=0
--gs-kernel-cl-up="up2x2skipinterp"
#Fix for graphical glitches.

Sword of etheria

CLI
All versions

#Fix for game's graphics being missing And game crashing
--vu-custom-min-max=0
#Jakv2 emu used

Syberia

CLI
All versions

#Fix for graphical glitches
--vu1=jit-sync
#Speedhacks
--vu1-di-bits=0
--vu1-mpg-cycles=400
--ee-cycle-scalar=1.2

Tales of Destiny: Directors Cut


SLPS-25842

CLI

#Glitch Fix
--fpu-accurate-range=0x1C7B50,0x1C7C00
#unnecessary command
--fpu-accurate-mul-fast=1
#Performance Fix
--ee-cycle-scalar=1.74
#Graphical Glitches fixes
--gs-use-clut-merge=1 
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
#Fix for menu UI interlacing shake
--force-frame-blend=1

LUA file

-- Emu used=Jak v2
-- SLPS-25842 FPUMULHACK (fix for getting stuck in the room before Irene in Helraios)
local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local goathack = function()
local db_check = eeObj.ReadMem8(0x3EECC4)
if db_check == 0xDB then
eeObj.WriteMem8(0x3EECC4,0xDA)
end
end

emuObj.AddVsyncHook(goathack)

Tales of The Abyss

CLI

--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--fpu-accurate-range=0x27FFFC,0x27FFFF
--fpu-accurate-range=0x2921F4,0x2921F8

--vu0-no-clamping=0
--vu1-no-clamping=0
--cop2-no-clamping=0

--host-display-mode=16:9

LUA file

-- Tales Of The Abyss (NTSC-U) (SLUS-21386)
-- emu used=psychonauts v2

local gpr = require("ee-gpr-alias")

apiRequest(0.1)
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

Tekken 5

CLI
All versions

#Upscaling glitches fix
--gs-kernel-cl-up="up2x2simple"
#Game needs progressive scan
--gs-progressive=1
#Speedhacks
--vu1-di-bits=0

#Side note: game is best played using War of the monsters v1 emu as it removes a graphical glitch from some levels.
#side note2: "--gs-kernel-cl-up="up2x2simple" doing this will make graphics look worse than actual ps2


LUA
NTSC only

-- Tekken 5 NTSC
-- Widescreen and No interlace
-- emu used=rogue v1 or wotm v1 or 2

apiRequest(0.1)

local gpr    		= require("ee-gpr-alias")

local emuObj 		= getEmuObject()
local eeObj			= getEEObject()

local patcher = function()

eeObj.WriteMem32(0x0032b448,0x3c013f40) -- both fov+
--applies both fov+ only for widescreen mode
eeObj.WriteMem32(0x0032b478,0x3c010015)
eeObj.WriteMem32(0x0032b47c,0xc62dd11c)
eeObj.WriteMem32(0x0032b49c,0x46016b42)
eeObj.WriteMem32(0x0032b4a0,0x46010843)
eeObj.WriteMem32(0x0032b4b8,0x460d1083)
eeObj.WriteMem32(0x0032b4bC,0x460d0843)
--effects fix
eeObj.WriteMem32(0x00257434,0x46161083)
eeObj.WriteMem32(0x00257488,0x46160843)
eeObj.WriteMem32(0x002574e0,0x46160843)
eeObj.WriteMem32(0x00257538,0x46160843)

local code_check1 = eeObj.ReadMem16(0x15D11C)
if code_check1 == 0x8e38 then
eeObj.WriteMem32(0x20257764,0x10000008)
end
local code_check2 = eeObj.ReadMem16(0x15D11C)
if code_check2 == 0xaaaa then
eeObj.WriteMem32(0x20257764,0x45020008)
end
--render fix
eeObj.WriteMem32(0x00222484,0x3c013f2b)
eeObj.WriteMem32(0x00222494,0x44810000)
eeObj.WriteMem32(0x00222498,0x46006302)
--Devil Within Mode by Arapapa
local code_check3 = eeObj.ReadMem16(0x100000)
if code_check3 == 0xfff0 then
eeObj.WriteMem32(0x2041E82C,0x3f400000) --Zoom
eeObj.WriteMem32(0x202ACED8,0x3FDDA51A) --Y-Fov
end
--no interlace for starblade
local code_check4 = eeObj.ReadMem16(0x2F5BD0)
if code_check4 == 0x0104 then
eeObj.WriteMem32(0x202F5BD0,0x34070003)
local code_check5 = eeObj.ReadMem16(0x187FB0)
if code_check5 == 0x0008 then
eeObj.WriteMem32(0x20187FB0,0x34030001)
eeObj.WriteMem32(0x20187FC4,0x34021078)
end
end
--[[
--Workaround
eeObj.WriteMem32(0x2010207C,0x3c050000)
eeObj.WriteMem32(0x20102084,0x3c060050)
eeObj.WriteMem32(0x2010208C,0x3c070001)
eeObj.WriteMem32(0x20102EAC,0x3C0701E0)
--]]
--Intro Mini Game
local code_check6 = eeObj.ReadMem16(0xFFECF4)
if code_check6 == 0x0001 then
eeObj.WriteMem32(0x2010230C,0x34029078)
end
--Framebuffer - Progressive - No interleacing - No black lines HW mode
local code_check7 = eeObj.ReadMem16(0xFFEF20)
if code_check7 == 0x8870 then
eeObj.WriteMem32(0x2010230C,0x34029400)
eeObj.WriteMem32(0x203EF450,0x00000001) -- Official Progressive mode
end
-- Devil W. Game
local code_check8 = eeObj.ReadMem16(0xFFEF20)
if code_check8 == 0x2c70 then
eeObj.WriteMem32(0x2026033C,0x34029400)
end
-- Tek 1 sdtv mode 240p
local code_check9 = eeObj.ReadMem16(0xFFEF20)
if code_check9 == 0x3df0 then
eeObj.WriteMem32(0x2014F454,0x3c050000)
eeObj.WriteMem32(0x2014F45C,0x3C060050)
eeObj.WriteMem32(0x2014F464,0x3c070001)
end
-- Tek 2 sdtv mode 240p
local code_check10 = eeObj.ReadMem16(0xFFEF20)
if code_check10 == 0x6570 then
eeObj.WriteMem32(0x2015E494,0x3c050000)
eeObj.WriteMem32(0x2015E49C,0x3C060050)
eeObj.WriteMem32(0x2015E4A4,0x3c070001)
end
-- Tek 3 sdtv mode 480p extended
local code_check11 = eeObj.ReadMem16(0xFFEF20)
if code_check11 == 0xF370 then
eeObj.WriteMem32(0x201E4F54,0x3c050000)
eeObj.WriteMem32(0x201E4F5C,0x3C060050)
eeObj.WriteMem32(0x201E4F64,0x3c070001)
end

