PS4 [Research]PS2 emulator configuration on PS4

Fix+Cheats for Shadow the Hedgehog NTSC
CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--ee-cycle-scalar=1.31

--vu1-mpg-cycles=4000
--cop2-di-bits=1
--host-display-mode=16:9
--cdvd-sector-read-cycles=2000

#emu used=swrr v1
LUA
Code:
-- Shadow The Hedgehog NTSC
-- Widescreen + cheats
-- emu used=swrr v1

local gpr = require("ee-gpr-alias")

apiRequest(0.4)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()
--16:9
eeObj.WriteMem32(0x207CF188,0x3F199999) -- 3F9DA591 chaos control fov
eeObj.WriteMem32(0x20845ED8,0x3FAAAAAA) -- 3F800000 main fov
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC058,0x00000001) -- 1
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC0AC,0x00000001) -- 2
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC100,0x00000001) -- 3
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC154,0x00000001) -- 4
--[[
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC1A8,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC1FC,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC250,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC2A4,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC2F8,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC34C,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC3A0,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC3F4,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC448,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC49C,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC4F0,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC544,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x20A2FF18,0x46ED0661)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC5EC,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC640,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC694,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC6E8,0x00000001)
--Unlock Level by Code Master
eeObj.WriteMem32(0x209BC73C,0x00000001)
--]]
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Works great. Tested a little.
 
WIP Fix for Burnout Dominator test 1
CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-progressive=1

--vu0-opt-flags=1  #most important here

#emu used=primal
LUA
Code:
-- Burnout - Dominator (U)(SLUS-21596)
-- Widescreen Hack (16:9) by Arapapa
-- emu used=primal

local gpr = require("ee-gpr-alias")

apiRequest(1.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

emuObj.SetDisplayAspectWide()

local patcher = function()
--Force turn on Internal Widescreen
eeObj.WriteMem32(0x0038b128,0x24020002)
--Zoom fix
eeObj.WriteMem32(0x2043E8F0,0x3FAAAAAB)
-- Unlock all 12 Tracks in Record Breaker
-- [incl. "Ocean Drive"!]
eeObj.WriteMem32(0x0055E5CC,0x00FF7FFF)
-- Unlock all Cars
eeObj.WriteMem32(0x0055E578,0xFFFFFFFF)
-- No Reflection on Cars
eeObj.WriteMem32(0x002fe884,0xacc00000)
-- All Cars environmental-independent immutable bright
-- and no Shadow Effects of the Environment on the Cars
eeObj.WriteMem32(0x001A4010,0x3C0242F0)
eeObj.WriteMem32(0x001A4014,0x34420000)
eeObj.WriteMem32(0x001A4018,0x3C107000)
eeObj.WriteMem32(0x001A401C,0x36102000)
eeObj.WriteMem32(0x001A4020,0x3C110000)
eeObj.WriteMem32(0x001A4024,0x36310000)
eeObj.WriteMem32(0x001A4028,0xAE020000)
eeObj.WriteMem32(0x001A402C,0xAE020004)
eeObj.WriteMem32(0x001A4030,0xAE020008)
eeObj.WriteMem32(0x001A4034,0xAE11000C)
eeObj.WriteMem32(0x001A4038,0xAE020010)
eeObj.WriteMem32(0x001A403C,0xAE020014)
eeObj.WriteMem32(0x001A4040,0xAE020018)
eeObj.WriteMem32(0x001A4044,0xAE11001C)
eeObj.WriteMem32(0x001A4048,0xAE020020)
eeObj.WriteMem32(0x001A404C,0xAE020024)
eeObj.WriteMem32(0x001A4050,0xAE020028)
eeObj.WriteMem32(0x001A4054,0xAE11002C)
eeObj.WriteMem32(0x001A4058,0x03E00008)
eeObj.WriteMem32(0x001A405C,0x00000000)
eeObj.WriteMem32(0x001A4168,0x00000000)
eeObj.WriteMem32(0x001A416C,0x00000000)
-- Disable Blur-Effect!
eeObj.WriteMem32(0x002daf18,0x10000023)
-- Maximum enhance Fore- and Background Sharpness
--eeObj.WriteMem32(0x001a8ce8,0x03e00008)
--eeObj.WriteMem32(0x001a8cec,0x00000000)
-- Disable Light Reflections
eeObj.WriteMem32(0x001ac968,0x03e00008)
eeObj.WriteMem32(0x001ac96c,0x00000000)
-- No Sunlight Reflections on the Streets and on Buildings
eeObj.WriteMem32(0x001B53F8,0x24060000)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Works further than before. Still freeze right before race begins. Combination of specific emu(Primal or Psychonauts v1) and command "--vu0-opt-flags=1" got past the menu freeze and fixed graphical glitches. Any help would be appreciated.
 
Last edited:

WIP for Devil May Cry 1 [SLES-50358] 60hz

CLI

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--force-frame-blend=1

#emu=Kof98um


LUA

Code:
--gametitle= Devil May Cry (PAL-M5) [SLES-50358] CRC= [7D8F539A]

apiRequest(0.1)

local emuObj = getEmuObject()
local eeObj  = getEEObject()
local gsObj  = getGsObject()

emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", {  } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

local code_check1 = 0x00000000
local code_check2 = 0x00000000
local code_check3 = 0x00000000
local code_check4 = 0x00000000

local widescreen = function()

