Vika23
Senior Member
Maybe someday, im try test that game on ps3 now!Try the command --fpu-no-clamping=1 and add it to TXT, or add all clamping modes and test them one by one
Maybe someday, im try test that game on ps3 now!Try the command --fpu-no-clamping=1 and add it to TXT, or add all clamping modes and test them one by one
Can someone tell me how to make Grandia III work it's multidisc and doesn't work with PS2FPKG.
Same behaviour in THUG2...sadlyWas test on four emus! (Bully v.2, KOF2000, red faction 1, Jak v.2)
Result same, stuck at loading screen! Just for info...
i managed to go on last boss here on Grandia III (multidisk mode) sometimes it crash mostly on battle mode. but cant finished because it always crash when last boss is weak.
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where is the redfaction1 emu files.? tnx. hope you always inlclude the link on different emu so we can help you try different games on different emu.
Let know if u manage find right emu!Same behaviour in THUG2...sadly
Edit: I will test some other emus. I think it's the same problem you have in GUN.
microVU0: Cached Prog = [002] [PC=0458] [List=01] (Cache=0.054%) [0.0mb]
microVU0: Cached Prog = [003] [PC=0b60] [List=01] (Cache=0.080%) [0.0mb]
Pagesplit @ 001D1FFC : size=1 insts
Protected page @ 0x001d6
Protected page @ 0x001a8
microVU1: Cached Prog = [009] [PC=0040] [List=02] (Cache=0.022%) [0.0mb]
microVU1: Cached Prog = [010] [PC=03f0] [List=01] (Cache=0.022%) [0.0mb]
microVU1: Cached Prog = [011] [PC=01c0] [List=01] (Cache=0.022%) [0.0mb]
microVU1: Cached Prog = [012] [PC=01e0] [List=01] (Cache=0.022%) [0.0mb]
microVU1: D-bit set! PC = ab8
microVU1: Branch Optimization
microVU1: D-bit set! PC = ab8
microVU1: Branch Optimization
microVU1: D-bit set! PC = ab8
microVU1: Branch Optimization
microVU1: D-bit set! PC = b10
microVU1: Cached Prog = [013] [PC=0a00] [List=01] (Cache=0.022%) [0.0mb]
microVU1: D-bit set! PC = ab8
microVU1: Branch Optimization
microVU1: D-bit set! PC = ab8
microVU1: Branch Optimization
microVU1: D-bit set! PC = ab8
microVU1: Branch Optimization
microVU1: D-bit set! PC = b10
microVU1: Cached Prog = [014] [PC=2008] [List=01] (Cache=0.315%) [0.2mb]
microVU1: BAL in IBNE delay slot! [3000] - If game broken report to PCSX2 Team
microVU1: BAL in IBNE delay slot! [3000] - If game broken report to PCSX2 Team
microVU1: BAL in IBNE delay slot! [3000] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [015] [PC=3410] [List=01] (Cache=0.315%) [0.2mb]
microVU1: Cached Prog = [016] [PC=2ff0] [List=01] (Cache=0.315%) [0.2mb]
microVU1: BAL in IBNE delay slot! [3000] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [017] [PC=3008] [List=01] (Cache=0.315%) [0.2mb]
microVU1: BAL in IBNE delay slot! [3090] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [018] [PC=3080] [List=01] (Cache=0.315%) [0.2mb]
microVU1: BAL in IBNE delay slot! [3090] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [019] [PC=3098] [List=01] (Cache=0.315%) [0.2mb]
microVU1: BAL in IBNE delay slot! [3120] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [020] [PC=3540] [List=01] (Cache=0.315%) [0.2mb]
microVU1: Cached Prog = [021] [PC=34d0] [List=01] (Cache=0.315%) [0.2mb]
microVU1: Cached Prog = [022] [PC=3110] [List=01] (Cache=0.315%) [0.2mb]
microVU1: BAL in IBNE delay slot! [3120] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [023] [PC=3128] [List=01] (Cache=0.315%) [0.2mb]
