PS4 [Research]PS2 emulator configuration on PS4

Thanks for the double-verification, glad to know I'm not messing up :) And I'm also on a Phat running 5.05 :) There's a lot of undumped "PS2 Classics", including some that use >5.50 firmware, so those should have some juicy emulators to tear apart and dig through..... if we ever get a >5.05 kexploit, which is looking less and less likely as time goes on :\
 
Thanks for the double-verification, glad to know I'm not messing up :) And I'm also on a Phat running 5.05 :) There's a lot of undumped "PS2 Classics", including some that use >5.50 firmware, so those should have some juicy emulators to tear apart and dig through..... if we ever get a >5.05 kexploit, which is looking less and less likely as time goes on :\

Yeah, we'll eventually get a new kex but it likely won't come for a long while. TBH, I'm more excited for those new PS2 emus than anything! Haha
I'd love to see most of the PS2 catalog working perfectly on PS4. Give me equality with PCSX2 and I'd be happy because I'm so far behind on my back catalog that a new kex for games isn't really my concern. I'm still behind 5.05 so I'm ok on that front. Gimme new emus, man haha
 
I know that there is an official (but unreleased, AFAIK) PS2 Classic of Jak X Combat Racing but has anyone converted that title themselves?

I tried with the Jak emu (PS2 GUI 1.3) and it's surprisingly terrific until an actual race begins. Once there, it simply suffers from slowdown on all fronts. It gets about 10fps and the audio is delayed but other than that it's basically fine.

Only graphical issue being the vehicle shadows that appear as 20-ish black spikes instead of actual shadows. Other than that it's just the issue of speed.
I only used the default setting in the GUI before I had to go to bed but I have to think this is an easy fix. I'll try some more later tonight and report back the results.
 
Yeah, we'll eventually get a new kex but it likely won't come for a long while. TBH, I'm more excited for those new PS2 emus than anything! Haha
I'd love to see most of the PS2 catalog working perfectly on PS4. Give me equality with PCSX2 and I'd be happy because I'm so far behind on my back catalog that a new kex for games isn't really my concern. I'm still behind 5.05 so I'm ok on that front. Gimme new emus, man haha

Yeah, being able to rip open new >5.50 PS2 Classics will help PS2 emulation *immensely*! Not only with newer revisions of the emulator, but also newer switches/hacks, and new per-game LUA patches which can often be used on other titles too.

Oh!

@kozarovv : Do you think anything could be done to fix the invisible cars in Ridge Racer V? Maybe the same sort of fix that was for the other "Ridge Racer", R: Racing Evolution?

i was interested in first hand experience + maybe patched for ws and ntsc J versions are untested.

The best first-hand experience is first-hand experience ;) Besides, WS patching won't fix any issues but rather exacerbate them if they exist, and NTSC-J for a story-heavy game isn't something I've been apt to try :D However.... I have already made SH packages and my experience is;

Silent Hill Origins: No issues, SLUS version runs perfectly. WS patched.
Silent Hill 2: Director's Cut: SLES has minor issues. Not-WS patched. Don't select "60hz" mode as there are severe graphical glitches with it. Some minor, slightly irritating, audio crackle in pre-rendered FMVs.
Silent Hill 3: SLES version runs perfectly. Not-WS patched.
Silent Hill 4: The Room: SLES version runs perfectly. WS (unsure if patched or native, I can't remember what I did)
 
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I have noticed some games boot to a blank screen with Jakemu but work with fine with kofemu. It would help if the games tested on the ps2 on ps4 compatibility list stated which emu template was used. I've also patched some ps2 games with xdelta files (Rom Hacks) & they work fine on ps4.
 
@kozarovv : Do you think anything could be done to fix the invisible cars in Ridge Racer V? Maybe the same sort of fix that was for the other "Ridge Racer", R: Racing Evolution?
This is different bug, i can look into it anyway.

I have noticed some games boot to a blank screen with Jakemu but work with fine with kofemu. It would help if the games tested on the ps2 on ps4 compatibility list stated which emu template was used. I've also patched some ps2 games with xdelta files (Rom Hacks) & they work fine on ps4.
If you are the guy who tested Nocturne keep in mind there is game bug that make game crash in hospital on white screen. Bug seems to be very random.
 
