--ps2-lang=system
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-display-mode=full
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-adaptive-frameskip=1
--host-audio-latency=1.70
--cdvd-sector-read-cycles=23000
--force-pal-60hz=1
apiRequest(2.2)
local gpr = require("ee-gpr-alias")
local cpr = require("ee-cpr0-alias")
local hwaddr = require("ee-hwaddr")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()
local iopObj = getIOPObject()
local thresholdArea = 500
local ApplyVifCycleSettings = function()
eeObj.Vu1MpgCycles(1000)
eeObj.SetVifDataCycleScalar(1, 2.6)
end
ApplyVifCycleSettings()
local patcher = function()
--widescreen
eeObj.WriteMem32(0x00265568,0x3c013f9d)--27BD0030
eeObj.WriteMem32(0x0026556C,0x44810000)--00000000
eeObj.WriteMem32(0x00265570,0x46006302)--3C020048
eeObj.WriteMem32(0x00265574,0x3c020048)--03E00008
eeObj.WriteMem32(0x00265578,0x03e00008)--E44C7484
eeObj.WriteMem32(0x0026557c,0xe44c7784)
eeObj.WriteMem32(0x0037AFB4,0x0c09955a)--0C0994F8
eeObj.WriteMem32(0x003BA014,0x0c09955d)--0C0994F8
eeObj.WriteMem32(0x003B9EB0,0x0c09955d)--0C0994F8
--60fps
--eeObj.WriteMem32(0x203704F4,0x10820019)--14820019
--trails off
eeObj.WriteMem32(0x21FB588C,0x00000000)--00000001
--subtitles on
eeObj.WriteMem32(0x21FB580C,0x00000001)--00000000
--widescreen on
eeObj.WriteMem32(0x21FB5830,0x00000001)--00000000
--disable rain
eeObj.WriteMem32(0x204CD5A0,0x00000000)--00000000
--graphics fix by Juano V
eeObj.WriteMem32(0x00486848,0x0)
eeObj.WriteMem32(0x00486B3C,0x0)
eeObj.WriteMem32(0x00487324,0x0)
eeObj.WriteMem32(0x2048683C,0x0)
end
emuObj.AddVsyncHook(patcher)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
emuObj.SetGsTitleFix( "setRejectionArea", 500,{twIsNot=8, thIsNot=8 } )
TimeSplitters 2 Before\\\After FiX Comparison & Gameplay Test PS2toPS4
--vu1=jit-sync
--gs-progressive=1
--vif1-instant-xfer=0
--ps2-lang=system
--mtap1=always
--gametitles=TimeSplitters 2 (SLES-50877)
--emu used=jakx v2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--boot fix by mrjaredbeta
eeObj.WriteMem64(0x0030A370, 0x0000000000000000)
--Widescreen
eeObj.WriteMem32(0x205995AC,0x3FE38E38)
eeObj.WriteMem32(0x2059A190,0x3FE38E38)
eeObj.WriteMem32(0x2059A218,0x3FE38E38)
eeObj.WriteMem32(0x2059AEFC,0x3FE38E38)
eeObj.WriteMem32(0x2059AF00,0x3FE38E38)
eeObj.WriteMem32(0x2059AF98,0x3FE38E38)
eeObj.WriteMem32(0x2059AFA8,0x3FE38E38)
eeObj.WriteMem32(0x2059D7DC,0x3FE38E38)
--Black Borders Fix
eeObj.WriteMem32(0x203C7714,0x24150000)
eeObj.WriteMem32(0x203C771C,0x24160200)
eeObj.WriteMem32(0x203C7D4C,0x24070000)
eeObj.WriteMem32(0x203C7D5C,0x24050200)
--All Unlocked
eeObj.WriteMem32(0x2059E57C,0xFFFFFFFF)
--Inf Ammo
eeObj.WriteMem32(0x202DB098,0x00000000)
--Inf Health
eeObj.WriteMem32(0x2023FC38,0x3C014280)
eeObj.WriteMem32(0x2023FCF4,0xAC41019C)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
--vu0-no-clamping=0
--vu1-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-clamp-operands=1
--vu1-clamp-results=1
--host-display-mode=full
--gs-uprender=none
--gs-upscale=edgesmooth
--gs-kernel-cl-up="up2x2skipinterp"
--ps2-title-id=SLES-52963
--force-pal-60hz=1
--host-trophy-support=0
#--ee-static-block-links=All
--gs-progressive=1
--host-vsync=1
apiRequest (0.1)
local emuObj = getEmuObject()
local eeObj = getEEObject()
local patcher = function()
--widescreen by El_Patas
eeObj.WriteMem32(0x003C6284,0x3C013F40)
eeObj.WriteMem32(0x003C628C,0x44810800)