microVU1: BAL in IBNE delay slot! [31b0] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [024] [PC=31a0] [List=01] (Cache=0.315%) [0.2mb]
microVU1: BAL in IBNE delay slot! [31b0] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [025] [PC=31b8] [List=01] (Cache=0.315%) [0.2mb]
microVU1: BAL in IBNE delay slot! [3240] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [026] [PC=3230] [List=01] (Cache=0.315%) [0.2mb]
microVU1: BAL in IBNE delay slot! [3240] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [027] [PC=3248] [List=01] (Cache=0.315%) [0.2mb]
microVU1: BAL in IBNE delay slot! [32d0] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [028] [PC=32c0] [List=01] (Cache=0.315%) [0.2mb]
microVU1: BAL in IBNE delay slot! [32d0] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [029] [PC=32d8] [List=01] (Cache=0.315%) [0.2mb]
microVU1: Cached Prog = [030] [PC=1888] [List=01] (Cache=0.315%) [0.2mb]
microVU1: Cached Prog = [031] [PC=0d40] [List=01] (Cache=0.315%) [0.2mb]
microVU1: Cached Prog = [032] [PC=0eb0] [List=01] (Cache=0.436%) [0.3mb]
microVU1: BAL in IBNE delay slot! [31b0] - If game broken report to PCSX2 Team
recVifUnpk: Bucket 0x2c01 has 4 micro-programs
microVU1: BAL in IBNE delay slot! [3120] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [033] [PC=36e0] [List=01] (Cache=0.455%) [0.3mb]
microVU1: BAL in IBNE delay slot! [3090] - If game broken report to PCSX2 Team
microVU1: BAL in IBNE delay slot! [3090] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [034] [PC=3678] [List=01] (Cache=0.455%) [0.3mb]
microVU1: BAL in IBNE delay slot! [32d0] - If game broken report to PCSX2 Team
microVU1: BAL in IBNE delay slot! [32d0] - If game broken report to PCSX2 Team
microVU1: BAL in IBNE delay slot! [3120] - If game broken report to PCSX2 Team
microVU1: BAL in IBNE delay slot! [31b0] - If game broken report to PCSX2 Team
microVU1: BAL in IBNE delay slot! [3240] - If game broken report to PCSX2 Team
microVU1: Cached Prog = [035] [PC=0240] [List=01] (Cache=0.469%) [0.3mb]
microVU1: D-bit set! PC = ab8
microVU1: Branch Optimization
microVU1: D-bit set! PC = ab8
microVU1: Branch Optimization
microVU1: D-bit set! PC = ab8
microVU1: Branch Optimization
microVU1: D-bit set! PC = b10
microVU1: D-bit set! PC = ab8
microVU1: Branch Optimization
microVU1: D-bit set! PC = b10
microVU1: D-bit set! PC = b10
microVU1: D-bit set! PC = b10
microVU1: Cached Prog = [036] [PC=0438] [List=01] (Cache=0.708%) [0.4mb]
NOTE: Here is log from PCSX2 with patches. I'm not an expert in PS2 emulation, but as far as I understand it has to do with cache overflow and branch scatter.
Small research about problem here: https://github.com/pcsx2/pcsx2/issues/43
Maybe it will give someone something to think about.
I'm pretty sure that emu handle evil branches by default, but you can add --vu-evil-branches=1 to cli.microVU1: BAL in IBNE delay slot! [32d0] - If game broken report to PCSX2 Team
Thanks to kozarovv for patches.
I made pnach cheats for ignore signal and loading freeze in games.
Every game works good in PCSX2 (v1 r.5350), but THAW, GUN games did not work in the ps4 emu (stopped at finish at loading bar), need assistanse for cli options testing.
Now WIP THUG2 splash screen. I think I'll get over it soon.
NOTE: Here is log from PCSX2 with patches. I'm not an expert in PS2 emulation, but as far as I understand it has to do with cache overflow and branch scatter.
Small research about problem here: https://github.com/pcsx2/pcsx2/issues/43
Maybe it will give someone something to think about.