[QUOTE="kozarovv, post: 185498,If you are the guy who tested Nocturne keep in mind there is game bug that make game crash in hospital on white screen. Bug seems to be very random.[/QUOTE]

I didn't know that I did not play long enough. The only crash I had was on the roof of the hospital with jak emu. Since its a random bug I'll change status to unplayable.
 
Experimental patches for Street Fighter 3 EX. Please test them as i have no ps4 :(
Edit: i forgot, ONLY VERSION SLUS_201.30 !

First attempt
Code:
apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Divide $t4 value by 8 before copying it to CMSAR0
-- srl $t4, 3

eeInsnReplace(0x258F38, 0x00000000, 0x010C60C2)
eeInsnReplace(0x258FF8, 0x00000000, 0x010C60C2)

Second attempt
Code:
apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Divide $t4 value by 8 before copying it to CMSAR0
-- sra $t4, 3

eeInsnReplace(0x258F38, 0x00000000, 0x000C60C3)
eeInsnReplace(0x258FF8, 0x00000000, 0x000C60C3)

Thanks to @Anonamous for help.



Why don't you try this command "eeInsnReplace or iopInsnReplace or vuInsnReplace" for "Scarface The World Is Yours" disappearing/missing textures ?
i tried everything you said on twitter but nothing.
Also patching lag by precompiling addresses is very difficult due i can't copy more than one address at time in PCSX2 debugger and i don't know which are the problematic addresses that casuses microvu1 costant recompilation, so this will require years.
But here is my last work on config files:

https://mega.nz/#!irwTnKaL!NoETpfWD237sYLBhJzE9GfCrl9cUtmFJiwOGqi-BZ78
 
Why don't you try this command "eeInsnReplace or iopInsnReplace or vuInsnReplace" for "Scarface The World Is Yours" disappearing/missing textures ?
i tried everything you said on twitter but nothing.
Also patching lag by precompiling addresses is very difficult due i can't copy more than one address at time in PCSX2 debugger and i don't know which are the problematic addresses that casuses microvu1 costant recompilation, so this will require years.
But here is my last work on config files:

https://mega.nz/#!irwTnKaL!NoETpfWD237sYLBhJzE9GfCrl9cUtmFJiwOGqi-BZ78
I don't think that anyone gonna be able to finish game with config you posted here. You are hooking not VU functions with vu cycles hack. Using clamping, and no clamping in one time (not sure how emu interpret that). Things like vu1-opt-flags=2, or --cop2-opt-flags=2 can break graphic if not tested properly. Also running HLE kernel seems to be bad idea if we are trying to get better performance, and if it work at all. --ee-cycle-scalar=1.1 can make game slower, --ee-cycle-scalar=0.9 can make it faster, but this can lead to other issues.
--fpu-accurate-muldiv-range=0x47d2cc,0x4f32b8 --fpu-accurate-range=0x47d2cc,0x4f32b8, that first one is not needed if you use second one. Because second one include it in itself. Also i think that you can remove that at all. Accurate math on so big memory region can slow down game a lot, this should be used only on floats that break game physics, etc. --gs-motion-factor=50 and --gs-optimize-30fps=1, also here i suggest to remove first one. Basically with that amount of vu/fpu optimizations game can't work correctly, even if is faster.

local PrecompileAddrs seems to be not needed. I made a mistake, emu can handle that, but probably get slow down before it flush recompiler memory. That why we get that "drop slowdowns". Still no idea how to fix that.

I created small patch before i sold ps4, but never tested it to be honest. But looks like you have different game version that i have. Anyway i will post it here, maybe someone here have that version. This is not a patch for gfx fix, this should save some ee cycles, and make game working smoother, if it will boot at all...

text
Scarface seems to be pre 3..00 so we should get profit here. SLES_542.71
Code:
--ee-native-function=memcpy,0x744CD8
--ee-native-function=memset,0x744E90

