I could look into it, but I am pretty sure the issue is inherent to the programming of the game.No more audio stutter. I have no clue why mipmap settings would cause a speed up, but it did in this case. @mrjaredbeta could you look into disabling anything(bloom, shadows, etc) on this one? Also, this game seems to have the same type of uprender issue, similar to Need for Speed Carbon. Any help by anyone would be much appreciated.
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--host-display-mode=16:9
#emu used=harvest moon STHL
-- Reign of Fire (U)(SLUS_205.56)
-- Widescreen Hack by Arapapa
-- emu used=harvest moon STHL
local gpr = require("ee-gpr-alias")
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Widescreen hack 16:9
--Y-Fov
eeObj.WriteMem32(0x00135320,0x3c023fab) --3c023f80
--Zoom
eeObj.WriteMem32(0x001352b8,0x3c023f24) --3c023f00
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-kernel-cl-up="up2x2skipinterp"
--host-display-mode=16:9
#emu used=starwars RR
-- Brothers in Arms: Earned in Blood [PAL-M5] (SLES_536.59)
-- Widescreen pnach by El_Patas
-- ported to PS4 Lua
-- emu used=starwars RR
apiRequest(0.4)
local gpr = require("ee-gpr-alias")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local WS = function()
--Gameplay 16:9
eeObj.WriteMem32(0x002F19DC,0x3C023F40) --3C023F80 (Increases hor. axis)
--Menu font fix
eeObj.WriteMem32(0x003C60FC,0x3C033F40) --3C033F80
eeObj.WriteMem32(0x003C6104,0x3C033F80) --44830800
eeObj.WriteMem32(0x003C6108,0x44830800) --AE63010C
eeObj.WriteMem32(0x003C610C,0xAE63010C) --C6600108
eeObj.WriteMem32(0x003C6110,0xC6600108) --46010036
eeObj.WriteMem32(0x003C6114,0x46010036) --00000000
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(WS)
--gs-uprender=2x2
--gs-upscale=edgesmooth
--host-display-mode=16:9
--vu1-const-prop=0
--vu1-no-clamping=0
#emu used=parappa v1
-- Test Drive
-- Speed fix by mrjaredbeta
-- emu used=parappa v1
local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
--speed fix from PS3 config
eeInsnReplace(0x00178ad4, 0x0c0639ca, 0x00000000)
eeInsnReplace(0x00178c54, 0x0c05efce, 0x00000000)
eeInsnReplace(0x00178d04, 0x0c063acc, 0x00000000)
eeInsnReplace(0x00178e84, 0x0c05f05a, 0x00000000)
local patcher = function()
--Fix initial loading by looping for some time on EE side. That allow IOP proceed requests correctly.
local code_check = eeObj.ReadMem16(0x308530)
if code_check == 0x2262 then
eeObj.WriteMem32(0x20308530,0x0803fff7)
eeObj.WriteMem32(0x20308534,0x240f2000)
end
eeObj.WriteMem64(0x200fffdc,0x55eeffff0000702d)
eeObj.WriteMem64(0x200fffe4,0x0c0c226225ce0004)
eeObj.WriteMem64(0x200fffec,0x080c214e00000000)
end
emuObj.AddVsyncHook(patcher)
what is final fix ? When i pick soul arena and choice ivy it crash before fight! NTSC version!Great work! I added it to my config. No crashes or slowdown yet. Perfection......so far
Thank you for taking your time at this game, i appreciate thatWIP Fix for Test Drive NTSC
CLI
LUACode:--gs-uprender=2x2 --gs-upscale=edgesmooth --host-display-mode=16:9 --vu1-const-prop=0 --vu1-no-clamping=0 #emu used=parappa v1
Code:-- Test Drive -- Speed fix attempt by @kozarovv @PCSX2 forums -- emu used=parappa v1 local gpr = require("ee-gpr-alias") apiRequest(0.1) local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() --[[ local code_check = eeObj.ReadMem16(0x308A30) if code_check == 0x23a2 then eeObj.WriteMem32(0x20308a30,0x0803fff7) eeObj.WriteMem32(0x20308a34,0x240f2000) end eeObj.WriteMem64(0x200fffdc,0x55eeffff0000702d) eeObj.WriteMem64(0x200fffe4,0x0c0c23a225ce0004) eeObj.WriteMem64(0x200fffec,0x080c228e00000000) --]] local code_check = eeObj.ReadMem16(0x308530) if code_check == 0x2262 then eeObj.WriteMem32(0x20308530,0x0803fff7) eeObj.WriteMem32(0x20308534,0x240f2000) end eeObj.WriteMem64(0x200fffdc,0x55eeffff0000702d) eeObj.WriteMem64(0x200fffe4,0x0c0c226225ce0004) eeObj.WriteMem64(0x200fffec,0x080c214e00000000) end emuObj.AddVsyncHook(patcher)
Emu got past loading freeze. Game still needs to be optimized. Still has audio stutter in graphically intense areas. @MadSaint1998

what is final fix ? When i pick soul arena and choice ivy it crash before fight! NTSC version!
