PS4 [Research]PS2 emulator configuration on PS4

I was able boot pal version before! But not remember what emu i was use! Did NTSC version on twisted metal emu have graphical glitches like on my VIDEO?
Yes it does

Fix for Ephemeral Fantasia™
CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--host-display-mode=16:9
--framelimit-mode=normal

--vu1-no-clamping=0
LUA
Code:
--emu used=rogue v1

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

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

local patcher = function()

--vert
eeObj.WriteMem32(0x00231ff4,0x3c023fa2)
eeObj.WriteMem32(0x00231ff8,0x34472222)
eeObj.WriteMem32(0x002ca600,0x3c023fa2)
eeObj.WriteMem32(0x002ca604,0x34422222)
eeObj.WriteMem32(0x0032849c,0x3C023FA2)
eeObj.WriteMem32(0x003284a0,0x34422222)

--zoom
eeObj.WriteMem32(0x002830E8,0x3c013f40)
eeObj.WriteMem32(0x002830EC,0x4481F000)

eeObj.WriteMem32(0x00232158,0x461e6302)
eeObj.WriteMem32(0x00232168,0xE46C0160)
eeObj.WriteMem32(0x0023216c,0x03E00008)
eeObj.WriteMem32(0x00232170,0xE4700154)

eeObj.WriteMem32(0x00232174,0x8F8516B8)
eeObj.WriteMem32(0x00232178,0x3C020040)
eeObj.WriteMem32(0x0023217c,0x24439960)
eeObj.WriteMem32(0x00232180,0x24020001)
eeObj.WriteMem32(0x00232184,0x00052040)
eeObj.WriteMem32(0x00232188,0x00852021)
eeObj.WriteMem32(0x0023218c,0x00042080)
eeObj.WriteMem32(0x00232190,0x00852021)
eeObj.WriteMem32(0x00232194,0x00042140)
eeObj.WriteMem32(0x00232198,0x00641821)
eeObj.WriteMem32(0x0023219c,0xE46C0158)
eeObj.WriteMem32(0x002321a0,0x03E00008)
eeObj.WriteMem32(0x002321a4,0xE46D015C)

eeObj.WriteMem32(0x002c9580,0x0c08c85d)
eeObj.WriteMem32(0x002ca60c,0x0c08c85d)
eeObj.WriteMem32(0x003284b0,0x0c08c85d)
eeObj.WriteMem32(0x003285b0,0x0c08c85d)
eeObj.WriteMem32(0x0033a960,0x0c08c85d)
eeObj.WriteMem32(0x0033ab68,0x0c08c85d)

end

emuObj.AddVsyncHook(patcher)
emu used=rogue v1

Fixes missing character/world parts. Everything works correctly so far.

 
Last edited:
I was able boot pal version before! But not remember what emu i was use! Did NTSC version on twisted metal emu have graphical glitches like on my VIDEO?


<use emu twisted metal v2>

Fix for Red Ninja End of Honor NTSC
CLI
Code:
--vu1-no-clamping=0

--vu0-const-prop=0
--vu1-const-prop=0

<use emu twisted metal v2>

This corrects graphical errors.
 
Last edited:
1. Proper fix for Steambot Chronicles NTSC

CLI
Code:
--vu1-no-clamping=0

--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--gs-kernel-cl-up="up2x2skipinterp"
LUA
Code:
-- Steambot Chronicles SLUS_213.44
-- Widescreen Hack & Blur Removal
-- ported to PS4 Lua
-- emu used=jakx v2

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()

local thresholdArea = 600

emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)

local patcher = function()

--Widescreen hack 16:9
eeObj.WriteMem32(0x001329c0,0x3c033f40)
eeObj.WriteMem32(0x00132818,0x3c0643d6)
--Extensive blur removal
eeObj.WriteMem32(0x0010fdd8,0x00000000)
eeObj.WriteMem32(0x0010fea4,0x00000000)
--60 fps
--eeObj.WriteMem32(0x205BC89C,0x00000001) --\
--eeObj.WriteMem32(0x2055C3CC,0x42700000) --/ broken on PS4

end

emuObj.AddVsyncHook(patcher)

-- Performace fix
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 100000} )

No more audio stutter. Graphics cleaned up. Improvement over original fix.


