PS4 [Research]PS2 emulator configuration on PS4

Prince of Persia Sands of Time (SLES51918)

FMV FiX ported to PAL (@Kugozx)

TXT
Code:
--gs-scanout-offsetx=500
--gs-scanout-offsety=500
--host-display-mode=16:9
--vif1-instant-xfer=0
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-operands=1
--cop2-clamp-results=1


LUA

Code:
-- Prince of Persia The Sands of Time (PAL)
-- FMV fix by Stayhye
-- Widescreen + POP Original
-- emu used=Default PS2 Emu

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

apiRequest(0.1)

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

local patcher = function()

--16:9
eeObj.WriteMem32(0x004b4fc0,0x3c013f40) -- 00000000 hor fov
eeObj.WriteMem32(0x004b4fd8,0x34210000) -- 00000000 hor fov
eeObj.WriteMem32(0x004b4fe4,0x4481f000) -- 00000000
eeObj.WriteMem32(0x004b4fe8,0x461e0842) -- 00000000
eeObj.WriteMem32(0x004b4ff0,0x461e1f83) -- 00000000
eeObj.WriteMem32(0x004b5008,0x4600f0c6) -- 44821800

--16:10
eeObj.WriteMem32(0x004b4fc0,0x3c013f55) -- 00000000 hor fov
eeObj.WriteMem32(0x004b4fd8,0x34215555) -- 00000000 hor fov
eeObj.WriteMem32(0x004b4fe4,0x4481f000) -- 00000000
eeObj.WriteMem32(0x004b4fe8,0x461e0842) -- 00000000
eeObj.WriteMem32(0x004b4ff0,0x461e1f83) -- 00000000
eeObj.WriteMem32(0x004b5008,0x4600f0c6) -- 44821800

-- Fix for FMV de-sync/slowness
eeObj.WriteMem32(0x0049FF34,0) --1440FFD1
eeObj.WriteMem32(0x0019A0C4,0)
eeObj.WriteMem32(0x0019A1DC,0)

--Unlock Prince Of Persia 1
eeObj.WriteMem32(0x2030BAEC,0x0803FFE0)
eeObj.WriteMem32(0x200FFF80,0x34141000)
eeObj.WriteMem32(0x200FFF84,0xACD40000)
eeObj.WriteMem32(0x200FFF88,0x080C2EBC)

end

emuObj.AddVsyncHook(patcher)

Prince of Persia Sands of Time. Italian Dub Test!
VIDEO
 
Still no luck with TT Superbikes. I tried other emulators and settings but Rogue v1 is without question the best emu in terms of performance. When changing the weather to rain, this reduces the slow downs considerably, so it must be how the lightning and shadows are emulated.
 
emu used=rise of the kasai v1

emu used=psychonauts v2




I can't find these two emus anywhere.
Any help please?
Emulators are not provided pre-installed on your PS4, they are included in the PS2 game's pkg that was bought from PS store, and for that reason we cannot provide you with pirated material.
 
Last edited:
WIP Config for Combat Elite WWII Paratroopers™® NTSC

CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-optimize-30fps=1
--host-display-mode=16:9
--cdvd-sector-read-cycles=2000

--vif1-instant-xfer=0

--vu1=jit-sync
--vu1-mpg-cycles=5
--vu1-no-clamping=0
--vu0-no-clamping=0
--cop2-no-clamping=0

--ee-cycle-scalar=1.4
LUA
Code:
-- Combat Elite - WWII Paratroopers (U)(SLUS-20715)
-- Widescreen Hack by Arapapa
-- ported to ps4
-- emu used=psychonauts

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

apiRequest(0.1)