eeObj.WriteMem32(0x003C6290,0x03E00008)
eeObj.WriteMem32(0x003C6294,0x4601A083)
--weapon
eeObj.WriteMem32(0x00311774,0xC6740330)
eeObj.WriteMem32(0x0031177C,0xC7A30048)
eeObj.WriteMem32(0x00311788,0xE7A20050)
eeObj.WriteMem32(0x0031178C,0xC6620330)
--480p
eeObj.WriteMem32(0x004F7DAC,0x3C050000)
eeObj.WriteMem32(0x004F7DB4,0x3C060050)
eeObj.WriteMem32(0x004F7DBC,0x3C070001)
eeObj.WriteMem32(0x004F8014,0x3C090010)
emuObj.ThrottleMax()
end
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
emuObj.AddVsyncHook(patcher)
Cold Winter+60fps [SLES-52963]
Code:--vu0-no-clamping=0 --vu1-no-clamping=0 --vu0-clamp-operands=1 --vu0-clamp-results=1 --vu1-clamp-operands=1 --vu1-clamp-results=1 --host-display-mode=full --gs-uprender=none --gs-upscale=edgesmooth --gs-kernel-cl-up="up2x2skipinterp" --ps2-title-id=SLES-52963 --force-pal-60hz=1 --host-trophy-support=0 --ee-static-block-links=All --gs-progressive=1 --host-vsync=1 #emu=Jakxv2
Lua:
json file 60 fps [Goldhen cheat menu]Code:apiRequest (0.1) local emuObj = getEmuObject() local eeObj = getEEObject() local patcher = function() --widescreen by El_Patas eeObj.WriteMem32(0x003C6284,0x3C013F40) eeObj.WriteMem32(0x003C628C,0x44810800) eeObj.WriteMem32(0x003C6290,0x03E00008) eeObj.WriteMem32(0x003C6294,0x4601A083) --weapon eeObj.WriteMem32(0x00311774,0xC6740330) eeObj.WriteMem32(0x0031177C,0xC7A30048) eeObj.WriteMem32(0x00311788,0xE7A20050) eeObj.WriteMem32(0x0031178C,0xC6620330) --480p eeObj.WriteMem32(0x004F7DAC,0x3C050000) eeObj.WriteMem32(0x004F7DB4,0x3C060050) eeObj.WriteMem32(0x004F7DBC,0x3C070001) eeObj.WriteMem32(0x004F8014,0x3C090010) emuObj.ThrottleMax() end emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) emuObj.AddVsyncHook(patcher)
Sadly, nonice! Does this fix the steering issue? Character controls were kinda janky with this one in my tests....

came today to know if they are any good news about Driv3r and Stuntman ?Driv3r yes, Stuntman yes. Driv3r needs work (AI issue) , Stuntman issues. Cannot fix on my own.
Proper Fix for King's Field IV - The Ancient City NTSC
CLI - All versions
Code:--vu1=jit-sync --vif1-instant-xfer=0 --vu1-jr-cache-policy=newprog --vu1-jalr-cache-policy=newprog --vu0-jr-cache-policy=newprog --vu0-jalr-cache-policy=newprog --gs-kernel-cl="mipmap" --gs-kernel-cl-up="mipmap2x2" --gs-use-mipmap=1
LUA - NTSC ONLY
Code:--emu to use=Jak v1 - 7bf217fd63a6ff31e0f7d91a33b29f89 apiRequest(0.1) local eeObj = getEEObject() local emuObj = getEmuObject() emuObj.PadSetLightBar(0,0,255,0) local patcher = function() --16:9 eeObj.WriteMem32(0x0022d8e4,0x3c013f40) --00000000 eeObj.WriteMem32(0x0022d8e8,0x44810000) --00000000 eeObj.WriteMem32(0x0022d8f0,0x4600c602) --00000000 --no interlace --This hack will also fix the FMV eeObj.WriteMem32(0x202218B4,0x00000000) eeObj.WriteMem32(0x2022193C,0x00000000) eeObj.WriteMem32(0x0021F710,0x00000000) ---------------CHEATS---------------------- --RGBYV Stones and Wands --eeObj.WriteMem32(0x003698B6,0x00000001) --eeObj.WriteMem32(0x003698B7,0x00000001) --eeObj.WriteMem32(0x003698B8,0x00000001) --eeObj.WriteMem32(0x003698B9,0x00000001) --eeObj.WriteMem32(0x003698BA,0x00000001) --eeObj.WriteMem32(0x003698BB,0x00000001) --eeObj.WriteMem32(0x003698BC,0x00000001) --eeObj.WriteMem32(0x003698BD,0x00000001) --eeObj.WriteMem32(0x003698BE,0x00000001) --eeObj.WriteMem32(0x003698BF,0x00000001) end emuObj.AddVsyncHook(patcher)
All graphical glitches fixed. Gameplay near perfect.