end

emuObj.AddVsyncHook(patcher)
--Fix lines appearing in some areas
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2  } ) -- also makes graphics look like crap

The Godfather

CLI
All versions
SW racer revenge v1 emu used

#Fix for upscaling graphical glitches
--gs-kernel-cl-up="up2x2simple"
#Fix for intro stutter
--iop-cycle-scalar=0.80
--cdvd-sector-read-cycles=5000

The Legend of Spyro A New Beginning

PAL only!
LUA

apiRequest(0.4)

-- The Legend of Spyro: A New Beginning

local eeObj	= getEEObject()
local emuObj	= getEmuObject()

eeInsnReplace(0x1849b8, 0x44840800, 0x00000000)	-- Fixes HUD and menu display.

-- Graphic improvement: removes corrupted lines on screen with uprender enabled, for PAL version

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1 ?
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } ) --texMode=2 is BILINEAR

The Legend of Spyro: The Eternal Night

PAL only!
LUA

apiRequest(0.4)

-- The Legend of Spyro: The Eternal Night

local eeObj	= getEEObject()
local emuObj	= getEmuObject()

eeInsnReplace(0x173c38, 0x44840800, 0x00000000)	-- Fixes HUD and menu display.


-- Graphic improvement: removes corrupted lines on screen with uprender enabled, for PAL version

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1 ?
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } ) --texMode=2 is BILINEAR

The Operative: No One Lives Forever

CLI


#Fix for "The Operative - No One Lives Forever"

For US version

--fpu-accurate-addsub-range=0x104204,0x1042B8

For EU version:

--fpu-accurate-addsub-range=0x103F28,0x104074

Use Jak v2 emulator

The Shield

CLI

--fpu-accurate-addsub-range=0x100008,0x700000

#Fix for game over error on level '''2354 Casitas Dr'''.
#JAK V2 emulator used.

Timesplitters™

CLI


All Versions


—vu1=jit-sync 

Tomb Raider: Anniversary

LUA


SLUS_215.55

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Texture Flickering fix

eeInsnReplace(0x1297C0, 0x10600022, 0x10000022)


SLES_539.08

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Texture Flickering fix

eeInsnReplace(0x1273E8, 0x10600022, 0x10000022)

Tomb Raider - Legend

CLI
All Regions

--gs-progressive=1
--gs-kernel-cl-up="up2x2skipinterp"
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"

SLUS_212.03
LUA

apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Texture Flickering fix

eeInsnReplace(0x127390, 0x10600022, 0x10000022)

SLES_546.74
LUA

apiRequest(0.1)	-- request version 0.1 API. Calling apiRequest() is mandatory.

-- Texture Flickering fix
eeInsnReplace(0x129800, 0x10600022, 0x10000022)

Additional LUA fix
All Regions

-- Fix for thin vertical lines that separate screen picture, misallignment/tearing of screen during upscaling (was used in official PSN Red Dead Revolver)
apiRequest(1.0)
local emuObj = getEmuObject()
-- psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

Tony Hawk Pro Skater 3

CLI


All Versions

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu0-clamp-results=1
--vu1-clamp-results=1
--fpu-no-clamping=0
--cop2-no-clamping=0
--fpu-clamp-results=1
--cop2-clamp-results=1

#SPS Fix

Tony Hawk's Underground 2

CLI
SLUS20965
Redfaction emu used

#sps fix
--vu1-mpg-cycles=1

LUA
SLUS20965

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--loop skip to prevent freezing
eeObj.WriteMem32(0x001958A0, 0x10000086)
--rounding to remove sps
eeObj.WriteMem32(0x003F0FE8, 0xD3400000)
--Giving it the value it wants in order to branch
eeObj.WriteMem32(0x001AF5FC, 0x24060000)
end
emuObj.AddVsyncHook(patcher)
--mtvu patch
eeInsnReplace(0x00194918, 0x0, 0x0803fff0)
eeInsnReplace(0x000fffc4, 0x0, 0x24186000)
eeInsnReplace(0x000fffc8, 0x0, 0x3c191200)
eeInsnReplace(0x000fffcc, 0x0, 0x37391010)
eeInsnReplace(0x000fffd0, 0x0, 0x2718ffff)
eeInsnReplace(0x000fffd4, 0x0, 0x1418fffe)
eeInsnReplace(0x000fffdc, 0x0, 0x08065248)
eeInsnReplace(0x000fffe0, 0x0, 0xaf200000)

True Crime: Streets of LA


cli.conf
All Versions

--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Fix for missing enemies in the gyms


cli.conf
SLES_517.54 only!

--vu1-mpg-cycles=2350
--vu1-opt-flags=2
--vu1-opt-vf00=2
--gs-optimize-30fps=1
--ee-kernel-hle=1
--ee-block-validation=PageProt
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
#Performance fix and fix for missing enemies in the gyms


SLUS_205.50
SLES_517.53
LUA
They use the same offsets.

