Vika23
Senior Member
i not test that game, cant say anythingmuch appreciated, you happen to know if bully or roguev1 works better for grandia 3? they both seems pretty functional.
i not test that game, cant say anythingmuch appreciated, you happen to know if bully or roguev1 works better for grandia 3? they both seems pretty functional.
//Detect 'Open the in-game menu'
patch=1,EE,e0020000,extended,107cdf48
patch=1,EE,204aa460,extended,46000802 //Set original value
patch=1,EE,20112b94,extended,08030034 //84420000 jump to 'In-Game Menu Portraits fix'
patch=1,EE,e0020000,extended,007cdf48
patch=1,EE,204aa460,extended,08030024 //46000802 jump to 'Clock, Popup Portraits and etc fix'
patch=1,EE,20112b94,extended,84420000 //Set original value
//Detect 'Scene changing'
//0040023c c0f2a0e4 20108046
//00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 64 00 00 00 00 00 00 00
patch=1,EE,e0010000,extended,107CDED4
patch=1,EE,204aa444,extended,3c02402a //Zoom
patch=1,EE,e0010000,extended,007CDED4
patch=1,EE,204aa444,extended,3c024000 //Set original value
--Detect 'Open the in-game menu'
local code_check1 = eeObj.ReadMem16(0x107cdf48)
if code_check1 == 0x0000 then
eeObj.WriteMem32(0x204aa460,0x46000802)
eeObj.WriteMem32(0x20112b94,0x08030034)
else
eeObj.WriteMem32(0x204aa460,0x08030024)
eeObj.WriteMem32(0x20112b94,0x84420000)
end
--Detect 'Scene changing'
local code_check2 = eeObj.ReadMem16(0xe107CDED4)
if code_check2 == 0x0000 then
eeObj.WriteMem32(0x204aa444,0x3c02402a)
else
eeObj.WriteMem32(0x204aa444,0x3c024000)
end
-- The King of Fighters 2003 SLES53382
-- emu kof98
apiRequest(1.0)
local emuObj = getEmuObject()
local eeObj = getEEObject()
local patcher = function()
-- Fix for Depth precision
-- author=kozarovv (adapted by Immersion95)
-- Fix for Depth precision.
--Game fills upper 16bits of depth with 0xFFFF.
--This results in a really high 32 bit value which is then converted to float
--because both hw and sw renderers lack double precision the lower 16 bits of the initial 32 bit value lose precision.
eeObj.WriteMem32(0x000ffc00,0xf88a0000)
eeObj.WriteMem32(0x000ffc04,0xa080000b)
eeObj.WriteMem32(0x000ffc08,0x08053967)
eeObj.WriteMem32(0x0014E594,0x0803ff00)
eeObj.WriteMem32(0x0014E598,0x4bea497d)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
Does anybody know why I cant access the dev wiki emu page? https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List
Just shows a white blank page on every browser, the compatibility page is fine, just this one. Been like it for a few months, used to be fine.
--gs-uprender=2x2
--gs-upscale=point
--force-frame-blend=1
--gs-use-deferred-l2h=0
--cdvd-sector-read-cycles=5000
--host-display-mode=16:9
#emu used=aofa
-- The King of Fighters '94 Re-bout™ SLPS-25449
-- Fix by Kozarovv
-- ported to PS4
-- emu used=aofa
local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--ps3 config ??
