PS4 [Research]PS2 emulator configuration on PS4

Hi, everyone.

I managed to get the FMV's in Silent Hill - Director's Cut to work correctly. (PAL-Version running on JAK-Emu). I used the official patch from Jak & Daxter, which also suffered by Audio-/Video-Stuttering. So I added the following lines to my config-emu-ps4.txt and suprisingly it actually worked:

--ee-jit-pagefault-threshold=20
--gs-frontend-opt-mode=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--vif-ignore-invalid-cmd=1
--vu1-mpg-cycles=144
--cop2-no-clamping=1
--host-audio-latency=0.010

I did lots of testing, but it only works with all the above commands together. I only decreased host-audio-latency to 0.010, cause I had the feeling cutscenes could become de-sync otherwise.

The thing is, I really don't know what these commands are doing. Can anybody clarify? I'm just wondering, if any of those could cause problems later in the game.
holy shit!!! :O
the graveyard fmv runs too now?
 
@kozarovv

Unfortunately not. I ran abot 20 tests to see, which lines are obsolete and can be deleted. Strangely enough, it only worked with all the command-lines I posted. That's why I asked for possible side-effects they could have...
Really weird, specially with commands like --cop2-no-clamping=1 , or mipmaping. But if it is work, then fine. ;)
About side effects, with --cop2-no-clamping=1 some doors can not open, some fmv can not trigger when it should, some gfx gliches. But only way to figure that out is play the game.

Mipmaping can slow down game, but this also need to be tested.
 
The game in fact acts really weird and sometimes it seems like hit and miss, if the FMV play or not. I also think it has something to do with the savestates, though I'm still trying to figure out what's going on there.
Though it seems, you were right that --vu1-mpg-cycles=144 is just enough to make the videos play. Trying to find out, why it sometimes works and sometimes not.
Maybe someone else wants to help verify.
 
Though it seems, you were right that --vu1-mpg-cycles=144 is just enough to make the videos play. Trying to find out, why it sometimes works and sometimes not.
Maybe someone else wants to help verify.
Probably value is wrong for that issue. And it cause some randomness. Sometime vu1 sync in correct moment with those cycles, sometimes not. Afaik 100 is default value, but $ony used even 1000 for some games. I think that finding correct value should help here.
 
I know that Jak and Dexter was released with debugging symbols in the ps2 release. However it would be interesting/helpful to see if some of the re-releases are using the copies that have debugging symbols as they would likely need it to make the trophys and stuff. Maybe somebody can make a list of the ps4 pkgs that have a ps2 disc with the debugging symbols. This way it would become easier to identify when or why to use specific configuration options and values instead of just trial and error.
 
I know that Jak and Dexter was released with debugging symbols in the ps2 release. However it would be interesting/helpful to see if some of the re-releases are using the copies that have debugging symbols as they would likely need it to make the trophys and stuff. Maybe somebody can make a list of the ps4 pkgs that have a ps2 disc with the debugging symbols. This way it would become easier to identify when or why to use specific configuration options and values instead of just trial and error.
If you mean situations like one above, then SH2 tech demo is available with all labels. Just import labels in ps2dis, and that should be enough.

About other games, $ony can't interfere into ISO to change anything. All ISOs included in ps2classics need to be untouched (they can patch media by lua, that's all). So if some game was released on PS2 with symbols, then is also here. Many games don't have re-releases, or elf not changed, so is easy to find out even without obtaining official classic.
 
If you mean situations like one above, then SH2 tech demo is available with all labels. Just import labels in ps2dis, and that should be enough.

About other games, $ony can't interfere into ISO to change anything. All ISOs included in ps2classics need to be untouched (they can patch media by lua, that's all). So if some game was released on PS2 with symbols, then is also here. Many games don't have re-releases, or elf not changed, so is easy to find out even without obtaining official classic.

Yeah they can't change the elf but I guarantee you they are using the version with debugging symbols as a reference to make the configurations. If I'm not mistaken it was required for a developer to submit a copy with debugging symbols along with the release for certification but it was never quite clear. I got that from here https://assemblergames.com/threads/retail-ps2-games-with-debugging-symbols.51510/

As for labels I already have the GhostMaster beta but I was really looking for ones that have an official ps2emu configuration like Jak and Dexter does.
 
Yeah they can't change the elf but I guarantee you they are using the version with debugging symbols as a reference to make the configurations. If I'm not mistaken it was required for a developer to submit a copy with debugging symbols along with the release for certification but it was never quite clear.
Yeah, but they not release un-striped elf anywhere. If that elf wasn't included on real PS2 release disc, then you won't find it in ps2 classic.
 
Probably value is wrong for that issue. And it cause some randomness. Sometime vu1 sync in correct moment with those cycles, sometimes not. Afaik 100 is default value, but $ony used even 1000 for some games. I think that finding correct value should help here.