[/code]

Also decide try test that new config! That looks really good, thanks for work!:encouragement::encouragement::encouragement:
My test - here
 
Fix for Mace Griffin - Bounty Hunter <>NTSC
CLI
Code:
--vif1-instant-xfer=0
LUA
Code:
--emu used=rogue v1

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

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

local patcher = function()

--16:9
eeObj.WriteMem32(0x0055C008,0x439991ec) -- 43ccc290

end

emuObj.AddVsyncHook(patcher)
emu used=rogue v1

Total fix for messed up graphics + widescreen. Tested a little, everything seems ok.
 
Last edited:
zxczxc.png


Jak v1 , Jak X v1 ,Jak X v2 , Rogue v2 ,KOF2002
There's no emulator.
Where can I get the emulator?
Please help me.
 
Little bit more info, for now in chaotic form :)

Possible values for gs-upscale:


  • Disabled
  • Bilinear
  • MotionVector
  • EdgeSmooth

Possible values for gs-uprender:

  • 2x2
  • 2x4

apiRequest() is required for every XXXXX-config.lua
Emulator support (somehow) LoadConfig, and SaveConfig
iopInsnReplace have the same usage like eeInsnReplace, but obviously patch IOP memory (no longer need for 0xB used in ps3)

fcr0
fcr31
vi00
vi01
vi02
vi03
vi04
vi05
vi06
vi07
vi08
vi09
vi10
vi11
vi12
vi13
vi14
vi15
vi16
vi17
vi18
vi19
vi20
vi21
vi22
vi23
vi24
vi25
vi26
vi27
vi28
vi29
vi30
vi31
rsvd17
rsvd18
rsvd19
rsvd20
rsvd21
rsvd22
rsvd26
rsvd27
vf00
vf01
vf02
vf03
vf04
vf05
vf06
vf07
vf08
vf09
vf10
vf11
vf12
vf13
vf14
vf15
vf16
vf17
vf18
vf19
vf20
vf21
vf22
vf23
vf24
vf25
vf26
vf27
vf28
vf29
vf30
vf31
NOP
ADD rd,rs,rt
ADDI rt,rs,simm
ADDIU rt,rs,simm
ADDU rd,rs,rt
AND rd,rs,rt
ANDI rt,rs,imm
BEQ rs,rt,off
BEQL rs,rt,off
BGEZ rs,off
BGEZAL rs,off
BGEZALL rs,off
BGEZL rs,off
BGTZ rs,off
BGTZL rs,off
BLEZ rs,off
BLEZL rs,off
BLTZ rs,off
BLTZAL rs,off
BLTZALL rs,off
BLTZL rs,off
BNE rs,rt,off
BNEL rs,rt,off
BREAK code
DADD rd,rs,rt
DADDI rt,rs,simm
DADDIU rt,rs,simm
DADDU rd,rs,rt
DIV rs,rt
DIVU rs,rt
DSLL rd,rt,shamt
DSLL32 rd,rt,shamt
DSLLV rd,rt,rs
DSRA rd,rt,shamt
DSRA32 rd,rt,shamt
