Vika23
Senior Member
for nfs? just jak or jak v.2? Need for Speed - Hot Pursuit II works good with jak v.2, but underground not boot and crash on jak v.2 and jak xI used Jak
for nfs? just jak or jak v.2? Need for Speed - Hot Pursuit II works good with jak v.2, but underground not boot and crash on jak v.2 and jak xI used Jak
WIll try some other emus. Bully, Warriors, MSlug(A), KOF2000 seem to be some good candidates.
-- crashing
-- working, no upscale
can the metal gear games be fixed?
why can't be fixed?
and for NFSU 1 ?I used Jak v1 for NFSU2
and for NFSU 1 ?
You great! It works with jak v1! Interesting will i use --gs-optimize-30fps=1 also for NFSU2?same....jak v1
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local widescreen = function()
eeObj.WriteMem32(0x001D77C8,0x100000B4) --speed fix
eeObj.WriteMem32(0x001D7ED4,0x2C420001) --60FPS
--Disable eAttachTargetMoveSprites
eeObj.WriteMem32(0x001D3930,0x03e00008)
eeObj.WriteMem32(0x001D3934,0x0)
--Disable DepthIntoAlpha
eeObj.WriteMem32(0x0056FFA4,0x0)
--Disable DepthOfField
eeObj.WriteMem32(0x00570268,0x0)
--Disable Fog
eeObj.WriteMem32(0x0057004C,0x0)
--Disable Smear (require depthIntoAlpha to work anyway)
eeObj.WriteMem32(0x00570098,0x0)
--Rain modifier (hacked from RainInTheHeadlights)
-- 3e000000 for full screen, 40000000 for light rain only
eeObj.WriteMem32(0x00574158,0x40000000)
--Better Car Brightness (orig. 437F)
eeObj.WriteMem32(0x001C2704,0x3C01439F)
--Lower World Lights Flare
eeObj.WriteMem32(0x001C3EE0,0x3C013F40)
--Lower Road/Traffic Yellow/Orange Lights Flare
eeObj.WriteMem32(0x001C3260,0x3C013F50)
--Aspect Ratio and Icons Fix:
eeObj.WriteMem32(0x001CCAF4,0x0C0ED18B)
eeObj.WriteMem32(0x003B462C,0x3C03004C)
eeObj.WriteMem32(0x003B4630,0xE474D848)
eeObj.WriteMem32(0x003B4634,0x03E00008)
eeObj.WriteMem32(0x003B4638,0x2404001A)
eeObj.WriteMem32(0x0056FB44,0x3F5B8D14) -- Corrected 4:3 aspect
eeObj.WriteMem32(0x0056FB48,0x3F24A9CF) -- Corrected 16:9 aspect
eeObj.WriteMem32(0x0056FBF4,0x3F154000) -- Corrected 4:3 rendering
eeObj.WriteMem32(0x0056FBF8,0x3F470000) -- Corrected 16:9 rendering
end
emuObj.AddVsyncHook(widescreen)
emuObj.SetDisplayAspectWide()
--framelimiter=1
--framelimit-fps=60.0
--framelimit-scalar=1.1
I've been slowly adding new tested(confirmed) config fixes to here:
https://www.psdevwiki.com/ps4/Talk:...bility_List#Custom_PS2emu_Configuration_Files
Will be very good info!Amazing job! I know it might be a hazzle, but I I'll just ask: Any chance you would be able to add which emu used for these configs?
Which emu u use?Fix for Hunter the Reckoning Wayward NTSC
cli
Code:--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-const-prop=0 --vu1-jr-cache-policy=newprog --vu1-jalr-cache-policy=newprog #--vu0-jr-cache-policy=newprog --vu0-jalr-cache-policy=newprog
lua
Code:-- Hunter: The Reckoning Wayward [NTSC-U] (SLUS_205.11) -- Widescreen Hack by El_Patas apiRequest(1.0) local eeObj = getEEObject() local emuObj = getEmuObject() local widescreen = function() emuObj.PadSetLightBar(0,56,230,201) emuObj.SetDisplayAspectWide() --Widescreen hack 16:9 eeObj.WriteMem32(0x0023B1F4,0x3C023F23) --X-Fov A eeObj.WriteMem32(0x0023B1F4,0x3C023F00) --X-Fov B eeObj.WriteMem32(0x0023B66C,0x3C03BFAB) -- Y-Fov A eeObj.WriteMem32(0x0023B66C,0x3C03BF80) -- Y-Fov B end emuObj.AddVsyncHook(widescreen)
Which emu u use?