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
eeObj.WriteMem32(0x480640, 0x10000000) --Fix for title screen freeze

end

emuObj.AddVsyncHook(patcher)


SLES_517.54 LUA

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
eeObj.WriteMem32(0x480DB0, 0x10000000) --Fix for title screen freeze

end

emuObj.AddVsyncHook(patcher)

Twisted Metal: Head-On

CLI
All versions

#Speedhacks
--vu1-mpg-cycles=400
--ee-cycle-scalar=1.2
--vu1-di-bits=0

Urban Reign

CLI


All Versions

--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--force-frame-blend=1
--vif-ignore-invalid-cmd=0
--vif1-ignore-cmd-ints=1
--vif1-instant-xfer=0
--vu1=jit-sync
--mtap1=Always

LUA
NTSC

-- Urban Reign NTSC (SLUS-21209) 
-- Multitap fix by Kozarovv
-- Cheats from GameHacking.org
-- ported to PS4 by Stayhye
-- emu used=kof98um

apiRequest(0.1)

local gpr    		= require("ee-gpr-alias")

local emuObj 		= getEmuObject()
local eeObj			= getEEObject()
local gsObj			= getGsObject()


emuObj.PadSetLightBar(0, 45,65,55)
emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()


local WS = function()
--Unlock Free Mode by MadCatz
eeObj.WriteMem32(0x00946634,0x00010001)
-- Init first mtap
eeObj.WriteMem32(0x12BA88,0x24040000)
-- Read data from 1B port when 2A is requested
eeObj.WriteMem32(0x0ffc00,0x10040005)
eeObj.WriteMem32(0x0ffc04,0x00000000)
eeObj.WriteMem32(0x0ffc08,0x14050003)
eeObj.WriteMem32(0x0ffc10,0x24040000)
eeObj.WriteMem32(0x0ffc14,0x24050001)
eeObj.WriteMem32(0x0ffc18,0x080c5cbd)
eeObj.WriteMem32(0x0ffc1c,0x24030070)
eeObj.WriteMem32(0x3172ec,0x0803ff00)
--Unlock Challenge Mode by MadCatz
eeObj.WriteMem32(0x00946636,0x00010001)

--Unlock All Weapons by MadCatz
eeObj.WriteMem32(0x20274774,0x24030001)
eeObj.WriteMem32(0x2027477C,0xA443000E)
--Brad Hawk by Code Master
eeObj.WriteMem32(0x0094668E,0x00010001)

--Glen by Code Master
eeObj.WriteMem32(0x00946694,0x00010001)

--Torque by Code Master
eeObj.WriteMem32(0x00946696,0x00010001)

--Rod by Code Master
eeObj.WriteMem32(0x00946698,0x00010001)

--Seth by Code Master
eeObj.WriteMem32(0x0094669A,0x00010001)

--Nas-Tiii by Code Master
eeObj.WriteMem32(0x0094669C,0x00010001)

--Em Cee by Code Master
eeObj.WriteMem32(0x0094669E,0x00010001)

--Real Deal by Code Master
eeObj.WriteMem32(0x009466A0,0x00010001)

--Ty by Code Master
eeObj.WriteMem32(0x009466A2,0x00010001)

--Miguel by Code Master
eeObj.WriteMem32(0x009466A4,0x00010001)

--Ramon by Code Master
eeObj.WriteMem32(0x009466A6,0x00010001)

--Jose by Code Master
eeObj.WriteMem32(0x009466A8,0x00010001)

--Emilio by Code Master
eeObj.WriteMem32(0x009466AA,0x00010001)

--Kadonashi by Code Master
eeObj.WriteMem32(0x009466AC,0x00010001)

--Reggie by Code Master
eeObj.WriteMem32(0x009466AE,0x00010001)

--Zach by Code Master
eeObj.WriteMem32(0x009466B0,0x00010001)

--Colin by Code Master
eeObj.WriteMem32(0x009466B2,0x00010001)

--Jake by Code Master
eeObj.WriteMem32(0x009466B4,0x00010001)

--Tong Yoon by Code Master
eeObj.WriteMem32(0x009466B6,0x00010001)

--Grimm by Code Master
eeObj.WriteMem32(0x009466B8,0x00010001)

--BK by Code Master
eeObj.WriteMem32(0x009466BA,0x00010001)

--Grave Digga' by Code Master
eeObj.WriteMem32(0x009466BC,0x00010001)

--Bones by Code Master
eeObj.WriteMem32(0x009466BE,0x00010001)

--Booma by Code Master
eeObj.WriteMem32(0x009466C0,0x00010001)

--Busta by Code Master
eeObj.WriteMem32(0x009466C2,0x00010001)

--Spider by Code Master
eeObj.WriteMem32(0x009466C4,0x00010001)

--Pain Killah by Code Master
eeObj.WriteMem32(0x009466C6,0x00010001)

--Dwayne by Code Master
eeObj.WriteMem32(0x009466C8,0x00010001)

--Dwayne 2? by Code Master
eeObj.WriteMem32(0x009466CA,0x00010001)

--Shun Ying Lee by Code Master
eeObj.WriteMem32(0x009466CC,0x00010001)

--GD-05 by Code Master
eeObj.WriteMem32(0x009466CE,0x00010001)

--DR-88 by Code Master
eeObj.WriteMem32(0x009466D0,0x00010001)

--FK-71 by Code Master
eeObj.WriteMem32(0x009466D2,0x00010001)

--PT-22 by Code Master
eeObj.WriteMem32(0x009466D4,0x00010001)

--Bain by Code Master
eeObj.WriteMem32(0x009466D6,0x00010001)

--Cooper by Code Master
eeObj.WriteMem32(0x009466D8,0x00010001)

--Anderson by Code Master
eeObj.WriteMem32(0x009466DA,0x00010001)

--Taylor by Code Master
eeObj.WriteMem32(0x009466DC,0x00010001)

--Chris by Code Master
eeObj.WriteMem32(0x009466DE,0x00010001)

--Park by Code Master
eeObj.WriteMem32(0x009466E0,0x00010001)