DSRAV rd,rt,rs
DSRL rd,rt,shamt
DSRL32 rd,rt,shamt
DSRLV rd,rt,rs
DSUB rd,rs,rt
DSUBU rd,rs,rt
J target
JAL target
JALR rd,rs
JR rs
LB rt,simm(rs)
LBU rt,simm(rs)
LD rt,simm(rs)
LDL rt,simm(rs)
LDR rt,simm(rs)
LH rt,simm(rs)
LHU rt,simm(rs)
LUI rt,imm
LW rt,simm(rs)
LWL rt,simm(rs)
LWR rt,simm(rs)
LWU rt,simm(rs)
MFHI rd
MFLO rd
MOVN rd,rs,rt
MOVZ rd,rs,rt
MTHI rs
MTLO rs
MULT rs,rt
MULTU rs,rt
NOR rd,rs,rt
OR rd,rs,rt
ORI rt,rs,imm
PREF hint,simm(rs)
SB rt,simm(rs)
SD rt,simm(rs)
SDL rt,simm(rs)
SDR rt,simm(rs)
SH rt,simm(rs)
SLL rd,rt,shamt
SLLV rd,rt,rs
SLT rd,rs,rt
SLTI rt,rs,simm
SLTIU rt,rs,simm
SLTU rd,rs,rt
SRA rd,rt,shamt
SRAV rd,rt,rs
SRL rd,rt,shamt
SRLV rd,rt,rs
SUB rd,rs,rt
SUBU rd,rs,rt
SW rt,simm(rs)
SWL rt,simm(rs)
SWR rt,simm(rs)
SYNC
SYNC.L
SYNC.P
SYSCALL code
TEQ rs,rt
TEQI rs,simm
TGE rs,rt
TGEI rs,simm
TGEIU rs,simm
TGEU rs,rt
TLT rs,rt
TLTI rs,simm
TLTIU rs,simm
TLTU rs,rt
TNE rs,rt
TNEI rs,simm
XOR rd,rs,rt
XORI rt,rs,imm
DIV1 rs,rt
DIVU1 rs,rt
LQ rt,simm(rs)
MADD rd,rs,rt
MADD1 rd,rs,rt
MADDU rd,rs,rt
MADDU1 rd,rs,rt
MFHI1 rd
MFLO1 rd
MFSA rd
MTHI1 rs
MTLO1 rs
MTSA rs
MTSAB rs,simm
MTSAH rs,simm
MULT rd,rs,rt
MULT1 rd,rs,rt
MULTU rd,rs,rt
MULTU1 rd,rs,rt
PABSH rd,rt
PABSW rd,rt
PADDB rd,rs,rt
PADDH rd,rs,rt
PADDSB rd,rs,rt
PADDSH rd,rs,rt
PADDSW rd,rs,rt
PADDUB rd,rs,rt
PADDUH rd,rs,rt
PADDUW rd,rs,rt
PADDW rd,rs,rt
PADSBH rd,rs,rt
PAND rd,rs,rt
PCEQB rd,rs,rt
PCEQH rd,rs,rt
PCEQW rd,rs,rt
PCGTB rd,rs,rt
PCGTH rd,rs,rt
PCGTW rd,rs,rt
PCPYH rd,rt
PCPYLD rd,rs,rt
PCPYUD rd,rs,rt
PDIVBW rs,rt
PDIVUW rs,rt
PDIVW rs,rt
PEXCH rd,rt
PEXCW rd,rt
PEXEH rd,rt
PEXEW rd,rt
PEXT5 rd,rt
PEXTLB rd,rs,rt
PEXTLH rd,rs,rt
PEXTLW rd,rs,rt
PEXTUB rd,rs,rt
PEXTUH rd,rs,rt
PEXTUW rd,rs,rt
PHMADH rd,rs,rt
PHMSBH rd,rs,rt
PINTH rd,rs,rt
PINTEH rd,rs,rt
PLZCW rd,rs
PMADDH rd,rs,rt
PMADDUW rd,rs,rt
PMADDW rd,rs,rt
PMAXH rd,rs,rt
PMAXW rd,rs,rt
PMFHI rd
PMFLO rd
PMFHL.LW rd
PMFHL.UW rd
PMFHL.SLW rd
PMFHL.LH rd
PMFHL.SH rd
PMINH rd,rs,rt
PMINW rd,rs,rt
PMSUBH rd,rs,rt
PMSUBW rd,rs,rt
PMTHI rs