#emu used=jakx v2
--gs-uprender=2x2
--gs-upscale=edgesmooth
--vu0-mpg-cycles=350 #speed fix
--vu1-mpg-cycles=350 #speed fix
--ee-cycle-scalar=1.15 #speed fix
--iop-cycle-scalar=1.16 #speed fix
--vu-xgkick-delay=0.7 #fix missing sun and other textures
--Ghosthunter [SLUS 20993] (U)
--Patched by Prafull
--emu used=jakx v2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local widescreen = function()
-- 60FPS
--eeObj.WriteMem32(0x0056A1F0,0x00000000) -- makes worse on PS4
--Fix slow and choppy gameplay
eeObj.WriteMem32(0x003f8588,0x48a44800)
eeObj.WriteMem32(0x003f858c,0x48c02800)
eeObj.WriteMem32(0x003f8590,0x4a00d839)
eeObj.WriteMem32(0x003f8640,0x48a44800)
eeObj.WriteMem32(0x003f8644,0x48c02800)
eeObj.WriteMem32(0x003f8648,0x4a00d839)
end
emuObj.AddVsyncHook(widescreen)
emuObj.SetDisplayAspectWide()
--framelimiter=1
--framelimit-fps=60.0
--framelimit-scalar=1.1
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local widescreen = function()
eeObj.WriteMem32(0x001D79D8,0x100000B4) --speed fix
eeObj.WriteMem32(0x001d80ec,0x2C420001) --60FPS
--Disable eAttachTargetMoveSprites
eeObj.WriteMem32(0x001d3ac8,0x03e00008)
eeObj.WriteMem32(0x001d3acc,0x0)
--Disable DepthIntoAlpha
eeObj.WriteMem32(0x00568028,0x0)
--Disable DepthOfField
eeObj.WriteMem32(0x005682f0,0x0)
--Disable Fog
eeObj.WriteMem32(0x005680d4,0x0)
--Disable Smear (require depthIntoAlpha to work anyway)
eeObj.WriteMem32(0x00568120,0x0)
--Rain modifier (hacked from RainInTheHeadlights)
-- 3e000000 for full screen, 40000000 for light rain only
eeObj.WriteMem32(0x0056c1b8,0x40000000)
--Better Car Brightness (orig. 437F)
eeObj.WriteMem32(0x001c271c,0x3C01439F)
--Lower World Lights Flare
eeObj.WriteMem32(0x001c3ef8,0x3C013F40)
--Lower Road/Traffic Yellow/Orange Lights Flare
eeObj.WriteMem32(0x001c3278,0x3C013F50)
end
emuObj.AddVsyncHook(widescreen)
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local widescreen = function()
eeObj.WriteMem32(0x001D79D8,0x100000B4) --speed fix
eeObj.WriteMem32(0x001d80ec,0x2C420001) --60FPS
--Disable eAttachTargetMoveSprites
eeObj.WriteMem32(0x001d3ac8,0x03e00008)
eeObj.WriteMem32(0x001d3acc,0x0)
--Disable DepthIntoAlpha
eeObj.WriteMem32(0x00578328,0x0)
--Disable DepthOfField
eeObj.WriteMem32(0x005785f0,0x0)
--Disable Fog
eeObj.WriteMem32(0x005783d4,0x0)
--Disable Smear (require depthIntoAlpha to work anyway)
eeObj.WriteMem32(0x00578420,0x0)
--Rain modifier (hacked from RainInTheHeadlights)
-- 3e000000 for full screen, 40000000 for light rain only
eeObj.WriteMem32(0x0057c4a8,0x40000000)
--Better Car Brightness (orig. 437F)
eeObj.WriteMem32(0x001c271c,0x3C01439F)
--Lower World Lights Flare
eeObj.WriteMem32(0x001c3ef8,0x3C013F40)
--Lower Road/Traffic Yellow/Orange Lights Flare
eeObj.WriteMem32(0x001c3278,0x3C013F50)
end
emuObj.AddVsyncHook(widescreen)
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local widescreen = function()
eeObj.WriteMem32(0x001D78A8,0x100000B4) --speed fix
eeObj.WriteMem32(0x001d7fbc,0x2C420001) --60FPS
--Disable eAttachTargetMoveSprites
eeObj.WriteMem32(0x001d39d0,0x03e00008)
eeObj.WriteMem32(0x001d39d4,0x0)
--Disable DepthIntoAlpha
eeObj.WriteMem32(0x00565da4,0x0)
--Disable DepthOfField
eeObj.WriteMem32(0x00566068,0x0)
--Disable Fog
eeObj.WriteMem32(0x00565e4c,0x0)
--Disable Smear (require depthIntoAlpha to work anyway)
eeObj.WriteMem32(0x00565e98,0x0)
--Rain modifier (hacked from RainInTheHeadlights)
-- 3e000000 for full screen, 40000000 for light rain only
eeObj.WriteMem32(0x00569f10,0x40000000)
--Better Car Brightness (orig. 437F)
eeObj.WriteMem32(0x001c271c,0x3C01439F)
--Lower World Lights Flare
eeObj.WriteMem32(0x001c3ef8,0x3C013F40)
--Lower Road/Traffic Yellow/Orange Lights Flare
eeObj.WriteMem32(0x001c3278,0x3C013F50)
end
emuObj.AddVsyncHook(widescreen)
Normally I start with Jak v2, because it's built into the great PS2-FPKG 0.6 and to make it easier for people not necessarily having all these different emus available. I will add the md5sum of the eboot.bin in the future to the comment section. I'm afraid that we're not always talking about the same emu.what emu u use for these games?
