PS4 [Research]PS2 emulator configuration on PS4

@Stayhye do u have LUA for Tony Hawk Undergroud 1 NTSC?

Code:
--emu to use=JakX v2 - 3382f485a99e9ef21584b33978f86a6a

apiRequest(0.1)

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

local patcher = function()

eeObj.WriteMem32(0x0038a0ec,0x3fe55aed)
eeObj.WriteMem32(0x00394268,0x40190190)


end

emuObj.AddVsyncHook(patcher)


This is the only LUA I used with it. Widescreen.
 
Proper Fix for King's Field IV - The Ancient City NTSC

CLI - All versions
Code:
--vu1=jit-sync

--vif1-instant-xfer=0

--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=newprog
--vu0-jalr-cache-policy=newprog

--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1

LUA - NTSC ONLY
Code:
--emu to use=Jak v1 - 7bf217fd63a6ff31e0f7d91a33b29f89


apiRequest(0.1)

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

emuObj.PadSetLightBar(0,0,255,0)


local patcher = function()

--16:9
eeObj.WriteMem32(0x0022d8e4,0x3c013f40) --00000000
eeObj.WriteMem32(0x0022d8e8,0x44810000) --00000000
eeObj.WriteMem32(0x0022d8f0,0x4600c602) --00000000

--no interlace --This hack will also fix the FMV
eeObj.WriteMem32(0x202218B4,0x00000000)
eeObj.WriteMem32(0x2022193C,0x00000000)
eeObj.WriteMem32(0x0021F710,0x00000000)

---------------CHEATS----------------------

--RGBYV Stones and Wands
--eeObj.WriteMem32(0x003698B6,0x00000001)
--eeObj.WriteMem32(0x003698B7,0x00000001)
--eeObj.WriteMem32(0x003698B8,0x00000001)
--eeObj.WriteMem32(0x003698B9,0x00000001)
--eeObj.WriteMem32(0x003698BA,0x00000001)
--eeObj.WriteMem32(0x003698BB,0x00000001)
--eeObj.WriteMem32(0x003698BC,0x00000001)
--eeObj.WriteMem32(0x003698BD,0x00000001)
--eeObj.WriteMem32(0x003698BE,0x00000001)
--eeObj.WriteMem32(0x003698BF,0x00000001)

end

emuObj.AddVsyncHook(patcher)

All graphical glitches fixed. Gameplay near perfect.
 
Code:
--emu to use=JakX v2 - 3382f485a99e9ef21584b33978f86a6a

apiRequest(0.1)

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

local patcher = function()

eeObj.WriteMem32(0x0038a0ec,0x3fe55aed)
eeObj.WriteMem32(0x00394268,0x40190190)


end

emuObj.AddVsyncHook(patcher)


This is the only LUA I used with it. Widescreen.
NTSC version stuck at loading screen, did u use pal version?
 
You can try that patch help or not if you want, THUG 1 US only. You need to add it to patcher or something.
eeObj.WriteMem32(0x0034B738, 0xD3400000)
Was test it now, looks like playble at start but......it have random freeze at freeride and story mode, was test with various skaters, it freeze early or later, but freeze anyway....

Video with test here

Was test NTSC version with JakX v2, Pal version will freeze more fast then ntsc..just for info...
 
Crash Tag Team Racing (U) (SLUS-21191)

TXT

Code:
--vu0-di-bits=0
--vu1-di-bits=0
--vu1-mpg-cycles=1250
--vu0-mpg-cycles=3000
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=newprog
--vu0-jalr-cache-policy=newprog

Fix heavy lag and crashes on the main menu

I presume that other versions should also be fixed! Not tested!
Was test, much slowdown in some parts of map but playble...
 
SLPM_666.28 - OutRun2 SP [Special Tours]
SLUS_212.74 - OutRun 2006 - Coast 2 Coast


LUA

Code:
-- OutRun2 SP [Special Tours] + OutRun 2006 - Coast 2 Coast
-- -> use REDFACTION1 emu
-- D6FE34A92E886AB2A6059503C6285538
apiRequest(1.0)

local emuObj    = getEmuObject()

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

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

CLI
Code:
--vu1-di-bits=0
--vu1-jr-cache-policy=newprog

So it comes down to the two cmds above. Tried a lot of other stuff including scalar/cycling commands. But this seems to have zero effect and often introduces different issues like higher latency.

Tested the enhanced Japanese version on PS4 Pro (boost mode enabled).
In-Game is near perfect. GO SEGA:ghost:

Was test it! Will confirm all description above! Test on ps4 pro with force mode.
 
Was test, much slowdown in some parts of map but playble...
Yes, in this configuration, you can choose to remove the --vu1-mpg-cycles=1250 command, but it will lag in the very first menu, and in some places it will not produce a speed drop, I think using this command is advancing or postponing certain delays, and even if you remove this configuration, you may still lose frames in some scenes, which should be a problem with the original game, not the configuration!
 
PS4 emulation PS2 will not require you to do the test again and again like in PS3, because the problems that appear in the game, we will test more than a hundred times, sometimes debugging a command even up to hundreds of times, the debugging process is too boring and arduous. If you really want to test, you want to test what other problems the game will have after the fix (such as crashes and graphical errors, etc. ......) Thank you very much for testing, not for obsessing over fixes!
 
PS4 emulation PS2 will not require you to do the test again and again like in PS3, because the problems that appear in the game, we will test more than a hundred times, sometimes debugging a command even up to hundreds of times, the debugging process is too boring and arduous. If you really want to test, you want to test what other problems the game will have after the fix (such as crashes and graphical errors, etc. ......) Thank you very much for testing, not for obsessing over fixes!
Yes i see even some fix will ruin some games, but i just want show how game will looks like before i have free time for record it)
 
PS4 emulation PS2 will not require you to do the test again and again like in PS3
I'm not sure I understand what you mean by this. Don't both emus require testing of fixes? PS2 on PS4 is definitely seems much more customizable and dynamic, but wouldn't that mean it will require more testing (like with finding scalar values for example)?
 
I'm not sure I understand what you mean by this. Don't both emus require testing of fixes? PS2 on PS4 is definitely seems much more customizable and dynamic, but wouldn't that mean it will require more testing (like with finding scalar values for example)?
You misunderstood me, I pick the right emulator at the beginning of the testing (because we have a lot of them), so it goes back and forth many times! I personally adapt the game according to the api level, which leaves more possibilities for fixing LUA configurations to be added later, so in the final testing phase I confirm which emulators can run the game I'm fixing. the lower the api level, the more emulators will be adapted, and the less commands will be supported! I'm more cautious about this! Scalar values are added or subtracted entirely on the basis of my own experience!
 
@nifengyuexia I see! There is a lot more customizable options in this emulator, which could be a blessing and a curse. Anyways, keep up the good work! I will try to help as much as I can from memory patches...only thing I can really do from the outside. :)
 

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