PS4 [Research]PS2 emulator configuration on PS4

do u try use config from ps3? On ps3 mip map problem fixed!

Was see ur video, issue similar as italian job and hot wheels games, maybe u can try use same trick to FiX them!

PS3 config fixed the mipmapping issue. Updated config post. Game works perfectly now with no issues yet. Thanks again @Vika23!

updated fix here:

https://www.psx-place.com/threads/r...nfiguration-on-ps4.16131/page-155#post-331587

If someone would make a fpkg with working 4 player support

This config supports 4 player with "mtap1=always" command
 
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Star Trek Voyager - Elite Force also used the quake 3 engine, but none of the emus, or known commands/fixes do anything for the menu crash. Any ideas anyone?
 
default emu is rogue v1. Sly does not have an official PSN release. That program uses rogue v1 and jak tpl v1, unless you add your own
 
default emu is rogue v1. Sly does not have an official PSN release
im sure its not Rogue, becouse i try Rogue with Matrix and it not help

This txt. inside that emu:
Code:
--path-snaps="/tmp/snapshots"
--path-recordings="/tmp/recordings"
--path-vmc="/tmp/vmc"
--path-emulog="/tmp/recordings"
--config-local-lua=""
--load-tooling-lua=0
#--path-patches="/app0/patches"
#--path-trophydata="/app0/trophy_data"
#--path-featuredata="/app0/patches"
#--path-toolingscript="/app0/patches"
--ps2-title-id=SCUS-97316
--max-disc-num=1
--trophy-support=0
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-audio=1
--rom="PS20220WD20050620.crack"
--verbose-cdvd-reads=0
--host-osd=0
--host-display-mode=full

SCUS-97316 serial number of Sly 2 i dont know, but i think is not Rogue
 
im sure its not Rogue, becouse i try Rogue with Matrix and it not help

This txt. inside that emu:
Code:
--path-snaps="/tmp/snapshots"
--path-recordings="/tmp/recordings"
--path-vmc="/tmp/vmc"
--path-emulog="/tmp/recordings"
--config-local-lua=""
--load-tooling-lua=0
#--path-patches="/app0/patches"
#--path-trophydata="/app0/trophy_data"
#--path-featuredata="/app0/patches"
#--path-toolingscript="/app0/patches"
--ps2-title-id=SCUS-97316
--max-disc-num=1
--trophy-support=0
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-audio=1
--rom="PS20220WD20050620.crack"
--verbose-cdvd-reads=0
--host-osd=0
--host-display-mode=full

SCUS-97316 serial number of Sly 2 i dont know, but i think is not Rogue

That is just the last game the original dumper used the emu to run. Nothing else:glee::glee:

https://en.wikipedia.org/wiki/List_of_PlayStation_2_games_for_PlayStation_4
 
XIII FiX

I was test game a little more and @Stayhye was right!

Command --gs-kernel-cl-up="up2x2skipinterp" remove white lines from screen and water and let keep game 2x2 uprender On, but on some another stages it can show weird effects so still need keep Render changer! You can see in end of video these weird effects.

VIDEO

But anyway decide post some worked FiX here:

In txt.
Code:
--gs-adaptive-frameskip=1
--gs-progressive=1
--gs-kernel-cl-up="up2x2skipinterp"

--host-display-mode=16:9
--host-vsync=1

and lua:
Code:
-- XIII
-- emu used=JakX v2

apiRequest(1.0)  

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

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

local patcher = function()