Code:microVU0: Cached Prog = [002] [PC=0458] [List=01] (Cache=0.054%) [0.0mb] microVU0: Cached Prog = [003] [PC=0b60] [List=01] (Cache=0.080%) [0.0mb] Pagesplit @ 001D1FFC : size=1 insts Protected page @ 0x001d6 Protected page @ 0x001a8 microVU1: Cached Prog = [009] [PC=0040] [List=02] (Cache=0.022%) [0.0mb] microVU1: Cached Prog = [010] [PC=03f0] [List=01] (Cache=0.022%) [0.0mb] microVU1: Cached Prog = [011] [PC=01c0] [List=01] (Cache=0.022%) [0.0mb] microVU1: Cached Prog = [012] [PC=01e0] [List=01] (Cache=0.022%) [0.0mb] microVU1: D-bit set! PC = ab8 microVU1: Branch Optimization microVU1: D-bit set! PC = ab8 microVU1: Branch Optimization microVU1: D-bit set! PC = ab8 microVU1: Branch Optimization microVU1: D-bit set! PC = b10 microVU1: Cached Prog = [013] [PC=0a00] [List=01] (Cache=0.022%) [0.0mb] microVU1: D-bit set! PC = ab8 microVU1: Branch Optimization microVU1: D-bit set! PC = ab8 microVU1: Branch Optimization microVU1: D-bit set! PC = ab8 microVU1: Branch Optimization microVU1: D-bit set! PC = b10 microVU1: Cached Prog = [014] [PC=2008] [List=01] (Cache=0.315%) [0.2mb] microVU1: BAL in IBNE delay slot! [3000] - If game broken report to PCSX2 Team microVU1: BAL in IBNE delay slot! [3000] - If game broken report to PCSX2 Team microVU1: BAL in IBNE delay slot! [3000] - If game broken report to PCSX2 Team microVU1: Cached Prog = [015] [PC=3410] [List=01] (Cache=0.315%) [0.2mb] microVU1: Cached Prog = [016] [PC=2ff0] [List=01] (Cache=0.315%) [0.2mb] microVU1: BAL in IBNE delay slot! [3000] - If game broken report to PCSX2 Team microVU1: Cached Prog = [017] [PC=3008] [List=01] (Cache=0.315%) [0.2mb] microVU1: BAL in IBNE delay slot! [3090] - If game broken report to PCSX2 Team microVU1: Cached Prog = [018] [PC=3080] [List=01] (Cache=0.315%) [0.2mb] microVU1: BAL in IBNE delay slot! [3090] - If game broken report to PCSX2 Team microVU1: Cached Prog = [019] [PC=3098] [List=01] (Cache=0.315%) [0.2mb] microVU1: BAL in IBNE delay slot! [3120] - If game broken report to PCSX2 Team microVU1: Cached Prog = [020] [PC=3540] [List=01] (Cache=0.315%) [0.2mb] microVU1: Cached Prog = [021] [PC=34d0] [List=01] (Cache=0.315%) [0.2mb] microVU1: Cached Prog = [022] [PC=3110] [List=01] (Cache=0.315%) [0.2mb] microVU1: BAL in IBNE delay slot! [3120] - If game broken report to PCSX2 Team microVU1: Cached Prog = [023] [PC=3128] [List=01] (Cache=0.315%) [0.2mb] microVU1: BAL in IBNE delay slot! [31b0] - If game broken report to PCSX2 Team microVU1: Cached Prog = [024] [PC=31a0] [List=01] (Cache=0.315%) [0.2mb] microVU1: BAL in IBNE delay slot! [31b0] - If game broken report to PCSX2 Team microVU1: Cached Prog = [025] [PC=31b8] [List=01] (Cache=0.315%) [0.2mb] microVU1: BAL in IBNE delay slot! [3240] - If game broken report to PCSX2 Team microVU1: Cached Prog = [026] [PC=3230] [List=01] (Cache=0.315%) [0.2mb] microVU1: BAL in IBNE delay slot! [3240] - If game broken report to PCSX2 Team microVU1: Cached Prog = [027] [PC=3248] [List=01] (Cache=0.315%) [0.2mb] microVU1: BAL in IBNE delay slot! [32d0] - If game broken report to PCSX2 Team microVU1: Cached Prog = [028] [PC=32c0] [List=01] (Cache=0.315%) [0.2mb] microVU1: BAL in IBNE delay slot! [32d0] - If game broken report to PCSX2 Team microVU1: Cached Prog = [029] [PC=32d8] [List=01] (Cache=0.315%) [0.2mb] microVU1: Cached Prog = [030] [PC=1888] [List=01] (Cache=0.315%) [0.2mb] microVU1: Cached Prog = [031] [PC=0d40] [List=01] (Cache=0.315%) [0.2mb] microVU1: Cached Prog = [032] [PC=0eb0] [List=01] (Cache=0.436%) [0.3mb] microVU1: BAL in IBNE delay slot! [31b0] - If game broken report to PCSX2 Team recVifUnpk: Bucket 0x2c01 