PS4 [Research]PS2 emulator configuration on PS4

You wouldn't have had an lua to have @Kugozx make for you if I didn't fix the graphical issues in CLI. But all thanks to @Kugozx right?

You know what you are doing, and it's deliberately disrespectful.
Again! What happen? im not say is my config, i just do (with @Kugozx) alternative lua! Again what the problem? You post ntsc lua right? i post pal! Again...why u so agressive and toxic? I try keep speak correct!

Edit:
What mean "all thanks"?
i note him becouse he always give hand for help! (with pal lua)
Or we have new law here and all need say thanks only for u?
And u never try speak normal way...
 
The problem is that without @Stayhye you are nothing.
You built your little notoriety on HIS work.
But keep pretending not to understand....
@Stayhye I invite you to stop posting here as I have been doing for a while.
Just becouse i respect @Coro i not continue this dumb conversation and not say bad words...i try speak civil but ok guys....you act as real kids!
Im not talk with minions! Before i had more good opinion about you @Stayhye ,but you and your minios most toxic persons ever is see before!
I let you think you only one fixer in world! No problem!
 
command that fixed Oogie's Revenge also fixes graphics in both Godzilla games. Both games still have random freezes unfortunately
 
NTSC/U
Code:
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--Enable custom progressive scan mode and enhanced mode to fix double-layer screen display errors
eeObj.WriteMem32(0x12BC88,0x24060050)
eeObj.WriteMem32(0x12BD04,0x3C03001F)
eeObj.WriteMem32(0x1CFF20,0x3C03001F)
eeObj.WriteMem32(0x337724,0x3C01001F)
eeObj.WriteMem32(0x337638,0x64150002)
eeObj.WriteMem32(0x116630,0x34030002)
end

emuObj.AddVsyncHook(patcher)

thank you!
nice work!
 
Nicktoons - Battle for Volcano Island (U)(SLUS-214


CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
--host-display-mode=16:9


Lua
Code:
--Nicktoons - Battle for Volcano Island (U)(SLUS-21469)
--Widescreen Hack by Arapapa
-- emu jakv2 and psychonauts v2...probably with others

local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local emuObj  = getEmuObject()
local eeObj   = getEEObject()
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )
local patcher = function()
--Widescreen hack 16:9
eeObj.WriteMem32(0x00286148,0x3c013f68) --Zoom
eeObj.WriteMem32(0x00286194,0x0806f684) --Y-Fov

eeObj.WriteMem32(0x001bda10,0x46000842)
eeObj.WriteMem32(0x001bda14,0x3c013faa)
eeObj.WriteMem32(0x001bda18,0x3421aaab)
eeObj.WriteMem32(0x001bda1c,0x4481f000)
eeObj.WriteMem32(0x001bda20,0x461e0842)
eeObj.WriteMem32(0x001bda24,0x080a1866)

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

It still has some minor graphical flaws... they appear in the second mission.
But... at least now it's playable.
 
Nicktoons - Attack of the Toybots (NTSC-U) (SLUS-21605)


CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
--host-display-mode=16:9

Lua
Code:
--Nicktoons - Attack of the Toybots (NTSC-U) (SLUS-21605)
--Widescreen Hack by Arapapa
--emu ADk and orochi......probably with others

local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local emuObj  = getEmuObject()
local eeObj   = getEEObject()
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )
local patcher = function()
--Widescreen hack 16:9
eeObj.WriteMem32(0x0012a818,0x3c013f80) --Zoom
end
emuObj.AddVsyncHook(patcher)


YFOV (Widescreen) causes graphical issues.
It still has some minor graphical flaws.
But... at least now it's playable.
 