PMTHL.LW rs
PMTLO rs
PMULTH rd,rs,rt
PMULTUW rd,rs,rt
PMULTW rd,rs,rt
PNOR rd,rs,rt
POR rd,rs,rt
PPAC5 rd,rt
PPACB rd,rs,rt
PPACH rd,rs,rt
PPACW rd,rs,rt
PREVH rd,rt
PROT3W rd,rt
PSLLH rd,rt,shamt
PSLLVW rd,rt,rs
PSLLW rd,rt,shamt
PSRAH rd,rt,shamt
PSRAVW rd,rt,rs
PSRAW rd,rt,shamt
PSRLH rd,rt,shamt
PSRLVW rd,rt,rs
PSRLW rd,rt,shamt
PSUBB rd,rs,rt
PSUBH rd,rs,rt
PSUBSB rd,rs,rt
PSUBSH rd,rs,rt
PSUBSW rd,rs,rt
PSUBUB rd,rs,rt
PSUBUH rd,rs,rt
PSUBUW rd,rs,rt
PSUBW rd,rs,rt
PXOR rd,rs,rt
QFSRV rd,rs,rt
SQ rt,simm(rs)
BC0F off
BC1F off
BC2F off
BC3F off
BC0T off
BC1T off
BC2T off
BC3T off
BC0FL off
BC1FL off
BC2FL off
BC3FL off
BC0TL off
BC1TL off
BC2TL off
BC3TL off
CACHE op,simm(rs)
DI
EI
ERET
MFBPC rt
MFDAB rt
MFDABM rt
MFDVB rt
MFDVBM rt
MFIAB rt
MFIABM rt
MFPC rt,reg
MFPS rt,reg
MTBPC rt
MTDAB rt
MTDABM rt
MTDVB rt
MTDVBM rt
MTIAB rt
MTIABM rt
MTPC rt,reg
MTPS rt,reg
TLBP
TLBR
TLBWI
TLBWR
ABS.S fd,fs
ADD.S fd,fs,ft
ADDA.S fs,ft
C.F.S fs,ft
C.EQ.S fs,ft
C.LT.S fs,ft
C.LE.S fs,ft
CVT.S.W fd,fs
CVT.W.S fd,fs
DIV.S fd,fs,ft
MADD.S fd,fs,ft
MADDA.S fs,ft
MAX.S fd,fs,ft
MIN.S fd,fs,ft
MOV.S fd,fs
MSUB.S fd,fs,ft
MSUBA.S fs,ft
MUL.S fd,fs,ft
MULA.S fs,ft
NEG.S fd,fs
RSQRT.S fd,fs,ft
SQRT.S fd,ft
SUB.S fd,fs,ft
SUBA.S fs,ft
CFC2 rt,vis
CFC2.I rt,vis
CTC2 rt,vis
CTC2.I rt,vis
LQC2 vft,simm(rs)
QMFC2 rt,vfs
QMFC2.I rt,vfs
QMTC2 rt,vfs
QMTC2.I rt,vfs
SQC2 vft,simm(rs)
VABS&dest vft,vfs
VADD&dest vfd,vfs,vft
VADDI&dest vfd,vfs,I
VADDQ&dest vfd,vfs,Q
VADD*&dest vfd,vfs,vft
VADDA&dest ACC,vft,vfs
VADDAI&dest ACC,vfs,I
VADDAQ&dest ACC,vfs,Q
VADDA*&dest ACC,vfs,vft
VCALLMS callms
VCALLMSR vis
VCLIP*&dest vfs,vft
VDIV Q,vfs&fsf,vft&ftf
VFTOI0&dest vft,vfs
VFTOI4&dest vft,vfs
VFTOI12&dest vft,vfs
VFTOI15&dest vft,vfs
VIADD vid,vis,vit
VIADDI vit,vis,iaddi
VIAND vid,vis,vit
VILWR&dest vit,(vis)
VIOR vid,vis,vit
VISUB vid,vis,vit
VISWR&dest vit,(vis)
VITOF0&dest vft,vfs
VITOF4&dest vft,vfs
VITOF12&dest vft,vfs
VITOF15&dest vft,vfs
VLQD&dest vft,(--vis)
VLQI&dest vft,(vis++)
VMADD&dest vfd,vfs,vft
VMADDI&dest vfd,vfs,I
