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

That work but only if use forced mode on ps4 pro! I use Jak v1
 
Fix for Ghosthunter NTSC

CLI
Code:
--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

Jakx V2 used


Almost flawless.
I was test now, CLI is work but still freeze at start of swamp stage! (Sound still playing). Only default emu works good for that game before but cant use CLI file then...
 
default emu? Rogue? v1 or 2?
--path-snaps="/tmp/snapshots"
--path-recordings="/tmp/recordings"
--path-vmc="/tmp/vmc"
--path-emulog="/tmp/recordings"
--config-local-lua=""
--load-tooling-lua=0
#--path-patches="/app0/patches"
#--path-trophydata="/app0/trophy_data"
#--path-featuredata="/app0/patches"
#--path-toolingscript="/app0/patches"
--ps2-title-id=SCUS-97316
--max-disc-num=1
--trophy-support=0
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-audio=1
--rom="PS20220WD20050620.crack"
--verbose-cdvd-reads=0
--host-osd=0
--host-display-mode=full

That txt file of default emu i use. I test ghosthunter alot and only with that game works but was missing textures of sky and ladder bug before!
 
you can try the config. you may have to dial the scalar to a higher(or lower) value. I think those commands are accepted by that emu. If not, remove "--vu0-mpg-cycles=350" and try it again
 
before i was PS2-FPKG 0.6 too, but some games need another emus, so now i prefer build manually!
?? You can add every emu you like in PS2-FPKG 0.6. I personally just disable the default settings. Add the icon and bg files and of course the cutom cli + lua file. Build the fpkg. This is the base for the smaller patch files, where you just replace cli, lua, and/or the emu files. This makes testing so much faster.
 
?? You can add every emu you like in PS2-FPKG 0.6. I personally just disable the default settings. Add the icon and bg files and of course the cutom cli + lua file. Build the fpkg. This is the base for the smaller patch files, where you just replace cli, lua, and/or the emu files. This makes testing so much faster.
You right, i even try add emus, but it was errors while i try convert it
 
You right, i even try add emus, but it was errors while i try convert it
Many times this is caused by missing files in the emu directories. So you need the param.sfo + shareparam.json in sce_sys dir e.g. The *.crack BIOS in the root dir, etc. Just compare your new emus to the provided Jak v2 example. Should work for every emu.
 
working with a new command trying to fix Metal Saga

--detect-idle-chcr=option,option # [none,VIF0,VIF1,GIF,fromIPU,toIPU,etc]

for example --detect-idle-chcr=etc,vif1

This looks like DMA channel control?
 
etc is not an option :P

The emulator accepts it. Also I'm trying to fix the freeze in battle on Metal Saga. When I use "etc" as an option, the music continues to play during the freeze. Does not happen normally.

edit 1 - "none" also keeps the music playing during freeze

edit 2 - "kjhfgjfk" accepted by emu as test. did not crash

command seems to accept anything. Now I have no idea how to use it correctly. Thanks for info @kozarovv
 
Last edited:

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