PS4 [Research]PS2 emulator configuration on PS4

I could only find the pnach for the NTSC verion

lua
Code:
--gametitle=Rule of Rose [SLUS-21448] (U)
--comment=Patches/Codes Hacked By Maori-Jigglypuff [Savas Guercebe]

apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Thanks to Maori-Jigglypuff for reversing this game, it looks like another new game

--60)fps
eeObj.WriteMem32(0x20296198,0x00000001)
eeObj.WriteMem32(0x206FE890,0x3F000000)
eeObj.WriteMem32(0x202EA740,0x3F000000)
eeObj.WriteMem32(0x202EA744,0x3F000000)

-- Noise Filter Off
eeObj.WriteMem32(0x0073D6A0,0x00000000)
eeObj.WriteMem32(0x001d3a3C,0x0000182d)

-- Contrast 6  [C1=20;C2=38;C3=50;C4=68;C5=80;C6=98;C7=B0;C8=C8;C9=E0]
--eeObj.WriteMem32(0x00780D04,0x00000098)
--eeObj.WriteMem32(0x001c9c94,0x00000000)

-- No Background Music but Voices and Sound
-- Effects of the Environment still audible
--eeObj.WriteMem32(0x001805C4,0x24020000)

-- Remove Black Bars in Cutscenes
eeObj.WriteMem32(0x00190d58,0x24020000)

-- Remove Black Bars in Cutscenes (alt.)
--eeObj.WriteMem32(0x00190d50,0x00000000)

-- Remove Black Bars in Cutscenes (alt.2)
--eeObj.WriteMem32(0x00299ABC,0x00000000)
--eeObj.WriteMem32(0x00299AC0,0x00000000)
--eeObj.WriteMem32(0x00299AF4,0x00000000)
--eeObj.WriteMem32(0x00299AF8,0x00000000)

-- Remove Black Bars in Cutscenes (alt.3)
--eeObj.WriteMem32(0x00190d54,0x0000202d)

-- Remove Black Bars in Cutscenes (alt.4)
--eeObj.WriteMem32(0x00299bf4,0x00000000)
--eeObj.WriteMem32(0x00299c28,0x00000000)

-- Remove Black Bars in Cutscenes (alt.5)
--eeObj.WriteMem32(0x00299b48,0x00000000)
--eeObj.WriteMem32(0x00299b60,0x00000000)

-- Camera Symmetry Modifier
-- [First Code affects x-Axis,
--  Second Code affects y-Axis]
--eeObj.WriteMem32(0x00726950,0x3F800000)
--eeObj.WriteMem32(0x00726954,0x3F800000)

-- Camera Zoom Out
--eeObj.WriteMem32(0x00726958,0x3F400000)

-- Move Camera Forward/Backward (Originalvalue: 00000000)
-- [Positive Value like 3F800000: Forward,
--  Negative Value like BF800000: Backward]
--eeObj.WriteMem32(0x00726960,0x3F800000)

-- Move Camera Up/Down (Originalvalue: 00000000)
-- [Positive Value like 3F800000: Downward,
--  Negative Value like BF800000: Upward]
--eeObj.WriteMem32(0x00726964,0x00000000)

-- Move Camera to the Left/Right (Originalvalue: 00000000)
-- [Positive Value like 3F800000: Leftward,
--  Negative Value like BF800000: Rightward]
--eeObj.WriteMem32(0x00726968,0x00000000)

-- Pan Camera Up/Down (Originalvalue: 00000000)
-- [Positive Value like 3F800000: Upward,
--  Negative Value like BF800000: Downward]
--eeObj.WriteMem32(0x00726970,0x00000000)

-- Pan Camera to the Left/Right (Originalvalue: 00000000)
-- [Positive Value like 3F800000: Rightward,
--  Negative Value like BF800000: Leftward]
--eeObj.WriteMem32(0x00726974,0x00000000)

-- Rotate Camera to the Left/Right (Originalvalue: 00000000)
-- [Positive Value like 3F800000: Rightward,
--  Negative Value like BF800000: Leftward]
--eeObj.WriteMem32(0x00726978,0x00000000)

