Talk:PS2 Classics Emulator Compatibility List
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.
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.
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
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 } )
Text
--fpu-accurate-mul-fast=1 --fpjk-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
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
Text
--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
Text
--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
Text
--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
Text
--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.
Fatal Fury: Battle Archives volume 2
ALL
Text
--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
Text
--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
Text
--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
Text
--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
Text
--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.
King of Fighters 98 Ultimate Match
ALL
Text
--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
Text
--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
Text
--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
Text
--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
Text
--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()
Parappa the Rapper 2
ALL
Text
--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 } )
Psychonauts
SLUS_211.20
Text
--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
Text
--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.
Resident Evil Code: Veronica X
ALL
Text
--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
Text
--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.
Samurai Shodown Anthology
SLUS_216.29
Text
--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
Text
--gs-kernel-cl-up="OptRightTri" --gs-vert-precision=8
Star Wars: Jedi Starfighter
SLES_503.71
Text
--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
Text
--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
Text
--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 Warriors
ALL
Text
--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
Text
--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
Here are configuration files created by users, to improve PS2 emulator compatibility on PS4
24 The Game
Conf file
--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. # <JAK v2emu Used>
10000 Bullets
Conf file
--vu1=jit-sync # Fixes Blackscreen after PS2 Logo. # Jak v1 used
Ace Combat 4
Conf file
--gs-kernel-cl="mipmap" --gs-kernel-cl-up="mipmap2x2" --gs-use-mipmap=1 #Fix for terrain textures
Ace Combat 5
Conf file
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
conf file
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
conf file
All versions
--vu0-no-clamping=0 --vu1-no-clamping=0 #emu used=GTA 3 v1 #Fix for flickering models and textures
Ape Escape 2
conf file
All versions
--gs-use-mipmap=1 --gs-kernel-cl="mipmap" --gs-kernel-cl-up="mipmap2x2" #Fix for flickering textures
Ape Escape: Pumped & Primed
conf file
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)
Area 51
conf file
All versions
--ee-cycle-scalar=2.0 --iop-cycle-scalar=0.58 --vu1-mpg-cycles=1400 --host-audio-latency=2.7 --host-vsync=1 --vu0-opt-flags=1 --vu1-opt-flags=1 --cop2-opt-flags=1 --vu0-const-prop=0 --vu1-const-prop=0 --vu1-jr-cache-policy=newprog --vu1-jalr-cache-policy=newprog --vu0-jr-cache-policy=newprog --vu0-jalr-cache-policy=newprog #Speed improvement
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=0 --gs-adaptive-frameskip=1 #Jakv2
Batman - Rise of Sin Tzu
CLI
All Versions
--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
LUA
-- Batman - Rise of Sin Tzu (Prototype) Aug 15 2003 -- Retail has slowdown during FMVs that I can't fix -- Widescreen & 60fps by Stayhye -- emu used=recvx v1 local gpr = require("ee-gpr-alias") apiRequest(0.1) local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() --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() end emuObj.AddVsyncHook(patcher) --60 fps eeInsnReplace(0x20532748,0x00000002,0x00000001) --0x00000002 >> rwDMAVsyncCnt
Baldur's Gate: Dark Alliance II
All Versions
CLI
--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
Bloody Roar 4
conf file
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
Burnout2: 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)
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
conf file
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