-- 16:9
eeObj.WriteMem32(0x001d66fc,0x14400005)
eeObj.WriteMem32(0x001d6700,0x3c04003d)
eeObj.WriteMem32(0x001d6704,0x0c09f8fc)
eeObj.WriteMem32(0x001d6708,0x2484d1c8)
eeObj.WriteMem32(0x001d670c,0x0c09f934)
eeObj.WriteMem32(0x001d6710,0xaf82a2ec)
eeObj.WriteMem32(0x001d6714,0x8f84a2ec)
eeObj.WriteMem32(0x001d6718,0x3c06003d)
eeObj.WriteMem32(0x001d671c,0x0000282d)
eeObj.WriteMem32(0x001d6720,0x24c6e7a0)
eeObj.WriteMem32(0x001d6724,0x0000382d)
eeObj.WriteMem32(0x001d6728,0x24080001)
eeObj.WriteMem32(0x001d672c,0x0c05e844)
eeObj.WriteMem32(0x001d6730,0x0000482d)
eeObj.WriteMem32(0x001d6734,0x0040802d)
eeObj.WriteMem32(0x001d6738,0x0c05f668)
eeObj.WriteMem32(0x001d673c,0xafa0009c)
eeObj.WriteMem32(0x001d6740,0x8fa6009c)
eeObj.WriteMem32(0x001d6744,0x0200202d)
eeObj.WriteMem32(0x001d6748,0x8f8980cc)
eeObj.WriteMem32(0x001d674c,0x0040282d)
eeObj.WriteMem32(0x001d6750,0x0000382d)
eeObj.WriteMem32(0x001d6754,0x0000402d)
eeObj.WriteMem32(0x001d6758,0x0c05f904)
eeObj.WriteMem32(0x001d675c,0x0000502d)
eeObj.WriteMem32(0x001d6760,0x0c0760d4)
eeObj.WriteMem32(0x001d6764,0x0040202d)
eeObj.WriteMem32(0x001d6768,0xae420068)
eeObj.WriteMem32(0x001d676c,0x8e440068)
eeObj.WriteMem32(0x001d6770,0x8c990000)
eeObj.WriteMem32(0x001d6774,0x8f390068)
eeObj.WriteMem32(0x001d6778,0x0320f809)
eeObj.WriteMem32(0x001d677c,0x0240282d)
eeObj.WriteMem32(0x001d6780,0x0c0635b4)
eeObj.WriteMem32(0x001d6784,0x00000000)
eeObj.WriteMem32(0x001d6788,0xe640007c)
eeObj.WriteMem32(0x001d678c,0x3c023fd4)
eeObj.WriteMem32(0x001d6790,0xae4000d8)
eeObj.WriteMem32(0x001d6794,0x24040004)
eeObj.WriteMem32(0x001d6798,0xae4000dc)
eeObj.WriteMem32(0x001d679c,0x3c033f40)
eeObj.WriteMem32(0x001d67a0,0xae4000e0)
eeObj.WriteMem32(0x001d67a4,0x34427ae1)
eeObj.WriteMem32(0x001d67a8,0xae4000e4)
eeObj.WriteMem32(0x001d67ac,0xae4000e8)
eeObj.WriteMem32(0x001d67b0,0xae4000ec)
eeObj.WriteMem32(0x001d67b4,0xae4000f0)
eeObj.WriteMem32(0x001d67b8,0xae4000f4)
eeObj.WriteMem32(0x001d67bc,0xae4000f8)
eeObj.WriteMem32(0x001d67c0,0xae4000fc)
eeObj.WriteMem32(0x001d67c4,0xae400104)
eeObj.WriteMem32(0x001d67c8,0xae400100)
eeObj.WriteMem32(0x001d67cc,0xae4400b0)
eeObj.WriteMem32(0x001d67d0,0xae400090)
eeObj.WriteMem32(0x001d67d4,0xae40008c)
eeObj.WriteMem32(0x001d67d8,0xae4300a8)
eeObj.WriteMem32(0x001d67dc,0x3c033f80)
eeObj.WriteMem32(0x001d67e0,0xae4300ac)

--60FPS
eeObj.WriteMem32(0x20191C64,0x28420001)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

60FPS Works on both PAL and NTSC! This FiX for NTSC!
 
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unless i botched the earlier provided configs for .hack , inital start for //infection has some misalligned text, dont know if its something i screwed up or if its because widescreen patches. but at the verry start of a new game where it has you naming your character, i noticed strange studdering/freezing.
 
I don't have PAL, but Fix for NTSC

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

--host-display-mode=16:9
--vu1=jit-sync

--gs-optimize-30fps=1
--gs-progressive=1
#emu used=jakx v2
LUA -- This is by @mrjaredbeta
Code:
--emu used=jakx v2

apiRequest(1.0)

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

local patcher = function()
--boot fix by mrjaredbeta
eeObj.WriteMem64(0x00309CC0,0x0000000000000000)

emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)

I believe all to fix the graphical glitches once the game boots is command "--vu1=jit-sync" ... Should work for PAL


Time Splitters 2 (NTSC) works great for single or up to 2 player co-op. Unfortunately for 3 or 4 players the game gets choppy and audio stutters :/
The first Time Splitters (NTSC 2.0) with this config works great.
Did anybody fixed Time Splitters 3 Future Perfect? I tried it with this TS2 fix and the 3D models are screwd up in game and when you select you characters.
 
Time Splitters 2 (NTSC) works great for single or up to 2 player co-op. Unfortunately for 3 or 4 players the game gets choppy and audio stutters :/
The first Time Splitters (NTSC 2.0) with this config works great.
Did anybody fixed Time Splitters 3 Future Perfect? I tried it with this TS2 fix and the 3D models are screwd up in game and when you select you characters.

you can try to increase the scalars and the vu mpg cycles to try fix choppy gameplay
 
Hello! Friends which emu I use for half-life, I'm having problems when starting, the playstation 2 logo is cut in the middle of the screen and it doesn't come out of it.
 
Hello, Forum. Is there a way to get 007 Nightfire (corrupted graphics on Jak emus for first person levels) or 007 James bond Agent Under Fire to playable state (Running on several emus like Psyco v2, KOF2000, Kinetika v2, Dark Cloud v2 and Jaks
--vu1=jit-sync # to fix black PS2 logo screen
--vif1-instant-xfer=0 # fixes graphics on Jaks but crashes at FPS level start.
On non-Jaks is quite slow and stuttery especially FIRE and WATER level)?
Any help is much appreciated
 

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