-- ANYTHING BRIGHT AND CLEARLY VISIBLE!
-- (ALL ROOMS AND OUTSIDE AROUND YOU,
-- ALL CHARACTERS, ENTIRE TOWN/OUTSKIRTS
-- (Streets, Trees, Grass, Buildings etc.))
--eeObj.WriteMem32(0x006FDDC4,0x009B9E40)
--eeObj.WriteMem32(0x006FDDD0,0x009B9CC0)
--eeObj.WriteMem32(0x006FDDD4,0x009B9D40)
--eeObj.WriteMem32(0x006FDDD8,0x009B9E40)
--eeObj.WriteMem32(0x006FDDDC,0x009BA040)
--eeObj.WriteMem32(0x009B9CC0,0x40200000)
--eeObj.WriteMem32(0x009B9CC4,0x40200000)
--eeObj.WriteMem32(0x009B9CC8,0x40200000)
--eeObj.WriteMem32(0x009B9CCC,0x3F800000)
--eeObj.WriteMem32(0x009B9CD0,0x3F600000)
--eeObj.WriteMem32(0x009B9CD4,0x3F600000)
--eeObj.WriteMem32(0x009B9CD8,0x3F600000)
--eeObj.WriteMem32(0x009B9CDC,0x3F800000)
--eeObj.WriteMem32(0x009B9CE0,0x40200000)
--eeObj.WriteMem32(0x009B9CE4,0x40200000)
--eeObj.WriteMem32(0x009B9CE8,0x40200000)
--eeObj.WriteMem32(0x009B9CEC,0x3F800000)
--eeObj.WriteMem32(0x009B9D40,0x00000000)
--eeObj.WriteMem32(0x009B9D44,0x00000000)
--eeObj.WriteMem32(0x009B9D48,0x00000000)
--eeObj.WriteMem32(0x009B9D4C,0x00000000)
--eeObj.WriteMem32(0x009B9D50,0x00000000)
--eeObj.WriteMem32(0x009B9D54,0x00000000)
--eeObj.WriteMem32(0x009B9D58,0x00000000)
--eeObj.WriteMem32(0x009B9D5C,0x00000000)
--eeObj.WriteMem32(0x009B9D60,0x00000000)
--eeObj.WriteMem32(0x009B9D64,0x00000000)
--eeObj.WriteMem32(0x009B9D68,0x00000000)
--eeObj.WriteMem32(0x009B9D6C,0x00000000)
--eeObj.WriteMem32(0x009B9D70,0x00000000)
--eeObj.WriteMem32(0x009B9D74,0x00000000)
--eeObj.WriteMem32(0x009B9D78,0x00000000)
--eeObj.WriteMem32(0x009B9D7C,0x00000000)
--eeObj.WriteMem32(0x009B9E40,0x461C4000)
--eeObj.WriteMem32(0x009B9E44,0x461C4000)
--eeObj.WriteMem32(0x009B9E48,0x461C4000)
--eeObj.WriteMem32(0x009B9E4C,0x00000000)
--eeObj.WriteMem32(0x009B9E50,0x00000000)
--eeObj.WriteMem32(0x009B9E54,0x00000000)
--eeObj.WriteMem32(0x009B9E58,0x00000000)
--eeObj.WriteMem32(0x009B9E5C,0x00000000)
--eeObj.WriteMem32(0x009B9E60,0x461C4000)
--eeObj.WriteMem32(0x009B9E64,0x461C4000)
--eeObj.WriteMem32(0x009B9E68,0x461C4000)
--eeObj.WriteMem32(0x009B9E6C,0x00000000)
--eeObj.WriteMem32(0x009B9E70,0x00000000)
--eeObj.WriteMem32(0x009B9E74,0x00000000)