Conf file
SLES50386
#Fixes White lines --gs-kernel-cl-up="up2x2simple" #Added Just in case you encounter performance issues --vu1-const-prop=0 --vu1-di-bits=0
Crash Tag Team Racing
conf file
All Versions
#Fix For Extreme slowdowns, #This game Is known for being EXTREMELY VU1 hungry. --vu1-mpg-cycles=1400 --vu1-di-bits=0 --vu1-const-prop=0 --vu1=jit-async --ee-cycle-scalar=1.3 --ee-context-switch-cycles=5000 #Might help with micro-stuttering --fpu-rsqrt-fast-estimate=1 --iop-cycle-scalar=0.1 #Use Fatal Fury emu or Star ocean
Crash Twinsanity
conf file
KOF2000 EMU USED
All Versions
--ee-cycle-scalar=1.6 --vu1-mpg-cycles=400 --vu-xgkick-delay=5 --vu1-di-bits=0 --vu1-const-prop=0 --vu1-injection=1 --gs-use-clut-merge=1 --gs-kernel-cl="clutmerge" --gs-kernel-cl-up="clutmerge2x2" --host-audio-latency=2.0
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
conf file
All Versions
--vu1=jit-sync #fixes black screen after ps2 logo --vu1-di-bits=0 #eliminates micro-freezes during races --vu1-injection=1 --ee-cycle-scalar=1.6 --iop-cycle-scalar=0.7 --host-audio-latency=2.0 --vu1-mpg-cycles=750 --vu1-const-prop=0
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() emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )
Def Jam Vendetta
conf file
All Versions
--vu-xgkick-delay=0.58 #Fix for missing character models/textures
Devil Kings
All versions
Text
#Fix For Graphical Glitches (SPS) --vu1-no-clamping=0
Disgaea 2: Cursed Memories
conf file
SLUS-21397
--gs-kernel-cl="mipmap" --gs-kernel-cl-up="mipmap2x2" --gs-use-mipmap=1 #Fix for lines in terrain textures and flickering textures
Digimon World 4
Text
All Versions
#Fixes Slowdowns in The game --vu1-di-bits=0 --vu1-const-prop=0 --vu1-mpg-cycles=800 --gs-adaptive-frameskip=1 --ee-cycle-scalar=1.3 #Fixes Black Screen --vu1=jit-sync #Jakv2
Dragon Ball Z: Budokai Tenkaichi 2
conf file
All Versions
--gs-use-clut-merge=1 --gs-kernel-cl="clutmerge" --gs-kernel-cl-up="clutmerge2x2" #Fix for missing life bars and other UI elements.
Dragon Ball Z: Budokai Tenkaichi 3
conf file
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" #Fix for Performance --vu1-mpg-cycles=800 --ee-cycle-scalar=1.3
Dragon Quest VIII: Journey of the Cursed King
conf file
All Versions
--gs-kernel-cl-up="up2x2skipinterp" --gs-optimize-30fps=1 #Fix lines in shadows
Dreamworks: Shrek the third
All Versions
CLI
#Slowdown fixes --vu1-mpg-cycles=1000 --ee-cycle-scalar=1.3 #Disable try to fix graphics if creating using ps2fpkg v0.6
Eternal Poison
conf file
All Versions
#Fixes black screen after ps2 logo --vu1=jit-sync #Fixes graphical glitches --vif1-instant-xfer=0
Ephemeral Fantasia™
conf file
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
Frogger: Ancient Shadow
conf file
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
Text
--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 file
--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
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
Text
--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
Conf file
--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
Conf file
#God Of War EU V1 --vu1-opt-flags=2 --vu1-di-bits=0 --vu1-mpg-cycles=800 --vu1-injection=1 --vu1-opt-vf00=2 --vu1-jr-cache-policy=newprog --vu1-jalr-cache-policy=newprog --ee-block-validation=PageProt --ee-cycle-scalar=1.2 --ee-hook=0x017A2DC,AdvanceClock --gs-frontend-opt-mode=2 --fpu-rsqrt-fast-estimate=1 #fix for graphical glitches #Version 2 of config, Untested fully, only at start of game --vu1-di-bits=0 --gs-uprender=none --gs-upscale=none --vif-thread-chunk-size=2 --gs-scanout-delay=200 --vu-to-double=0 --fpu-to-double=0 --fpu-rsqrt-fast-estimate=1 --gs-render-tile-threshold=0 --vu1=jit-async --vu1-mpg-cycles=500 --vu-custom-min-max=0 --ee-cycle-scalar=1.2 --gs-adaptive-frameskip=1 *Jak Emu used*
LUA file
-- 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) 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
Conf file
--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*
LUA File
-- God of War II EU apiRequest(2.2) local emuObj = getEmuObject() -- Graphic improvement: removes corrupted lines on screen with uprender on for PAL version emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1 ? emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } ) --texMode=2 is BILINEAR # Fixed 90% of glitches, still has lag issues (For NTSC / PAL versions). Korean and Japanese versions works fine with this configuration.
Gradius V
Conf file
--vu1=jit-sync #fix for blackscreen after PS2 Logo.
