PS4 [Research]PS2 emulator configuration on PS4

any current way to fix sonic the fighters in gems collection its a complete mess. all other games seem to be fine
 
ahhh okay i was thinking it could gave been gs output command or something
Don't give up! It could very well be something like that or a combination of commands that will enable a pseudo "software mode". We just don't know yet

personally, I think it will be a combo of CLI and LUA
Code:
--[[

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { tbp=0x2a000 } )

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2  } )

-- Bug 10697
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { texMode=2 , tw=6 , th=5} )

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

-- Reduce flush count 
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )

-- Small triangle rejection. Works in conjunction with CLI setting  --gs-override-small-tri-area=1
-- keep default area for texture 256x256 ( no blend)  (Anakin face)  
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )

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

-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2  } )

-- 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 } )

--  Performance  fix ( bug# 9474 )
if 0 then  -- emuObj.IsNeoMode() then  -- neo mode check disabled, due to bug #10442
  emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 125000} )
else
  emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
end

emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )
emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } )

emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )
emuObj.SetGsTitleFix( "clipScissors", "reserved", {alpha = 0 , frameW = 4 , psm = 0} )
emuObj.SetGsTitleFix( "ignoreUpShiftTri", "reserved" , { fbmask = 0x00FFFFFF  } )
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {prim=5, texMode=2, tbp=0x320000} )

emuObj.SetGsTitleFix( "forcePoint", "reserved", {mipIsGt=0,  mmin=0} )
emuObj.SetGsTitleFix( "setRejectionArea", 1000, {alphaIsNot=0 } )

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
emuObj.SetGsTitleFix( "ignoreSprite", "reserved", {  texType=1 , tw=5 , th=8, zmsk=1 , alpha=0x80000044  } )

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

-- Accumulate fill area only when conditions are met 
emuObj.SetGsTitleFix( "includeAreaUpdate", "reserved" , {alphaIsNot = 0, zmsk = 1, tw = 6, th = 6 , tbp = 0x00302000} ) 
emuObj.SetGsTitleFix( "ignoreUpRender", 130 , { totalArea= 700} )

-- Reduce flush count 
--emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )

emuObj.SetGsTitleFix( "trianglesAsParticles", "reserved", { hasClut=1,zmsk=1 } )

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


-- bug# 9972
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )

]]

These values can be swapped and really messed around with. Some of them are very powerful tools!
 
Don't give up! It could very well be something like that or a combination of commands that will enable a pseudo "software mode". We just don't know yet
ahhh i get ya.. ill never give up lol. have over 20 ps2 games working so far. still have lost more to get working on.
 
any current way to fix sonic the fighters in gems collection its a complete mess. all other games seem to be fine
All Sega Model 2 ports run like crap. But you can actually play Sonic the Fighters on your PS4...just run Lost Judgment.
 
Textures were okay in your tests?? Crashing is not the main problem in Scarface...
At first yes, but when i go to the basement the walls dissappear. Anyone fixed that?
Also i have to put the gp-uprender and gp-upscale codes to None, because I have a weird purple glitch around
 
You send me a vídeo with a gameplay of Scarface that runs in a nice speed.
Is there a list of codes for use in the Star Ocean emu? I want to improve the speed because i have some lags
 
You send me a vídeo with a gameplay of Scarface that runs in a nice speed.
Is there a list of codes for use in the Star Ocean emu? I want to improve the speed because i have some lags
you tell to me? if yes it was lopnor method and config from ps3 make game as full speed
 

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