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

local fix = function()
--Widescreen hack 16:9
--X-Fov (3D Layers -Basic 3D graphics, flare and etc)
--ffff7f3f eeeeee3e 0000803f 00ff7f45
eeObj.WriteMem32(0x00399d34,0x3f400000) --3f7fffff
eeObj.WriteMem32(0x00399d8c,0x3f400000) --3f7fffff
eeObj.WriteMem32(0x00399db4,0x3f400000) --3f7fffff
eeObj.WriteMem32(0x0039a614,0x3f400000) --3f7fffff
eeObj.WriteMem32(0x0039a944,0x3f400000) --3f7fffff
eeObj.WriteMem32(0x0039ad88,0x3f400000) --3f7fffff
eeObj.WriteMem32(0x0039ae40,0x3f400000) --3f7fffff
--Render fix
eeObj.WriteMem32(0x0039ae28,0x3FE30000) --3faa3d71 ?
eeObj.WriteMem32(0x0039b140,0x3FE30000) --3faa3d70 gameplay
eeObj.WriteMem32(0x0039b82c,0x3FE30000) --3faa3d71 cutscene
eeObj.WriteMem32(0x0039b894,0x3FE30000) --3faa3d71 ?

--eeObj.WriteMem32(0x0013bb58,0x100000aa) -- 104000aa >> beq v0, zero, $0013be04
end

emuObj.AddVsyncHook(fix)

Graphical issues fixed, but game is in need of some optimization.
 
Last edited:
WIP Config for Combat Elite WWII Paratroopers™® NTSC

CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-optimize-30fps=1
--host-display-mode=16:9
--cdvd-sector-read-cycles=2000

--vif1-instant-xfer=0

--vu1=jit-sync
--vu1-mpg-cycles=5
--vu1-no-clamping=0
--vu0-no-clamping=0
--cop2-no-clamping=0

--ee-cycle-scalar=1.4
LUA
Code:
-- Combat Elite - WWII Paratroopers (U)(SLUS-20715)
-- Widescreen Hack by Arapapa
-- ported to ps4
-- emu used=psychonauts

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

apiRequest(0.1)

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

local fix = function()
--Widescreen hack 16:9
--X-Fov (3D Layers -Basic 3D graphics, flare and etc)
--ffff7f3f eeeeee3e 0000803f 00ff7f45
eeObj.WriteMem32(0x00399d34,0x3f400000) --3f7fffff
eeObj.WriteMem32(0x00399d8c,0x3f400000) --3f7fffff
eeObj.WriteMem32(0x00399db4,0x3f400000) --3f7fffff
eeObj.WriteMem32(0x0039a614,0x3f400000) --3f7fffff
eeObj.WriteMem32(0x0039a944,0x3f400000) --3f7fffff
eeObj.WriteMem32(0x0039ad88,0x3f400000) --3f7fffff
eeObj.WriteMem32(0x0039ae40,0x3f400000) --3f7fffff
--Render fix
eeObj.WriteMem32(0x0039ae28,0x3FE30000) --3faa3d71 ?
eeObj.WriteMem32(0x0039b140,0x3FE30000) --3faa3d70 gameplay
eeObj.WriteMem32(0x0039b82c,0x3FE30000) --3faa3d71 cutscene
eeObj.WriteMem32(0x0039b894,0x3FE30000) --3faa3d71 ?

--eeObj.WriteMem32(0x0013bb58,0x100000aa) -- 104000aa >> beq v0, zero, $0013be04
end

emuObj.AddVsyncHook(fix)

Graphical issues fixed, but game is in need of some optimization.
In cases like these, I love using --ee-hook advanceclock and fastforwardclock for performance. Check Crash tag team racing's config for reference

CLI
SLUS_211.91

Code:
#EE speedhacks
--ee-hook=0x003547C8,FastForwardClock
--ee-hook=0x0034C098,AdvanceClock,,500
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
You can find these offsets using the PC register I gave you.
 