--60hz Gameplay

code_check1 = eeObj.ReadMem32(0x00740698) --Gameplay

if (code_check1 == 0x00000001) then

   code_check2 = eeObj.ReadMem32(0x007411B0) --FMV
   code_check3 = eeObj.ReadMem8(0x00740664)  --Cutscenes 1
   code_check4 = eeObj.ReadMem8(0x00740668)  --Cutscenes 2

   if (code_check2 == 0x01E00000) then

      emuObj.PadSetLightBar(0, 255, 0, 0) --RED

      if (code_check3 ~= 0x00 and code_check4 ~= 0x00) then

          emuObj.PadSetLightBar(0, 0, 255, 0) --GREEN
          emuObj.ForceRefreshRate(50)

      elseif (code_check3 == 0x00 and code_check4 == 0x00) then

          emuObj.PadSetLightBar(0, 0, 255, 255) --CIAN
          emuObj.ForceRefreshRate(60)

          eeObj.WriteMem32(0x00202260,0x34050002) --34050002
          eeObj.WriteMem32(0x00202264,0x24030002) --24030002
          eeObj.WriteMem32(0x00202268,0x0000000C)
          eeObj.WriteMem32(0x0020226C,0x03E00008)

      end

   end

end

code_check1 = eeObj.ReadMem32(0x00740698)
code_check2 = eeObj.ReadMem32(0x007411B0)

if (code_check1 == 0x00000000) or (code_check2== 0x01C25770) then
   emuObj.ForceRefreshRate(50)
end

local code_disable2x2 = eeObj.ReadMem16(0x00753872) --R1+LEFT
local code_enable2x2  = eeObj.ReadMem16(0x00753872) --R1+RIGHT

if (code_disable2x2 == 0x0880) then --R1+LEFT
   gsObj.SetUprenderMode(0) -- 0=none <> 1=2x2
   gsObj.SetUpscaleMode(0)
end

if (code_enable2x2 == 0x0820) then --R1+RIGHT
   gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
   gsObj.SetUpscaleMode(0)
end

--16x9
eeObj.WriteMem32(0x0010338c,0x3c013f40)
eeObj.WriteMem32(0x00103390,0x44810000)
eeObj.WriteMem32(0x00103398,0x4600c602)

-- No Body Shadow of the Character on the Ground
--eeObj.WriteMem32(0x001da1b4,0x64030000)

-- Disable Blur Effect
eeObj.WriteMem32(0x0015b968,0x0000102D)
eeObj.WriteMem32(0x0015b96c,0x64020040)

-- Disable Distortion Effect
eeObj.WriteMem32(0x00137084,0x3C030000)
eeObj.WriteMem32(0x00137088,0x34630000)

-- No black Borders
eeObj.WriteMem32(0x0015b1f0,0x64030000)

--Disable cinematic black bars (02000000)
eeObj.WriteMem32(0x00742433,0x82)
eeObj.WriteMem32(0x00742433,0x02)

local code_hidehud1 = eeObj.ReadMem16(0x00753872) --L3
local code_showhud1 = eeObj.ReadMem16(0x00753872) --R3

if (code_hidehud1 == 0x0002) then --L3
   eeObj.WriteMem8(0x00740771,0x00)
   eeObj.WriteMem8(0x007407A9,0x00)
end

if (code_showhud1 == 0x0004) then --R3
   eeObj.WriteMem8(0x00740771,0xFF)
   eeObj.WriteMem8(0x007407A9,0xFF)
end

-- Disable World Renderer
eeObj.WriteMem32(0x0016c9a0,0x0000282d)
eeObj.WriteMem32(0x0016c9a4,0x340500ff)
eeObj.WriteMem32(0x0016c9a8,0x44850800)
eeObj.WriteMem32(0x0016c9ac,0x468008a0)
eeObj.WriteMem32(0x0016c9b0,0xe422b3dc)
eeObj.WriteMem32(0x0016c9cc,0x0000282d)
eeObj.WriteMem32(0x0016c9d0,0x34050000)
eeObj.WriteMem32(0x0016c9d4,0x44850800)
eeObj.WriteMem32(0x0016c9d8,0x468008a0)
eeObj.WriteMem32(0x0016c9dc,0xe422b3ec)

--Controller buttons to JAPAN /HD ports Layout
eeObj.WriteMem32(0x2010C184,0x0803F414)
eeObj.WriteMem32(0x200FD050,0x00C0C821)
eeObj.WriteMem32(0x200FD054,0x08043063)
eeObj.WriteMem32(0x200FD058,0x24030070)
eeObj.WriteMem32(0x2010C1F4,0x0803F417)
eeObj.WriteMem32(0x200FD05C,0x87240002)
eeObj.WriteMem32(0x200FD060,0x30858FFF)
eeObj.WriteMem32(0x200FD064,0x9326000C)
eeObj.WriteMem32(0x200FD068,0x9327000E)
eeObj.WriteMem32(0x200FD06C,0x9328000D)
eeObj.WriteMem32(0x200FD070,0x30811000)
eeObj.WriteMem32(0x200FD074,0x34A32000)
eeObj.WriteMem32(0x200FD078,0x0061280B)
eeObj.WriteMem32(0x200FD07C,0xA326000D)
eeObj.WriteMem32(0x200FD080,0x30814000)
eeObj.WriteMem32(0x200FD084,0x34A31000)
eeObj.WriteMem32(0x200FD088,0x0061280B)
eeObj.WriteMem32(0x200FD08C,0xA327000C)
eeObj.WriteMem32(0x200FD090,0x30812000)
eeObj.WriteMem32(0x200FD094,0x34A34000)
eeObj.WriteMem32(0x200FD098,0x0061280B)
eeObj.WriteMem32(0x200FD09C,0xA328000E)
eeObj.WriteMem32(0x200FD0A0,0x03E00008)
eeObj.WriteMem32(0x200FD0A4,0xA7250002)

-- Disable Light Enhancement through the Cathedral Windows
eeObj.WriteMem32(0x0024d01c,0x46000830)
eeObj.WriteMem32(0x0024d024,0x4500003C)

-- Disable whitish foggy Light Bubbles nearby of Light Sources
eeObj.WriteMem32(0x0018315c,0x34020000)

--Unlock all Game Modes
eeObj.WriteMem32(0x20742204,0xFFFFFFFF)

--Unlimited Health
eeObj.WriteMem32(0x205C7654,0x03F82809)

--Unlimited:

--Red Orbs
eeObj.WriteMem32(0x20742924,0x280968FF)

--Yellow Orbs
eeObj.WriteMem32(0x20742910,0x280903E7)

--Devil Trigger
eeObj.WriteMem32(0x205C79F0,0x1E000000)

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(widescreen)

ingame more fluid at 60hz without affecting fmv and cutscene. it would be of great help if you can try this configuration. the subtitle error still persists with --gs-uprender=2x2, if they use --gs-uprender=none and --gs-upscale=none it is solved with quality loss.