--eeObj.WriteMem32(0x009B9E78,0x00000000)
--eeObj.WriteMem32(0x009B9E7C,0x00000000)
--eeObj.WriteMem32(0x009B9E80,0x461C4000)
--eeObj.WriteMem32(0x009B9E84,0x461C4000)
--eeObj.WriteMem32(0x009B9E88,0x461C4000)
--eeObj.WriteMem32(0x009B9E8C,0x00000000)
--eeObj.WriteMem32(0x009B9E90,0x00000000)
--eeObj.WriteMem32(0x009B9E94,0x00000000)
--eeObj.WriteMem32(0x009B9E98,0x00000000)
--eeObj.WriteMem32(0x009B9E9C,0x00000000)
--eeObj.WriteMem32(0x009B9EA0,0x461C4000)
--eeObj.WriteMem32(0x009B9EA4,0x461C4000)
--eeObj.WriteMem32(0x009B9EA8,0x461C4000)
--eeObj.WriteMem32(0x009B9EAC,0x00000000)
--eeObj.WriteMem32(0x009B9EB0,0x00000000)
--eeObj.WriteMem32(0x009B9EB4,0x00000000)
--eeObj.WriteMem32(0x009B9EB8,0x00000000)
--eeObj.WriteMem32(0x009B9EBC,0x00000000)
--eeObj.WriteMem32(0x009B9EC0,0x461C4000)
--eeObj.WriteMem32(0x009B9EC4,0x461C4000)
--eeObj.WriteMem32(0x009B9EC8,0x461C4000)
--eeObj.WriteMem32(0x009B9ECC,0x00000000)
--eeObj.WriteMem32(0x009B9ED0,0x00000000)
--eeObj.WriteMem32(0x009B9ED4,0x00000000)
--eeObj.WriteMem32(0x009B9ED8,0x00000000)
--eeObj.WriteMem32(0x009B9EDC,0x00000000)
--eeObj.WriteMem32(0x009B9EE0,0x461C4000)
--eeObj.WriteMem32(0x009B9EE4,0x461C4000)
--eeObj.WriteMem32(0x009B9EE8,0x461C4000)
--eeObj.WriteMem32(0x009B9EEC,0x00000000)
--eeObj.WriteMem32(0x009B9EF0,0x00000000)
--eeObj.WriteMem32(0x009B9EF4,0x00000000)
--eeObj.WriteMem32(0x009B9EF8,0x00000000)
--eeObj.WriteMem32(0x009B9EFC,0x00000000)
--eeObj.WriteMem32(0x009B9F00,0x461C4000)
--eeObj.WriteMem32(0x009B9F04,0x461C4000)
--eeObj.WriteMem32(0x009B9F08,0x461C4000)
--eeObj.WriteMem32(0x009B9F0C,0x00000000)
--eeObj.WriteMem32(0x009B9F10,0x00000000)
--eeObj.WriteMem32(0x009B9F14,0x00000000)
--eeObj.WriteMem32(0x009B9F18,0x00000000)
--eeObj.WriteMem32(0x009B9F1C,0x00000000)
--eeObj.WriteMem32(0x009B9F20,0x461C4000)
--eeObj.WriteMem32(0x009B9F24,0x461C4000)
--eeObj.WriteMem32(0x009B9F28,0x461C4000)
--eeObj.WriteMem32(0x009B9F2C,0x00000000)
--eeObj.WriteMem32(0x009B9F30,0x00000000)
--eeObj.WriteMem32(0x009B9F34,0x00000000)
--eeObj.WriteMem32(0x009B9F38,0x00000000)
--eeObj.WriteMem32(0x009B9F3C,0x00000000)

