Stayhye
Senior Member
I remember. But most of the configs are posted for the knowledge and for those who what to make their own fpkgstest almost same config few months ago
I remember. But most of the configs are posted for the knowledge and for those who what to make their own fpkgstest almost same config few months ago
Of course lol, i just saying, and post video for users look how game will looks likeI remember. But most of the configs are posted for the knowledge and for those who what to make their own fpkgs

I try use all combinations:have you tried "--matap1=byhost" and "--mtap2=byhost"? that is the only other option you got that is known.
I guess two player only it is for PS4 until solution is foundI try use all combinations:
--mtap1=always,
--mtap2=always,
--mtap1=always
--mtap2=always,
--mtap1=ByHost,
--mtap2=ByHost,
--mtap1=ByHost
--mtap2=ByHost,
--mtap1=always
--mtap2=ByHost,
--mtap1=ByHost
--mtap2=always.
nothing works(((
--gs-uprender=2x2
--gs-upscale=edgesmooth
--host-display-mode=16:9
#emu used=jakx v2
-- Crimson Tears NTSC
-- ported to PS4
-- emu used=jakx v2
apiRequest(2.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--16:9
--aabf023c 00008544 abaa4334
eeObj.WriteMem32(0x001bcb98,0x3c02bfe3) --3c02bfaa hor fov
eeObj.WriteMem32(0x001bcba0,0x34438e39) --3443aaab hor fov
--No-Interlacing
eeObj.WriteMem32(0x00166A84,0x30420000)
eeObj.WriteMem32(0x002ae84c,0x00000000) --64420008
eeObj.WriteMem32(0x0032B280,0x30420000)
--Remove Ghosting
local code_check1 = eeObj.ReadMem16(0x6C4D58)
if code_check1 == 0x0001 then
eeObj.WriteMem32(0x206C4D58,0x00000001)
end
local code_check2 = eeObj.ReadMem16(0xE36888)
if code_check2 == 0x0001 then
eeObj.WriteMem32(0x20E36888,0x00000001)
end
local code_check3 = eeObj.ReadMem16(0xE363A8)
if code_check3 == 0x0001 then
eeObj.WriteMem32(0x20E363A8,0x00000001)
end
local code_check4 = eeObj.ReadMem16(0xE38B78)
if code_check4 == 0x0001 then
eeObj.WriteMem32(0x20E38B78,0x00000001)
end
--Remove Ghosting and Bloom
eeObj.WriteMem32(0x006C4D58,0x00000000)
eeObj.WriteMem32(0x00E36888,0x00000000)
eeObj.WriteMem32(0x00E363A8,0x00000000)
eeObj.WriteMem32(0x00E38B78,0x00000000)
---------------Cheats--------------------
--Access All Levels From Teleporter
eeObj.WriteMem32(0x003AEA34,0x00000007)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
Good thing its Winter season,cuz you are on Fire manI guess two player only it is for PS4 until solution is found
Improvements for Crimson Tears NTSC
CLI
LUACode:--gs-uprender=2x2 --gs-upscale=edgesmooth --host-display-mode=16:9 #emu used=jakx v2
Code:-- Crimson Tears NTSC -- ported to PS4 -- emu used=jakx v2 apiRequest(2.0) local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() --16:9 --aabf023c 00008544 abaa4334 eeObj.WriteMem32(0x001bcb98,0x3c02bfe3) --3c02bfaa hor fov eeObj.WriteMem32(0x001bcba0,0x34438e39) --3443aaab hor fov --No-Interlacing eeObj.WriteMem32(0x00166A84,0x30420000) eeObj.WriteMem32(0x002ae84c,0x00000000) --64420008 eeObj.WriteMem32(0x0032B280,0x30420000) --Remove Ghosting local code_check1 = eeObj.ReadMem16(0x6C4D58) if code_check1 == 0x0001 then eeObj.WriteMem32(0x206C4D58,0x00000001) end local code_check2 = eeObj.ReadMem16(0xE36888) if code_check2 == 0x0001 then eeObj.WriteMem32(0x20E36888,0x00000001) end local code_check3 = eeObj.ReadMem16(0xE363A8) if code_check3 == 0x0001 then eeObj.WriteMem32(0x20E363A8,0x00000001) end local code_check4 = eeObj.ReadMem16(0xE38B78) if code_check4 == 0x0001 then eeObj.WriteMem32(0x20E38B78,0x00000001) end --Remove Ghosting and Bloom eeObj.WriteMem32(0x006C4D58,0x00000000) eeObj.WriteMem32(0x00E36888,0x00000000) eeObj.WriteMem32(0x00E363A8,0x00000000) eeObj.WriteMem32(0x00E38B78,0x00000000) ---------------Cheats-------------------- --Access All Levels From Teleporter eeObj.WriteMem32(0x003AEA34,0x00000007) emuObj.ThrottleMax() end emuObj.AddVsyncHook(patcher)
Game works great and looks great too
I haven't tried that one yet. I don't know if anyone else hasHas anyone succeeded in fixing the invisible textures / missing car models in Ridge Racer V?