VMADDQ&dest vfd,vfs,Q
VMADD*&dest vfd,vfs,vft
VMADDA&dest ACC,vfs,vft
VMADDAI&dest ACC,vfs,I
VMADDAQ&dest ACC,vfs,Q
VMADDA*&dest ACC,vfs,vft
VMAX&dest vfd,vfs,vft
VMAXI&dest vfd,vfs,I
VMAX*&dest vfd,vfs,vft
VMFIR&dest vft,vis
VMINI&dest vfd,vfs,vft
VMINII&dest vfd,vfs,I
VMINI*&dest vfd,vfs,vft
VMOVE&dest vft,vfs
VMR32&dest vft,vfs
VMSUB&dest vfd,vfs,vft
VMSUBI&dest vfd,vfs,I
VMSUBQ&dest vfd,vfs,Q
VMSUB*&dest vfd,vfs,vft
VMSUBA&dest ACC,vft,vfs
VMSUBAI&dest ACC,vfs,I
VMSUBAQ&dest ACC,vfs,Q
VMSUBA*&dest ACC,vfs,vft
VMTIR vit,vfs&fsf
VMUL&dest vfd,vfs,vft
VMULI&dest vfd,vfs,I
VMULQ&dest vfd,vfs,Q
VMUL*&dest vfd,vfs,vft
VMULA&dest ACC,vfs,vft
VMULAI&dest ACC,vfs,I
VMULAQ&dest ACC,vfs,Q
VMULA*&dest ACC,vfs,vft
VNOP
VOPMSUB&dest vfd,vfs,vft
VOPMULA&dest ACC,vfs,vft
VRGET&dest vft,R
VRINIT R,vfs&fsf
VRNEXT&dest vft,R
VRSQRT Q,vfs&fsf,vft&ftf
VRXOR R,vfs&fsf
VSQD&dest vfs,(--vit)
VSQI&dest vfs,(vit++)
VSQRT Q,vft&ftf
VSUB&dest vfd,vfs,vft
VSUBI&dest vfd,vfs,I
VSUBQ&dest vfd,vfs,Q
VSUB*&dest vfd,vfs,vft
VSUBA&dest ACC,vfs,vft
VSUBAI&dest ACC,vfs,I
VSUBAQ&dest ACC,vfs,Q
VSUBA*&dest ACC,vfs,vft
VWAITQ
RFE
CFC0 rt,cd
CFC1 rt,cd
CFC2 rt,cd
CFC3 rt,cd
CTC0 rt,cd
CTC1 rt,cd
CTC2 rt,cd
CTC3 rt,cd
MFC0 rt,zd
MFC1 rt,zd
MFC2 rt,zd
MFC3 rt,zd
MTC0 rt,zd
MTC1 rt,zd
MTC2 rt,zd
MTC3 rt,zd
LWC0 zt,simm(rs)
LWC1 zt,simm(rs)
LWC2 zt,simm(rs)
LWC3 zt,simm(rs)
SWC0 zt,simm(rs)
SWC1 zt,simm(rs)
SWC2 zt,simm(rs)
SWC3 zt,simm(rs)
COP0 cofun
COP1 cofun
COP2 cofun
COP3 cofun
zr
at
v0
v1
a0
a1
a2
a3
t0
t1
t2
t3
t4
t5
t6
t7
s0
s1
s2
s3
s4
s5
s6
s7
t8
t9
k0
k1
gp
sp
fp
ra
lo
hi
sa
ZR
AT
V0
V1
A0
A1
A2
A3
T0
T1
T2
T3
T4
T5
T6
T7
S0
S1
S2
S3
S4
S5
S6
S7
T8
T9
K0
K1
GP
SP
FP
RA
LO
HI
SA
entrylo0
entrylo1
context
pagemask
wired
rsvd7
badvaddr
entryhi
compare
cause
epc
prid
IAB
IABM
DAB
DABM
DVM
DVBM
badpaddr
bpc
perf
PCR0
PCR1
taglo
taghi
errorepc
rsvd31
fpr0
fpr1
fpr2
fpr3
fpr4
fpr5
fpr6
fpr7
fpr8
fpr9
fpr10
fpr11
fpr12
fpr13
fpr14
fpr15
fpr16
fpr17
fpr18
fpr19
fpr20
fpr21
fpr22
fpr23
fpr24
fpr25
fpr26
fpr27
fpr28
fpr29
fpr30
fpr31
facc