--Alex by Code Master
eeObj.WriteMem32(0x009466E2,0x00010001)

--McKinzie by Code Master
eeObj.WriteMem32(0x009466E4,0x00010001)

--Napalm 99 by Code Master
eeObj.WriteMem32(0x009466E6,0x00010001)

--Golem by Code Master
eeObj.WriteMem32(0x009466E8,0x00010001)

--Riki by Code Master
eeObj.WriteMem32(0x009466EA,0x00010001)

--Masa by Code Master
eeObj.WriteMem32(0x009466EC,0x00010001)

--Hiro by Code Master
eeObj.WriteMem32(0x009466EE,0x00010001)

--Ryuji by Code Master
eeObj.WriteMem32(0x009466F0,0x00010001)

--Ye Wei by Code Master
eeObj.WriteMem32(0x009466F2,0x00010001)

--Sha Ying by Code Master
eeObj.WriteMem32(0x009466F4,0x00010001)

--Yan Jun by Code Master
eeObj.WriteMem32(0x009466F6,0x00010001)

--Shinkai by Code Master
eeObj.WriteMem32(0x009466F8,0x00010001)

--Lin Fong Lee by Code Master
eeObj.WriteMem32(0x009466FA,0x00010001)

--Bordin by Code Master
eeObj.WriteMem32(0x009466FC,0x00010001)

--Lilian by Code Master
eeObj.WriteMem32(0x009466FE,0x00010001)

--Kelly by Code Master
eeObj.WriteMem32(0x00946700,0x00010001)

--Vera Ross by Code Master
eeObj.WriteMem32(0x00946702,0x00010001)

--Paul Phoenix by Code Master
eeObj.WriteMem32(0x00946704,0x00010001)

--Marshall Law by Code Master
eeObj.WriteMem32(0x00946706,0x00010001)

--KG by Code Master
eeObj.WriteMem32(0x00946718,0x00010001)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )

Valkyrie Profile 2: Silmeria

CLI


All versions

#emu used Star Ocean 3 for black screen upon leaving town and corrupted world map
--gs-progressive=1
--vu-hack-triace=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"

LUA file
SLUS_21452

--Proper Widescreen and No ghosting
--Valkyrie Profile 2 - Silmeria (USA) SLUS_214.52
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

local code_check = eeObj.ReadMem16(0x37984C)
if code_check == 0x0800 then
eeObj.WriteMem32(0x37984C,0x0803FC00)
end

eeObj.WriteMem32(0x000FF000, 0x3C043F40)
eeObj.WriteMem32(0x000FF004, 0x44840800)
eeObj.WriteMem32(0x000FF008, 0x46000802)
eeObj.WriteMem32(0x000FF00C, 0x080DE615)
eeObj.WriteMem32(0x000FF010, 0xC66100C8)
--No ghosting in battle
eeObj.WriteMem32(0x0035FA38, 0x46001030)
end
emuObj.AddVsyncHook(patcher)

Vampire: Darkstalkers Collection

ALL
CLI

--gs-motion-factor=50
--host-audio-latency=0.01
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
#Fix for performance issues. PS4 Pro required for full speed.

Van Helsing

ALL
CLI

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-adaptive-frameskip=1
--cdvd-sector-read-cycles=2000
--gs-progressive=1

#--vu0-di-bits=0
#--vu1-di-bits=0

--vu1-mpg-cycles=358

--ee-cycle-scalar=2.8 
--iop-cycle-scalar=0.9

--vif1-instant-xfer=0


LUA

-- Van Helsing (SLUS-20738)
-- Wide screen patch 16:9 by paul_met
-- ported to PS4 Lua by Stayhye
-- emu used=jakx v2

apiRequest(2.2)

local gpr    		= require("ee-gpr-alias")

local emuObj 		= getEmuObject()
local eeObj			= getEEObject()
local gsObj			= getGsObject()
local eeOverlay 	= eeObj.getOverlayObject()
local iopObj        = getIOPObject()
    

emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1) 

local WS = function()
--16:9
eeObj.WriteMem32(0x002E7FA0,0x3FE38E38) 
--Access All Cheats by GameMasterZer0
eeObj.WriteMem32(0x2019FFB0,0x24100001)



emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

Wallace & Gromit in Project Zoo

CLI
All Versions

--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-progressive=1
--gs-force-bilinear=1
--cdvd-sector-read-cycles=2000
--force-frame-blend=1
--vif1-instant-xfer=0
--vu0-di-bits=0
--vu1-di-bits=0
--vu1-mpg-cycles=800
--ee-cycle-scalar=1.5

Whiplash

All versions
CLI

--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Fix for texture glitches

WinBack: Covert Operations

All versions
CLI

--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1

#Fix for texture glitches

X-Files - Resist or Serve


CLI

--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-adaptive-frameskip=1

--vu0-no-clamping=0
--vu1-no-clamping=0

--cdvd-sector-read-cycles=3000

#emu used=jak tpl v1

X-Men Legends

CLI
All versions

--gs-uprender=2x2
--gs-upscale=motionvector
--gs-optimize-30fps=1
--cdvd-sector-read-cycles=2000
--vu-custom-min-max=0
--vu1-di-bits=0
--vu0-di-bits=0
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-injection=1
--vu1=jit-sync
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=newprog
--vu0-jalr-cache-policy=newprog


