[RELEASE] ps2_emu, gxemu and netemu modded by Kozarovv (FAN control, CELL/RSX Temps, FPS indicator)

PS3 [RELEASE] ps2_emu, gxemu and netemu modded by Kozarovv (FAN control, CELL/RSX Temps, FPS indicator) 12/04/2026

@sargentfart,

1. Yes, just remember to use for this purpose dev_blind and then restart the console after copying new emu file. Be careful with the process though: first delete the previous emu file, then copy new file. You don't want to completely fill already tight dev_flash partition.
2. Af far as we've tested - it should fix both cases. But as Kozarovv has mentioned: more tests need to be done. Let us know your test results in comments, it may lead to another fixes.
3. No, not at all.

Extra question: Most probably it is emu issue. Can you please confirm what is the behavior on modded emu (the one with fix for PAL blackscreen games)?
 
Hi all,

We have new version of modded ps2_emu released by Kozarovv.
This time it includes long-awaited fix for some PAL games that were booting with blackscreen while using PS3 upscaler:

"Fixed an issue with PAL games when running with the upscaler enabled.

This was apparently a long standing bug, though I first heard about it sometime in 2025.
The emulator was tested on a few problematic PAL games and seems to be working fine.
The only issue encountered during testing was with the game Orphen: Scion of Sorcery.
After around 30 tests performed by kamilb880, we concluded the bug is random and doesn't seem related to the upscaler or my patch, but it's worth mentioning just in case.
The PAL version of Orphen: Scion of Sorcery can sometimes soft lock in the very first playable location after leaving the room. Since the game doesn't freeze internally and just fails to trigger a scripted event, this appears to be an emulation bug.

As always, more testing is needed to confirm full compatibility."


@Fanhais
Regadring WRC 1 Softlock on PAL version of the game using gxemu - Kozarovv will take a look at this issue. This is hard case, as PAL game differs A LOT from NTSC one under the hood, so configs from USA/JAP versions cannot be just ported. Keep checking my github kamilb880/gxemu_custom_configs if it appears some day.
Thanks but how to install it ?
 
tangent question, somewhat related: is adding hardware identifiers into ps1_emu at all possible? No SPU seems to be left for IO but just curious. thanks in advance!
 
Predator0808 updated [RELEASE] ps2_emu, gxemu and netemu modded by Kozarovv (FAN control, CELL/RSX Temps, FPS indicator) with a new update entry:

Modded ps2emu/gxemu/netemu pack

This package contains the newest modded PS2 emulator files released by @kozarovv.

Changelog:
ps2_emu:
* Implemented fan control
* Implemented setting fan mode from file
* Enabled hidden Config Parameter menu

Thread first post has been updated with more information about modifications available for every emulator.

Read the rest of this update entry...
 
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This is great! Testing it currently on CECHA00 with Evilnat 4.92.2 so ps2_emu. Thanks to everyone who worked on it.

No issues getting the fan speed to change, but what really interests me is removing the RSX blurring when using it to upscale. For a couple of years now I've got around it by using OPL's GSM feature and choosing 1080i which sidesteps any of that (advantage is it puts less load on the RSX as well), but if I could use the RSX and get the same sharp, clear image that'd be ideal.


  • New Config Commands:
    • 0x4F - Enable No Blur (command don't use parameters)
    • 0x4E - EE Cycles Manipulation (command use 32 bit parameter: 1 = -50%, 2 = -25%, 3 = +25%, 4 = +50%)
Sorry to sound like a n00b but how is no blur enabled and is EE cycle manip essentially overclocking the EE or something else?
 
@sargentfart,

1. Yes, just remember to use for this purpose dev_blind and then restart the console after copying new emu file. Be careful with the process though: first delete the previous emu file, then copy new file. You don't want to completely fill already tight dev_flash partition.
2. Af far as we've tested - it should fix both cases. But as Kozarovv has mentioned: more tests need to be done. Let us know your test results in comments, it may lead to another fixes.
3. No, not at all.

Extra question: Most probably it is emu issue. Can you please confirm what is the behavior on modded emu (the one with fix for PAL blackscreen games)?

Sorry for the very late reply but I was scared of messing something up since that's a delicate partition that you had to make writable through Webman mod. And yes, after I did this, I locked it again for safety.
Anyway here's some updates: Hitman Contracts NTSC now works without the upscaler so this can also positively affect NTSC games that have issues at 480p? As for my PAL game that had issues with no tv signal when upscaled to 720p/1080p it has also been fixed, tested 5 times, always makes it ingame.

CECHA/B consoles can now play PS2 PAL games in peace and at 1080p. :cool2:
 
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This is great! Testing it currently on CECHA00 with Evilnat 4.92.2 so ps2_emu. Thanks to everyone who worked on it.

No issues getting the fan speed to change, but what really interests me is removing the RSX blurring when using it to upscale. For a couple of years now I've got around it by using OPL's GSM feature and choosing 1080i which sidesteps any of that (advantage is it puts less load on the RSX as well), but if I could use the RSX and get the same sharp, clear image that'd be ideal.
Sorry to sound like a n00b but how is no blur enabled and is EE cycle manip essentially overclocking the EE or something else?

Kozarovv says:
"There is no way to fix that blurring due to how upscaler is connected with GS on those models.
1080i patched games are fine because they are just passthrough almost without changes.
There is no way to patch this from emu because ee/gs communication isn't exposed outside of the chip.
About no blur, you can test it from the "configuration" menu.
Keep in mind that option is available only for ps2_netemu and it requires a game to do specific image offset on pcrtc.
EE cycles manipulation can be tested from the same menu.
"

(...) Hitman Contracts NTSC now works without the upscaler so this can also positively affect NTSC games that have issues at 480p? (...)