Multi disc games are handled by file disc-swap-cli.conf and command --max-disc-num=1 in basic config. Emu support max 5 discs in one pkg.

Emulator command, some with possible values if variable exist:


This emu looks like someone compiled debug version, and then released it as retail. :D

Additional emulation settings:

Code:
--ee-hook=0x0025b3b0,FastForwardClock
--ee-hook=0x0025b188,FastForwardClock
--ee-hook=0x00243214,FastForwardClock
--ee-hook=0x00243224,FastForwardClock
--gs-vert-precision=8
--idec-cycles-per-qwc=768
--gs-optimize-30fps=1
--fpu-no-clamping=1
--cop2-no-clamping=1
--vu1-di-bits=0
--gs-override-small-tri-area=1
--assert-path1-ad=0
--ee-ignore-segfault=Read

Basic emulation settings:

Code:
--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=SLES-52755
--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

hw addresses example:

Code:
gif_hw  = {}
vif0_hw = {}
vif1_hw = {}

gif_hw.CHCR            = 0x1000A000
gif_hw.MADR            = 0x1000A010
gif_hw.QWC            = 0x1000A020
gif_hw.TADR            = 0x1000A030
gif_hw.ASR0            = 0x1000A040
gif_hw.ASR1            = 0x1000A050
gif_hw.SADR            = 0x1000A080

vif0_hw.CHCR        = 0x10008000
vif0_hw.MADR        = 0x10008010
vif0_hw.QWC            = 0x10008020
vif0_hw.TADR        = 0x10008030
vif0_hw.ASR0        = 0x10008040
vif0_hw.ASR1        = 0x10008050
vif0_hw.SADR        = 0x10008080

vif1_hw.CHCR        = 0x10009000
vif1_hw.MADR        = 0x10009010
vif1_hw.QWC            = 0x10009020
vif1_hw.TADR        = 0x10009030
vif1_hw.ASR0        = 0x10009040
vif1_hw.ASR1        = 0x10009050
vif1_hw.SADR        = 0x10009080

gpr settings example:

Code:
gpr = {}

gpr.zero = 0
gpr.at   = 1
gpr.v0   = 2
gpr.v1   = 3
gpr.a0   = 4
gpr.a1   = 5
gpr.a2   = 6
gpr.a3   = 7
gpr.t0   = 8
gpr.t1   = 9
gpr.t2   = 10
gpr.t3   = 11
gpr.t4   = 12
gpr.t5   = 13
gpr.t6   = 14
gpr.t7   = 15
gpr.s0   = 16
gpr.s1   = 17
gpr.s2   = 18
gpr.s3   = 19
gpr.s4   = 20
gpr.s5   = 21
gpr.s6   = 22
gpr.s7   = 23
gpr.t8   = 24
gpr.t9   = 25
gpr.k0   = 26
gpr.k1   = 27
gpr.gp   = 28
gpr.sp   = 29
gpr.fp   = 30
gpr.ra   = 31

cpr0 related:

Code:
cpr = {}

cpr.index        = 0
cpr.random        = 1
cpr.entrylo0    = 2
cpr.entrylo1    = 3
cpr.context        = 4
cpr.pagemask    = 5
cpr.wired        = 6
cpr.badvaddr    = 8
cpr.count        = 9
cpr.entryhi        = 10
cpr.compare        = 11
cpr.status        = 12
cpr.cause        = 13
cpr.epc            = 14
cpr.prid        = 15
cpr.config        = 16
cpr.badpaddr    = 23
cpr.hwbk        = 24
cpr.pccr        = 25
cpr.taglo        = 28
cpr.taghi        = 29
cpr.errorepc    = 30
Is it possible to patch the emulator to get it to boot off game discs like you can on PCs?

It would allow playing PS2 games to be much more of a convenient process instead of going through PKG conversion for each title you wish to play, also it would save on storage.
 
1. Proper fix for Steambot Chronicles NTSC

CLI
Code:
--vu1-no-clamping=0

--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--gs-kernel-cl-up="up2x2skipinterp"
LUA
Code:
-- Steambot Chronicles SLUS_213.44
-- Widescreen Hack & Blur Removal
-- ported to PS4 Lua
-- emu used=jakx v2

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()

local thresholdArea = 600

emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)

local patcher = function()

--Widescreen hack 16:9
eeObj.WriteMem32(0x001329c0,0x3c033f40)
eeObj.WriteMem32(0x00132818,0x3c0643d6)
--Extensive blur removal
eeObj.WriteMem32(0x0010fdd8,0x00000000)
eeObj.WriteMem32(0x0010fea4,0x00000000)
--60 fps
--eeObj.WriteMem32(0x205BC89C,0x00000001) --\
--eeObj.WriteMem32(0x2055C3CC,0x42700000) --/ broken on PS4

end

emuObj.AddVsyncHook(patcher)

-- Performace fix
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 100000} )

No more audio stutter. Graphics cleaned up. Improvement over original fix.

2. Fix for Red Ninja End of Honor NTSC
Code:
<use emu twisted metal v2>

Serial : SCKA-20058
Eng name : Ponkotsu Roman Daikatsugeki: Bumpy Trot (Steambot Cronicles)
Kor name : 액션로망 범피트롯

Screen blur and audio is painful. Can you watch the Korean version?
 
Serial : SCKA-20058
Eng name : Ponkotsu Roman Daikatsugeki: Bumpy Trot (Steambot Cronicles)
Kor name : 액션로망 범피트롯

Screen blur and audio is painful. Can you watch the Korean version?
someone would have to port the offsets. Beyond my skill level
 
Can someone explain to me, how to inject pcsx2 saves in the emu memory card?

This in a more detailed way.

Is it to create fpkg with 2 disks?
the first from the game and the second from the uLE disc?
And the save... inside the uledisc?
 
Fix for Spiderman The Movie NTSC
CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--host-display-mode=16:9
--host-audio-latency=0.810

--ee-cycle-scalar=1.6
--iop-cycle-scalar=2.55

#emu used=psychonauts v2
LUA
Code:
-- Spiderman - The Movie NTSC (SLUS-20336)
-- Widescreen + Cheats
-- emu used=psychonauts v2 (fixed missing street and other blackouts)


local gpr = require("ee-gpr-alias")

apiRequest(0.1)

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

local patcher = function()