--ee-cycle-scalar=1.5

LUA
NTSC only

-- X-Men™ Legends®
-- ported to PS4 Lua by Stayhye
-- emu used=jakx v2

apiRequest(2.2)

local gpr       = require("ee-gpr-alias")
local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local gsObj       = getGsObject()
local eeOverlay    = eeObj.getOverlayObject()
local iopObj  = getIOPObject()
 

emuObj.PadSetLightBar(0, 10,50,145)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(0)

local WS = function()
--eeObj.WriteMem32(0x005cc888,0x3c023f34)
eeObj.WriteMem32(0x20720920,0x3FE147AE)  --In-game width widescreen 16:9
eeObj.WriteMem32(0x2072094c,0x3F000000)  --Fonts Width
eeObj.WriteMem32(0x20720950,0x3F000000)  --Fonts Height
eeObj.WriteMem32(0x20720958,0x3F8CCCCD)  --HUD & Menu Height
--eeObj.WriteMem32(0x20720954,0x3FA00000)  --HUD & Menu Width
eeObj.WriteMem32(0x20D85448,0x3F666666)  --HUD Height
eeObj.WriteMem32(0x20D85430,0x3F59999A)  --HUD Width

eeObj.Vu1MpgCycles(3450)
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )

Yu-Gi-Oh! Capsule Monsters Colosseum

All
CLI

--vu1=jit-sync

#MTVU Incompatibilty, Fix for Black Screen, RECVX Emu Needed

Zatch Bell! Mamodo Battles™

NTSC/U
CLI

#Graphical glitches fix
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
#Clamping, also for graphics
--vu0-no-clamping=0
--vu1-no-clamping=0
#likely unnecessary commands
--vu0-clamp-results=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1
--fpu-no-clamping=0
--fpu-clamp-results=1

#Jak Emu used*

Zombie Hunters 2

CLI
All versions

#Speedhacks
--vu1-di-bits=0
--ee-cycle-scalar=1.2
--vu1-mpg-cycles=150
#Graphics clean up
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--vu1-no-clamping=0

Zombie Zone

CLI
All versions

#Speedhacks
--vu1-di-bits=0
--ee-cycle-scalar=1.2
--vu1-mpg-cycles=150
#Graphics clean up
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"

Coraline

CLI
All versions

--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-use-mipmap=1
--gs-kernel-cl-up="mipmap2x2"
--gs-scanout-offsetx=27
--gs-scanout-offsety=27
--safe-area-min=0.9
--cdvd-sector-read-cycles=2000

LUA
PAL

-- Coraline
-- emu used=KOF 98

apiRequest(1.0)   

local gpr = require("ee-gpr-alias")

local eeObj  = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Widescreen hack 
--Gameplay 16:9
--eeObj.WriteMem32(0x0026432C,0x3C014440) --3C014480 (Increases hor. axis)

--Render fix
eeObj.WriteMem32(0x001A6548,0x3C013C2E) --3C013C0E

--Get rid of black bar
eeObj.WriteMem32(0x00225ea8,0x3c014000) --3c014299
eeObj.WriteMem32(0x00225eac,0x00000000) --3421999a

eeObj.WriteMem32(0x002644ec,0x3c014440) -- hor fov

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 (R1 ~= 0 and LEFT ~= 0) then --L3 Normal Screen
   eeObj.WriteMem32(0x0026432C,0x3C014480) -- original value
end

if (R1 ~= 0 and RIGHT ~= 0) then --R3 Widescreen Screen
   eeObj.WriteMem32(0x0026432C,0x3C014440) --3C014480 (Increases hor. axis)
end

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(patcher)

Total Overdose

CLI
All versions

--host-display-mode=16:9
--host-vsync=1
--gs-optimize=60fps
--cdvd-sector-read-cycles=2000
--ps2-lang=system

--gs-progressive=1
--gs-motion-factor=50

--vu0-no-clamping=0
--vu1-no-clamping=0

--gs-ignore-rect-correction=1

#ADK Damashii Emu used

LUA
PAL - SLES53492

-- Total Overdose (E)(SLES-53492)
-- emu used=ADK

apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--Widescreen hack 16:9

--00 00 80 3F 83 F9 22 3F DB 0F C9 3F 00 00 00 BF
eeObj.WriteMem32(0x20692A2C,0x3F47AE14) -- Zoom

--00 00 80 3F 00 00 00 00 00 00 00 00 2F 00 00 00
eeObj.WriteMem32(0x206C64C4,0x3F400000) -- Vert fov
end

emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )

emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

Dark Summit

CLI
All versions

--host-display-mode=16:9
--force-pal-60hz=1

# Fahrenheit Emu used

LUA
PAL - SLES50575

-- Dark Summit (PAL)
-- emu used=Fahrenheit
apiRequest(1.2)    -- request version 0.1 API. Calling apiRequest() is mandatory.

local emuObj = getEmuObject()
local eeObj  = getEEObject()

local WS = function()

--Widescreen hack 16:9

--X-Fov
--02000446 280100ae 42080546
eeObj.WriteMem32(0x003d37d0,0x08030000)

eeObj.WriteMem32(0x000c0000,0x46040002)
eeObj.WriteMem32(0x000c0004,0x3c013f40)
eeObj.WriteMem32(0x000c0008,0x00000000)
eeObj.WriteMem32(0x000c000c,0x4481f000)
eeObj.WriteMem32(0x000c0010,0x461e0002)
eeObj.WriteMem32(0x000c0014,0x080f4df5)

--Render fix
--003f013c 00a88144 0000b07f
eeObj.WriteMem32(0x0036444c,0x3c013f2b) --3c013f00

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(WS)

Nightshade

CLI

ALL versions

--host-display-mode=16:9
--gs-vert-precision=8
--force-frame-blend=1

LUA
NTSC - SLUS20810

-- Nightshade (SLUS-20810)
-- Total Repair by nifengyuexia
-- emu used=jak v2

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d1048,0x1000000f)

--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x322060,0x03e00008)
eeObj.WriteMem32(0x322064,0x00000000)

--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x30f3f4,0x00000000)

end
emuObj.AddVsyncHook(patcher)

LUA
PAL - SLES52238

-- Nightshade(SLES-52238)
-- Total Repair by nifengyuexia
-- emu used=jak v2

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d1f38,0x1000000f)

--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x326370,0x03e00008)
eeObj.WriteMem32(0x326374,0x00000000)

--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x3135f4,0x00000000)

end
emuObj.AddVsyncHook(patcher)