has 4 micro-programs microVU1: BAL in IBNE delay slot! [3120] - If game broken report to PCSX2 Team microVU1: Cached Prog = [033] [PC=36e0] [List=01] (Cache=0.455%) [0.3mb] microVU1: BAL in IBNE delay slot! [3090] - If game broken report to PCSX2 Team microVU1: BAL in IBNE delay slot! [3090] - If game broken report to PCSX2 Team microVU1: Cached Prog = [034] [PC=3678] [List=01] (Cache=0.455%) [0.3mb] microVU1: BAL in IBNE delay slot! [32d0] - If game broken report to PCSX2 Team microVU1: BAL in IBNE delay slot! [32d0] - If game broken report to PCSX2 Team microVU1: BAL in IBNE delay slot! [3120] - If game broken report to PCSX2 Team microVU1: BAL in IBNE delay slot! [31b0] - If game broken report to PCSX2 Team microVU1: BAL in IBNE delay slot! [3240] - If game broken report to PCSX2 Team microVU1: Cached Prog = [035] [PC=0240] [List=01] (Cache=0.469%) [0.3mb] microVU1: D-bit set! PC = ab8 microVU1: Branch Optimization microVU1: D-bit set! PC = ab8 microVU1: Branch Optimization microVU1: D-bit set! PC = ab8 microVU1: Branch Optimization microVU1: D-bit set! PC = b10 microVU1: D-bit set! PC = ab8 microVU1: Branch Optimization microVU1: D-bit set! PC = b10 microVU1: D-bit set! PC = b10 microVU1: D-bit set! PC = b10 microVU1: Cached Prog = [036] [PC=0438] [List=01] (Cache=0.708%) [0.4mb]
SLUS212.95 - THAW
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x000fffc0,0x0c070fea)
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x080a9a5c)
eeObj.WriteMem32(0x000fffe0,0xaf200000)
eeObj.WriteMem32(0x002a6968,0x0803fff0)
eeObj.WriteMem32(0x000fff90,0x0c070fea)
eeObj.WriteMem32(0x000fff94,0x24186000)
eeObj.WriteMem32(0x000fff98,0x3c191200)
eeObj.WriteMem32(0x000fff9c,0x37391010)
eeObj.WriteMem32(0x000fffa0,0x2718ffff)
eeObj.WriteMem32(0x000fffa4,0x1418fffe)
eeObj.WriteMem32(0x000fffac,0x0807100a)
eeObj.WriteMem32(0x000fffb0,0xaf200000)
eeObj.WriteMem32(0x001c4020,0x0803ffe4)
eeObj.WriteMem32(0x00493b30,0xd3400000)
end
So THUG2 isgametitle=THAW
patch=1,EE,000fffc0,word,0c070fea
patch=1,EE,000fffc4,word,24187000
patch=1,EE,000fffc8,word,3c191200
patch=1,EE,000fffcc,word,37391010
patch=1,EE,000fffd0,word,2718ffff
patch=1,EE,000fffd4,word,1418fffe
patch=1,EE,000fffdc,word,080a9a5c
patch=1,EE,000fffe0,word,af200000
patch=1,EE,002a6968,word,0803fff0
patch=1,EE,000fff90,word,0c070fea
patch=1,EE,000fff94,word,24187000
patch=1,EE,000fff98,word,3c191200
patch=1,EE,000fff9c,word,37391010
patch=1,EE,000fffa0,word,2718ffff
patch=1,EE,000fffa4,word,1418fffe
patch=1,EE,000fffac,word,0807100a
patch=1,EE,000fffb0,word,af200000
patch=1,EE,001c4020,word,0803ffe4
patch=1,EE,00493b30,word,d3400000
SLUS211.39 - GUN
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x000fffc0,0x0c067f36)
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x08067ef1)
eeObj.WriteMem32(0x000fffe0,0xaf200000)
eeObj.WriteMem32(0x0019fbbc,0x0803fff0)
eeObj.WriteMem32(0x004738c0,0xd3400000)
eeObj.WriteMem32(0x00194938,0x16340005) -- get out from cycle
end
emuObj.AddVsyncHook(patcher)gametitle=GUN
patch=1,EE,000fffc0,word,0c067f36
patch=1,EE,000fffc4,word,24186000
patch=1,EE,000fffc8,word,3c191200
patch=1,EE,000fffcc,word,37391010
patch=1,EE,000fffd0,word,2718ffff
patch=1,EE,000fffd4,word,1418fffe
patch=1,EE,000fffdc,word,08067ef1
patch=1,EE,000fffe0,word,af200000
patch=1,EE,0019fbbc,word,0803fff0
patch=1,EE,004738c0,word,d3400000
patch=1,EE,00194928,word,16340005
SLUS209.65 - THUG2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x000fffc0,0x0c065266)
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x08065248)
eeObj.WriteMem32(0x000fffe0,0xaf200000)
eeObj.WriteMem32(0x00194910,0x0803fff0)