eeObj.WriteMem32(0x00273bd8,0x240701b0) -- 0x240701c0 addiu a3, zero, $01c0
--gfx fix
eeObj.WriteMem32(0x000ffc00,0xf88a0000)
eeObj.WriteMem32(0x000ffc04,0xa080000b)
eeObj.WriteMem32(0x000ffc08,0x080836b3)
eeObj.WriteMem32(0x0020dac4,0x0803ff00)
eeObj.WriteMem32(0x0020dac8,0x4bea497d)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
--gs-uprender=2x2
--gs-upscale=point
--force-frame-blend=1
--gs-use-deferred-l2h=0
--vu0-di-bits=0
--vu1-di-bits=0
--host-display-mode=16:9
--cdvd-sector-read-cycles=3000
# emu used=aofa
-- The King of Fighters™ 2002 Unlimited Match™ Tougeki Version®
-- gfx fix by Kozarovv
-- ported to PS4
-- emu used=aofa
apiRequest(0.1)
local gpr = require( "ee-gpr-alias" )
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--English (NEOGEO MODE) by lee4
eeObj.WriteMem32(0x005B4630,0x00000001)
--ALL CHARACTERS by lee4
eeObj.WriteMem32(0x005CA808,0x03FF03FF)
eeObj.WriteMem32(0x00000000,0x00000000)
-- Fix bug 10414 - large stretched polygons block view of player characters
eeObj.WriteMem32(0x000ffc00,0xf88a0000)
eeObj.WriteMem32(0x000ffc04,0xa080000b)
eeObj.WriteMem32(0x000ffc08,0x081079b3)
eeObj.WriteMem32(0x0041e6c4,0x0803ff00)
eeObj.WriteMem32(0x0041e6c8,0x4bea497d)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
#--host-display-mode=16:9
--cdvd-sector-read-cycles=4000
#emu used=red dead
-- The Ant Bully PAL
-- emu used=red dead
local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
emuObj.SetDisplayAspectWide()
local patcher = function()
--16:9
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
--blurry graphics fix
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )
#USE Orochi-emu
#still have some click noise in options > sound > bgm play or cutscenes need more debugg
--gs-progressive=1
--hid-pad=1
--gs-aspect-ratio=0.75
--host-audio-latency=3
--cdvd-sector-read-cycles=5000
--gs-uprender=none
--gs-upscale=point
--host-display-mode=4:3
--gametitle=Hokuto no Ken Shinpan no Sousousei Kengou Retsuden (Japan) CRC-0x9E8F0454 SLPM_666.60
--comment= PS4 port Native 480p sdtv mode + extend 640x480 v5 by felixthecat1970
apiRequest(0.1) -- request version 0.1 API. Calling apiRequest() is mandatory.
local eeObj = getEEObject()
local emuObj = getEmuObject()
local gsObj = getGsObject()
local lightDef0 = {153, 0, 0}
local lightDef1 = {0, 0, 153}
emuObj.PadSetLightBar(0, lightDef0, 1, lightDef1)
--emuObj.ForceRefreshRate(60)
--enable 480p - 640x480 - Qol options
eeInsnReplace(0x292720, 0x00000000, 0xA38286E8)
eeInsnReplace(0x2ACA50, 0x83A2001C, 0x0000102D)
eeInsnReplace(0x2B3EB8, 0x2442FFFF, 0x0000102D)
eeInsnReplace(0x2B4068, 0x24420001, 0x0000102D)
eeInsnReplace(0x2B3D38, 0x24060001, 0x24060000)
eeInsnReplace(0x29270C, 0x0C040304, 0x00000000)
--soft filter L3=OFF R3=ON
local CheckInputs = function()
local pad_bits = emuObj.GetPad()
local UP = pad_bits & 0x0010
local DOWN = pad_bits & 0x0040
local LEFT = pad_bits & 0x0080
local RIGHT = pad_bits & 0x0020
local Triangle = pad_bits & 0x1000
local Cross = pad_bits & 0x4000
local Square = pad_bits & 0x8000
local Circle = pad_bits & 0x2000
local L1 = pad_bits & 0x0400
local L2 = pad_bits & 0x0100
local L3 = pad_bits & 0x0002
local R1 = pad_bits & 0x0800
local R2 = pad_bits & 0x0200
local R3 = pad_bits & 0x0004
local Select = pad_bits & 0x0001
local Start = pad_bits & 0x0008
if (L3 ~= 0) then
gsObj.SetUpscaleMode("point")
end
if (R3 ~= 0) then
gsObj.SetUpscaleMode("gpu")
end
end
emuObj.AddVsyncHook(CheckInputs)
#USE kof98 emu files
--gs-progressive=1
--gs-use-deferred-l2h=0
--hid-pad=1
--gs-aspect-ratio=0.75
--gs-uprender=none
--gs-upscale=point
--host-display-mode=4:3
--gametitle=Sengoku Basara X (Japan) SLPM_550.08;1) Game CRC = 0x721DEBE4
--comment=PS4 port native sdtv 480p mode unlock + extend resolution 640x480 v4 by felixthecat1970
apiRequest(2.0) -- request version 0.1 API. Calling apiRequest() is mandatory.
