PS4 [Research]PS2 emulator configuration on PS4

Well of course im just start know emulation on ps4, and i like test, so only thats why i ask what emus people use for test games!
This requires a lot of time and effort to test. As I said, if you are in a test game and it crashes after starting, you can choose to change to another emulator for testing until it starts...something You can also try some games with graphics problems, the odds are too low! But if you encounter a crash or freeze in the game, it will be the same if you change to other emulators!
 
This requires a lot of time and effort to test. As I said, if you are in a test game and it crashes after starting, you can choose to change to another emulator for testing until it starts...something You can also try some games with graphics problems, the odds are too low! But if you encounter a crash or freeze in the game, it will be the same if you change to other emulators!
Well another example, death by degrees game! Was test long time ago on some defalt emu, was good, when i was try build with another emu for test, it was always crash or game freeze after first tutorial mission, when i try jak v.1 and it works good!
 
Well another example, death by degrees game! Was test long time ago on some defalt emu, was good, when i was try build with another emu for test, it was always crash or game freeze after first tutorial mission, when i try jak v.1 and it works good!
Yes, such cases are rare, so in the repaired game, be sure to mention the emulator used in order to cause misunderstandings
 
Like mentioned before. I think it would be so much easier to add the hash of the selected emu (eboot.bin), when posting configs. One example. The Jakv1 emu that you find packaged in both PS2 FPKG GUI tools is in the 3MB range. To my understanding this is more like a Rogue variant, than it is the real Jakv1 emu. The real Jakv1 emu should be in the 6MB range and is larger in filesize than Jakv2.
 
Like mentioned before. I think it would be so much easier to add the hash of the selected emu (eboot.bin), when posting configs. One example. The Jakv1 emu that you find packaged in both PS2 FPKG GUI tools is in the 3MB range. To my understanding this is more like a Rogue variant, than it is the real Jakv1 emu. The real Jakv1 emu should be in the 6MB range and is larger in filesize than Jakv2.
Im a newcomer to this talk, but i agree, and i mentioned it before (to @kozarovv as far i remember)
The point is (by now) is not posible to read the internal version of the emulator, right ?, so is a bit innacurate to talk about them because the only thing we can do is to name them "jak emu", etc... or to try to imagine if there was some intermediate emulator versions never released, etc...

Im used to this kind of dilemmas when editing wiki, where is needed some "serious" identifyer for something but we dont have anything accurate... in this cases the MD5 is good enought
 
The point is (by now) is not posible to read the internal version of the emulator, right ?
Not that I'm aware of. There comes a build info file (revision.h), which could help identifying the emu and build version. But this file could be altered or just does not match.
 
WIP Improvement fix for Driver: Parallel Lines

cli
Code:
--vu1-mpg-cycles=2080
--vu0-mpg-cycles=2050

--ee-cycle-scalar=0.68
--iop-cycle-scalar=0.45

--gs-uprender=none
--gs-upscale=motionvector
--gs-override-small-tri-area=1


#--framelimiter=1
#--framelimit-fps=31.7
#--framelimit-scalar=0.99

#--no-gs
--mfifo-manual-drain=1.65  # [frame_multiplier/float]
--host-audio-latency=2.11

lua
Code:
apiRequest(2.2)

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)


-- Performace fix (bug #9785 )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )

emuObj.SetGsTitleFix( "setRejectionArea", 800,{twIsNot=8, thIsNot=8 } )

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

Gameplay much improved

jakx v2 used


Some more test of that game

Video here
 
Crash - Mind Over Mutant
All versions


TXT
Code:
--vu0-di-bits=0
--vu1-di-bits=0
--iop-cycle-scalar=2.0
Crash - Mind over Mutant_20210305205221.jpg 古惑狼:邪恶意志_20210305205557.jpg

Fix minor freezing and graphical errors on the menu


CRASH OF THE TITANS
All versions


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

Fix a slight freeze on the menu
 
Shadow of Rome fix. (PAL only)
There is still a little "blurry effect" but it's way much better.
Still searching if i can do something for that (playing with upscale have not significant effect on blur)
If the LUA code is badly done i'm advice-taker ;)

LUA

--Shadow of Rome [SLES-52950]
--lua ported by Oxeres

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

local patcher = function()
eeObj.WriteMem32(0x201E9384, 0x30420000) -- no interlace
end

local widescreen = function()
eeObj.WriteMem32(0x00146c08, 0x3c023f1f)
eeObj.WriteMem32(0x00146c10, 0x344249f9)
eeObj.WriteMem32(0x00146e24, 0x3c023f1f)
eeObj.WriteMem32(0x00146e2c, 0x344249f9)
eeObj.WriteMem32(0x001e757c, 0x3c044328)
end
emuObj.AddVsyncHook(widescreen)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --Graphics fix (Allow to use uprender 2x2)
No interlace code not gonna work that way. You need to add patcher() to widescreen function or just move eeObj.WriteMem32(0x201E9384, 0x30420000) -- no interlace there, and remove patcher at all. Now you are never calling it, so its doing nothing.
 
I didn't think I would be interested in PS2 on PS4 because I have my PS2 games on PS3 but how does PS4 handle disc swapping? There's some Ps2 games that are 2 discs. If it could automatically swap them I would be interested in that.
 
I didn't think I would be interested in PS2 on PS4 because I have my PS2 games on PS3 but how does PS4 handle disc swapping? There's some Ps2 games that are 2 discs. If it could automatically swap them I would be interested in that.
switch-disc-reset=1 or --switch-disc-reset=0, they are the commands to combine and swap discs respectively, in which PS4 emulation of PS2 is much better than PS3 emulation of PS2! If a two-disc game is used, change the command --max-disc-num=1 to --max-disc-num=2 and the storage point at the end of the first disc should be automatically loaded to the second disc.
 

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