PS4 [Research]PS2 emulator configuration on PS4

have you tried "--matap1=byhost" and "--mtap2=byhost"? that is the only other option you got that is known.
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(((
 
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(((
I guess two player only it is for PS4 until solution is found

Improvements for Crimson Tears NTSC
CLI

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth

--host-display-mode=16:9

#emu used=jakx v2
LUA
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
 
Last edited:
I guess two player only it is for PS4 until solution is found

Improvements for Crimson Tears NTSC
CLI

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth

--host-display-mode=16:9

#emu used=jakx v2
LUA
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
Good thing its Winter season,cuz you are on Fire man
 
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(((


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
 
Last edited:
Ok, I found disable bloom for Mercenaries 2 World in Flames NTSC. Can anyone help me find the value to reduce draw distance? It seems that is the real problem with these two games..
Code:
eeInsnReplace(0x003454a4, 0x1060002e, 0x1000002e) -- disable bloom
 
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
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.

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
 
Last edited:
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.

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
Code:
 local eeObj = getEEObject()
for the eeInsnReplace to work? I don't know exactly what I'm doing
 
Confirm, work with RedFaction1 emu with no freeze, test freeride mode with boost on ps4 pro
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.
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
 
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.

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
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 config
 
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
Code:
 local eeObj = getEEObject()
for the eeInsnReplace to work? I don't know exactly what I'm doing

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.
@nifengyuexia found all the values last year

https://www.psx-place.com/threads/r...onfiguration-on-ps4.16131/page-74#post-284493
 
I actually found out how to replicate this setup by just copying the default Jak v2 folder, and replacing every relevant file with the Redfaction one, works fine right now
 
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.
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
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.2

Yes i use RedFaction1 its fix freeze issue!

So u need got RedFaction emu, use PS2 FPKG v.06, take configs from my pkg and rebuild it with ur iso, it ntsc if i remember right
 
Maybe the recent progress on the PS3 multitap front may lead to something here through lopnor config
You can try this through lopnor:
Code:
3D 00 00 00 57 44 00 00 1D 00 00 00 02 00 00 00
It sets a multitap in controller port 2 and changes the controller sync order to: 1/1-A, 2/2-A, 2-B, 2-C.
 

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