Nicktoons Unite! (NTSC-U) (SLUS_212.84)

CLI

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--gs-use-mipmap=1
--host-display-mode=16:9

Lua
Code:
--Nicktoons Unite! (NTSC-U) (SLUS_212.84)
--emu psychonauts v2
apiRequest(0.1)
local emuObj    = getEmuObject()
local eeObj       = getEEObject()
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )
local patcher = function()
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)


Widescreen patch causes rendering issue. Mipmap and texMode=1/2 fixed part of graphics.
But, it still has texture and performance issues.
 
God of war 2 (NTSC-U) (SCUS97481)


Alternative fix

1 - Use ps2patchengine to patch the iso...
patch=1,EE,2018A238,word,3C014230


2 - CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-adaptive-frameskip=1
--ee-cycle-scalar=0.62
--iop-cycle-scalar=0.10
--vu1-mpg-cycles=1985
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--cdvd-sector-read-cycles=4000
--host-audio-latency=1.6
--host-display-mode=16:9
3 - Lua
Code:
-- God of war 2 (NTSC)
--jakv2
apiRequest(2.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local gpr = require("ee-gpr-alias")
emuObj.SetFormattedCard("custom.card")
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1  } )
local patcher = function()
local pad_bits    = emuObj.GetPad()
local Select = pad_bits &  0x0001
local R3  = pad_bits &  0x0004
if (R3 ~= 0 ) then --Normal Game
eeObj.WriteMem32(0x2018A238, 0x3C014270)
end
if (Select ~= 0 ) then --Quicker Game
eeObj.WriteMem16(0x2018A238, 0x3C014230)
end
----------------Graphics---------------
--eeObj.WriteMem32(0x001706E0,0x03e00008) --Skip Shadow
--eeObj.WriteMem32(0x001706E4,0x00000000)
eeObj.WriteMem32(0x0016E720,0x03e00008) --Skip PrimMaster
eeObj.WriteMem32(0x0016E724,0x00000000)
eeObj.WriteMem32(0x00126EB0,0x03e00008) --Fix Bloom
eeObj.WriteMem32(0x00126EB4,0x00000000)
eeObj.WriteMem32(0x0025a608,0xa04986dc) --progressive at first run
eeObj.WriteMem32(0x001E45D4,0x24020001)
----------------Widescreen-------------
eeObj.WriteMem32(0x001E45B4,0x24040001) --ws at first run
eeObj.WriteMem32(0x001E45B8,0x00000000)
eeObj.WriteMem32(0x0027894C,0x3c013fe3)
eeObj.WriteMem32(0x00278950,0x34218e39)
----------------Cheats-----------------
eeObj.WriteMem32(0x2022662C,0x00000000) --Infinite Double Jumps
eeObj.WriteMem32(0x20335840,0x43480000) --Infinite Magic
eeObj.WriteMem32(0x002D86A8,0x00000001)
----------------Features---------------
eeObj.WriteMem32(0x001DD8C8,0x00000000) --mpeg skip by pressing x
eeObj.WriteMem32(0x201AA470,0x03e00008) --Kratos Does Most Context Sensitive Button Moves Automatically
eeObj.WriteMem32(0x201AA474,0x00000000) --(After You Enter Into One In Battle By Pressing Circle)
eeObj.WriteMem32(0x201A9F00,0x03e00008)
eeObj.WriteMem32(0x201A9F04,0x00000000)
end
emuObj.AddVsyncHook(patcher)

Important


  • If you prefer, remove the command emuObj.SetFormattedCard("custom.card").
    I use it, because I use a custom memory card.
  • I'm not using skip shadow commands...
    --eeObj.WriteMem32(0x001706E0,0x03e00008) --Skip Shadow
    --eeObj.WriteMem32(0x001706E4,0x00000000) because they crash when using values lower than --ee-cycle-scalar=1.0.
    (This crash was detected in the part of the giant horses... this after activating the colored levers and jumping on the precipice).
  • Parts of the game where you need to press the circle button... are done automatically.
    With the exception of the doors.
  • Standard Speed: quicker game
  • Press R3: normal speed.
  • Press Select: quicker game.
 