-- Maximum far clear Sight
-- Outdoors and in Rooms (DON'T USE WITH WIDESCREEN PATCH)
eeObj.WriteMem32(0x00726794,0x461C4000)
eeObj.WriteMem32(0x007268E0,0x00000000)
eeObj.WriteMem32(0x007268E4,0x00000000)
eeObj.WriteMem32(0x00726860,0x00000000)
eeObj.WriteMem32(0x00726864,0x00000000)
eeObj.WriteMem32(0x00726868,0x00000000)
eeObj.WriteMem32(0x0072686C,0x00000000)
eeObj.WriteMem32(0x00726870,0x461C4000)
eeObj.WriteMem32(0x00726874,0x00000000)
eeObj.WriteMem32(0x00726878,0x00000000)
eeObj.WriteMem32(0x0072687C,0x3F800000)

-- Remove all Characters Body Shadow on the
-- Ground and the Shadow around their Feet
--eeObj.WriteMem32(0x0013A874,0x0000202D)

-- No Thunderstorm Outside and
-- No Beam of Sunlight and vivid
-- Flash of Lightning through Window Panes
--eeObj.WriteMem32(0x00175d7c,0x24020000)
--eeObj.WriteMem32(0x00228CC8,0x24020000)

-- No Thunderstorm Outside and
-- No Beam of Sunlight and vivid
-- Flash of Lightning through Window Panes (alt.)
--eeObj.WriteMem32(0x00175df8,0x24020000)
--eeObj.WriteMem32(0x00175dfc,0x24030001)
--eeObj.WriteMem32(0x00175e04,0x00000000)
--eeObj.WriteMem32(0x0022a520,0x00005025)

-- Disable Candle Light [fire1]
--eeObj.WriteMem32(0x00170E08,0x24020000)

-- Disable Candle Light [fire1] (alt.)
--eeObj.WriteMem32(0x00170E2C,0x0000B02D)

-- No escaping Steam from Airship Engines [fog2]
--eeObj.WriteMem32(0x0017225C,0x24020000)

-- No escaping Steam from Airship Engines [fog2] (alt.)
--eeObj.WriteMem32(0x00172064,0x0000802D)

-- Disable Extra Light [light1]
--eeObj.WriteMem32(0x0017508C,0x44800000)
--eeObj.WriteMem32(0x00175090,0x44800800)

-- Disable Extra Light [light1] (alt.)
--eeObj.WriteMem32(0x00174ec0,0x0000882D)

-- Disable Extra Light [light2]
--eeObj.WriteMem32(0x001754D4,0x44800000)
--eeObj.WriteMem32(0x001754DC,0x44801000)

-- Disable Extra Light [light2] (alt.)
--eeObj.WriteMem32(0x00175390,0x0000902D)

-- Last Part of the Game where
-- Jennifer is a little Girl
-- completely in Real-Colours!
eeObj.WriteMem32(0x006FE04C,0x00000000)
eeObj.WriteMem32(0x00144eb8,0x24030000)

-- Jennifer Never gets Exhausted
eeObj.WriteMem32(0x00726C10,0x000003E8)
eeObj.WriteMem32(0x001211d4,0x0000202D)

-- Infinite Health Jennifer
eeObj.WriteMem32(0x001FB1D4,0x0000202D)

-- Infinite Health Brown
eeObj.WriteMem32(0x001FAFDC,0x0000282D)


-- ************************************************************
-- **************** BEGINN OF SPECIAL SECTION *****************
-- ************************************************************

-- == Room Brightness Modifier via RGB Assignment ==
-- Effect of this Code-Segment already in
-- "ANYTHING BRIGHT AND CLEARLY VISIBLE!"-Code.
-- IF YOU WANT TO USE THIS CODE DISABLE FIRST
-- "ANYTHING BRIGHT AND CLEARLY VISIBLE!"-Code
-- above and definitely enable the Code below
-- "Characters Brightness Modifier via RGB Assignment".
--eeObj.WriteMem32(0x00112728,0x0C099CA8)
--eeObj.WriteMem32(0x002672A0,0x3C014020)
--eeObj.WriteMem32(0x002672A4,0xAC810000)
--eeObj.WriteMem32(0x002672A8,0xAC810004)
--eeObj.WriteMem32(0x002672AC,0xAC810008)
--eeObj.WriteMem32(0x002672B0,0x03E00008)

-- == Characters Brightness Modifier via RGB Assignment ==
-- Effect of this Code-Segment already in
-- "ANYTHING BRIGHT AND CLEARLY VISIBLE!"-Code.
-- IF YOU WANT TO USE THIS CODE DISABLE FIRST
-- "ANYTHING BRIGHT AND CLEARLY VISIBLE!"-Code
-- above and definitely enable the Code above
-- "Room Brightness Modifier via RGB Assignment".
--eeObj.WriteMem32(0x00112738,0x3c013f80)
--eeObj.WriteMem32(0x0011273c,0x44810000)
--eeObj.WriteMem32(0x00112740,0xe7a00000)
--eeObj.WriteMem32(0x00112744,0xe7a00004)
--eeObj.WriteMem32(0x00112748,0xe7a00008)
--eeObj.WriteMem32(0x0011274c,0x00000000)
--eeObj.WriteMem32(0x00112750,0x00000000)
--eeObj.WriteMem32(0x00112754,0x00000000)
--eeObj.WriteMem32(0x00112758,0x00000000)

