SeanRanklin
Member
Which program did you use to convert the iso?I don't know man. Those are the files I use on my build.
Which program did you use to convert the iso?I don't know man. Those are the files I use on my build.
Which program did you use to convert the iso?
Thank you for testing !! looks like this game is only completable using real ps2 for now, or getting an 100% save to drive all vehicles and use all ramps to have fun on stunt constructorI 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.
left over debris from my template for 2.0 api
BTW, I need help finding the address that I can use to show FMVs are playing. I want to make a if/then for the VU1 to be at 1 for gameplay and 270 for FMVs..... can you help?
004328E8 write movie pal at 0x54e77c
3eb714 movie playback
12cf40
4102e8
2199f0 - jr ra skip movies or 001997B0 nop
550940 - movie flag?
3b87e8 3b8850 decoding video?
I do not understand. What do these VU1 values mean to begin with? The PS3 config I made uses a hook at 0x12E34C which reads a movie flag from the stack at 0x1FFFBC4 to apply the patch on the fly when the movies are played back. I do not know how it does look on the PS4, but on the PS3 the PAL and 480p video playback is glitched and does lag a lot, because of some timing and VIF related issues. Here are different offsets related to movie playback (for the PAL version) I gathered back then:
Code:004328E8 write movie pal at 0x54e77c 3eb714 movie playback 12cf40 4102e8 2199f0 - jr ra skip movies or 001997B0 nop 550940 - movie flag? 3b87e8 3b8850 decoding video?
@Stayhye Test Drive USA version has an GX config on the ps3, @mrjaredbeta took a look into it and looks like it's sound related, do you think this fixes the audio issues on the ps4 ?
This is what I ended up with
CLI
LUACode:--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
Code:-- Soul Calibur III (SLUS-21216) -- ported to PS4 lua -- emu used=jakx v2 apiRequest(1.0) 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)
Works great so far. Intro FMV and others stutter a bit, but that's all I've seen as a negative.
--gs-uprender=2x2
--gs-upscale=edgesmooth
--vif1-instant-xfer=0
--ee-cycle-scalar=1.50
--iop-cycle-scalar=2.10
--vu0-mpg-cycles=1
--vu1-mpg-cycles=1
#emu used=jakx v2
-- Soul Calibur III (SLUS-21216)
-- ported to PS4 lua
-- emu used=jakx v2
apiRequest(1.0)
local emuObj = getEmuObject()
local eeObj = getEEObject()
local WS = function()
-- 16:9
eeObj.WriteMem32(0x0012a118,0x3c013f40)
eeObj.WriteMem32(0x0012a11c,0x34210000)
-- PS3 Config remove effect (Optional)
eeObj.WriteMem32(0x0012eb3c,0x00000000)
eeObj.WriteMem32(0x0012e96c,0x00000000)
eeObj.WriteMem32(0x0012e9fc,0x10000015)
eeObj.WriteMem32(0x001637b4,0x14430003)
eeObj.WriteMem32(0x001fa4fc,0x10000016)
eeObj.Vu1MpgCycles(1)
eeObj.SetVifDataCycleScalar(1, 0.80)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(WS)
-- Fix Graphics
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
-- Soul Calibur III (SCES-53312)
-- ported to PS4 lua
-- emu used=jakx v2
apiRequest(2.3)
local emuObj = getEmuObject()
local eeObj = getEEObject()
local WS = function()
-- 16:9
eeObj.WriteMem32(0x0012A120,0x3c013f50) --3C013F4D
eeObj.WriteMem32(0x0012A124,0x34210000) --3421B9CC
-- PS3 Config remove effect (Optional)
eeObj.WriteMem32(0x0012E9FC,0x00000000) --E44C011C
eeObj.WriteMem32(0x0012E82C,0x00000000) --1040001B
eeObj.WriteMem32(0x0012E8BC,0x10000015) --12C00015
eeObj.WriteMem32(0x00163894,0x14430003) --10430003
eeObj.WriteMem32(0x001FACCC,0x10000016) --16030016
eeObj.Vu1MpgCycles(1)
eeObj.SetVifDataCycleScalar(1, 0.80)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(WS)
-- Fix Graphics
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
Gameplay of NTSC version hereThey can try this configuration.