Last edited:
James Bond 007: Everything or Nothing (SLUS-20751)

CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-flush-ad-xyz=safe

--ee-cycle-scalar=1.7

# mission 4 stutter fix
# opcode present to not hit in ACTION.ELF
# only want to AdvanceClock in DRIVING.ELF
--ee-hook=0x003b4430,AdvanceClock,0x10000004,18000


--vu1-di-bits=0
--vu1-jr-cache-policy=newprog
LUA
Code:
-- James Bond 007: Everything or Nothing (SLUS-20751)
-- Widescreen hack by nemesis2000
-- FMV, freeze and stutter fixes by Stayhye
-- emu used=kof98um
 
local gpr = require("ee-gpr-alias")

apiRequest(0.1)

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

emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()

--[[
Notes:  Game uses 2 ELF files(DRIVING.ELF and ACTION.ELF). Must use "if/then loop"
to not hit the wrong offset in the wrong ELF during different missions.
--]]

local Game_Fixes = function()
--16:9
eeObj.WriteMem32(0x00315D28,0x24020001)

-- Fix FMVs
local FMVs = eeObj.ReadMem16(0x38b358)
   if FMVs == 0xfffb then
     eeObj.WriteMem32(0x0038b358,0x00000000) -- 0x5440fffb >> bnel v0, zero, $0038b348
   end

--60 fps (normal missions)
local FPS = eeObj.ReadMem16(0x3891D4)
   if FPS == 0x000e then
     eeObj.WriteMem32(0x003891D4,0x00000000)
   end
 
--mission 4 freeze/stutter fix
local M4 = eeObj.ReadMem16(0x3b8114)
   if M4 == 0xfffa then
     eeObj.WriteMem32(0x003b8114,0x00000000)
   end
local M4_speed = eeObj.ReadMem16(0x3b4430)
   if M4_speed == 0x0004 then
     eeObj.Vu1MpgCycles(1800)
   end
 
--Unlock: Gadgets/Rewards/Cheats by MadCatz
eeObj.WriteMem32(0x20100858,0xFFFFFFFF)
eeObj.WriteMem32(0x2010085C,0xFFFFFFFF)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(Game_Fixes)

  • Fix for mission 4 freeze
  • Fix for mission 4 stutter(not totally, but way better)
  • Fix for FMVs
  • 60 FPS for action missions.
 
Last edited:
James Bond 007: Everything or Nothing (SLUS-20751)

CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-flush-ad-xyz=safe

--ee-cycle-scalar=1.7

# mission 4 stutter fix
--ee-hook=0x003b4430,AdvanceClock,0x10000004,18000

--vif1-instant-xfer=0
--vu1-di-bits=0
--vu1-jr-cache-policy=newprog
LUA
Code:
-- James Bond 007: Everything or Nothing (SLUS-20751)
-- Widescreen hack by nemesis2000
-- FMV, freeze and stutter fixes by Stayhye
-- emu used=kof98um
 
local gpr = require("ee-gpr-alias")

apiRequest(0.1)

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

emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()

--[[
Notes:  Game uses 2 ELF files(DRIVING.ELF and ACTION.ELF). Must use "if/then loop"
to not hit the wrong offset in the wrong ELF during different missions.
--]]

local Game_Fixes = function()
--16:9
eeObj.WriteMem32(0x00315D28,0x24020001)

-- Fix FMVs
local FMVs = eeObj.ReadMem16(0x38b358)
   if FMVs == 0xfffb then
     eeObj.WriteMem32(0x0038b358,0x00000000) -- 0x5440fffb >> bnel v0, zero, $0038b348
   end

--60 fps (normal missions)
local FPS = eeObj.ReadMem16(0x3891D4)
   if FPS == 0x000e then
     eeObj.WriteMem32(0x003891D4,0x00000000)
   end
 
--mission 4 freeze/stutter fix
local M4 = eeObj.ReadMem16(0x3b8114)
   if M4 == 0xfffa then
     eeObj.WriteMem32(0x003b8114,0x00000000)
   end
local M4_speed = eeObj.ReadMem16(0x3b4430)
   if M4_speed == 0x0004 then
     eeObj.Vu1MpgCycles(1800)
   end
 
--Unlock: Gadgets/Rewards/Cheats by MadCatz
eeObj.WriteMem32(0x20100858,0xFFFFFFFF)
eeObj.WriteMem32(0x2010085C,0xFFFFFFFF)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(Game_Fixes)

  • Fix for mission 4 freeze
  • Fix for mission 4 stutter(not totally, but way better)
  • Fix for FMVs
  • 60 FPS for action missions.
The AdvanceClock command can also be used like this since the opcode is only optional.