Hunter the Reckoning Wayward
conf file
All Versions
--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 --vu0-opt-flags=1 --vu1-opt-flags=1 --cop2-opt-flags=1 --vu0-const-prop=0 --vu1-jr-cache-policy=newprog --vu1-jalr-cache-policy=newprog --vu0-jalr-cache-policy=newprog #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
Conf file
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=0 --ee-cycle-scalar=1.3 --gs-adaptive-frameskip=1 #Jakv2
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.
Killer7
conf file
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
conf file
PAL
--vu1-mpg-cycles=950 #fix lag during cutscenes
Klonoa 2
conf file
All versions
#Fix for Misplaced objects --fpu-no-clamping=1 #Potential fix for Graphics --vu1-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
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
conf file
All versions
--vif1-instant-xfer=0 #Fix.
Manhunt 2
Conf file
--ee-kernel-hle=1 --ee-injection-kernel=1 --ee-injection-title=1 --ee-block-validation=PageProt --ee-cycle-scalar=0.7 --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.
Marc Ecko's Getting Up - Contents Under Pressure™ NTSC
CLI file
--gs-adaptive-frameskip=1 --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 --vu1-di-bits=0 --vif1-instant-xfer=0 --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
LUA
-- -- 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() local thresholdArea = 0 emuObj.SetDisplayAspectWide() gsObj.SetDeinterlaceShift(1) -------------------------------------------------------- local patcher = function() eeObj.WriteMem32(0x0056764c,0x3c023f40) emuObj.ThrottleMax() end emuObj.AddVsyncHook(patcher) local ApplyVifCycleSettings = function() eeObj.Vu1MpgCycles(math.floor(175)) eeObj.SetVifDataCycleScalar(1, 2.6) eeObj.SchedulerDelayEvent("vif1.dma", 0x6500) end ApplyVifCycleSettings() local frameskip = {} frameskip.DeterministicMode = 0 -- set 0 for native (non-deterministic) behavior, see function frameskip.GetFramesInQueue() -- constants: local CLOCK_EE = 294912000.0 local CLOCK_EE_60hz = 294912000.0 / 60 local AdvanceCycleChunkSize = 16000 local ChunksPerFrame = (CLOCK_EE_60hz / AdvanceCycleChunkSize) local TaperHoldBaseline = ChunksPerFrame / 30 -- frames to hold even the smallest taper values local TaperRatePerFrame = ChunksPerFrame / 180 -- frames to taper away 1.0 worth of dog-ratio local TaperHoldPerChunk = 15.0 / ChunksPerFrame -- hold for 15 frames per one frame of delay local EnableTapering = true local MaxChunkCounter = math.floor(ChunksPerFrame * 2.50) -- warning: jaks can't frameskip past 2.0, they clamp ratio and slow down instead. -- globals: local isFrameDone = false local m_counter = 0 local m_prev_framecount = 0 local m_taper_peak = 0 local m_taper_hold = 0 -- Vars For diagnostic: local d_truelog = false local d_numframes = 0 frameskip.GetFramesInQueue = function() if frameskip.DeterministicMode == 0 then return gsObj.GetFramesInQueue() elseif frameskip.DeterministicMode == 1 then -- 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 -- nice slow cyclic test! local modulo = (eeObj.GetClock() // CLOCK_EE_60hz) % 240 if modulo < 200 then return 0 else return 3 end 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() m_counter = 0 if frameCount ~= 0 or m_prev_framecount ~= 0 then -- 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 local fcold = m_prev_framecount -- first frame being a bit slow is often a red herring, because of how the deferred -- EE/GS pipeline works. So weight it very lightly here (if either fcold or fcnew is -- 0 then it'll go negative and help offset remaining 1.0) if fcnew < 1.2 then fcnew = fcnew - 0.6 end -- Delta from prev to new frame is used to indicate vectoring toward poor perf. -- eg. if prev was 1 and new is 3 then ramp up frameskip in a hurry (+2) 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. m_counter = math.floor(m_counter) if m_counter > MaxChunkCounter then m_counter = MaxChunkCounter end if EnableTapering and m_taper_peak < m_counter then m_taper_hold = TaperHoldBaseline + (m_counter * TaperHoldPerChunk) m_taper_peak = m_counter end end -- Tapering kind of helps reduce the game's built-in jutter problem... but not really to the -- 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", -- 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 frameskip.SpinWaitDelayHook = function(hookpc, gprv, writeon) if not isFrameDone then return end local numFrames = frameskip.GetFramesInQueue() 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 -- not aligning to when this hook is invoked. The call was only implemented in order to solve -- interlace jitter problems on Jak TPL anyway, and isn't needed here... --jstine --gsObj.SetFrameSkipping(true) isSkipping = true 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 -- print "BUSY ENDED, RESUMIMG..." --end --d_truelog = false end --if d_numframes ~= numFrames then -- print ( string.format("Frame Queue Changed - numFrames=%d", numFrames)) -- d_numframes = numFrames --end end -- Performace fix (bug #9785 ) emuObj.SetGsTitleFix( "globalSet", "reserved", { waveThreshold = 90000} ) emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )
Max Payne 2
Conf file
--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 3 Subsistence
conf file
SLUS_213.59
--ee-context-switch-cycles=2700 #* --ee-cycle-scalar=0.1 --iop-cycle-scalar=0.1 --vu1-mpg-cycles=700 --framelimiter=1 --framelimit-fps=15.0 --framelimit-scalar=2.1 #Micro freezes while gameplay and cutscenes - FiXed! #Star Ocean v2 Used
LUA file
-- Metal Gear Solid 3 - Subsistence (SLUS_21359) -- Widescreen hack by No.47 -- 30 FPS/Speed Fix by applepiejr @PCSX2 Forums -- ported to PS4 LUA -- emu used=star ocean v2 local gpr = require("ee-gpr-alias") apiRequest(1.3) local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() -- Force 30 FPS eeObj.WriteMem32(0x001D5AD8,0x00000040) -- 40=30fps / 00=60fps / 20=15 or20fps? <camera> eeObj.WriteMem32(0x001D6DB8,0x00000002) -- 01=60fps / 02=30fps / 3=20fps / 4=16.67fps? <cut-scenes/fmv> eeObj.WriteMem32(0x001D6DBC,0x00000001) -- 0=double speed / 1=normal speed <gameplay> -- 480p 512x448 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) if code_check == 0x3F80 then eeObj.WriteMem32(0x204CCD40,0x3FAB0000) eeObj.WriteMem32(0x204CCD44,0x3F400000) eeObj.WriteMem32(0x204CCD4C,0xBFAB0000) end local code_check = eeObj.ReadMem16(0x580CE2) if code_check == 0x3F80 then eeObj.WriteMem32(0x20580CE0,0x3FAB0000) eeObj.WriteMem32(0x20580CE4,0x3F400000) eeObj.WriteMem32(0x20580CEC,0xBFAB0000) end local code_check = eeObj.ReadMem16(0x591C72) if code_check == 0x3F80 then eeObj.WriteMem32(0x20591C70,0x3FAB0000) eeObj.WriteMem32(0x20591C74,0x3F400000) eeObj.WriteMem32(0x20591C7C,0xBFAB0000) end local code_check = eeObj.ReadMem16(0x599C12) if code_check == 0x3F80 then eeObj.WriteMem32(0x20599C10,0x3FAB0000) eeObj.WriteMem32(0x20599C14,0x3F400000) eeObj.WriteMem32(0x20599C1C,0xBFAB0000) end local code_check = eeObj.ReadMem16(0x4A14D2) if code_check == 0x3F80 then eeObj.WriteMem32(0x204A14D0,0x3FAB0000) eeObj.WriteMem32(0x204A14D4,0x3F400000) eeObj.WriteMem32(0x204A14DC,0xBFAB0000) end local code_check = eeObj.ReadMem16(0x557CFA) if code_check == 0x3F80 then 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 emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
More information:
Widescreen + Water Fix + Shadow Fix + Remove Black Bars + 480p + Force 30 FPS cheats added! Crash after pass bridge is FiXed! Videos without black bars looks good, just have graphical bugs but not much! When u skip cutscenes it was never crash, so u can skip long cutscenes and don't worry about anything! Game runs smoothly. Bugs: Game will give you black screen, but it happen only when snake talk on radio. It happen most time when u try quick skip a lot of dialogs! So if game show you black screen, that mean u need read all dialogs and don't skip anything! Only once game was crash (at night mission), so looks like rare crashes still will be! Do more saves as you can! In Mission when u need leave base and see cutscene on bridge, you must skip this cutscene or game will crash!