I try use all combinations:
--mtap1=always,
--mtap2=always,
--mtap1=always
--mtap2=always,
--mtap1=ByHost,
--mtap2=ByHost,
--mtap1=ByHost
--mtap2=ByHost,
--mtap1=always
--mtap2=ByHost,
--mtap1=ByHost
--mtap2=always.
nothing works(((
--host-gamepads=0,4,5,6
--mtap1=byhost
--mtap2=byhost
I remember playing this game for 4 players on Ps2, multitap was connected instead of controller 2, I don't remember the order in which the other controllers were connected, on OPL, you have to activate multitap for controller 2 to play with 4 players.Maybe "--host-gamepads=??" with "--mtap1=byhost" and "--mtap2=byhost" . Define the pads you want. Try and see. Host gamepads varables are 0-7
1player - Pad 1A
2player - Pad 2A
3player - Pad 2B
4player - Pad 2C
probably equals
Code:--host-gamepads=0,4,5,6 --mtap1=byhost --mtap2=byhost
*EDIT - tested. does not work
PS2 Official Configs - PS3 Developer wiki (psdevwiki.com)
Every Neversoft engine game needs this patch:
eeInsnReplace(0xOFFSET,0x53400000,D3400000)
Offset should be specific to every single game and its region.
local eeObj = getEEObject()
Hello vika! What setup/tools did you use to acomplish this? is It PS2-FPKG v0.6? I've downloaded a pre-built package you posted on reddit and the game works fine, a little bit of slowdown on some areas with a PS4 slim but nothing too extreme, I'm trying to get THAW to work on PS4 using this setup, tried a bunch of things but either crashes or hangs on the loading screen, even with the right offsets posted here previously.Confirm, work with RedFaction1 emu with no freeze, test freeride mode with boost on ps4 pro
Does not work in any variation/combination. At least with this game and Urban Reign. Unreal Tournament works just fine with --mtap1=always. Maybe the recent progress on the PS3 multitap front may lead to something here through lopnor configI remember playing this game for 4 players on Ps2, multitap was connected instead of controller 2, I don't remember the order in which the other controllers were connected, on OPL, you have to activate multitap for controller 2 to play with 4 players.
Then it would be:
2player - Pad 2A
3player - Pad 2B
4player - Pad 2C
Or:
2player - Pad 2B
3player - Pad 2C
4player - Pad 2D
Cli:
--host-gamepads=(I don't know what number to put here)
--mtap1=disabled
--mtap2=byhost
Hey Agrippa my first post here! I'm very new to all of this and I'm trying to get all of the THPS ps2 games running on ps4, like right now I'm trying THAW(SLUS_21208) what exactly is this eeInsnReplace function?
Do you guys use PS2-FPKG v0.6 as well?
Do I just place it on the lua file with the offsets listed here?
[Research]PS2 emulator configuration on PS4
does it need something equivalent to
for the eeInsnReplace to work? I don't know exactly what I'm doingCode:local eeObj = getEEObject()
@nifengyuexia found all the values last yearPS2 Official Configs - PS3 Developer wiki (psdevwiki.com)
Every Neversoft engine game needs this patch:
eeInsnReplace(0xOFFSET,0x53400000,D3400000)
Offset should be specific to every single game and its region.
Still no progress with THAW :/Gun PAL & NTSC still hang at loading…
According to PCSX2 forum it's related to Vu something, with vu choice to nearest in pcsx2 it boot.
How to do this in PS4 ?
I was build that pkg manually and long time ago, just extract that pkg and see configs! I not remember which emu i use, probably jak v.2Hello vika! What setup/tools did you use to acomplish this? is It PS2-FPKG v0.6? I've downloaded a pre-built package you posted on reddit and the game works fine, a little bit of slowdown on some areas with a PS4 slim but nothing too extreme, I'm trying to get THAW to work on PS4 using this setup, tried a bunch of things but either crashes or hangs on the loading screen, even with the right offsets posted here previously.
You used Redfaction1 right? I've extracted the THUG pkg and copied all of the relevant files to the emus folder on PS2-FPKG v0.6 but even trying to replicate your THUG setup it just errors out with the CE-xxxx code
What I'm doing wrong
You can try this through lopnor:Maybe the recent progress on the PS3 multitap front may lead to something here through lopnor config
3D 00 00 00 57 44 00 00 1D 00 00 00 02 00 00 00