eeObj.WriteMem32(0x003f0fe8,0xd3400000)
eeObj.WriteMem32(0x0026ff38,0x00000000) -- nop
end
emuObj.AddVsyncHook(patcher)gametitle=THUG2
patch=1,EE,000fffc0,word,0c065266
patch=1,EE,000fffc4,word,24186000
patch=1,EE,000fffc8,word,3c191200
patch=1,EE,000fffcc,word,37391010
patch=1,EE,000fffd0,word,2718ffff
patch=1,EE,000fffd4,word,1418fffe
patch=1,EE,000fffdc,word,08065248
patch=1,EE,000fffe0,word,af200000
patch=1,EE,00194910,word,0803fff0
patch=1,EE,003f0fe8,word,d3400000
patch=1,EE,0026ff38,word,00000000
--fpu-accurate-muldiv-range=0x14dd90,0x14e080
--fpu-accurate-mul-fast=1
--fpu-accurate-range=0x01dabd00,0x02000000
--cop2-accurate-range=0x01dabd00,0x02000000
--gs-motion-factor=25
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
-- CNP draw distance
eeObj.WriteMem32(0x156554,0x00000000)
eeObj.WriteMem32(0x156678,0x3C1943C0)
eeObj.WriteMem32(0x156684,0xAC990CEC)
eeObj.WriteMem32(0x1729DC,0x00000000)
eeObj.WriteMem32(0x155FF0,0x00000000)
-- LOD Distance
eeObj.WriteMem32(0x157364,0x10000006)
-- Shade
eeObj.WriteMem32(0x1A3E80,0xC6800004)
-- Additional Shade
eeObj.WriteMem32(0x1A3D80,0xC6800004)
-- Depth of Field
eeObj.WriteMem32(0x17BD10,0x00000000)
end
emuObj.AddVsyncHook(patcher)

Maybe I did something wrong because I'm a noob at PS2 on PS4 but I used FPKG 0.6 on Secret Agent Clank, the game works fine but if I save and leave and go back the save is corrupted but it loads the save after that however there's a loading screen that's a ship flying and it just loads forever. This only happens if I had a save if I delete the save the game plays.
even on 5.05 but original game still nice! Maybe @kozarovv or @mrjaredbeta or @Manu Mx will do something with it? Im test many emus, wide and non wide version and config from ps3 - same crash before Molotov Party misson. But if no help, anyway its look playble in FreeRide mode, just for INFO...Maybe I did something wrong because I'm a noob at PS2 on PS4 but I used FPKG 0.6 on Secret Agent Clank, the game works fine but if I save and leave and go back the save is corrupted but it loads the save after that however there's a loading screen that's a ship flying and it just loads forever. This only happens if I had a save if I delete the save the game plays.
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x00167e2c,0x00000000)
end
emuObj.AddVsyncHook(patcher)
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
eeObj.WriteMem32(0x00265820,0x10000004)
eeObj.WriteMem32(0x00266408,0x10000003)
end
emuObj.AddVsyncHook(patcher)
Both games have been tested and there is still a slight lag, I think they should be perfect if they are further debugged using scalar.I checked the offset address by the way and nothing has changed, @mrjaredbeta's code should work for all versions.Need for Speed: ProStreet (SLUS-21658)
LUA
Code:apiRequest(1.0) local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() eeObj.WriteMem32(0x00167e2c,0x00000000) end emuObj.AddVsyncHook(patcher)
Need for Speed: Undercover (SLUS-21801)
LUA
Untested fixes for low frame rate.Code:apiRequest(1.0) local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() eeObj.WriteMem32(0x00265820,0x10000004) eeObj.WriteMem32(0x00266408,0x10000003) end emuObj.AddVsyncHook(patcher)
As far as I know it should not be an emulatorPS4 ver. AC5 is emu or not?
I though that too, but after latest King of Fighters release, i think that AC5 is emulated.As far as I know it should not be an emulator
AC5 has no emu, it's compiled for PS4.I though that too, but after latest King of Fighters release, i think that AC5 is emulated.
How do you know that?AC5 has no emu, it's compiled for PS4.