We were not testing problematic NTSC games with this fix, but it seems video reset signal was also the issue on ps2emu in Hitman then :)
 
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Kozarovv says:
"There is no way to fix that blurring due to how upscaler is connected with GS on those models.
1080i patched games are fine because they are just passthrough almost without changes.
There is no way to patch this from emu because ee/gs communication isn't exposed outside of the chip.
About no blur, you can test it from the "configuration" menu.
Keep in mind that option is available only for ps2_netemu and it requires a game to do specific image offset on pcrtc.
EE cycles manipulation can be tested from the same menu.
"

Oh that's great! Really helpful to know why it does that from the guy who worked on the modified builds, thanks. Think I confused the ps2_netemu options with ps2_emu.

That's alright; my solution of letting OPL's GSM feature push games to 1080i will continue. The flatpanel display I use is good at deinterlacing and crops almost perfectly into widescreen PS2 games which are windowboxed when in 1080i, and aspect ratio correction via the Normal/Fullscreen setting (something a real PS2 cannot do, I assume it's an RSX feature) is very close.

I have two followup questions, if Kozarovv wouldn't mind answering. First, when he says "almost without changes" is he referring to the ability to change aspect ratio via Normal/Fullscreen, or something else? Same kind of question for second, "EE/GS communication isn't exposed outside of the chip". Not that I code but I'm always been interested how the PS2 side interacts with the PS3 on CECHA/B models... not exposed how?
 

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Oh that's great! Really helpful to know why it does that from the guy who worked on the modified builds, thanks. Think I confused the ps2_netemu options with ps2_emu.

That's alright; my solution of letting OPL's GSM feature push games to 1080i will continue. The flatpanel display I use is good at deinterlacing and crops almost perfectly into widescreen PS2 games which are windowboxed when in 1080i, and aspect ratio correction via the Normal/Fullscreen setting (something a real PS2 cannot do, I assume it's an RSX feature) is very close.

I have two followup questions, if Kozarovv wouldn't mind answering. First, when he says "almost without changes" is he referring to the ability to change aspect ratio via Normal/Fullscreen, or something else? Same kind of question for second, "EE/GS communication isn't exposed outside of the chip". Not that I code but I'm always been interested how the PS2 side interacts with the PS3 on CECHA/B models... not exposed how?

Yes, he meant aspect ratio via Normal/Fullscreen and upscaler ON/OFF (smoothing option).
EE/GS communication not exposed means we do not have any way to get into the chip - it just processes delivered data and outputs them on video out port.
The only thing we can modify lies within ps2_emu framework itself. That's why temp indicators are possible - the data is being read from the hypervisor level and then displayed.
ps2_emu lacks FPS counter as on gx and net the value is counted via registry on emulated EE (which is again within emulator framework).
 
Is that possible to apply patch to the PS2 game in GXemu? I want to play Killzone online on GXemu, but it require to apply patch to update the server and bypass DNAS
Code:
//Update Server IP
patch=1,EE,20666E88,word,322E3736
patch=1,EE,20666E8C,word,312E3232
patch=1,EE,20666E90,word,322E3635
patch=1,EE,20666E94,word,00003035
patch=1,EE,20666E98,word,00000000

//DNAS Bypass
patch=1,EE,D03D5F6C,word,00000006
patch=1,EE,003D5F60,word,00000000
patch=1,EE,D03D5F6C,word,00000006
patch=1,EE,003D5F6C,word,00000005

Code:
Mastercode
9035AB18 0C0D6A6E

DNAS Bypass
D03D5F6C 00000006
003D5F60 00000000
D03D5F6C 00000006
003D5F6C 00000005

Update Server IP
20666E88 322E3736
20666E8C 312E3232
20666E90 322E3635
20666E94 00003035
20666E98 00000000
If I patch ISO directly then I get game screen stuck on both GXemu and on real PS2, so this patch has to be setup in emulator
 
Is that possible to apply patch to the PS2 game in GXemu? I want to play Killzone online on GXemu, but it require to apply patch to update the server and bypass DNAS
Code:
//Update Server IP
patch=1,EE,20666E88,word,322E3736
patch=1,EE,20666E8C,word,312E3232
patch=1,EE,20666E90,word,322E3635
patch=1,EE,20666E94,word,00003035
patch=1,EE,20666E98,word,00000000

//DNAS Bypass
patch=1,EE,D03D5F6C,word,00000006
patch=1,EE,003D5F60,word,00000000
patch=1,EE,D03D5F6C,word,00000006
patch=1,EE,003D5F6C,word,00000005

Code:
Mastercode
9035AB18 0C0D6A6E

DNAS Bypass
D03D5F6C 00000006
003D5F60 00000000
D03D5F6C 00000006
003D5F6C 00000005

Update Server IP
20666E88 322E3736
20666E8C 312E3232
20666E90 322E3635
20666E94 00003035
20666E98 00000000
If I patch ISO directly then I get game screen stuck on both GXemu and on real PS2, so this patch has to be setup in emulator
Ps2_patch_engine
 
I've been wondering for a while, is it possible to update ps2emu + gxemu to support the HDD functionality of more games?

There's only a (very) limited amount which are supported by the PS2 System Data program.

e.g. Final Fantasy X (NTSC-J) has HDD functionality but isn't supported on PS3.

I know there's a list of titles in game_ext_plugin.sprx which could theoretically be expanded - but I'm assuming the emulators themselves would also need to be updated.
 
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