PS4 [Research]PS2 emulator configuration on PS4

Downhill Jam(Last T.H.U.G engine game) offsets:

Code:
--koza's vu rounding
eeObj.WriteMem32(0x003CC3B0,0xD3400000)
--freeze skip
eeObj.WriteMem32(0x001c6250,0x100000a6) -- 0x120000a6 >> beq s0, zero, $001c64ec

--MTVU patch
eeInsnReplace(0x001c4fa0, 0x0, 0x0803fff0)
eeInsnReplace(0x000fffc4, 0x0, 0x24186000)
eeInsnReplace(0x000fffc8, 0x0, 0x3c191200)
eeInsnReplace(0x000fffcc, 0x0, 0x37391010)
eeInsnReplace(0x000fffd0, 0x0, 0x2718ffff)
eeInsnReplace(0x000fffd4, 0x0, 0x1418fffe)
--eeInsnReplace(0x000fffdc, 0x0, 0x08065248) #<-- wrong opcode
eeInsnReplace(0x000fffe0, 0x0, 0xaf200000)

I know eeInsnReplace(0x000fffdc, 0x0, 0x08065248) needs to be corrected. Everything else should be correct

For now, this config works just fine

CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl-up="up2x2skipinterp"
--gs-progressive=1
--host-display-mode=16:9
--cdvd-sector-read-cycles=2000

--ee-cycle-scalar=1.6

--vu1=jit-sync           #remove if patching mtvu in lua
--vu1-mpg-cycles=8000    #remove if patching mtvu in lua

--vif1-instant-xfer=0
LUA
Code:
-- Tony Hawk's Downhill Jam SLUS_214.56
-- Widescreen Hack
--

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

apiRequest(0.1)

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

local THDJ = function()
--koza's vu rounding
eeObj.WriteMem32(0x003CC3B0,0xD3400000)
--freeze skip
eeObj.WriteMem32(0x001c6250,0x100000a6) -- 0x120000a6 >> beq s0, zero, $001c64ec
--16:9
eeObj.WriteMem32(0x00127cd4,0x3c013f10)
eeObj.WriteMem32(0x00157dc4,0x3c013fe3)
eeObj.WriteMem32(0x00157dc8,0x34218e39)

end

emuObj.AddVsyncHook(THDJ)
 
Last edited:
Downhill Jam(Last T.H.U.G engine game) offsets:

Code:
--koza's vu rounding
eeObj.WriteMem32(0x003CC3B0,0xD3400000)
--freeze skip
eeObj.WriteMem32(0x001c6250,0x100000a6) -- 0x120000a6 >> beq s0, zero, $001c64ec

--MTVU patch
eeInsnReplace(0x001c4fa0, 0x0, 0x0803fff0)
eeInsnReplace(0x000fffc4, 0x0, 0x24186000)
eeInsnReplace(0x000fffc8, 0x0, 0x3c191200)
eeInsnReplace(0x000fffcc, 0x0, 0x37391010)
eeInsnReplace(0x000fffd0, 0x0, 0x2718ffff)
eeInsnReplace(0x000fffd4, 0x0, 0x1418fffe)
--eeInsnReplace(0x000fffdc, 0x0, 0x08065248) #<-- wrong opcode
eeInsnReplace(0x000fffe0, 0x0, 0xaf200000)

I know eeInsnReplace(0x000fffdc, 0x0, 0x08065248) needs to be corrected. Everything else should be correct

For now, this config works just fine

CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl-up="up2x2skipinterp"
--gs-progressive=1
--host-display-mode=16:9
--cdvd-sector-read-cycles=2000

--ee-cycle-scalar=1.6

--vu1=jit-sync           #remove if patching mtvu in lua
--vu1-mpg-cycles=8000    #remove if patching mtvu in lua

--vif1-instant-xfer=0
LUA
Code:
-- Tony Hawk's Downhill Jam SLUS_214.56
-- Widescreen Hack
--

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

apiRequest(0.1)

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

local THDJ = function()
--koza's vu rounding
eeObj.WriteMem32(0x003CC3B0,0xD3400000)
--freeze skip
eeObj.WriteMem32(0x001c6250,0x100000a6) -- 0x120000a6 >> beq s0, zero, $001c64ec
--16:9
eeObj.WriteMem32(0x00127cd4,0x3c013f10)
eeObj.WriteMem32(0x00157dc4,0x3c013fe3)
eeObj.WriteMem32(0x00157dc8,0x34218e39)

end

emuObj.AddVsyncHook(THDJ)