It works perfectly, it was implemented change on demand to activate subtitles changing from render mode 2x2 to none.
 
Last edited:
WIP for Devil May Cry 1 [SLES-50358] 60hz

CLI

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--force-frame-blend=1

#emu=Kof98um


LUA

Code:
--gametitle= Devil May Cry (PAL-M5) [SLES-50358] CRC= [7D8F539A]

apiRequest(0.1)

local emuObj = getEmuObject()
local eeObj  = getEEObject()

emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", {  } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

local code_check1 = 0x00000000
local code_check2 = 0x00000000
local code_check3 = 0x00000000
local code_check4 = 0x00000000

local widescreen = function()

--60hz Gameplay

code_check1 = eeObj.ReadMem32(0x00740698) --Gameplay

if (code_check1 == 0x00000001) then

   code_check2 = eeObj.ReadMem32(0x007411B0) --FMV
   code_check3 = eeObj.ReadMem8(0x00740664)  --Cutscenes 1
   code_check4 = eeObj.ReadMem8(0x00740668)  --Cutscenes 2

   if (code_check2 == 0x01E00000) then

      emuObj.PadSetLightBar(0, 255, 0, 0) --RED

      if (code_check3 ~= 0x00 and code_check4 ~= 0x00) then

          emuObj.PadSetLightBar(0, 0, 255, 0) --GREEN
          emuObj.ForceRefreshRate(50)

      elseif (code_check3 == 0x00 and code_check4 == 0x00) then

          emuObj.PadSetLightBar(0, 0, 255, 255) --CIAN
          emuObj.ForceRefreshRate(60)

          eeObj.WriteMem32(0x00202260,0x34050002) --34050002
          eeObj.WriteMem32(0x00202264,0x24030002) --24030002
          eeObj.WriteMem32(0x00202268,0x0000000C)
          eeObj.WriteMem32(0x0020226C,0x03E00008)

      end

   end

end

code_check1 = eeObj.ReadMem32(0x00740698)
code_check2 = eeObj.ReadMem32(0x007411B0)

if (code_check1 == 0x00000000) or (code_check2== 0x01C25770) then
   emuObj.ForceRefreshRate(50)
end

--16x9
eeObj.WriteMem32(0x0010338c,0x3c013f40)
eeObj.WriteMem32(0x00103390,0x44810000)
eeObj.WriteMem32(0x00103398,0x4600c602)

-- No Body Shadow of the Character on the Ground
--eeObj.WriteMem32(0x001da1b4,0x64030000)

-- Disable Blur Effect
eeObj.WriteMem32(0x0015b968,0x0000102D)
eeObj.WriteMem32(0x0015b96c,0x64020040)

-- Disable Distortion Effect
eeObj.WriteMem32(0x00137084,0x3C030000)
eeObj.WriteMem32(0x00137088,0x34630000)

-- No black Borders
eeObj.WriteMem32(0x0015b1f0,0x64030000)

--Disable cinematic black bars (02000000)
eeObj.WriteMem32(0x00742433,0x82)
eeObj.WriteMem32(0x00742433,0x02)

local code_hidehud1 = eeObj.ReadMem16(0x00753872) --L3
local code_showhud1 = eeObj.ReadMem16(0x00753872) --R3

if (code_hidehud1 == 0x0002) then --L3
   eeObj.WriteMem8(0x00740771,0x00)
   eeObj.WriteMem8(0x007407A9,0x00)
end

if (code_showhud1 == 0x0004) then --R3
   eeObj.WriteMem8(0x00740771,0xFF)
   eeObj.WriteMem8(0x007407A9,0xFF)
end

-- Disable World Renderer
eeObj.WriteMem32(0x0016c9a0,0x0000282d)
eeObj.WriteMem32(0x0016c9a4,0x340500ff)
eeObj.WriteMem32(0x0016c9a8,0x44850800)
eeObj.WriteMem32(0x0016c9ac,0x468008a0)
eeObj.WriteMem32(0x0016c9b0,0xe422b3dc)
eeObj.WriteMem32(0x0016c9cc,0x0000282d)
eeObj.WriteMem32(0x0016c9d0,0x34050000)
eeObj.WriteMem32(0x0016c9d4,0x44850800)
eeObj.WriteMem32(0x0016c9d8,0x468008a0)
eeObj.WriteMem32(0x0016c9dc,0xe422b3ec)

--Controller buttons to JAPAN /HD ports Layout
eeObj.WriteMem32(0x2010C184,0x0803F414)
eeObj.WriteMem32(0x200FD050,0x00C0C821)
eeObj.WriteMem32(0x200FD054,0x08043063)
eeObj.WriteMem32(0x200FD058,0x24030070)
eeObj.WriteMem32(0x2010C1F4,0x0803F417)
eeObj.WriteMem32(0x200FD05C,0x87240002)
eeObj.WriteMem32(0x200FD060,0x30858FFF)
eeObj.WriteMem32(0x200FD064,0x9326000C)
eeObj.WriteMem32(0x200FD068,0x9327000E)
eeObj.WriteMem32(0x200FD06C,0x9328000D)
eeObj.WriteMem32(0x200FD070,0x30811000)
eeObj.WriteMem32(0x200FD074,0x34A32000)
eeObj.WriteMem32(0x200FD078,0x0061280B)
eeObj.WriteMem32(0x200FD07C,0xA326000D)
eeObj.WriteMem32(0x200FD080,0x30814000)
eeObj.WriteMem32(0x200FD084,0x34A31000)
eeObj.WriteMem32(0x200FD088,0x0061280B)
eeObj.WriteMem32(0x200FD08C,0xA327000C)
eeObj.WriteMem32(0x200FD090,0x30812000)
eeObj.WriteMem32(0x200FD094,0x34A34000)
eeObj.WriteMem32(0x200FD098,0x0061280B)
eeObj.WriteMem32(0x200FD09C,0xA328000E)
eeObj.WriteMem32(0x200FD0A0,0x03E00008)
eeObj.WriteMem32(0x200FD0A4,0xA7250002)