Metal Saga
All versions
conf file
--vif1-ignore-cmd-ints=1 #Fix for black-screen on SatCom/Equip menus. Game still unplayable due to immediate freeze during combat.
Mortal Kombat - Shaolin Monks
conf file
All versions
--gs-uprender=2x2 --gs-upscale=edgesmooth --gs-override-small-tri-area=1 --vif1-instant-xfer=0 --ee-cycle-scalar=1.8 --iop-cycle-scalar=0.8 --vu1-di-bits=0 --vu-t-bit=1 #Fix for graphical glitches, menu speed and audio.
LUA file
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 emuObj.SetDisplayAspectWide() gsObj.SetDeinterlaceShift(1) -- Small triangle rejection. Works in conjunction with CLI setting --gs-override-small-tri-area=1 -- keep default area for texture 256x256 ( no blend) emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
MTV's Celebrity Deathmatch
conf file
All versions
#Disable MTVU --vu1=jit-sync #Fix for black-screen after ps2 logo.
Need for Speed Carbon
conf file
SLES_543.22
--host-audio-latency=2.77 --verbose-cdvd-reads=700 --gs-uprender=2x2 --gs-upscale=smooth --gs-optimize-30fps=1 --fpu-accurate-range=0x150000,0x170000 # Fix loading freeze, needs to be improved --ee-cycle-scalar=1.36 --vu1-mpg-cycles=1200 --vu0-opt-flags=1 --vu1-opt-flags=1 --cop2-opt-flags=1 --vu0-const-prop=0 --vu1-const-prop=0 --vu1-jr-cache-policy=newprog --vu1-jalr-cache-policy=newprog --vu0-jr-cache-policy=newprog --vu0-jalr-cache-policy=newprog
Need for Speed Underground 2
LUA
SLUS-21065
apiRequest(1.0) local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() eeObj.WriteMem32(0x001D77C8,0x100000B4) end emuObj.AddVsyncHook(patcher) --Speed Fix
NBA Street Vol.2
conf file
All versions
#Fix for Graphical glitches, Setting Clamping mode to normal --vu1-no-clamping=0 #Jakv2 emu Used
Okami
conf file
All versions
#Fix for Graphical Glitches when using the Celestial brush --gs-use-mipmap=1 --gs-kernel-cl="mipmap" --gs-kernel-cl-up="mipmap2x2" --gs-ignore-dirty-page-border=1 --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 --vu0-const-prop=0 --vu1-const-prop=0 --vu0-di-bits=0 --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 --fpu-accurate-range=0x3f3068,0x3f32bc --cdvd-sector-read-cycles=2000 --host-display-mode=16:9 #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 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
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
conf file
All Versions
--gs-use-clut-merge=1 --gs-kernel-cl="clutmerge" --gs-kernel-cl-up="clutmerge2x2" #Fix for flickering textures and geometry
Psi-Ops: The Mindgate Conspiracy
Conf file
--ee-cycle-scalar=1.6 --vu1-mpg-cycles=1000 # Fixed low framerate. Jakv2
Prince of Persia - The Two Thrones
Conf file
#Performance Fixes --vu1-mpg-cycles=1300 #Might help with glitches --fpu-no-clamping=0 #Fix For Graphical Glitches --vu1-no-clamping=0 Jakv2 EMU Used
LUA
apiRequest(0.4) local emuObj = getEmuObject() emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )
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
conf file
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
conf file
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
conf file
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.
Scaler
All Versions
#Fix for UpRendering issues --gs-kernel-cl-up="up2x2simple" #Performance boost --vu1-di-bits=0 --vu1-const-prop=0 --vu1-mpg-cycles=900 --ee-cycle-scalar=1.5 --vu1=jit-async
Scooby-Doo! First Frights™
SLES_554.76 Only!
Text
--ee-hook=0x00163984,FastForwardClock --ee-hook=0x00163998,FastForwardClock #Fix for distorted audio
Scooby-Doo! and the Spooky Swamp™
SLES_556.09 Only!