Try this

Tony Hawk's Downhill Jam NTSC (SLUS-21456)

--mtvu
eeObj.WriteMem32(0x001C4F2C,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C07140C) --001C5030
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x080713CD) --001C4F34
eeObj.WriteMem32(0x000fffe0,0xaf200000)


For Tony Hawk's Downhill Jam PAL (SLES-21456)

--koza's vu rounding
eeObj.WriteMem32(0x003CC5B0,0xD3400000) --53400000

--freeze skip
eeObj.WriteMem32(0x001C6258,0x100000A6) -- 0x120000A6

--mtvu
eeObj.WriteMem32(0x001C4F34,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C07140E) --001C5038
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x080713CF) --001C4F3C
eeObj.WriteMem32(0x000fffe0,0xaf200000)
 
Last edited:
Try this

Tony Hawk's Downhill Jam NTSC (SLUS-21456)

--mtvu
eeObj.WriteMem32(0x001C4F2C,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C07140C) --001C5030
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x080713CD) --001C4F34
eeObj.WriteMem32(0x000fffe0,0xaf200000)

Thank you, I will try, but the game was working perfectly already(this may remove more stutter). Can you look at MTX mototrax? I can't find the freeze skip code(beq, s0, zero)...

--------------------------------------------------------------------------------
WIP fix for Guitar Hero 3: Legends of Rock NTSC

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


--host-display-mode=16:9
--cdvd-sector-read-cycles=2000

#--vu1=jit-sync
--vif1-instant-xfer=0
--vu0-mpg-cycles=300
--vu1-mpg-cycles=300
--ee-cycle-scalar=0.8
LUA
Code:
--
-- ported to PS4 Lua by Stayhye

apiRequest(0.1)

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

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

local fix = function()
-- Koza's vu rounding
eeObj.WriteMem32(0x00325248,0xD3400000)
--freeze skip
eeObj.WriteMem32(0x0019ff20,0x100000a6) --0x120000a6 >> beq s0, zero, $001a01bc

end

emuObj.AddVsyncHook(fix)

In game, but graphical issues make this one unplayable still.

_3GFRi7O.jpg small.jpg
puuvaGkW.jpg small.jpg
 
Last edited:
Mike Tyson Heavyweight Boxing (SLUS-20345)

CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"

--host-display-mode=16:9
--cdvd-sector-read-cycles=2000

--fpu-accurate-addsub-range=0x16513C,0x16513C

--ee-cycle-scalar=1.4
--vu1-mpg-cycles=1000
LUA
Code:
-- Mike Tyson Heavyweight Boxing (U)(SLUS-20345)
-- Widescreen hack by Arapapa
-- fixes by kozarovv & mrjaredbeta
-- ported to ps4
-- emu used= psycho v2

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

apiRequest(0.1)

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

local fix = function()
--Widescreen hack 16:9

--X-Fov
--03000146 a00040e4
eeObj.WriteMem32(0x001d14e0,0x08085a34)

eeObj.WriteMem32(0x002168d0,0x46010003)
eeObj.WriteMem32(0x002168d4,0x3c013f40)
eeObj.WriteMem32(0x002168d8,0x4481f000)
eeObj.WriteMem32(0x002168dc,0x461e0002)
eeObj.WriteMem32(0x002168e0,0x08074539)