LUA
Kunoichi
NTSC-J SLAJ-25031

-- Kunoichi(SLAJ-25031)
-- Total Repair by nifengyuexia
-- emu used=jak v2

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d10f8,0x1000000f)

--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x324450,0x03e00008)
eeObj.WriteMem32(0x324454,0x00000000)

--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x3117f4,0x00000000)

end
emuObj.AddVsyncHook(patcher)

LUA
NTSC-J SLPM-65447

-- Kunoichi(SLPM-65447)
-- Total Repair by nifengyuexia
-- emu used=jak v2

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d1058,0x1000000f)

--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x321c70,0x03e00008)
eeObj.WriteMem32(0x321c74,0x00000000)

--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x30f004,0x00000000)
end
emuObj.AddVsyncHook(patcher)

Jak and Daxter: The Lost Frontier

CLI

ALL versions

--vu1-di-bits=0
--vu0-di-bits=1
--gs-optimize=60fps

# Emu used = Red Dead Revolver

Sled Storm

ALL versions

--cdvd-sector-read-cycles=2000
--vu0-no-clamping=0
--vu1-no-clamping=0
--host-gamepads=2

# Emu used = Rogue v1

Incomplete configurations

This is a list of configurations that were unsuccessful or were never completed, or information that might help people in the future.
A place for research and sharing useful info.


Dragon ball z budokai tenkaichi

LUA
NTSC

Things go wrong somewhere around 0x001137A8

apiRequest(0.1)

--untested
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
eeObj.WriteMem32(0x0011A54C, 0x24020000)
eeObj.WriteMem32(0x0018D944, 0x24020000)
eeObj.WriteMem32(0x0018D4CC, 0x24020000)
end
emuObj.AddVsyncHook(patcher)

Dynasty Warriors 5 - Empires


PAL

001428CC

-00142910

Batman begins

NTSC

00409BF8 0000001E

Genji dawn of the samurai


NTSC

002F876C

Bee movie

NTSC
CLI
NTSC
Redfaction

--ee-context-switch-cycles=16000
--assert-path1-ad=1
--gs-kernel-cl-up="up2x2simple"

Hitman - Blood Money

NTSC
LUA

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()
--Exhibits a strange DMA issue
local patcher = function()
eeObj.WriteMem32(0x0028B554, 0x240F0000)
eeObj.WriteMem32(0x0028B4B0, 0x240F0000)
end
emuObj.AddVsyncHook(patcher)

Tenchu - Fatal Shadows


NTSC
Destroy all humans v1

#Removes most elements of graphical corruption
--vif1-instant-xfer=0
apiRequest(0.1)
-- Not the best solution, but it works.
eeInsnReplace(0x001023E0, 0xAE020000, 0x0)
-- The graphical issues start somewhere in this function 0x00134B10

Ratchet and Clank: Up Your Arsenal


SCUS97353

-- 23.07.2023 Added debug stuff that should print in klog.
-- This should help us figure out why patch fail. 

apiRequest(1.0)
 
local em  = getEmuObject()
local ee  = getEEObject()
 
local patcher = function()
    
    print("CONFIG: Entering patcher!")
    local base = -1
    local addr = -1
    --local spmp = -1
    
    -- Check for SP/MP, not working yet. Only SP supported.
    --spmp = ee.ReadMem32(0x13B3D8)
    --if spmp == 0x0000202d then
    --    addr = 0x13B3D8
    --else
    --    addr = 0x13B3D8
    --end
 
    -- Search for base.
    addr = 0x13B3D8
    while addr < 0x1000000
    do
        if ee.ReadMem32(addr) == 0x8c810014 then
            if ee.ReadMem32(addr + 4) == 0x3c067000 then
                if ee.ReadMem32(addr + 8) == 0x7cdf1ff0 then
                    base = addr
                    break
                else
                    addr = addr + 4
                end
            else
                addr = addr + 4
            end
        else
            addr = addr + 4
        end
    end
    
    -- Shouldn't be the case.
    if base == -1 then
        print("CONFIG: Base not found!")
        return
    end
    print(string.format("CONFIG: Base = %08x", base))
    -- Patch ctc2 instances.
    ee.WriteMem32(base + 0x490, 0x0C03FF0C) -- ctc2         $zero, vi2
    ee.WriteMem32(base + 0x5e0, 0x0C03FF0C) -- ctc2         $zero, vi2
    ee.WriteMem32(base + 0x728, 0x0C03FF0C) -- ctc2         $zero, vi2
    ee.WriteMem32(base + 0x878, 0x0C03FF0C) -- ctc2         $zero, vi2
    ee.WriteMem32(base + 0x9c0, 0x0C03FF0C) -- ctc2         $zero, vi2
    ee.WriteMem32(base + 0xb18, 0x0C03FF0C) -- ctc2         $zero, vi2
 
    ee.WriteMem32(base + 0x3f0, 0x0C03FF00) -- ctc2         $zero, vi1
    ee.WriteMem32(base + 0x530, 0x0C03FF00) -- ctc2         $zero, vi1
    ee.WriteMem32(base + 0x688, 0x0C03FF00) -- ctc2         $zero, vi1
    ee.WriteMem32(base + 0x7c8, 0x0C03FF00) -- ctc2         $zero, vi1
    ee.WriteMem32(base + 0x920, 0x0C03FF00) -- ctc2         $zero, vi1
    ee.WriteMem32(base + 0xa60, 0x0C03FF00) -- ctc2         $zero, vi1
 
    -- preserve ra
    ee.WriteMem32(base + 0x22c, 0xACDF1FF4)
    -- restore ra 
    ee.WriteMem32(base + 0xcac, 0x8CDF1FF4)
    -- lq --> lw
    ee.WriteMem32(base + 0xd6c, 0x8c3f1ff0)
    -- delay vcall by few cycles
    ee.WriteMem32(base + 0x33c, 0x241C0020) -- modify to burn ee cycles after vcallms
    ee.WriteMem32(base + 0x340, 0x141CFFFF)
    ee.WriteMem32(base + 0x344, 0x279CFFFF)
    print("CONFIG: Dynamic patches applied!")
end
 
local delayer = function()
    
    local check = ee.ReadMem32(0x000ffc00)
    if check ~= 0xfcd91ff8 then
        print("CONFIG: Applying static patches!")
    end
    