Text
--ee-hook=0x001480F4,FastForwardClock --ee-hook=0x00148108,FastForwardClock #Fix for distorted audio
Shin Megami Tensei: Persona 3 FES
NTSC
CLI
--vu1-di-bits=0 --vu1-const-prop=0 --vu1-mpg-cycles=400 --vu1-no-clamping=0 --gs-kernel-cl="mipmap" --gs-kernel-cl-up="mipmap2x2" --gs-use-mipmap=1 #Jakv2
Shin Megami Tensei: Persona 4
conf file
All Versions
#Graphical glitches fixes, Vu Clamp mode 2 --vu1-no-clamping=0 #Performance fixes --vu1-const-prop=0 --vu1-di-bits=0 --ee-cycle-scalar=1.5 --gs-adaptive-frameskip=1 #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)
Sly Cooper 1 and 3
LUA
#Fix For Horizontal Graphical Glitches apiRequest(0.4) local emuObj = getEmuObject() emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
Second Sight
conf file
All Versions
--vu1=jit-sync --vif1-instant-xfer=0 #Fix for black screen after ps2 logo and graphical glitches.
Silent Hill 2
TXT
(SLUS-20228)
#Fix For Slowdowns --vu1-mpg-cycles=1000 --vu1-di-bits=0 --vu1-const-prop=0
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
conf file
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
conf file
All Versions
--gs-use-clut-merge=1 --gs-kernel-cl="clutmerge" --gs-kernel-cl-up="clutmerge2x2" #Fixes missing hud/UI elements.
Soul Calibur 2
ALL
CLI
--vif1-instant-xfer=0 --gs-progressive=1 #Fixes missing characters.
Soul Calibur 3
ALL
CLI
--vif1-instant-xfer=0 --ee-cycle-scalar=1.4 --iop-cycle-scalar=2.1 --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.
Spider-Man 3
ALL
CLI
--vu0-di-bits=0 --vu1-di-bits=0 --ee-cycle-scalar=2.21 --iop-cycle-scalar=0.8 --vu1-mpg-cycles=600 --vu0-mpg-cycles=600 --host-audio-latency=2.21 #Fix for slowdown and micro-freezes
SpongeBob SquarePants: Battle for Bikini Bottom
ALL
CLI
#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
#Fix for Slowdowns And Stuttering Audio --vu1-mpg-cycles=800 --vu1-di-bits=0 --vu1-const-prop=0 --vu1=jit-async #Graphical clean up --vu1-no-clamping=0 #Jakv2 Emu Used
NTSC LUA
-- Fix For Freeze at game start local gpr = require("ee-gpr-alias") apiRequest(2.2) local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() eeObj.WriteMem32(0x001E71DC,0x24020001) emuObj.ThrottleMax() end emuObj.AddVsyncHook(patcher)
SSX
CLI
--iop-cycle-scalar=1.8 --host-audio-latency=1.1 #Use JakX v2 emu
Star Wars - Episode 3 - Die Rache der Sith
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
Text
--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 --vu0-di-bits=0 --vu1-di-bits=0 --vu0-const-prop=0 --vu1-const-prop=0 --ee-cycle-scalar=1.5 --gs-adaptive-frameskip=1 --vu1-injection=1 #Fix for performance issues.
Steambot Chronicles
conf file
All Versions
--vu1-no-clamping=0 --gs-uprender=2x2 --gs-upscale=EdgeSmooth --gs-kernel-cl-up="up2x2skipinterp" #Fix for graphical glitches.
Suikoden III
CLI file
--gs-uprender=2x2 --gs-upscale=EdgeSmooth --host-display-mode=16:9 --vu1-no-clamping=0 --vu0-const-prop=0 --vu1-const-prop=0 #emu used=psychonauts v2
LUA file
-- Suikoden III (SLUS-20387) -- Widescreen hack by nemesis2000 (pnach by nemesis2000) -- emu used=psychonauts v2 local gpr = require("ee-gpr-alias") apiRequest(0.1) local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() --16:9 eeObj.WriteMem32(0x016c21c0,0x460d6502) eeObj.WriteMem32(0x016c21bc,0x460d6d42) end emuObj.AddVsyncHook(patcher)
Tales of Destiny: Directors Cut
conf file
SLPS-25842
#Glitch Fixes --fpu-accurate-mul-fast=1 --fpu-accurate-range=0x1C7B50,0x1C7C00 #Performance Fix --ee-cycle-scalar=1.74 #Graphical Glitches fixes --gs-use-clut-merge=1 --gs-kernel-cl="clutmerge" --gs-kernel-cl-up="clutmerge2x2"
LUA file
-- 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 file
--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 eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() end emuObj.AddVsyncHook(patcher) emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
The Getaway
conf file
PAL Versions
--vu1-mpg-cycles=950 #fix lag during cutscenes
The Getaway: Black Monday
conf file
SCES-52758 ONLY!