-- mpg0 launcher
eeObj.WriteMem32(0x000ffc00,0x48a94000)
eeObj.WriteMem32(0x000ffc04,0x48aa2000)
eeObj.WriteMem32(0x000ffc08,0x4a0013b8)
eeObj.WriteMem32(0x000ffc0c,0x03e00008)
eeObj.WriteMem32(0x000ffc10,0x00000000)
-- mpg1 launcher
eeObj.WriteMem32(0x000ffc14,0x48aa2000)
eeObj.WriteMem32(0x000ffc18,0x48a94000)
eeObj.WriteMem32(0x000ffc1c,0x4a001fb8)
eeObj.WriteMem32(0x000ffc20,0x03e00008)
eeObj.WriteMem32(0x000ffc24,0x00000000)
-- hook0
eeObj.WriteMem32(0x001ac5a4,0x0c03ff00)
eeObj.WriteMem32(0x001ac5a8,0x00000000)
eeObj.WriteMem32(0x001ac5d8,0x0c03ff05)
eeObj.WriteMem32(0x001ac5dc,0x00000000)
-- hook1
eeObj.WriteMem32(0x001ac858,0x0c03ff00)
eeObj.WriteMem32(0x001ac85c,0x00000000)
eeObj.WriteMem32(0x001ac88c,0x0c03ff05)
eeObj.WriteMem32(0x001ac890,0x00000000)
-- remove m bit, e bit instead
eeObj.WriteMem32(0x002c2d14,0x41c559ca)
eeObj.WriteMem32(0x002c2d1c,0x01c691bc)
eeObj.WriteMem32(0x002c2e94,0x41c158ca)
eeObj.WriteMem32(0x002c2e9c,0x01c291bc)
-- color fixup (broken, but better than nothing)
eeObj.WriteMem32(0x002c2ac8,0xc0000000)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(fix)

Works great! tested a little.
 
Guitar Hero: Areosmith NTSC

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

--host-display-mode=16:9
--cdvd-sector-read-cycles=2000

#--vu1=jit-sync
--vif1-instant-xfer=0
--vu1-mpg-cycles=3000
--ee-cycle-scalar=0.95

LUA

Code:
-- Guitar Hero: Areosmith NTSC
-- ported to PS4 Lua by Stayhye
-- emu used=jakx v2

apiRequest(0.1)

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

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

emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(0) 

local areosmith = function()
--freeze skip
eeObj.WriteMem32(0x001a23f8,0x100000a6) --0x120000a6 >> beq s0, zero, $001a2694
--koza's vu rounding
eeObj.WriteMem32(0x0032acc8,0xd3400000)

end

emuObj.AddVsyncHook(areosmith)

Same issues as GH3
 
Guitar Hero: Metallica NTSC

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


--host-display-mode=16:9
--cdvd-sector-read-cycles=2000

#--vu1=jit-sync
--vif1-instant-xfer=0
--vu1-mpg-cycles=3000
--ee-cycle-scalar=0.93
LUA
Code:
-- Guitar Hero: Metallica NTSC
-- ported to ps4
-- emu used= redfaction

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

apiRequest(0.1)

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

local metallica = function()
-- Koza's vu rounding
eeObj.WriteMem32(0x003eb7c8,0xd3400000)
--freeze skip
eeObj.WriteMem32(0x003800b8,0x100000a6) --0x120000a6 >> beq s0, zero, $00380354

end

emuObj.AddVsyncHook(metallica)

(microphone needed message)
 
Last edited:
Disney's Extreme Skate Adventure™®

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

--host-display-mode=16:9

--vif1-instant-xfer=0

--ee-cycle-scalar=1.6

--vu1=jit-sync
--vu1-mpg-cycles=8000
LUA
Code:
-- Disney's Extreme Skate Adventure™®
-- emu used=kof 2000 v2

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

apiRequest(0.1)

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

local patcher = function()
--Koza's vu rounding
eeObj.WriteMem32(0x002f9220,0xd3400000)

end

emuObj.AddVsyncHook(patcher)

Works great. Tested a little.
 
Last edited:
Guitar Hero: World Tour NTSC

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

--host-display-mode=16:9
--cdvd-sector-read-cycles=2000

#--vu1=jit-sync
#--vif1-instant-xfer=0

--iop-cycle-scalar=1.5
LUA
Code:
-- Guitar Hero: World Tour NTSC
-- ported to ps4
-- emu used= redfaction

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

apiRequest(0.1)

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

local WT = function()
-- Koza's vu rounding
eeObj.WriteMem32(0x003cc448,0xd3400000)
--freeze skip
eeObj.WriteMem32(0x001a7e18,0x100000a6) --0x120000a6 >> beq s0, zero, $00380354

end

emuObj.AddVsyncHook(WT)

Needs microphone.
 
Tony Hawk's Pro Skater 3. Short GamePlay!
VIDEO

FiX

TXT.