    -- loop vi1
    ee.WriteMem32(0x000ffc00, 0xfcd91ff8)
    ee.WriteMem32(0x000ffc04, 0x24190080) -- modify to burn ee cycles before ctc2
    ee.WriteMem32(0x000ffc08, 0x1419ffff)
    ee.WriteMem32(0x000ffc0c, 0x2739ffff)
    ee.WriteMem32(0x000ffc10, 0x48c00800)
    ee.WriteMem32(0x000ffc14, 0x24190020) -- modify to burn ee cycles after ctc2
    ee.WriteMem32(0x000ffc18, 0x1419ffff)
    ee.WriteMem32(0x000ffc1c, 0x2739ffff)
    ee.WriteMem32(0x000ffc20, 0x03e00008)
    ee.WriteMem32(0x000ffc24, 0xdcd91ff8)
    
    -- loop vi2
    ee.WriteMem32(0x000ffc30, 0xfcd91ff8)
    ee.WriteMem32(0x000ffc34, 0x24190080) -- modify to burn ee cycles before ctc2
    ee.WriteMem32(0x000ffc38, 0x1419ffff)
    ee.WriteMem32(0x000ffc3c, 0x2739ffff)
    ee.WriteMem32(0x000ffc40, 0x48c01000)
    ee.WriteMem32(0x000ffc44, 0x24190020) -- modify to burn ee cycles after ctc2
    ee.WriteMem32(0x000ffc48, 0x1419ffff)
    ee.WriteMem32(0x000ffc4c, 0x2739ffff)
    ee.WriteMem32(0x000ffc50, 0x03e00008)
    ee.WriteMem32(0x000ffc54, 0xdcd91ff8)
    
    -- This static patch is required because game don't use level loader to load main menu.
    local new_game = ee.ReadMem32(0x3D58B8)
    local check2   = ee.ReadMem32(0x3D5D48)
    if new_game == 0x8c810014 and check2 ~= 0x0C03FF0C then
        print("CONFIG: Applying static patch for new game!")
        ee.WriteMem32(0x3D5D48, 0x0C03FF0C) -- ctc2         $zero, vi2
        ee.WriteMem32(0x3D5E98, 0x0C03FF0C) -- ctc2         $zero, vi2
        ee.WriteMem32(0x3D5FE0, 0x0C03FF0C) -- ctc2         $zero, vi2
        ee.WriteMem32(0x3D6130, 0x0C03FF0C) -- ctc2         $zero, vi2
        ee.WriteMem32(0x3D6278, 0x0C03FF0C) -- ctc2         $zero, vi2
        ee.WriteMem32(0x3D63D0, 0x0C03FF0C) -- ctc2         $zero, vi2
 
        ee.WriteMem32(0x3D5CA8, 0x0C03FF00) -- ctc2         $zero, vi1
        ee.WriteMem32(0x3D5DE8, 0x0C03FF00) -- ctc2         $zero, vi1
        ee.WriteMem32(0x3D5F40, 0x0C03FF00) -- ctc2         $zero, vi1
        ee.WriteMem32(0x3D6080, 0x0C03FF00) -- ctc2         $zero, vi1
        ee.WriteMem32(0x3D61D8, 0x0C03FF00) -- ctc2         $zero, vi1
        ee.WriteMem32(0x3D6318, 0x0C03FF00) -- ctc2         $zero, vi1
        
        -- preserve ra
        ee.WriteMem32(0x3D5AE4, 0xACDF1FF4)
        -- restore ra 
        ee.WriteMem32(0x3D6564, 0x8CDF1FF4)
        -- lq --> lw
        ee.WriteMem32(0x3D6624, 0x8c3f1ff0)
        -- vcall
        ee.WriteMem32(0x3D5BF4, 0x241C0020) -- modify to burn ee cycles after vcallms
        ee.WriteMem32(0x3D5BF8, 0x141CFFFF)
        ee.WriteMem32(0x3D5BFC, 0x279CFFFF)
    end
end
 
-- hook right after level loader, ideally this should be hook inside loader...
ee.AddHook(0x13B3D8, 0x0000202D, patcher)
em.AddVsyncHook(delayer)

I'm following this approach but it isn't working and I do not know why. --Scalerize (talk) 21:55, 28 August 2023 (CEST)

apiRequest(0.1)

local eeObj = getEEObject()


eeObj.AddHook(0x0013B3C8, 0x0200F809, function() 
local pointer =  eeObj.GetGpr(gpr.s0)
end)


--vcallms before
eeObj.AddHook(pointer+0x5496C, 0x7120CDA8, function()
          eeObj.AdvanceClock(500)
end)

--vcallms after
eeObj.AddHook(pointer+0x54974, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)

--vi01 before 1
eeObj.AddHook(pointer+0x54A24, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)

--vi01 before 2
eeObj.AddHook(pointer+0x54B64, 0x7019CC3F, function()
          eeObj.AdvanceClock(500)
end)

--vi01 before 3
eeObj.AddHook(pointer+0x54CBC, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)

--vi01 before 4
eeObj.AddHook(pointer+0x54DFC, 0x7019CC3F, function()
          eeObj.AdvanceClock(500)
end)

--vi01 before 5
eeObj.AddHook(pointer+0x54F54, 0x0019C900, function()
          eeObj.AdvanceClock(500)
end)

--vi01 before 6
eeObj.AddHook(pointer+0x55094, 0x7017BEC8, function()
          eeObj.AdvanceClock(500)
end)

--vi01 after 1
eeObj.AddHook(pointer+0x54A2C, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)

--vi01 after 2
eeObj.AddHook(pointer+0x54B6C, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)