local eeObj = getEEObject()
local emuObj = getEmuObject()
local gsObj = getGsObject()
local lightDef0 = {153, 0, 0}
local lightDef1 = {0, 0, 153}
emuObj.PadSetLightBar(0, lightDef0, 1, lightDef1)
--enable 480p - 640x480 - Qol options
local options = function()
eeInsnReplace(0x001004E4, 0x00000000, 0xA2620016)
eeInsnReplace(0x0010CF00, 0x24040001, 0x24040000)
eeInsnReplace(0x001EA6B4, 0x24060001, 0x24060000)
eeInsnReplace(0x00386720, 0x002A0630, 0x002A0640)
eeInsnReplace(0x00386740, 0x002A0740, 0x002A0640)
eeInsnReplace(0x002A0550, 0x24020001, 0x24020000)
eeInsnReplace(0x001EA7D0, 0xAE00FCB4, 0xAE0AFCB4)
eeInsnReplace(0x001004CC, 0x0C0C5B3C, 0x00000000)
end
emuObj.AddVsyncHook(options)
--soft filter L3=OFF R3=ON
local CheckInputs = function()
local pad_bits = emuObj.GetPad()
local UP = pad_bits & 0x0010
local DOWN = pad_bits & 0x0040
local LEFT = pad_bits & 0x0080
local RIGHT = pad_bits & 0x0020
local Triangle = pad_bits & 0x1000
local Cross = pad_bits & 0x4000
local Square = pad_bits & 0x8000
local Circle = pad_bits & 0x2000
local L1 = pad_bits & 0x0400
local L2 = pad_bits & 0x0100
local L3 = pad_bits & 0x0002
local R1 = pad_bits & 0x0800
local R2 = pad_bits & 0x0200
local R3 = pad_bits & 0x0004
local Select = pad_bits & 0x0001
local Start = pad_bits & 0x0008
if (L3 ~= 0) then
gsObj.SetUpscaleMode("point")
end
if (R3 ~= 0) then
gsObj.SetUpscaleMode("gpu")
end
end
emuObj.AddVsyncHook(CheckInputs)
Just put RECVX in emus root folder of PS2-FPKG v0.6 but not fact that emu wil fix game!Hi All,
Can anyone help me ? I am trying to convert Yu-Gi-Oh! Capsule Monster Coliseum (USA).iso to ps4 pkg using PS2-FPKG_v0.6 but when i run the game it stuck on black screen. I know that I should convert it using RECVX emu but I dont know how. There are only two emu options inside PS2-FPKG_v0.6 the jak v2 and rogue v1 but both are not working with the game.
Any assistance is appreciated.
Thanks!
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-display-mode=16:9
--cdvd-sector-read-cycles=2000
--vu0-no-clamping=0
--vu1-di-bits=0
-- The Spiderwick Chronicles[SLUS 21716] (U)
-- patch by Prafull
-- jakv2
apiRequest(0.1)
local emuObj = getEmuObject()
local eeObj = getEEObject()
local patcher = function()
-- Fix the initial hang and make the game playable
eeObj.WriteMem32(0x0011f6a4,0x00000000)
end
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )
emuObj.AddVsyncHook(patcher)
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-progressive=1
--ee-cycle-scalar=2.0
--vu1-mpg-cycles=2000
--host-display-mode=16:9
#emu used=rotk v1
-- Beyond Good & Evil (U)(SLUS-20763)
-- Widescreen hack by Arapapa
-- emu used=rotk v1
local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
--16:9
eeInsnReplace(0x00131cb0,0x3c023f80,0x3c023f40) --0x3c023f80
local WS2 = function()
--Y-Fov
eeObj.WriteMem32(0x001324cc,0x08030010)
eeObj.WriteMem32(0x000c0040,0x46000802)
eeObj.WriteMem32(0x000c0044,0x3c1b3f40)
eeObj.WriteMem32(0x000c0048,0x449bf000)
eeObj.WriteMem32(0x000c004c,0x461e0003)
eeObj.WriteMem32(0x000c0050,0x0804c935)
--Render fix
eeObj.WriteMem32(0x0013ef70,0x3c023f40) --3c023f00
--stutter fix A
eeObj.WriteMem32(0x00205e1c,0x10000024) --10600024
eeObj.WriteMem32(0x00133638,0x1000003d) --1060003d
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(WS2)
--graphics fix for blur
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )
it does fix it, i tested it months ago,Just put RECVX in emus root folder of PS2-FPKG v0.6 but not fact that emu wil fix game!
good then!it does fix it, i tested it months ago,
--vu1=jit-sync with RECVX Emu, game fully working
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-display-mode=16:9
--cdvd-sector-read-cycles=4000
--vu1-no-clamping=0 #gfx fix A
--vu0-no-clamping=0 #gfx fix B
--vu-branch-hazard=0 #fixes loading freeze
emu used=recvx v1
-- Batman - Rise of Sin Tzu (Prototype) Aug 15 2003
-- Retail has slowdown during FMVs that I can't fix
-- Widescreen & 60fps by Stayhye
-- emu used=recvx v1
local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--16:9
--X-Fov
eeObj.WriteMem32(0x004ad5d8,0x3f5a7408) --0x3f23d70a >> @15833 lui v1, $d70a
--Render Fix
eeObj.WriteMem32(0x00306928,0x3c023f40) --0x3c023f00 >> lui v0, $3f00
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
--60 fps
eeInsnReplace(0x20532748,0x00000002,0x00000001) --0x00000002 >> rwDMAVsyncCnt