Sorry but can someone tell how to apply these configs? through PS2FKG or manually packing it into a PS4FPKG with FPKGTools idk, i would just like an direction cuz i'm really confused as the method i normally use (PS2-FPKG) doesn't really has an option for all these filesOfficial Config(trophies removed) for:
ADK Damashii
Ape Escape 2
Arc the Lad Twilight of the Spirits
Bully
Dark Cloud v2
Dark Cloud 2 v2
Destroy All Humans
Destroy All Humans 2
Eternal Ring
Everybody Tennis
Fahrenheit v2
Fantavision
Fatal Fury Battle Archives Vol2
Fu'un Super Combo
GTA III
GTA Vice City
GTA San Andreas
Jak TPL
Must change "--trophy-support=1" to 0
is it possible that someone here knows how to fix yu gi oh capsule monster colliseum, And if so please explain me?nice! Does this fix the steering issue? Character controls were kinda janky with this one in my tests....
Hello,
i'm stuck with the PS2 Version of "Dragon Quest & Final Fantasy in Itadaki Street". It needs a patch, so that the board gets displayed and i don't know how to implement the Patches already available for PCSX2:
https://forums.pcsx2.net/Thread-Ita...re-only-black-shadows-need-a-1-7-specific-fix
Could somebody please help?
Regards and thanks in advance,
Pablo
patch=1,EE,00143CBC,word,3C030200
patch=1,EE,00143CC0,word,00831825
eeObj.WriteMem32(0x00143CBC,0x3C030200)
eeObj.WriteMem32(0x00143CC0,0x00831825)
Code:patch=1,EE,00143CBC,word,3C030200 patch=1,EE,00143CC0,word,00831825
to
Code:eeObj.WriteMem32(0x00143CBC,0x3C030200) eeObj.WriteMem32(0x00143CC0,0x00831825)
i tried that but it crashes on startup. This must be put in the LUA-File? Is this the full syntax?
Regards,
Pablo
--ee-cycle-scalar=3.0
-- Prisoner of War (PAL)
apiRequest(0.1)
local gpr = require("ee-gpr-alias")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local patcher = function()
--Widescreen hack
--16:9
eeObj.WriteMem32(0x0039c3dc,0x0c1127e8) --3c013f80
eeObj.WriteMem32(0x0039c3e0,0x00000000) --4481a000
eeObj.WriteMem32(0x00449fa0,0x3c013f40) --00000000 hor fov
eeObj.WriteMem32(0x00449fa8,0x4481a000) --00000000
eeObj.WriteMem32(0x00449fac,0x46146b42) --00000000
eeObj.WriteMem32(0x00449fb0,0x4614a503) --00000000
eeObj.WriteMem32(0x00449fb4,0x03e00008) --00000000
eeObj.WriteMem32(0x0013e6fc,0x3c0140c0) --3c013f99 renderfix
eeObj.WriteMem32(0x001a6b60,0x3c013f2b) --3c013f00 renderfix
--16:10
eeObj.WriteMem32(0x0039c3dc,0x0c1127e8) --3c013f80
eeObj.WriteMem32(0x0039c3e0,0x00000000) --4481a000
eeObj.WriteMem32(0x00449fa0,0x3c013f55) --00000000 hor fov
eeObj.WriteMem32(0x00449fa4,0x34215555) --00000000
eeObj.WriteMem32(0x00449fa8,0x4481a000) --00000000
eeObj.WriteMem32(0x00449fac,0x46146b42) --00000000
eeObj.WriteMem32(0x00449fb0,0x4614a503) --00000000
eeObj.WriteMem32(0x00449fb4,0x03e00008) --00000000
eeObj.WriteMem32(0x0013e6fc,0x3c0140a0) --3c013f99 renderfix
eeObj.WriteMem32(0x001a6b60,0x3c013f1a) --3c013f00 renderfix
end
emuObj.AddVsyncHook(patcher)
Add this to lua:Hi, is there any fix for Dragon Ball Z Budokai Tenkaichi 3 (SLUS 21678)?, whenever a character goes Super Saiyan, they are supposed to have a bloom effect around their body, but when playing on ps4 this bloom effect gets cursed and looks bad on the character. I think it is because of the emulator upscaling the game. On PCSX2 emulator something similar happens whenever you upscale the game but it gets fixed by adding some texture offsets at emulator settings.