Lua

Code:
apiRequest(1.4) -- probably used api can be much lower

eeInsnReplace(0x72EAD8, 0x27bdffc0, 0x03e00008)                 -- <SyncDCache>
eeInsnReplace(0x72EADC, 0xffb20020, 0x00000000)
eeNativeHook (0x72EAD8, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x72EB58, 0x3c02ffff, 0x03e00008)                 -- <iSyncDCache>
eeInsnReplace(0x72EB5C, 0x3442ffc0, 0x00000000)
eeNativeHook (0x72EB58, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x72EC18, 0x27bdffc0, 0x03e00008)                 -- <InvalidDCache>
eeInsnReplace(0x72EC1C, 0xffb20020, 0x00000000)
eeNativeHook (0x72EC18, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x72EC98, 0x3c02ffff, 0x03e00008)                 -- <iInvalidDCache>
eeInsnReplace(0x72EC9C, 0x3442ffc0, 0x00000000)
eeNativeHook (0x72EC98, 0x03e00008,'AdvanceClock',0x600)
 
I don't think that anyone gonna be able to finish game with config you posted here. You are hooking not VU functions with vu cycles hack. Using clamping, and no clamping in one time (not sure how emu interpret that). Things like vu1-opt-flags=2, or --cop2-opt-flags=2 can break graphic if not tested properly. Also running HLE kernel seems to be bad idea if we are trying to get better performance, and if it work at all. --ee-cycle-scalar=1.1 can make game slower, --ee-cycle-scalar=0.9 can make it faster, but this can lead to other issues.
--fpu-accurate-muldiv-range=0x47d2cc,0x4f32b8 --fpu-accurate-range=0x47d2cc,0x4f32b8, that first one is not needed if you use second one. Because second one include it in itself. Also i think that you can remove that at all. Accurate math on so big memory region can slow down game a lot, this should be used only on floats that break game physics, etc. --gs-motion-factor=50 and --gs-optimize-30fps=1, also here i suggest to remove first one. Basically with that amount of vu/fpu optimizations game can't work correctly, even if is faster.

local PrecompileAddrs seems to be not needed. I made a mistake, emu can handle that, but probably get slow down before it flush recompiler memory. That why we get that "drop slowdowns". Still no idea how to fix that.

I created small patch before i sold ps4, but never tested it to be honest. But looks like you have different game version that i have. Anyway i will post it here, maybe someone here have that version. This is not a patch for gfx fix, this should save some ee cycles, and make game working smoother, if it will boot at all...

text
Scarface seems to be pre 3..00 so we should get profit here. SLES_542.71
Code:
--ee-native-function=memcpy,0x744CD8
--ee-native-function=memset,0x744E90

Lua

Code:
apiRequest(1.4) -- probably used api can be much lower

eeInsnReplace(0x72EAD8, 0x27bdffc0, 0x03e00008)                 -- <SyncDCache>
eeInsnReplace(0x72EADC, 0xffb20020, 0x00000000)
eeNativeHook (0x72EAD8, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x72EB58, 0x3c02ffff, 0x03e00008)                 -- <iSyncDCache>
eeInsnReplace(0x72EB5C, 0x3442ffc0, 0x00000000)
eeNativeHook (0x72EB58, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x72EC18, 0x27bdffc0, 0x03e00008)                 -- <InvalidDCache>
eeInsnReplace(0x72EC1C, 0xffb20020, 0x00000000)
eeNativeHook (0x72EC18, 0x03e00008,'AdvanceClock',0x600)
eeInsnReplace(0x72EC98, 0x3c02ffff, 0x03e00008)                 -- <iInvalidDCache>
eeInsnReplace(0x72EC9C, 0x3442ffc0, 0x00000000)
eeNativeHook (0x72EC98, 0x03e00008,'AdvanceClock',0x600)
I have the PAL version so offsets may change

SLES_542.71 pal unk i can't find this version.
i need to download it to change offset to my game version.
 
Compatibility list said that this can be fixed by removing uprender, or (which it doesn't say) by using skipinterp, or point upscalling.
https://www.psdevwiki.com/ps4/PS2_Classics_Emulator_Compatibility_List
I know, i used lua to fix it.
Removing that options you wrote before will partially fix the problem, yes you wil remove squares aound the clouds but you will se a the game screen horizontal lines, amd most of cases you will not able to see menu,sprite correclty.
Cuold upload somewhere (not on this site)
The Scarface Version (PAL UNK).
 
Hello dude great work on PS4 Emu

Someone have patch for Soulreaver 2 SLES50196 ?

and where should they be placed before the pkg is built ?

Sorry for my english :(

Thanks you !
 

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