PS4 [Research]PS2 emulator configuration on PS4

I got ya. Those commands aren't on the wiki. But the emu accepts anything as an option for this command. I literally put "thisemuhastoomanycommands" and it still booted the game


Improvement fix for Need for Speed Most Wanted Black Edition

should work for all versions

CLI
Code:
#emu used=jakx v2

--gs-uprender=2x2
--gs-upscale=edgesmooth

--vu0-di-bits=0
--vu1-di-bits=0

--gs-optimize-30fps=1

--ee-cycle-scalar=1.57
--iop-cycle-scalar=1.55

--vu1-mpg-cycles=360

Jakx v2 used
 
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--ee-cycle-scalar=1.57 --iop-cycle-scalar=1.55 --vu1-mpg-cycles=360
Can you explain, how you implement and test these numbers for scalar and mpg-cycles? So do you build 100+ patch files around the 0.0-2.0 range and test all the different combinations e.g.? Do you have "baseline" values from where you start your tests? How do you increment/decrement these values in what steps?

BTW the initial freeze in the car selection menu in Burnout Dominator can be fixed with the values from NFSC. So I guess finding the correct values for this game could finally get us in-game. Could also help with the annoying "You have to start crash-mode first in order to bypass the loading screen freeze" in Burnout Takedown + Revenge.
 
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Can you explain, how you implement and test these numbers for scalar and mpg-cycles? So do you build 100+ patch files around the 0.0-2.0 range and test all the different combinations e.g.?.

Yes. Long and boring. depending on game, higher on scalar=slower gameplay. I use the old tools to build. Just a lot of trial and error. But, with remote pkg installer and patch files, I can get a lot of tests done in a relatively short time. I keep everything open on PC, so all I have to do is send, test, observe, edit config, build patch pkg, repeat x(X)

for the ee/iop scalar, I start at 1.01. If that speeds up the game, I increase by 1. If it slows the game, I decrease by 0.5. If it has no effect, I remove both from config, and then try the vu1/vu0 cycles(100,1000,10000), with the same increase/decrease process. When the game starts to dial in correct speed, I'll tweak ee/iop in the decimal range. then I add commands like "vu-di-bits" to help with stutter. and "host-audio-latency" to finish trying to clean up sound, if there is still sound issue.

This is the process that has been working for me with much success. 1 game so far this has no effect on.....GTA liberty city stories.
 
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I got ya. Those commands aren't on the wiki. But the emu accepts anything as an option for this command. I literally put "thisemuhastoomanycommands" and it still booted the game


Improvement fix for Need for Speed Most Wanted Black Edition

should work for all versions

CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth

--vu0-di-bits=0
--vu1-di-bits=0

--gs-optimize-30fps=1

--ee-cycle-scalar=1.57
--iop-cycle-scalar=1.55

--vu1-mpg-cycles=360

Jakx v2 used
Was test it now, gameplay good, not much slowdowns while ride! Graphical looks low, interesting will be same lua config as from first underground for this game?
 
Fix for Spider-Man 3 NTSC

cli
Code:
--vu0-di-bits=0
--vu1-di-bits=0

--ee-cycle-scalar=2.21
--iop-cycle-scalar=2.1

--vu1-mpg-cycles=310
--vu0-mpg-cycles=310

--host-audio-latency=2.21

emu used=JakX v2
Was test both pal and ntsc version, and both freeze on screen loading after training mission....
Jak v1 and Jakx v2 used
 

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Was test both pal and ntsc version, and both freeze on screen loading after training mission....
Jak v1 and Jakx v2 used
You can try --vu-t-bit=0 or --vu-t-bit=1
If that won't help then i will search for my old pcsx2 patch, issue seems to be the same.
 
i mean graphic bug on pic, u have same right? Also i record video how it looks at my console

Video with test race here
Try this in lua:
Code:
apiRequest(1.0)

local emuObj    = getEmuObject()

-- Graphic improvement: removes corrupted lines on screen with uprender on for PAL/NTSC version

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1
 
Alot tests today....was test old pkg Crazy Frog Arcade Racer NTSC (Crazy Frog Racer 2)
On pics i show how it was before (old emu from PS4 PS2 Classics GUI app)

Video with test race (Jakx v2 used) here
Its looks much better but on some strage still graphical issue - video here

Just for info...
 

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You can try --vu-t-bit=0 or --vu-t-bit=1
If that won't help then i will search for my old pcsx2 patch, issue seems to be the same.
Was test both --vu-t-bit=1 - still freeze
--vu-t-bit=0 - not freeze but loading "forever".
Test pal version, Jal v.1 emu used
 

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Try this in lua:
Code:
apiRequest(1.0)

local emuObj    = getEmuObject()

-- Graphic improvement: removes corrupted lines on screen with uprender on for PAL/NTSC version

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1
It Works! Thank u for config, now graphic looks not broken! Bet this lua will help with other games that have same issue?

Video with test race 2 here
 

--iop-cycle-scalar=1.8
--host-audio-latency=1.1

Allows SSX to run flawlessly on the JakX v2 emu without @mrjaredbeta fix

Was test it, works good, without any freeze! Test few modes of game, race and freeride! Still disappearing character but only at Elysium Alps stage, maybe in some another stages also, just need test more!

Video with 1st test race here
Video with disappearing character here
 
Fix for Mortal Kombat - Shaolin Monks NTSC

cli
Code:
--iop-cycle-scalar=0.8
--framelimit-fps=2.0
--host-vsync=1
--vif1-instant-xfer=0
--gs-optimize-30fps=1
--host-audio-latency=0.3

lua
Code:
-- Mortal Kombat - Shaolin Monks (SLUS-21087)
-- ported to PS4 Lua by Stayhye
-- Lua 5.3

apiRequest(2.3)

local gpr       = require("ee-gpr-alias")
local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local gsObj       = getGsObject()
local eeOverlay    = eeObj.getOverlayObject()
local iopObj  = getIOPObject()

emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(0)

local widescreen = function()

-- 16:9
eeObj.WriteMem32(0x004f4b38,0x3f400000)

-- black border fix
eeObj.WriteMem32(0x00322f2c,0x3c013f80)

--FMV's fix
eeObj.WriteMem32(0x00272210,0x24030256)
eeObj.WriteMem32(0x00272498,0x240B0256)

--No Interlace
eeObj.WriteMem32(0x00249F7C,0x00000000)

end

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )

emulator used=JakX v2


Work very good!
 

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