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl-up="up2x2skipinterp"
--vif1-instant-xfer=0
--ee-cycle-scalar=1.82
--ee-regalloc-preserve-scalar=LoadStore
--vu0-mpg-cycles=1
--vu1-mpg-cycles=1
--host-vsync=1
#emu used=jakx v2
-- Soul Calibur III (SLUS-21216)
-- ported to PS4 lua
-- emu used=jakx v2
apiRequest(2.3)
local gpr = require("ee-gpr-alias")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local thresholdArea = 600
--emuObj.SetFormattedCard("soul3.card")
emuObj.PadSetLightBar(0, 10,176,4)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)
local WS = function()
-- 16:9
eeObj.WriteMem32(0x0012a118,0x3c013f40)
eeObj.WriteMem32(0x0012a11c,0x34210000)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(WS)
I tested all versions of this game (USA, EURO and JAP) on PS4 with different emulators, and in all of them the same problem occurs, to be honest the emulator that I went further in this game on PS4 is KOF98, but the exact same thing happens in the video, the most old ones still happen worse bugs.Thank you for taking your time at this game, i appreciate that
Did you tested the game Stuntman right ? this game has an issue that the car we are supposed to chase crashes on the walls and stuff during the Career mode, this issue is present on the PS3 netemu and PCSX2 so unfortunately the only way to complete it is on real ps2 hardware console, maybe if it can be completable on ps4's emulators would be fantastic !! i can send a video showcasing the problem
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-kernel-cl-up="up2x2skipinterp"
--cdvd-sector-read-cycles=5000
--host-display-mode=16:9
--ee-cycle-scalar=3.5
--vu1-mpg-cycles=1100
--vif1-instant-xfer=0
--vu0-mpg-cycles=200
#emu used=ADK
-- Herdy Gerdy (U)(SLUS-20231)
-- Widescreen hack by Arapapa
-- ported to PS4 lua
-- emu used=ADK
local gpr = require("ee-gpr-alias")
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Widescreen hack 16:9
--Zoom
eeObj.WriteMem32(0x0012cca0,0x3c013f20) --3c013f00
--Render fix
eeObj.WriteMem32(0x0012cef8,0x3c013f40) --3c013f00
--vert
eeObj.WriteMem32(0x00260a34,0x3c013fab) --3c013f80
eeObj.WriteMem32(0x00260a44,0x3c0143c0) --3c014400
--60 fps
eeObj.WriteMem32(0x202EDABC,0x00000000)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
Could someone please link me to the most up to date config files for Vice City Stories ?
thank you SO much, friendhere you go
Ahh, i'm having real trouble with this.here you go
This is what I ended up with
LUA
Code:-- Soul Calibur III (SLUS-21216) -- ported to PS4 lua -- emu used=jakx v2 apiRequest(2.3) local gpr = require("ee-gpr-alias") local emuObj = getEmuObject() local eeObj = getEEObject() local gsObj = getGsObject() local thresholdArea = 600 --emuObj.SetFormattedCard("soul3.card") emuObj.PadSetLightBar(0, 10,176,4) emuObj.SetDisplayAspectWide() gsObj.SetDeinterlaceShift(1) local WS = function() -- 16:9 eeObj.WriteMem32(0x0012a118,0x3c013f40) eeObj.WriteMem32(0x0012a11c,0x34210000) emuObj.ThrottleMax() end emuObj.AddVsyncHook(WS)
What is the point of using the gsObj.SetDeinterlaceShift(1) when the game is not field rendered at all?
Ah
Ahh, i'm having real trouble with this.
When I add the below files in PS2FPKG, i get a working iso, however there is frequent slowdown to the point where the experience gets ruined:
View attachment 36999
If i try to use the below txt config file in PS2 Classic GUI, the game simply crashes right after i boot it
View attachment 37000
I really dont know what to do here - what am I doing wrong??