So I guess a files hash could help with that.These are @kozarovv patches for Need for Speed Underground 2 NTSC for PCSX2 with @mrjaredbeta speed fix for PS4 . OMG! The game looks amazing! Use Jak v1 Unbelievable! It actually runs @60fps! No notable penalty.
LUA
Code:apiRequest(1.0) local eeObj = getEEObject() local emuObj = getEmuObject() local widescreen = function() eeObj.WriteMem32(0x001D77C8,0x100000B4) --speed fix eeObj.WriteMem32(0x001D7ED4,0x2C420001) --60FPS --Disable eAttachTargetMoveSprites eeObj.WriteMem32(0x001D3930,0x03e00008) eeObj.WriteMem32(0x001D3934,0x0) --Disable DepthIntoAlpha eeObj.WriteMem32(0x0056FFA4,0x0) --Disable DepthOfField eeObj.WriteMem32(0x00570268,0x0) --Disable Fog eeObj.WriteMem32(0x0057004C,0x0) --Disable Smear (require depthIntoAlpha to work anyway) eeObj.WriteMem32(0x00570098,0x0) --Rain modifier (hacked from RainInTheHeadlights) -- 3e000000 for full screen, 40000000 for light rain only eeObj.WriteMem32(0x00574158,0x40000000) --Better Car Brightness (orig. 437F) eeObj.WriteMem32(0x001C2704,0x3C01439F) --Lower World Lights Flare eeObj.WriteMem32(0x001C3EE0,0x3C013F40) --Lower Road/Traffic Yellow/Orange Lights Flare eeObj.WriteMem32(0x001C3260,0x3C013F50) --Aspect Ratio and Icons Fix: eeObj.WriteMem32(0x001CCAF4,0x0C0ED18B) eeObj.WriteMem32(0x003B462C,0x3C03004C) eeObj.WriteMem32(0x003B4630,0xE474D848) eeObj.WriteMem32(0x003B4634,0x03E00008) eeObj.WriteMem32(0x003B4638,0x2404001A) eeObj.WriteMem32(0x0056FB44,0x3F5B8D14) -- Corrected 4:3 aspect eeObj.WriteMem32(0x0056FB48,0x3F24A9CF) -- Corrected 16:9 aspect eeObj.WriteMem32(0x0056FBF4,0x3F154000) -- Corrected 4:3 rendering eeObj.WriteMem32(0x0056FBF8,0x3F470000) -- Corrected 16:9 rendering end emuObj.AddVsyncHook(widescreen) emuObj.SetDisplayAspectWide()
CLI
Code:--framelimiter=1 --framelimit-fps=60.0 --framelimit-scalar=1.1
All thanks go to @kozarovv and @mrjaredbeta
I fixed that ~2 years ago on ps3This game have another weird issue (PAL/NTSC). We can't go down the ladder in the church. Same problem on PS3.
before i was PS2-FPKG 0.6 too, but some games need another emus, so now i prefer build manually!Normally I start with Jak v2, because it's built into the great PS2-FPKG 0.6 and to make it easier for people not necessarily having all these different emus available. I will add the md5sum of the eboot.bin in the future to the comment section. I'm afraid that we're not always talking about the same emu.So I guess a files hash could help with that.