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
--ee-cycle-scalar=1.6
--vif1-instant-xfer=0

LUA.
Code:
-- Tony Hawk's Pro Skater 3 NTSC (SLUS-20013)
-- emu used=Red Faction

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

apiRequest(0.1)

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

local patcher = function()

--16:9
eeObj.WriteMem32(0x0017BEB8,0x3C013FF3) --3C013FB6
eeObj.WriteMem32(0x0017BEBC,0x3421CF00) --3421DB40
eeObj.WriteMem32(0x001F332C,0x3C013FF3) --3C013FB6
eeObj.WriteMem32(0x001F3330,0x3421CF00) --3421DB40
eeObj.WriteMem32(0x001F7D60,0x3C013FF3) --3C013FB6
eeObj.WriteMem32(0x001F7D64,0x3421CF00) --3421DB40
eeObj.WriteMem32(0x001F334C,0x3C013F73) --3C013F36
eeObj.WriteMem32(0x001F3350,0x3421CF00) --3421DB40
eeObj.WriteMem32(0x001F336C,0x3C014073) --3C014036
eeObj.WriteMem32(0x001F3370,0x3421CF00) --3421DB40

end

emuObj.AddVsyncHook(patcher)

One more forgotten game of Tony Hawk's!
 

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Hi dear people. First of all thx for all your effort trying stuff and configs out. sorry for digging out old stuff but:

i just installed my back upped Champions of Norrath and Champions Return to Arms with the configs and luas you posted here ( page 139 ). While Champions return to arms works super fine i get the CE 34878 0 Error when i want to start champions of norrath. So i just like to know if you tweaked anything on the config or the lua which isnt posted here?

when i install it without lua or txt i can start the game but it has those graphic glitches which makes it unplayable

can it be that it has something to do with a broken or corrupted part on my disc? I think it has a scratch or somehwat, bcs no matter which savestate i use on my old ps2 it freezes at the exact same place in the game (originally the disc was ok, i had several complete runs in the game).

i used jabu fpkg with goldhen 2.3 on my 9.00 slim ps4
furthermore i even changed my back ups of the games from pal to ntsc.
 
Thank you, I will try, but the game was working perfectly already(this may remove more stutter). Can you look at MTX mototrax? I can't find the freeze skip code(beq, s0, zero)...

--------------------------------------------------------------------------------
WIP fix for Guitar Hero 3: Legends of Rock NTSC

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


--host-display-mode=16:9
--cdvd-sector-read-cycles=2000

#--vu1=jit-sync
--vif1-instant-xfer=0
--vu0-mpg-cycles=300
--vu1-mpg-cycles=300
--ee-cycle-scalar=0.8
LUA
Code:
--
-- ported to PS4 Lua by Stayhye

apiRequest(0.1)

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

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

local fix = function()
-- Koza's vu rounding
eeObj.WriteMem32(0x00325248,0xD3400000)
--freeze skip
eeObj.WriteMem32(0x0019ff20,0x100000a6) --0x120000a6 >> beq s0, zero, $001a01bc

end

emuObj.AddVsyncHook(fix)

In game, but graphical issues make this one unplayable still.

View attachment 39670 View attachment 39671


For MTX Mototrax NTSC (SLUS-20399)

CLI
Code:
--cdvd-sector-read-cycles=1000

--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1

--vu-custom-min-max=0
--vu1-di-bits=0
--vu0-di-bits=0
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-injection=1

--threaded-gs=1
--gs-use-deferred-l2h=1

--ee-cycle-scalar=3.9
--iop-cycle-scalar=0.50

--vu1=jit-sync                   #remove if patching mtvu in lua
--vu1-mpg-cycles=1500   #remove if patching mtvu in lua
--vif1-instant-xfer=0         #<--very important for this engine if not patching addresses

LUA

Code:
-- MTX Mototrax NTSC (SLUS-20399)
-- emu used=Red Faction / RECVX

apiRequest(0.1)

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

local patcher = function()

--koza's vu rounding
eeObj.WriteMem32(0x003C7F38,0xD3400000) --53400000

--freeze skip
eeObj.WriteMem32(0x0010546C,0x10000003) -- 0x10400003

--mtvu

end

emuObj.AddVsyncHook(patcher)

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

It seems to work. Maybe it can be improved.
 