-- Disable Light Enhancement through the Cathedral Windows
eeObj.WriteMem32(0x0024d01c,0x46000830)
eeObj.WriteMem32(0x0024d024,0x4500003C)

-- Disable whitish foggy Light Bubbles nearby of Light Sources
eeObj.WriteMem32(0x0018315c,0x34020000)

--Unlock all Game Modes
eeObj.WriteMem32(0x20742204,0xFFFFFFFF)

--Unlimited Health
eeObj.WriteMem32(0x205C7654,0x03F82809)

--Unlimited:

--Red Orbs
eeObj.WriteMem32(0x20742924,0x280968FF)

--Yellow Orbs
eeObj.WriteMem32(0x20742910,0x280903E7)

--Devil Trigger
eeObj.WriteMem32(0x205C79F0,0x1E000000)

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(widescreen)

ingame more fluid at 60hz without affecting fmv and cutscene. it would be of great help if you can try this configuration. the subtitle error still persists with --gs-uprender=2x2, if they use --gs-uprender=none and --gs-upscale=none it is solved with quality loss.

Nice work @Kugozx ! I too have a WIP for Devil May Cry NTSC
CLI
Code:
--gs-uprender=none
--gs-upscale=edgesmooth
--vu1-no-clamping=0
--threaded-gs=1
--gs-opt-frbuff-switch=1
--host-display-mode=16:9

--cdvd-sector-read-cycles=2000 #works together throttlemax for faster loading transitions

#emu used=jak tpl v1
LUA
Code:
-- Devil May Cry (SLUS-20216)
-- Widescreen hack by nemesis2000
-- Patches/Codes Hacked By Maori-Jigglypuff [Savas Guercebe]
-- emu used=jak tpl v1

apiRequest(1.0)

local gpr = require("ee-gpr-alias")

local eeObj = getEEObject()
local emuObj = getEmuObject()

local thresholdArea = 0 -- ignore alls items

local patcher = function()
--gameplay
eeObj.WriteMem32(0x0014e478,0x3c023f19)
eeObj.WriteMem32(0x0014e47c,0x3448999a)
--render fix
eeObj.WriteMem32(0x0024fc14,0x0c040b90)
eeObj.WriteMem32(0x0024fc18,0x00000000)
eeObj.WriteMem32(0x0024fc1c,0x4615a800)
eeObj.WriteMem32(0x0024fc20,0x3c0342a0)
eeObj.WriteMem32(0x0024fc24,0x3c010075)
eeObj.WriteMem32(0x0024fc28,0x8c242ec0)
eeObj.WriteMem32(0x0024fc2c,0x44830800)
eeObj.WriteMem32(0x0024fc30,0x3c024220)
eeObj.WriteMem32(0x0024fc34,0x46000803)
eeObj.WriteMem32(0x0024fc38,0x3c033f00) --vert rfix
eeObj.WriteMem32(0x0024fc3c,0x44822000)
eeObj.WriteMem32(0x0024fc40,0x44831800)
eeObj.WriteMem32(0x0024fc44,0x3c033f30) --hor rfix
eeObj.WriteMem32(0x0024fc48,0x46030042)
eeObj.WriteMem32(0x0024fc4c,0xe4810024)
eeObj.WriteMem32(0x0024fc50,0x44830800)
eeObj.WriteMem32(0x0024fc54,0x46010042)
eeObj.WriteMem32(0x0024fc58,0x4604a0c0)
eeObj.WriteMem32(0x0024fc5c,0x8c222ec0)
eeObj.WriteMem32(0x0024fc60,0x4604a081)
eeObj.WriteMem32(0x0024fc64,0xe4810010)
eeObj.WriteMem32(0x0024fc68,0x3c02c000)
eeObj.WriteMem32(0x0024fc6c,0x44820800)
eeObj.WriteMem32(0x0024fc70,0x3c033f80)
eeObj.WriteMem32(0x0024fc74,0x4604a002)
eeObj.WriteMem32(0x0024fc78,0x8c222ec0)
eeObj.WriteMem32(0x0024fc7c,0x46000802)
eeObj.WriteMem32(0x0024fc80,0x46021843)
eeObj.WriteMem32(0x0024fc84,0xe4410038)
eeObj.WriteMem32(0x0024fc88,0x8c222ec0)
eeObj.WriteMem32(0x0024fc8c,0x46020003)
eeObj.WriteMem32(0x0024fc90,0xe4400048)
-- No black Borders
eeObj.WriteMem32(0x0015b110,0x64030000)
-- Disable Blur Effect
eeObj.WriteMem32(0x0015b82c,0x0000102D)
eeObj.WriteMem32(0x0015b830,0x64020040)
-- Disable Distortion Effect
eeObj.WriteMem32(0x00136fa4,0x3C030000)
eeObj.WriteMem32(0x00136fa8,0x34630000)
-- Disable Light Enhancement through the Cathedral Windows
eeObj.WriteMem32(0x0024ba0c,0x46000830)
eeObj.WriteMem32(0x0024ba14,0x4500003C)
-- Disable whitish foggy Light Bubbles nearby of Light Sources
eeObj.WriteMem32(0x00182bbc,0x34020000)

eeObj.Vu1MpgCycles(300)
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

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

Works great, except same text issue here. If 2x2 enabled, no text. But this config allows "--gs-upscale=edgesmooth" and text will still appear. Not sure, but that may also work in your config to allow some visual enhancement.
 