CLI
Code:--gs-uprender=2x2 --gs-upscale=edgesmooth --vif1-instant-xfer=0 --ee-cycle-scalar=1.50 --iop-cycle-scalar=2.10 --vu0-mpg-cycles=1 --vu1-mpg-cycles=1 #emu used=jakx v2
LUA
Code:-- Soul Calibur III (SLUS-21216) -- ported to PS4 lua -- emu used=jakx v2 apiRequest(1.0) local emuObj = getEmuObject() local eeObj = getEEObject() local WS = function() -- 16:9 eeObj.WriteMem32(0x0012a118,0x3c013f40) eeObj.WriteMem32(0x0012a11c,0x34210000) -- PS3 Config remove effect (Optional) eeObj.WriteMem32(0x0012eb3c,0x00000000) eeObj.WriteMem32(0x0012e96c,0x00000000) eeObj.WriteMem32(0x0012e9fc,0x10000015) eeObj.WriteMem32(0x001637b4,0x14430003) eeObj.WriteMem32(0x001fa4fc,0x10000016) eeObj.Vu1MpgCycles(1) eeObj.SetVifDataCycleScalar(1, 0.80) emuObj.ThrottleMax() end emuObj.AddVsyncHook(WS) -- Fix Graphics emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
LUA
Code:-- Soul Calibur III (SCES-53312) -- ported to PS4 lua -- emu used=jakx v2 apiRequest(2.3) local emuObj = getEmuObject() local eeObj = getEEObject() local WS = function() -- 16:9 eeObj.WriteMem32(0x0012A120,0x3c013f50) --3C013F4D eeObj.WriteMem32(0x0012A124,0x34210000) --3421B9CC -- PS3 Config remove effect (Optional) eeObj.WriteMem32(0x0012E9FC,0x00000000) --E44C011C eeObj.WriteMem32(0x0012E82C,0x00000000) --1040001B eeObj.WriteMem32(0x0012E8BC,0x10000015) --12C00015 eeObj.WriteMem32(0x00163894,0x14430003) --10430003 eeObj.WriteMem32(0x001FACCC,0x10000016) --16030016 eeObj.Vu1MpgCycles(1) eeObj.SetVifDataCycleScalar(1, 0.80) emuObj.ThrottleMax() end emuObj.AddVsyncHook(WS) -- Fix Graphics emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
Correct Intro FMV and very sharp Graphics. I haven't found any crashes.
Note: PAL version has small problems with SPS in faces (Spikey Polygon Syndrome) at the beginning of some fights, they disappear immediately. Sometimes the characters don't appear in center stage. If someone can help us solve it, it would be great.
They can try this configuration.
CLI
Code:--gs-uprender=2x2 --gs-upscale=edgesmooth --vif1-instant-xfer=0 --ee-cycle-scalar=1.50 --iop-cycle-scalar=2.10 --vu0-mpg-cycles=1 --vu1-mpg-cycles=1 #emu used=jakx v2
LUA
Code:-- Soul Calibur III (SLUS-21216) -- ported to PS4 lua -- emu used=jakx v2 apiRequest(1.0) local emuObj = getEmuObject() local eeObj = getEEObject() local WS = function() -- 16:9 eeObj.WriteMem32(0x0012a118,0x3c013f40) eeObj.WriteMem32(0x0012a11c,0x34210000) -- PS3 Config remove effect (Optional) eeObj.WriteMem32(0x0012eb3c,0x00000000) eeObj.WriteMem32(0x0012e96c,0x00000000) eeObj.WriteMem32(0x0012e9fc,0x10000015) eeObj.WriteMem32(0x001637b4,0x14430003) eeObj.WriteMem32(0x001fa4fc,0x10000016) eeObj.Vu1MpgCycles(1) eeObj.SetVifDataCycleScalar(1, 0.80) emuObj.ThrottleMax() end emuObj.AddVsyncHook(WS) -- Fix Graphics emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
LUA
Code:-- Soul Calibur III (SCES-53312) -- ported to PS4 lua -- emu used=jakx v2 apiRequest(2.3) local emuObj = getEmuObject() local eeObj = getEEObject() local WS = function() -- 16:9 eeObj.WriteMem32(0x0012A120,0x3c013f50) --3C013F4D eeObj.WriteMem32(0x0012A124,0x34210000) --3421B9CC -- PS3 Config remove effect (Optional) eeObj.WriteMem32(0x0012E9FC,0x00000000) --E44C011C eeObj.WriteMem32(0x0012E82C,0x00000000) --1040001B eeObj.WriteMem32(0x0012E8BC,0x10000015) --12C00015 eeObj.WriteMem32(0x00163894,0x14430003) --10430003 eeObj.WriteMem32(0x001FACCC,0x10000016) --16030016 eeObj.Vu1MpgCycles(1) eeObj.SetVifDataCycleScalar(1, 0.80) emuObj.ThrottleMax() end emuObj.AddVsyncHook(WS) -- Fix Graphics emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
Correct Intro FMV and very sharp Graphics. I haven't found any crashes.