Possible fix for Genji: Dawn of the Samurai, untested

SCUS_974.71
Code:
apiRequest(0.1)

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

local patcher = function()
eeObj.WriteMem32(0x00308AC4, 0x1000000D)
end
emuObj.AddVsyncHook(patcher)

SCES_533.28
Code:
apiRequest(0.1)

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

local patcher = function()
eeObj.WriteMem32(0x0030A8A4, 0x1000000D)
end
emuObj.AddVsyncHook(patcher)
 
For MTX Mototrax NTSC (SLUS-20399)

CLI
Code:
--cdvd-sector-read-cycles=1000

--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1

--vu-custom-min-max=0
--vu1-di-bits=0
--vu0-di-bits=0
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-injection=1

--threaded-gs=1
--gs-use-deferred-l2h=1

--ee-cycle-scalar=3.9
--iop-cycle-scalar=0.50

--vu1=jit-sync                   #remove if patching mtvu in lua
--vu1-mpg-cycles=1500   #remove if patching mtvu in lua
--vif1-instant-xfer=0         #<--very important for this engine if not patching addresses

LUA

Code:
-- MTX Mototrax NTSC (SLUS-20399)
-- emu used=Red Faction / RECVX

apiRequest(0.1)

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

local patcher = function()

--koza's vu rounding
eeObj.WriteMem32(0x003C7F38,0xD3400000) --53400000

--freeze skip
eeObj.WriteMem32(0x0010546C,0x10000003) -- 0x10400003

--mtvu

end

emuObj.AddVsyncHook(patcher)

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

It seems to work. Maybe it can be improved.

Sweet! Thanks!

Possible fix for Genji: Dawn of the Samurai, untested

SCUS_974.71
Code:
apiRequest(0.1)

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

local patcher = function()
eeObj.WriteMem32(0x00308AC4, 0x1000000D)
end
emuObj.AddVsyncHook(patcher)

SCES_533.28
Code:
apiRequest(0.1)

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

local patcher = function()
eeObj.WriteMem32(0x0030A8A4, 0x1000000D)
end
emuObj.AddVsyncHook(patcher)

There was already a fix for this one I believe. Use the PAL version, GTA 3 emu, and select 50hz. Is this for another emu that the game doesn't work on?
 
Possible fix for Genji: Dawn of the Samurai, untested

SCUS_974.71
Code:
apiRequest(0.1)

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

local patcher = function()
eeObj.WriteMem32(0x00308AC4, 0x1000000D)
end
emuObj.AddVsyncHook(patcher)

Tested this version. No change. Crashes randomly. First run, during memory card save, second run, during FMV, third run, second FMV . Jak emu used
 
For those wondering, I changed both PS3 and PS4 wiki into read-only mode. There will be an explanation soon why I did this.

I post this here because I wanted to thank you all here giving so much support for PS2 Emulation both at the wikis as here as well. Always told that on Twitter but I thought it would be even more necessary to thank you all here as well. You guys do an amazing job !!!

@sandungas - if you are reading this, please write me an DM here. For some reason I get an error page when calling your profile here.

- Roxanne
 
And while we wait...fixes for some games (if needed):

Wallace and Gromit in Project Zoo

SLUS-20647
Code:
eeInsnReplace(0x3e9db8, 0x0c0fb8aa, 0x00000000)

SLES-52026
Code:
eeInsnReplace(0x3e9d28, 0x0c0fb886, 0x00000000)

SLES-51989
Code:
eeInsnReplace(0x3ef688, 0x0c0fcede, 0x00000000)

SLES-51372
Code:
eeInsnReplace(0x3e9ca8, 0x0c0fb866, 0x00000000)
Should fix hang after PlayStation 2 logo if the issue is the same as PS3.
 
And while we wait...fixes for some games (if needed):

Wallace and Gromit in Project Zoo

SLUS-20647
Code:
eeInsnReplace(0x3e9db8, 0x0c0fb8aa, 0x00000000)

SLES-52026
Code:
eeInsnReplace(0x3e9d28, 0x0c0fb886, 0x00000000)

SLES-51989
Code:
eeInsnReplace(0x3ef688, 0x0c0fcede, 0x00000000)

SLES-51372
Code:
eeInsnReplace(0x3e9ca8, 0x0c0fb866, 0x00000000)
Should fix hang after PlayStation 2 logo if the issue is the same as PS3.

no hang on PS4. All the way in game with kof98um emu. No code necessary
 
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