Last edited:
New Discovery on correct usage of "gsObj.SetUprenderMode"

1st must use api 2.3 or higher?
2nd "local gsObj = getGsObject()" must be called
3rd gsObj.SetUprenderMode() values are 0 or 1
4th this overrides whatever is set in CLI

0=none
1=2x2
2 or higher=emu crash

example
Code:
-- emu used=jakx v2

apiRequest(2.3)

local gsObj    = getGsObject()

gsObj.SetUprenderMode(0) -- 0=none <> 1=2x2

So i guess turning on and off uprendering at will during gameplay is now a thing! :biggrin2:

*edit - added to dev wiki
 
Last edited:
New Discovery on correct usage of "gsObj.SetUprenderMode"

1st must use api 2.3 or higher?
2nd "local gsObj = getGsObject()" must be called
3rd gsObj.SetUprenderMode() values are 0 or 1
4th this overrides whatever is set in CLI

0=none
1=2x2
2 or higher=emu crash

example
Code:
-- emu used=jakx v2

apiRequest(2.3)

local gsObj    = getGsObject()

gsObj.SetUprenderMode(0) -- 0=none <> 1=2x2

So i guess turning on and off uprendering at will during gameplay is now a thing! :biggrin2:

*edit - added to dev wiki

sound good! For example Enter the Matrix game have crash if use uprender.
 
New Discovery on correct usage of "gsObj.SetUprenderMode"

1st must use api 2.3 or higher?
2nd "local gsObj = getGsObject()" must be called
3rd gsObj.SetUprenderMode() values are 0 or 1
4th this overrides whatever is set in CLI

0=none
1=2x2
2 or higher=emu crash

example
Code:
-- emu used=jakx v2

apiRequest(2.3)

local gsObj    = getGsObject()

gsObj.SetUprenderMode(0) -- 0=none <> 1=2x2

So i guess turning on and off uprendering at will during gameplay is now a thing! :biggrin2:

*edit - added to dev wiki

Works perfect, implement it in Devil May Cry 1 PAL change on demand. help to visualizar the subtitles.

https://www.psx-place.com/threads/r...nfiguration-on-ps4.16131/page-153#post-331119

Devil May Cry 1 NTSC
Code:
local gsObj  = getGsObject()

local code_disable2x2 = eeObj.ReadMem16(0x00765572) --R1+LEFT
local code_enable2x2  = eeObj.ReadMem16(0x00765572) --R1+RIGHT

if (code_disable2x2 == 0x0880) then --R1+LEFT
   gsObj.SetUprenderMode(0) -- 0=none <> 1=2x2
   gsObj.SetUpscaleMode(0)
end
if (code_enable2x2 == 0x0820) then --R1+RIGHT
   gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
   gsObj.SetUpscaleMode(0)
end
 
Last edited:
Fix for Star Wars™ The Force Unleashed® NTSC
CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-kernel-cl-up="up2x2skipinterp"

--host-display-mode=16:9

--ee-cycle-scalar=2.6
--ee-context-switch-cycles=2000
--iop-cycle-scalar=2.0

--cdvd-sector-read-cycles=1000

#emu used=psychonauts v1
LUA
Code:
-- Star Wars™ The Force Unleashed® NTSC
-- ported to PS4
-- emu used=psychonauts v1

apiRequest(1.0)

local gpr       = require("ee-gpr-alias")

local emuObj      = getEmuObject()
local eeObj       = getEEObject()

local patches = function()
--60FPS
eeObj.WriteMem32(0x20125948,0x28420001)

eeObj.Vu1MpgCycles(1000)
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patches)

Works great. Tested a little. feedback welcome
 
Nice work @Kugozx ! I too have a WIP for Devil May Cry NTSC
CLI
Code:
--gs-uprender=none
--gs-upscale=edgesmooth
--cop2-di-bits=1
--threaded-gs=1
--gs-opt-frbuff-switch=1
--host-display-mode=16:9

--cdvd-sector-read-cycles=2000 #works together throttlemax for faster loading transitions

#emu used=jak tpl v1
LUA
Code:
-- Devil May Cry (SLUS-20216)
-- Widescreen hack by nemesis2000
-- Patches/Codes Hacked By Maori-Jigglypuff [Savas Guercebe]
-- emu used=jak tpl v1



apiRequest(1.0)

local gpr = require("ee-gpr-alias")

local eeObj = getEEObject()
local emuObj = getEmuObject()

local thresholdArea = 0 -- ignore alls items

local patcher = function()
--gameplay
eeObj.WriteMem32(0x0014e478,0x3c023f19)
eeObj.WriteMem32(0x0014e47c,0x3448999a)
--render fix
eeObj.WriteMem32(0x0024fc14,0x0c040b90)
eeObj.WriteMem32(0x0024fc18,0x00000000)
eeObj.WriteMem32(0x0024fc1c,0x4615a800)
eeObj.WriteMem32(0x0024fc20,0x3c0342a0)
eeObj.WriteMem32(0x0024fc24,0x3c010075)
eeObj.WriteMem32(0x0024fc28,0x8c242ec0)
eeObj.WriteMem32(0x0024fc2c,0x44830800)
eeObj.WriteMem32(0x0024fc30,0x3c024220)
eeObj.WriteMem32(0x0024fc34,0x46000803)
eeObj.WriteMem32(0x0024fc38,0x3c033f00) --vert rfix
eeObj.WriteMem32(0x0024fc3c,0x44822000)
eeObj.WriteMem32(0x0024fc40,0x44831800)
eeObj.WriteMem32(0x0024fc44,0x3c033f30) --hor rfix
eeObj.WriteMem32(0x0024fc48,0x46030042)
eeObj.WriteMem32(0x0024fc4c,0xe4810024)
eeObj.WriteMem32(0x0024fc50,0x44830800)
eeObj.WriteMem32(0x0024fc54,0x46010042)
eeObj.WriteMem32(0x0024fc58,0x4604a0c0)
eeObj.WriteMem32(0x0024fc5c,0x8c222ec0)
eeObj.WriteMem32(0x0024fc60,0x4604a081)
eeObj.WriteMem32(0x0024fc64,0xe4810010)
eeObj.WriteMem32(0x0024fc68,0x3c02c000)
eeObj.WriteMem32(0x0024fc6c,0x44820800)
eeObj.WriteMem32(0x0024fc70,0x3c033f80)
eeObj.WriteMem32(0x0024fc74,0x4604a002)
eeObj.WriteMem32(0x0024fc78,0x8c222ec0)
eeObj.WriteMem32(0x0024fc7c,0x46000802)
eeObj.WriteMem32(0x0024fc80,0x46021843)
eeObj.WriteMem32(0x0024fc84,0xe4410038)
eeObj.WriteMem32(0x0024fc88,0x8c222ec0)
eeObj.WriteMem32(0x0024fc8c,0x46020003)
eeObj.WriteMem32(0x0024fc90,0xe4400048)
-- No black Borders
eeObj.WriteMem32(0x0015b110,0x64030000)
-- Disable Blur Effect
eeObj.WriteMem32(0x0015b82c,0x0000102D)
eeObj.WriteMem32(0x0015b830,0x64020040)
-- Disable Distortion Effect
eeObj.WriteMem32(0x00136fa4,0x3C030000)
eeObj.WriteMem32(0x00136fa8,0x34630000)
-- Disable Light Enhancement through the Cathedral Windows
eeObj.WriteMem32(0x0024ba0c,0x46000830)
eeObj.WriteMem32(0x0024ba14,0x4500003C)
-- Disable whitish foggy Light Bubbles nearby of Light Sources
eeObj.WriteMem32(0x00182bbc,0x34020000)