-- Remove all Characters Body Shadow on the
-- Ground and the Shadow around their Feet (alt.)
--eeObj.WriteMem32(0x0013a8c0,0x0000482D)

-- Disable "SHADOW_BLACKNESS"
-- Same Effect of this Code-Segment is in
-- "ANYTHING BRIGHT AND CLEARLY VISIBLE!"-Code
--eeObj.WriteMem32(0x00237ba0,0x03E00008)
--eeObj.WriteMem32(0x00237ba4,0x00000000)

-- Disable "SHADOW_BLACKNESS" (alt.)
-- Same Effect of this Code-Segment is in
-- "ANYTHING BRIGHT AND CLEARLY VISIBLE!"-Code.
eeObj.WriteMem32(0x00237bb0,0x0000A82D)
eeObj.WriteMem32(0x00237bc0,0x0000982D)
eeObj.WriteMem32(0x00237bc8,0x0000A02D)

-- Disable "AMBIENT_EXTRA"
-- Same Effect of this Code is in
-- "ANYTHING BRIGHT AND CLEARLY VISIBLE!"-Code.
-- Highly recommended to enable this Code if you
-- want to use both Codes above in this Section
-- "Room Brightness Modifier via RGB Assignment" and
-- "Characters Brightness Modifier via RGB Assignment".
--eeObj.WriteMem32(0x0013bec4,0x0000302D)

-- ************************************************************
-- ****************** END OF SPECIAL SECTION ******************
-- ************************************************************


-- All Costumes in "Four Leaf Clover"-Room unlocked
eeObj.WriteMem32(0x00836200,0x80B70000)

end

emuObj.AddVsyncHook(patcher)

You may have to include the patches you want enabled by removing the "--" before the code
Thanks for share i will test later!
 
WIP Speed fix for Need for Speed Carbon

CLI
Code:
--host-audio-latency=2.77

--verbose-cdvd-reads=700

--gs-uprender=none
--gs-upscale=smooth
--gs-optimize-30fps=1

--fpu-accurate-range=0x150000,0x170000  

--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

Some frame skips and audio pops but very much playable now!
 
Last edited:
If there is no 2x2. I think the repaired game is meaningless. I believe that many people want to emulate PS2 on PS4 for high-definition resolution. In the past speed games repaired by @kozarovv, I have learned that disabling shadow effects in some games can increase the frame rate of some games. I also discussed this issue with mrjaredbeta. I am still looking for these methods. Hope to help other games someday in the future!
 
I can turn it on, it's just taxing to figure the scalars with it on. I try to dial the FPS of the game higher than is required, then turn on enhancements. That one is still a work in progress..
 
That was terrible idea (i made it), this will slow down game a lot.

Is there a better option? None of the now known commands bypassed the freeze..

"--vif1-instant-xfer=0" has no effect on Project: Snowblind

edit* but...

cli
Code:
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1

cleans up texture flicker on Project: Snowblind. Tested on kinetica v2 emu
 
Last edited:
"edit* but...

cli
Code:
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1

cleans up texture flicker on Project: Snowblind. Tested on kinetica v2 emu
Yup, game use mipmaps. Alternatively you can use config from PS3, which remove mipmaping at all.
Here is list of games that need mipmapping https://github.com/PCSX2/pcsx2/issues/1561


Is there a better option? None of the now known commands bypassed the freeze..
Yeah, but require some effort to make it. You need to clamp those values to make game faster.