I did some more testing yesterday and it seems that command doesn't do anything at all. In fact the video played once or twice, while using some completely different commands (like force-pal60). So it appears to me, it is a completely random thing, if the FMV play normally or not, which annoys me. Probably some sort of timing-issue?? Depending on when the sequence is triggered?

In PCSX2 you can make the FMV play either using software-mode or activate "Unscale Point Line"-Option in HW-Hacks. Is there some equal option in the ps2emu?
 
Hello! Klonoa 2... For PS4 5.05.

Both USA and EUROPE:

one emu version fix work fine, but graphical issues exist. On other emu fix not work, but graphic is fine.
 
for
Code:
--<procesor type>-hook=0x<memory adrdress (uint_32)>,<function name>

valid function names appear to be:
"FastFowardClock"
"AdvanceClock"
"dbgApplySettings"
"ForceEOB"
"TestHook"
"dbgDumpRegs"
"MC3_memset"
"MfifoDrain"

This of course assumes that I am looking at what I think I'm looking at. I haven't tested them so take them with a grain of salt.
 
valid function names appear to be:
"FastFowardClock"
"AdvanceClock"
"dbgApplySettings"
"ForceEOB"
"TestHook"
"dbgDumpRegs"
"MC3_memset"
"MfifoDrain"
Not really ;)

"ForceEOB"
"MC3_memset"
"MfifoDrain"

Are per emu hooks, probably not available in other emus. Also keep in mind that $ony used also lua hooks like eeNativeHook (0x24d7e0, 0x03e00008,'AdvanceClock',0xa00). So not all hooks you mentioned can refer to CLI.

Actually reversing those emus is p.i.t.a. because they are compiled with some per game stuff. :( Anyway, nice to see that someone is trying. :D I'm really waiting for someone that can fully revers lua interface. I got working what i need, but its gonna be nice to see all that possibilities that lua is giving us explained.
 
Not really ;)

"ForceEOB"
"MC3_memset"
"MfifoDrain"

Are per emu hooks, probably not available in other emus. Also keep in mind that $ony used also lua hooks like eeNativeHook (0x24d7e0, 0x03e00008,'AdvanceClock',0xa00). So not all hooks you mentioned can refer to CLI.

Actually reversing those emus is p.i.t.a. because they are compiled with some per game stuff. :( Anyway, nice to see that someone is trying. :D I'm really waiting for someone that can fully revers lua interface. I got working what i need, but its gonna be nice to see all that possibilities that lua is giving us explained.

Ok. I never realized how much I took ps2dis and the pcsx2 debugger for granted until I started working on this lol. I got dynalib working so the main thing holding me back ATM is I can't seem to setup the fake dns while at school because my PS4 won't get an IP unless I log in with my school credentials. This means I can't pull the emulog or connect a debugger.

Reversing the lua interface would definitely be the most helpful. You can definitely do a lot with it. The omlo new thing I know about that atm is that the jak emu runs at api5.2 so ypu can't go higher thsn that but it doesn't boot well before that.
 
This means I can't pull the emulog
emulog is mostly disabled, you need to patch a lot to make it produce any useful info. I gave up on that, but is not extremely hard to do. I'm just lazy. But debugger can be nice idea here. I didn't messed with RTM on this emu.


jak emu runs at api5.2
Not sure you are right here. If you mean Script API(%5.2f) then it is a regex. Here is described what i mean: https://inphamousdevelopment.wordpress.com/2011/01/30/formatting-and-styling-strings-cc/
 
Hi guys.
I've played around the multitap command --mtap1/2=always/ByHost and compared them to a real PS2 (w/ multitap) and a PS3 using ps2_netemu (virtual multitap).

Game 1: Drive to survive (really recommend this game!)
PS2: multitap in slot 1 with all controllers in 1A/1B/1C/1D
PS3:
Same controller assignment works for the PS3
PS4: --mtap1=always => works perfect!​

Game 2: Sega ages 2500: Decathlete Collection
PS2: P1 in port 1; multitap in port 2 => P2 = 2A, P3 = 2B, P3 = 2C (2D not used)
PS3: Virtual multitap; P1 = 1A, P2 = 1B, P3 = 1C, P4 = 1D
PS4:
Default: only P1 and P2 works (as expected);
mtap1=always => only P1 works, P2, P3, P4 = not recognized
mtap2=always => only P1 works, P2, P3, P4 = not recognized
All combos mtap1/2 vs ByBost1/2 => only P1 works, P2, P3, P4 = not recognized​

@kozarovv
Can there be any more advanced commands for the multitap for assigning controllers to specific ports?

I'd love to have a look into the config parser, any chance you could give some info on how to disassemble the emu to find it? I have a disassembler installed and a copy of the ps2emu.

for now, create a 2 disc fpkg with a uLE disc with said save as "disc02.iso", change max-disc-num=2 in config, swap to disc and copy save to vmc, then swap to game disc and voila!
What uLaunch-version did you use, mine doesn't seem to read the USB at all.

EDIT: Nevermind, this guide was very handy!
 
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