eeObj.Vu1MpgCycles(300)
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

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

Works great, except same text issue here. If 2x2 enabled, no text. But this config allows "--gs-upscale=edgesmooth" and text will still appear. Not sure, but that may also work in your config to allow some visual enhancement.

Sometime bugs still happen
 

Attachments

  • Devil May Cry [US] [WS] [FiXed]_20220501091416.jpg
    Devil May Cry [US] [WS] [FiXed]_20220501091416.jpg
    269.8 KB · Views: 59
Sometime bugs still happen

That can probably be fixed with "--vu1-no-clamping=0"

*edit- it does. FiXed! Updated config post. Thanks @Vika23 !

@Kugozx could these values be adapted to NTSC? How did you find these?
Code:
local code_disable2x2 = eeObj.ReadMem16(0x00765572) --R1+LEFT
local code_enable2x2  = eeObj.ReadMem16(0x00765572) --R1+RIGHT
 
Last edited:
For some reason, it crashes for me when it hit the button combos
Code:
-- Devil May Cry (SLUS-20216)
-- Widescreen hack by nemesis2000
-- Patches/Codes Hacked By Maori-Jigglypuff [Savas Guercebe]
-- emu used=jak tpl v1

apiRequest(1.0)

local gpr = require("ee-gpr-alias")

local eeObj = getEEObject()
local emuObj = getEmuObject()

local thresholdArea = 0 -- ignore alls items

local patcher = function()
--Widescreen New code (ported from ELF hack)
eeObj.WriteMem32(0x2010338C,0x3C013F40)
eeObj.WriteMem32(0x20103390,0x44810000)
eeObj.WriteMem32(0x20103398,0x4600C602)
--Disable cinematic black bars (02000000)
local code_check1 = eeObj.ReadMem16(0x754133)
if code_check1 == 0x82 then
eeObj.WriteMem32(0x00754133,0x02)
end
--Nop interleacing
local code_check2 = eeObj.ReadMem16(0x765572)
if code_check2 == 0x01 then
eeObj.WriteMem32(0x2015B504,0x30420001)
end
local code_check3 = eeObj.ReadMem16(0x765572)
if code_check3 == 0x00 then
eeObj.WriteMem32(0x2015B504,0x30420000)
end
--[[
--No hud - blurry upper screen
eeObj.WriteMem32(0xE002FF67,0x00752470)
eeObj.WriteMem32(0x00752471,0x00)
eeObj.WriteMem32(0x007524A9,0x00)

eeObj.WriteMem32(0xE0020219,0x007524A2)
eeObj.WriteMem32(0x00752471,0xFF)
eeObj.WriteMem32(0x007524A9,0xFF)
--]]
-- Disable World Renderer
eeObj.WriteMem32(0x0016c450,0x0000282d)
eeObj.WriteMem32(0x0016c454,0x340500ff)
eeObj.WriteMem32(0x0016c458,0x44850800)
eeObj.WriteMem32(0x0016c45c,0x468008a0)
eeObj.WriteMem32(0x0016c460,0xe422d0dc)
eeObj.WriteMem32(0x0016c47c,0x0000282d)
eeObj.WriteMem32(0x0016c480,0x34050000)
eeObj.WriteMem32(0x0016c484,0x44850800)
eeObj.WriteMem32(0x0016c488,0x468008a0)
eeObj.WriteMem32(0x0016c48c,0xe422d0ec)
-- No black Borders
eeObj.WriteMem32(0x0015b110,0x64030000)
-- Disable Blur Effect
eeObj.WriteMem32(0x0015b82c,0x0000102D)
eeObj.WriteMem32(0x0015b830,0x64020040)
-- Disable Distortion Effect
eeObj.WriteMem32(0x00136fa4,0x3C030000)
eeObj.WriteMem32(0x00136fa8,0x34630000)
-- Disable Light Enhancement through the Cathedral Windows
eeObj.WriteMem32(0x0024ba0c,0x46000830)
eeObj.WriteMem32(0x0024ba14,0x4500003C)
-- Disable whitish foggy Light Bubbles nearby of Light Sources
eeObj.WriteMem32(0x00182bbc,0x34020000)


local code_disable2x2 = eeObj.ReadMem16(0x00765572) --R1+LEFT
local code_enable2x2  = eeObj.ReadMem16(0x00765572) --R1+RIGHT

if (code_disable2x2 == 0x0880) then --R1+LEFT
  gsObj.SetUprenderMode(0) -- 0=none <> 1=2x2
  gsObj.SetUpscaleMode(0)
end
if (code_enable2x2 == 0x0820) then --R1+RIGHT
  gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
  gsObj.SetUpscaleMode(0)
end

eeObj.Vu1MpgCycles(300)
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)
 