--vi01 after 3
eeObj.AddHook(pointer+0x54CC4, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)

--vi01 after 4
eeObj.AddHook(pointer+0x54E04, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)

--vi01 after 5
eeObj.AddHook(pointer+0x54F5C, 0x000F7880, function()
          eeObj.AdvanceClock(500)
end)

--vi01 after 6
eeObj.AddHook(pointer+0x5509C, 0x71D18D88, function()
          eeObj.AdvanceClock(500)
end)

--vi02 before 1
eeObj.AddHook(pointer+0x54AC4, 0x701188FC, function()
          eeObj.AdvanceClock(500)
end)

--vi02 before 2
eeObj.AddHook(pointer+0x54C14, 0x7120CDA8, function()
          eeObj.AdvanceClock(500)
end)

--vi02 before 3
eeObj.AddHook(pointer+0x54D5C, 0x701188FC, function()
          eeObj.AdvanceClock(500)
end)

--vi02 before 4
eeObj.AddHook(pointer+0x54EAC, 0x7120CDA8, function()
          eeObj.AdvanceClock(500)
end)

--vi02 before 5
eeObj.AddHook(pointer+0x54FF4, 0x0019C900, function()
          eeObj.AdvanceClock(500)
end)

--vi02 before 6
eeObj.AddHook(pointer+0x5514C, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)

--vi02 after 1
eeObj.AddHook(pointer+0x54ACC, 0x70E0CDA8, function()
          eeObj.AdvanceClock(500)
end)

--vi02 after 2
eeObj.AddHook(pointer+0x54C1C, 0x7009E688, function()
          eeObj.AdvanceClock(500)
end)

--vi02 after 3
eeObj.AddHook(pointer+0x54D64, 0x70E0CDA8, function()
          eeObj.AdvanceClock(500)
end)

--vi02 after 4
eeObj.AddHook(pointer+0x54EB4, 0x7009E688, function()
          eeObj.AdvanceClock(500)
end)

--vi02 after 5
eeObj.AddHook(pointer+0x54FFC, 0x22310006, function()
          eeObj.AdvanceClock(500)
end)

--vi02 after 6
eeObj.AddHook(pointer+0x55154, 0x00000000, function()
          eeObj.AdvanceClock(500)
end)

You need to define pointer as a global variable or define it inside more advanced function, otherwise it is deleted/undefined when you exit first hook. Additionally your code use aliases without importing required file. This can be fixed by importing it or by using 16 instead of gpr.s0. Next thing is that all those hooks imo should be mounted from single function to ensure that all new hooks are added when game step on first hook. Keep in mind that the way you are obtaining ctc addresses can fail for next stages. Finally, when leaving stage you need to remove those hooks. Because they stay there forever, and that address can already hold different code after stage change. This is because hook check for original opcode is done only when mounting it there, not when running code itself. On top of that game overlay loader which you should use to grab pointer IS NOT used to load main menu screen, so you need to patch it manually or at least with another hook. I don't have ratchet elf now here, but make sure that your initial hook is added in place where new level code is already there, because now it seems that your initial hook is before level loader is even launched. --Kozarovv (talk) 12:06, 29 August 2023 (CEST)

Shadow Man - 2econd Coming


SLUS204.13

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Once it reaches to the TEQ, the game crashes.
eeObj.WriteMem32(0x00231AF0, 0x0808C6AF)

end
emuObj.AddVsyncHook(patcher)

Forbidden Siren 2

CLI
NTSC

--vu-xgkick-delay=9

sceTtyPrint

This should print some debug info in emulog/klog, pcsx2 a like. Pattern based on Smugglers Run 2 and Spiderman 3. So first test should be done with those games. Spiderman should print something like "Legal screen is 512 x 256." first. Smugglers Run 2 "Timezone=60". Assuming it work, this can give some valuable info about VIF1/GIF hangs, which are 50% of issues in those crappy emus.

--sceTtyWrite take:
--a0 = string ptr
--a1 = size (we need to overwrite str_ptr + size with 0 to make it 0 terminated)

-- best tty pattern for now = "0A 00 07 24 0D 00 05 24 0C 00 C4 24"

apiRequest(1.0)

eeObj  = getEEObject()
emuObj = getEmuObject()

local printerino = function() 
    local str_ptr  = eeObj.GetGpr(4) -- a0
    local str_size = eeObj.GetGpr(5) -- a1
    
    -- Add zero terminator, not sure if we need it...
    -- But i don't see any way to pass how long string should be.
    -- So just 0 terminate it just in case.
    -- Note: PS2 pass newline as last character, maybe we don't need it.
    -- if it break anything, or looks weird, then remove +1 from below write. 
    eeObj.WriteMem8(str_ptr + str_size + 1, 0)
    
    local str = eeObj.ReadMemStr(str_ptr)
    print(string.format("PS2 DEBUG: %s", str))
end


local addr   = 0x100008
local ttySearch = function()
	print("PS2 DEBUG: Entering ttySearch.")
    while(addr < 0x1000000 )
    do
        if eeObj.ReadMem32(addr) == 0x2407000A then
            if eeObj.ReadMem32(addr + 4) == 0x2405000D then
                if eeObj.ReadMem32(addr + 8) == 0x24C4000C then
					-- I'm sorry...
					local check = 0
					local full_op = 0
					while(check ~= 0x27BD and addr ~= 0x100008)
					do
					    addr = addr - 4
						full_op = eeObj.ReadMem32(addr)
						check = full_op >> 16
					end
                    break -- first loop
                else
                    addr = addr + 4
                end
            else
                addr = addr + 4
            end
        else
            addr = addr + 4
        end
    end
	if addr < 0x1000000 and not addr < 0x100008 then
	    print(string.format("Found sceTtyWrite function at: 0x%X", addr))
		eeObj.AddHook(addr, full_op, printerino)
	else
	    print("sceTtyWrite function not found!")
    end
end

emuObj.AddEntryPointHook(ttySearch)