--Widescreen hack 16:9
eeObj.WriteMem32(0x004d13d4,0x3fe38e2a) --3faaaaab
eeObj.WriteMem32(0x002b5c64,0x3c013c28) --3c013c0e
--All Art/Most Movies by InterAct
eeObj.WriteMem32(0x1194B7B8,0x00000001)
--Unlock Vulture Movie by InterAct
eeObj.WriteMem32(0x1194B770,0x00000001)
--Unlock Shocker Movie by InterAct
eeObj.WriteMem32(0x1194B774,0x00000001)
--All Combat Controls by InterAct
eeObj.WriteMem32(0x1194B7B0,0x00000001)
--Unlock Secret Store Costumes by InterAct
eeObj.WriteMem32(0x1194B45C,0x00000019)

end

emuObj.AddVsyncHook(patcher)

emu used=psychonauts v2

Emulator was all that was needed to fix graphics. Scalars used to smooth out audio and framerate.


 
Last edited:
Fix for Spiderman The Movie NTSC
CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--host-display-mode=16:9
--host-audio-latency=0.810

--ee-cycle-scalar=1.6
--iop-cycle-scalar=2.55

#emu used=psychonauts v2
LUA
Code:
-- Spiderman - The Movie NTSC (SLUS-20336)
-- Widescreen + Cheats
-- emu used=psychonauts v2 (fixed missing street and other blackouts)
-- ported to ps4 lua

local gpr = require("ee-gpr-alias")

apiRequest(0.1)

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

local patcher = function()

--Widescreen hack 16:9
eeObj.WriteMem32(0x004d13d4,0x3fe38e2a) --3faaaaab
eeObj.WriteMem32(0x002b5c64,0x3c013c28) --3c013c0e
--All Art/Most Movies by InterAct
eeObj.WriteMem32(0x1194B7B8,0x00000001)
--Unlock Vulture Movie by InterAct
eeObj.WriteMem32(0x1194B770,0x00000001)
--Unlock Shocker Movie by InterAct
eeObj.WriteMem32(0x1194B774,0x00000001)
--All Combat Controls by InterAct
eeObj.WriteMem32(0x1194B7B0,0x00000001)
--Unlock Secret Store Costumes by InterAct
eeObj.WriteMem32(0x1194B45C,0x00000019)

end

emuObj.AddVsyncHook(patcher)

emu used=psychonauts v2

Emulator was all that was needed to fix graphics. Scalars used to smooth out audio and framerate.

Thank you very much for that, but looking here, I don't have the psychonauts v2 emu, could you send it to me?
 
Improved fix for Grand Theft Auto Vice City Stories NTSC
CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"

--host-display-mode=16:9

#emu used=psychonauts v2
LUA
Code:
-- Grand Theft Auto™ Vice City Stories®
-- emu used=psychonauts v2

local gpr = require("ee-gpr-alias")

apiRequest(1.0)

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

local patcher = function()

--widescreen fix
eeObj.WriteMem32(0x002653d8,0x3c013f9d)
eeObj.WriteMem32(0x002653dc,0x44810000)
eeObj.WriteMem32(0x002653e0,0x46006302)
eeObj.WriteMem32(0x002653e4,0x3c020048)
eeObj.WriteMem32(0x002653e8,0x03e00008)
eeObj.WriteMem32(0x002653ec,0xe44c7484)

eeObj.WriteMem32(0x0037add4,0x0c0994f6)
eeObj.WriteMem32(0x003b9d14,0x0c0994f9)
eeObj.WriteMem32(0x003ba1b0,0x0c0994f9)

eeObj.WriteMem32(0x20370314,0x10820019)--60fps

--eeObj.WriteMem32(0x20447EDC,0x00000000)--no interlace

end

emuObj.AddVsyncHook(patcher)

-- Bug#9174 - 
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )

-- Bug#9240 (Light maps uprender)
-- Copy z-buffer for future use with light maps. psm = SCE_GS_PSMZ24 (49)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )

-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )
emu used=psychonauts v2

Experimental! But very significant improvement! I bet boost mode on PS4 pro would smooth out the left over slowdown in areas.
 
Last edited:

Similar threads

Back
Top