Last edited:
Dark summit NTSC
Fahrenheit - playable

Dark Summit. Short GamePlay!
VIDEO

Full lua.

Code:
-- Dark Summit
-- emu used=Fahrenheit
apiRequest(1.2)    -- request version 0.1 API. Calling apiRequest() is mandatory.

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

local WS = function()

--Widescreen hack 16:9

--X-Fov
--02000446 280100ae 42080546
eeObj.WriteMem32(0x003d2240,0x08030000)

eeObj.WriteMem32(0x000c0000,0x46040002)
eeObj.WriteMem32(0x000c0004,0x3c013f40)
eeObj.WriteMem32(0x000c0008,0x00000000)
eeObj.WriteMem32(0x000c000c,0x4481f000)
eeObj.WriteMem32(0x000c0010,0x461e0002)
eeObj.WriteMem32(0x000c0014,0x080f4891)

--Render fix
--003f013c 00a88144 0000b07f
eeObj.WriteMem32(0x0036305c,0x3c013f2b) --3c013f00

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(WS)
 
Motorsiege - Warriors of Prime Time [All versions]
emu=Jak v2

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--ps2-lang=system
--gs-progressive=1
 
Last edited:
Sled Storm. Short GamePlay!(SLUS20363)
VIDEO

FiX
Code:
--fpu-no-clamping=0
--fpu-clamp-results=1
--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1
--host-display-mode=16:9
--cdvd-sector-read-cycles=2000
--mtap1=always

in txt.

Code:
-- Sled Storm (NTSC)
-- emu used=aofa

apiRequest(1.0)   

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

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

-- Fix for thin vertical lines that separate screen picture, misallignment/tearing of screen during upscaling
-- psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

local patcher = function()

--All Characters
eeObj.WriteMem32(0x20B0CD40,0x01010101)
eeObj.WriteMem32(0x20B0CD44,0x01010101)
eeObj.WriteMem8(0x20B0CD48,0x01)
--All Levels
eeObj.WriteMem8(0x20B0CD49,0x01)
eeObj.WriteMem16(0x20B0CD4A,0x0101)
eeObj.WriteMem16(0x20B0CD4C,0x0101)
eeObj.WriteMem8(0x20B0CD4E,0x01)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

in lua.

FiX for thin vertical lines that separate screen picture, so that mean - All Graphical bugs - FiXed!
 
Broken Sword The Sleeping Dragon PS2toPS4 LONGPLAY

FiX (SLES51557)
Code:
--host-display-mode=16:9
--cdvd-sector-read-cycles=2000
--vu0-no-clamping=0
--vu1-no-clamping=0
--ee-cycle-scalar=1.8
--ps2-lang=system

in txt.

Code:
-- Broken Sword The Sleeping Dragon
-- emu used=ADK

apiRequest(1.0)

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

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

local patcher = function()

--Widescreen
eeObj.WriteMem32(0x001ad9cc,0x3c01bec0)
eeObj.WriteMem32(0x001ad9d0,0x0c06b250)
eeObj.WriteMem32(0x001ad9d4,0x44813000)

eeObj.WriteMem32(0x001ac93c,0x00000000)
eeObj.WriteMem32(0x001ac940,0x27bdffd0)
eeObj.WriteMem32(0x001ac944,0x3c01bf00)
eeObj.WriteMem32(0x001ac948,0x44813800)
eeObj.WriteMem32(0x001ac94c,0x7fb00020)
eeObj.WriteMem32(0x001ac950,0xffbf0010)
eeObj.WriteMem32(0x001ac954,0x0080802d)
eeObj.WriteMem32(0x001ac958,0x26060020)
eeObj.WriteMem32(0x001ac95c,0xc6000070)
eeObj.WriteMem32(0x001ac960,0x8e020004)
eeObj.WriteMem32(0x001ac964,0x46060202)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

in lua.

Graphical Bugs and stutter - FiXed!
 

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