Like try
--fpu-accurate-range=0x150000,0x160000

if not work, then try

--fpu-accurate-range=0x160000,0x170000

if both not work try

--fpu-accurate-range=0x150000,0x160000
--fpu-accurate-range=0x168000,0x170000

etc. final range should be less than 0x100 so for example
--fpu-accurate-range=0x150000,0x150100

if game need more precision then like above but repeated with required addresses.
 
Yup, game use mipmaps. Alternatively you can use config from PS3, which remove mipmaping at all.
Here is list of games that need mipmapping https://github.com/PCSX2/pcsx2/issues/1561



Yeah, but require some effort to make it. You need to clamp those values to make game faster.

Like try
--fpu-accurate-range=0x150000,0x160000

if not work, then try

--fpu-accurate-range=0x160000,0x170000

if both not work try

--fpu-accurate-range=0x150000,0x160000
--fpu-accurate-range=0x168000,0x170000

etc. final range should be less than 0x100 so for example
--fpu-accurate-range=0x150000,0x150100

if game need more precision then like above but repeated with required addresses.

Will try later and report back...
 
Maybe we could at least keep a list in the first post inside a spoiler tag linking to the fixes? It'd be a shame if users can't reap the fruits of your labor!
 
Last edited:
Fix for Baldur's Gate: Dark Alliance

cli
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--host-display-mode=16:9

--vif1-instant-xfer=0

--vu1-no-clamping=0

lua
Code:
local gpr = require("ee-gpr-alias")

apiRequest(0.1)

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

local patcher = function()

-- 16:9

-- vert fov-
 
 eeObj.WriteMem32(0x00320fd0,0x3f1f49f4)
 eeObj.WriteMem32(0x0032102c,0x3f1f49f4)
 eeObj.WriteMem32(0x00322950,0x3f1f49f4)
 eeObj.WriteMem32(0x00320efc,0x3f1f49f4)
 eeObj.WriteMem32(0x00320f44,0x3f1f49f4)

-- both fov+
 
 eeObj.WriteMem32(0x0014ca8c,0x3c014440)
 eeObj.WriteMem32(0x00152998,0x3c014440)
 eeObj.WriteMem32(0x00200bf8,0x3c014440)
 eeObj.WriteMem32(0x0013d048,0x3c014440)
 eeObj.WriteMem32(0x00144f60,0x3c014440)

-- render fix value by No.47
 
 eeObj.WriteMem32(0x00320fa8,0x3fe3d70a)
 eeObj.WriteMem32(0x00320fcc,0x3fe3d70a)

-- eeObj.WriteMem32(0x20203B9C,0x34030001) -- No Interlace

end

emuObj.AddVsyncHook(patcher)

Works great! Graphics cleaned up 99%, Fires sometimes glitch a bit.

Enabling the no interlace code messes with the text
 
I don't have much time to continue testing the game, because all the games that need to be repaired in my mind have been repaired. It is inevitable that there will be one or two unsatisfactory games, but the PS3 can make up for the lack in my mind. I just kindly reminded that there was no Other meanings! Please do not mind!
 
Fix for Baldur's Gate: Dark Alliance II

cli
Code:
--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
 
Fix for Dawn of Mana

cli
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth


--vu0-no-clamping=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1

--cop2=trans
# fix for graphical corruption and upside down characters/assets

Total Fix! Works 100% JakX emu used.
 
Last edited:
Yeah, but require some effort to make it. You need to clamp those values to make game faster.

Like try
--fpu-accurate-range=0x150000,0x160000

if not work, then try

--fpu-accurate-range=0x160000,0x170000

if both not work try

--fpu-accurate-range=0x150000,0x160000
--fpu-accurate-range=0x168000,0x170000

etc. final range should be less than 0x100 so for example
--fpu-accurate-range=0x150000,0x150100

if game need more precision then like above but repeated with required addresses.

--fpu-accurate-range=0x162800,0x162900 Found it!

Proper fix for Need for Speed Carbon

cli
Code:
--host-audio-latency=2.77

--verbose-cdvd-reads=700

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-optimize-30fps=1

--fpu-accurate-range=0x162800,0x162900

--ee-cycle-scalar=1.35

--vu1-mpg-cycles=1170

--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

2x2 for those that need it.
 

Similar threads

Back
Top