For some reason, it crashes for me when it hit the button combos
Code:
-- Devil May Cry (SLUS-20216)
-- Widescreen hack by nemesis2000
-- Patches/Codes Hacked By Maori-Jigglypuff [Savas Guercebe]
-- emu used=jak tpl v1

apiRequest(1.0)

local gpr = require("ee-gpr-alias")

local eeObj = getEEObject()
local emuObj = getEmuObject()

local thresholdArea = 0 -- ignore alls items

local patcher = function()
--Widescreen New code (ported from ELF hack)
eeObj.WriteMem32(0x2010338C,0x3C013F40)
eeObj.WriteMem32(0x20103390,0x44810000)
eeObj.WriteMem32(0x20103398,0x4600C602)
--Disable cinematic black bars (02000000)
local code_check1 = eeObj.ReadMem16(0x754133)
if code_check1 == 0x82 then
eeObj.WriteMem32(0x00754133,0x02)
end
--Nop interleacing
local code_check2 = eeObj.ReadMem16(0x765572)
if code_check2 == 0x01 then
eeObj.WriteMem32(0x2015B504,0x30420001)
end
local code_check3 = eeObj.ReadMem16(0x765572)
if code_check3 == 0x00 then
eeObj.WriteMem32(0x2015B504,0x30420000)
end
--[[
--No hud - blurry upper screen
eeObj.WriteMem32(0xE002FF67,0x00752470)
eeObj.WriteMem32(0x00752471,0x00)
eeObj.WriteMem32(0x007524A9,0x00)

eeObj.WriteMem32(0xE0020219,0x007524A2)
eeObj.WriteMem32(0x00752471,0xFF)
eeObj.WriteMem32(0x007524A9,0xFF)
--]]
-- Disable World Renderer
eeObj.WriteMem32(0x0016c450,0x0000282d)
eeObj.WriteMem32(0x0016c454,0x340500ff)
eeObj.WriteMem32(0x0016c458,0x44850800)
eeObj.WriteMem32(0x0016c45c,0x468008a0)
eeObj.WriteMem32(0x0016c460,0xe422d0dc)
eeObj.WriteMem32(0x0016c47c,0x0000282d)
eeObj.WriteMem32(0x0016c480,0x34050000)
eeObj.WriteMem32(0x0016c484,0x44850800)
eeObj.WriteMem32(0x0016c488,0x468008a0)
eeObj.WriteMem32(0x0016c48c,0xe422d0ec)
-- No black Borders
eeObj.WriteMem32(0x0015b110,0x64030000)
-- Disable Blur Effect
eeObj.WriteMem32(0x0015b82c,0x0000102D)
eeObj.WriteMem32(0x0015b830,0x64020040)
-- Disable Distortion Effect
eeObj.WriteMem32(0x00136fa4,0x3C030000)
eeObj.WriteMem32(0x00136fa8,0x34630000)
-- Disable Light Enhancement through the Cathedral Windows
eeObj.WriteMem32(0x0024ba0c,0x46000830)
eeObj.WriteMem32(0x0024ba14,0x4500003C)
-- Disable whitish foggy Light Bubbles nearby of Light Sources
eeObj.WriteMem32(0x00182bbc,0x34020000)


local code_disable2x2 = eeObj.ReadMem16(0x00765572) --R1+LEFT
local code_enable2x2  = eeObj.ReadMem16(0x00765572) --R1+RIGHT

if (code_disable2x2 == 0x0880) then --R1+LEFT
  gsObj.SetUprenderMode(0) -- 0=none <> 1=2x2
  gsObj.SetUpscaleMode(0)
end
if (code_enable2x2 == 0x0820) then --R1+RIGHT
  gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
  gsObj.SetUpscaleMode(0)
end

eeObj.Vu1MpgCycles(300)
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Add to the beginning of the lua:

local gsObj = getGsObject()


In case it helps you to hide the hud:

Code:
local code_hidehud1 = eeObj.ReadMem16(0x00765572) --L3
local code_showhud1 = eeObj.ReadMem16(0x00765572) --R3

if (code_hidehud1 == 0x0002) then --L3
   eeObj.WriteMem8(0x00752471,0x00)
   eeObj.WriteMem8(0x007524A9,0x00)
end

if (code_showhud1 == 0x0004) then --R3
   eeObj.WriteMem8(0x00752471,0xFF)
   eeObj.WriteMem8(0x007524A9,0xFF)
end
 
Last edited:
That can probably be fixed with "--vu1-no-clamping=0"

*edit- it does. FiXed! Updated config post. Thanks @Vika23 !

@Kugozx could these values be adapted to NTSC? How did you find these?
Code:
local code_disable2x2 = eeObj.ReadMem16(0x00765572) --R1+LEFT
local code_enable2x2  = eeObj.ReadMem16(0x00765572) --R1+RIGHT
Yes thanks! Also want show First Person DeBUG mode that i accidently found by mixing various cheat codes!:chuncky::chuncky::chuncky:
VIDEO
 
That can probably be fixed with "--vu1-no-clamping=0"

*edit- it does. FiXed! Updated config post. Thanks @Vika23 !

@Kugozx could these values be adapted to NTSC? How did you find these?
Code:
local code_disable2x2 = eeObj.ReadMem16(0x00765572) --R1+LEFT
local code_enable2x2  = eeObj.ReadMem16(0x00765572) --R1+RIGHT
strange but --vu1-no-clamping=0 still not help on jak tpl v1! Maybe u skip cutscenes, but visual bugs in cutscenes not in gameplay! Kof98 and ADK emus not have Visual Bugs! Anyway im ok with EU verison on KOF98 emu!
 