--ee-kernel-hle=1 --ee-injection-kernel=1 --ee-injection-title=1 --ee-block-validation=PageProt --ee-cycle-scalar=0.4 --vu1-opt-flags=2 --vu1-jr-cache-policy=newprog --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. #Fix By Vitt0xLar #JAK V2 emulator used.
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
Conf file
#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
Conf file
--fpu-accurate-addsub-range=0x100008,0x700000 #Fix for game over error on level '''2354 Casitas Dr'''. #JAK V2 emulator used.
The Simpsons - Hit & Run (NTSC-U)
conf file
All Versions
--ee-cycle-scalar=1.6 --vu1-mpg-cycles=1000 --gs-progressive=1 #Note that this is a very old config. #<use kinetica v2 emu>
The Suffering 2: Ties that Bind
Conf file
--ee-kernel-hle=1 --ee-injection-kernel=1 --ee-injection-title=1 --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.
Timesplitters
conf file
All Versions
#Fix For game crashes —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
conf file
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
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 LUA
And
SLES_517.53 LUA
local gpr = require("ee-gpr-alias") apiRequest(0.1) local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() eeObj.WriteMem32(0x00480640,0x10000000) --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(0x00480DB0,0x10000000) --Fix for title screen freeze end emuObj.AddVsyncHook(patcher)
Urban Reign
conf file
All Versions
#Character-Select Freeze fix --vif1-instant-xfer=0 #Others just in case --vif1-ignore-cmd-ints=1 --vif-ignore-invalid-cmd=0 --vu1=jit-sync #Jakv2 emu used
Valkyrie Profile 2: Silmeria
conf file
All versions
#fixes all graphical issues excluding purple effect in Forest at start of game --gs-progressive=1 --gs-uprender=2x2 --gs-upscale=Point --vu-hack-triace=1 --gs-kernel-cl-up="up2x2simple" #This one is not tested yet. --gs-scanout-offsetx=1000
Vampire: Darkstalkers Collection
ALL
Text
--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 --vu1-mpg-cycles=700 --vu0-mpg-cycles=700 --ee-cycle-scalar=2.1 --host-audio-latency=2 #Fix for performance issues.
Whiplash
All versions
Text
--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
NTSC/U
Text
--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 #Jak Emu used
X-Men Legends
All
CLI
--vu1-di-bits=0 --vu1=jit-sync --vu1-mpg-cycles=2050 --ee-cycle-scalar=1.9 --vu0-opt-flags=1 --vu1-opt-flags=1 --cop2-opt-flags=1 --vu0-const-prop=0 --vu1-const-prop=0 --vu1-jr-cache-policy=newprog --vu1-jalr-cache-policy=newprog --vu0-jr-cache-policy=newprog --vu0-jalr-cache-policy=newprog --host-audio-latency=3.01
X-Men Legends II
All
CLI
--gs-uprender=2x2 --gs-upscale=edgesmooth --vu1-di-bits=0 --vu1=jit-sync --vu1-mpg-cycles=1450 --ee-cycle-scalar=1.6 --host-audio-latency=3.01 --vu0-opt-flags=1 --vu1-opt-flags=1 --cop2-opt-flags=1 --vu0-const-prop=0 --vu1-const-prop=0 --vu1-jr-cache-policy=newprog --vu1-jalr-cache-policy=newprog --vu0-jr-cache-policy=newprog --vu0-jalr-cache-policy=newprog
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
Text
--gs-kernel-cl="mipmap" --gs-kernel-cl-up="mipmap2x2" --gs-use-mipmap=1 --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 #fix for graphical glitches *Jak Emu used*