Note: PAL version has small problems with SPS in faces (Spikey Polygon Syndrome) at the beginning of some fights, they disappear immediately. Sometimes the characters don't appear in center stage. If someone can help us solve it, it would be great.
--gs-uprender=2x2
--gs-upscale=edgesmooth
--host-display-mode=16:9
--ee-cycle-scalar=1.1
--vu1-mpg-cycles=333
--cdvd-sector-read-cycles=4500
#emu used=jakx v2
-- Cars (U)(SLUS-21151)
-- Widescreen Hack by El_Patas (NTSC-U by Arapapa)
-- ported to PS4
-- emu used= Jakx v2
apiRequest(2.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Gameplay 16:9
eeObj.WriteMem32(0x00116d48,0x3c023fab) --3c023f80
eeObj.WriteMem32(0x00116d50,0x3C033CAE) --3C033C8E
eeObj.WriteMem32(0x00116d54,0x34635555) --3463FA34
--Render fix
eeObj.WriteMem32(0x001d5dc4,0x3c03bfab) --3c03bf80
eeObj.WriteMem32(0x001d5dc8,0x3c023fab) --3c023f80
--60fps
eeObj.WriteMem32(0x201B0F28,0x28630001)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
Ah, I have no idea how to use that program. I am looking through the vcs folder and can see that the emulator used to perform the conversion is listed as psychonauts v2. I dont know what emulator is being used in PS2ClassicGUI, but for PS2FPKG i have the option of Rogue or JAK.orbis-pub-gen.exe. I still use the old, manual way
Game of these settings here
Ah, I have no idea how to use that program. I am looking through the vcs folder and can see that the emulator used to perform the conversion is listed as psychonauts v2. I dont know what emulator is being used in PS2ClassicGUI, but for PS2FPKG i have the option of Rogue or JAK.
My question is, how do I add additional emulators to PS2FPKG? I know asking sourcing questions is forbidden but I dont even know how to add other emulators to these programs (not that i can even find them)
Wow this works really good. Would someone be able to post the config and lua in text format here?
seriously....
https://www.psx-place.com/threads/r...nfiguration-on-ps4.16131/page-103#post-313421
And you literally have the text files already....
This is the biggest obstacle i am facing at the moment...
View attachment 37009
There are a whole bunch of these strangely titled emulators which just dont seem to exist anywhere on the internet. All i have is the Jak and Rogue which were built into Jabu's release...
OK ill take things back to basics and try again with a fresh conversion and see how i go.Honestly, in this case, the jak emu should work just fine. There are no commands in that config specific to psychonauts emu. The config was originally made on the jakx v2 emu.
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-ignore-dirty-page-border=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
--gs-frontend-opt-mode=2
--gs-adaptive-frameskip=1
--force-frame-blend=1
--ee-cycle-scalar=3.31
--iop-cycle-scalar=0.58
--vu1-mpg-cycles=1650
--host-vsync=1
#emu used=jakx v2
-- Area 51 (PAL) SLES-52570
-- Widescreen Hack by ElHecht
-- ported to PS4
-- 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()
emuObj.SetDisplayAspectWide()
-- 16:9
eeInsnReplace(0x00392a10, 0x0000000, 0x3c193f40)
eeInsnReplace(0x00392a28, 0x0000000, 0x4499f000)
eeInsnReplace(0x00392a2c, 0x0000000, 0x461ea502)
eeInsnReplace(0x003930f8, 0x0000000, 0x461ebb03)
eeInsnReplace(0x003930e4, 0x0000000, 0x461eab83)
local WS = function()
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(WS)
Gameplay is fine, but there is still some stutter in the FMVs. I am testing on regular PS4(not pro)
Here test of PAL version, im not see any stutter in the FMVs, or you mean it can be later game?
OK ill take things back to basics and try again with a fresh conversion and see how i go.
On PS4, with "vu1-mpg-cycles" set to 1, eliminates most the crashing symptoms. But, with it set to 1, FMVs play like crap(stuttering). So, I was going to make a if/then for it to be 270 when FMVs are playing, and 1 otherwise.
It sure does!
Updated original post with @mrjaredbeta speed fix ported to PS4
https://www.psx-place.com/threads/r...nfiguration-on-ps4.16131/page-150#post-330392
I just tested this game, the config and the emulator make the game work very well, unfortunately if we choose "new game", "quick race", on the track "San Francisco 2", the game freezes exactly always halfway through lap 2, always in the same place, and always on lap 2.WIP 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 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)
Emu got past loading freeze. Game still needs to be optimized. Still has audio stutter in graphically intense areas. @MadSaint1998
*edit PS3 config fixes remaining stutter