WIP for Devil May Cry 1 [SLUS_202.16]

CLI

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--force-frame-blend=1

#emu=Kof98um

LUA
Code:
--gametitle=Devil May Cry (USA) [SLUS_202.16] Game CRC = 0x79B8A95F

apiRequest(0.1)

local emuObj = getEmuObject()
local eeObj  = getEEObject()
local gsObj  = getGsObject()

emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", {  } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

local widescreen = function()

--16x9
eeObj.WriteMem32(0x2010338C,0x3C013F40)
eeObj.WriteMem32(0x20103390,0x44810000)
eeObj.WriteMem32(0x20103398,0x4600C602)

local code_disable2x2 = eeObj.ReadMem16(0x00765572) --R1+LEFT
local code_enable2x2  = eeObj.ReadMem16(0x00765572) --R1+RIGHT

if (code_disable2x2 == 0x0880) then --R1+LEFT
   gsObj.SetUprenderMode(0) -- 0=none <> 1=2x2
   gsObj.SetUpscaleMode(0)
end

if (code_enable2x2 == 0x0820) then --R1+RIGHT
   gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
   gsObj.SetUpscaleMode(0)
end

-- No Body Shadow of the Character on the Ground
eeObj.WriteMem32(0x001d9b74,0x64030000)

-- Disable Blur Effect
eeObj.WriteMem32(0x0015b82c,0x0000102D)
eeObj.WriteMem32(0x0015b830,0x64020040)

-- Disable Distortion Effect
eeObj.WriteMem32(0x00136fa4,0x3C030000)
eeObj.WriteMem32(0x00136fa8,0x34630000)

-- No black Borders
eeObj.WriteMem32(0x0015b110,0x64030000)

--Disable cinematic black bars (02000000)
eeObj.WriteMem32(0x00754133,0x82)
eeObj.WriteMem32(0x00754133,0x02)

local code_hidehud1 = eeObj.ReadMem16(0x00765572) --L3
local code_showhud1 = eeObj.ReadMem16(0x00765572) --R3

if (code_hidehud1 == 0x0002) then --L3
   eeObj.WriteMem8(0x00752471,0x00)
   eeObj.WriteMem8(0x007524A9,0x00)
end

if (code_showhud1 == 0x0004) then --R3
   eeObj.WriteMem8(0x00752471,0xFF)
   eeObj.WriteMem8(0x007524A9,0xFF)
end

--Controller buttons to JAPAN /HD ports Layout
eeObj.WriteMem32(0x2010C184,0x0803F414)
eeObj.WriteMem32(0x200FD050,0x00C0C821)
eeObj.WriteMem32(0x200FD054,0x08043063)
eeObj.WriteMem32(0x200FD058,0x24030070)
eeObj.WriteMem32(0x2010C1F4,0x0803F417)
eeObj.WriteMem32(0x200FD05C,0x87240002)
eeObj.WriteMem32(0x200FD060,0x30858FFF)
eeObj.WriteMem32(0x200FD064,0x9326000C)
eeObj.WriteMem32(0x200FD068,0x9327000E)
eeObj.WriteMem32(0x200FD06C,0x9328000D)
eeObj.WriteMem32(0x200FD070,0x30811000)
eeObj.WriteMem32(0x200FD074,0x34A32000)
eeObj.WriteMem32(0x200FD078,0x0061280B)
eeObj.WriteMem32(0x200FD07C,0xA326000D)
eeObj.WriteMem32(0x200FD080,0x30814000)
eeObj.WriteMem32(0x200FD084,0x34A31000)
eeObj.WriteMem32(0x200FD088,0x0061280B)
eeObj.WriteMem32(0x200FD08C,0xA327000C)
eeObj.WriteMem32(0x200FD090,0x30812000)
eeObj.WriteMem32(0x200FD094,0x34A34000)
eeObj.WriteMem32(0x200FD098,0x0061280B)
eeObj.WriteMem32(0x200FD09C,0xA328000E)
eeObj.WriteMem32(0x200FD0A0,0x03E00008)
eeObj.WriteMem32(0x200FD0A4,0xA7250002)

-- Disable Light Enhancement through the Cathedral Windows
eeObj.WriteMem32(0x0024ba0c,0x46000830)
eeObj.WriteMem32(0x0024ba14,0x4500003C)

-- Disable whitish foggy Light Bubbles nearby of Light Sources
eeObj.WriteMem32(0x00182bbc,0x34020000)

--Master All Moves
eeObj.WriteMem32(0x2075461A,0x0000FFFF)

-- Unlock All Characters
eeObj.WriteMem32(0x20753F06,0x0000FFFF)

--Unlimited Health
eeObj.WriteMem32(0x205B8256,0x00000BB8)

--Unlimited:
--Red Orbs
eeObj.WriteMem32(0x20754624,0x0001869F)

-- Blue Orbs
eeObj.WriteMem32(0x00754628,0x00000004)

--Yellow Orbs
eeObj.WriteMem32(0x20754610,0x000003E7)

--Devil Trigger
eeObj.WriteMem32(0x205B85F2,0x000003E8)
eeObj.WriteMem32(0x205B85F6,0x000003E8)

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(widescreen)

it would be of great help if you can try this configuration.

It works perfectly, it was implemented change on demand to activate subtitles changing from render mode 2x2 to none.
 
strange but --vu1-no-clamping=0 still not help on jak tpl v1! Maybe u skip cutscenes, but visual bugs in cutscenes not in gameplay! Kof98 and ADK emus not have Visual Bugs! Anyway im ok with EU verison on KOF98 emu!

Yeah, well I don't have any visual bugs in cutscenes. "--vu1-no-clamping" fixes ALL graphical glitches on jak tpl v1. Don't know what you are doing wrong? I let cutscenes play and no glitches like you mentioned. Maybe something you added to config is causing it?
 
Yeah, well I don't have any visual bugs in cutscenes. "--vu1-no-clamping" fixes ALL graphical glitches on jak tpl v1. Don't know what you are doing wrong? I let cutscenes play and no glitches like you mentioned. Maybe something you added to config is causing it?
probably but anyway i stay on pal version
 

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