Code:
# mission 4 stutter fix
--ee-hook=0x003b4430,AdvanceClock,,18000
 
Yeahh, James BOND 007. Thanks, @Stayhye for Everything or Nothing config. Hope you could take a second look at Agent Under Fire. Heavy slowdowns in driving missions (2nd, 3rd) as well as later missions starting from mission 5 and onword. Really bad FIre and Water right from the start.

PS: Over on the PCSX2 forum new widescreen pnach got posted for Mafia fixing flickering side textures.

LUA
Code:
-- Mafia [NTSC-U] (SLUS_206.71)
-- emu used=kinetica v2
--Widescreen Hack by El_Patas, 
--Render fixes by arapapa
--further update by sergx12
apiRequest(1.0)
local gpr       = require("ee-gpr-alias")
local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local gsObj       = getGsObject()

local WS = function()
-- Widescreen + Render fix
eeObj.WriteMem32(0x20FF8D60,0x3f3fffff)

--Rendering distance (Optional)
--eeObj.WriteMem32(0x20FF8DB8,0x44000000)

--avoid hang before molotov party
eeObj.WriteMem32(0x003E2BB4,0x00000000) --00000000

--fix crash in The priest mission
eeObj.WriteMem32(0x0016F04C,0x1000000D) --1000000D

emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(WS)
 
Final Fix for The Simpsons Hit and Run NTSC

CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-progressive=1

--ee-cycle-scalar=2.89
LUA
Code:
-- The Simpsons - Hit & Run (NTSC-U)
-- Widescreen hack by ElHecht
-- ported to PS4
-- emu used=eternal ring v2

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

apiRequest(1.5)

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

emuObj.ForceRefreshRate(60)
emuObj.SetDisplayAspectWide()

local patcher = function()
-- 16:9 ver
eeObj.WriteMem32(0x00138a88,0x00000000) -- 10400005
eeObj.WriteMem32(0x0014b360,0x00000000) -- 10400004
eeObj.WriteMem32(0x0014b364,0x00000000) -- 10400004
eeObj.WriteMem32(0x002a0b38,0x00000000) -- 10400004
eeObj.WriteMem32(0x0031c888,0x00000000) -- 10400004
eeObj.WriteMem32(0x0031d674,0x00000000) -- 10400004
---------CHEATS-------------------------
--Have All Levels Complete by Code Master
eeObj.WriteMem32(0x005E6CF0,0x00000006)
eeObj.WriteMem32(0x005E6CF4,0x00000006)
--Have Movie by Code Master
eeObj.WriteMem32(0x005E5E0C,0x00000001)
--Have All Wasp Cameras by Code Master
eeObj.WriteMem32(0x005E5E18,0x00000014)
--Have All Gags by Code Master
eeObj.WriteMem32(0x005E5E2C,0x0000000F)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )

emu used=eternal ring v2

Works Perfectly! Better framerate and faster load times than original fix!

Lua for PAL version
Code:
-- The Simpsons - Hit & Run (PAL)

-- Widescreen hack by ElHecht
-- ported to PS4
-- emu used=eternal ring v2

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

apiRequest(1.5)

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

emuObj.ForceRefreshRate(60)
emuObj.SetDisplayAspectWide()

local patcher = function()
-- 16:9 ver
eeObj.WriteMem32(0x00138ab8,0x00000000) -- 10400005
eeObj.WriteMem32(0x0014b3a8,0x00000000) -- 10400004
eeObj.WriteMem32(0x0014c3ac,0x00000000) -- 10400004
eeObj.WriteMem32(0x002a1f88,0x00000000) -- 10400004
eeObj.WriteMem32(0x0031e0b8,0x00000000) -- 10400004
eeObj.WriteMem32(0x0031eea4,0x00000000) -- 10400004

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)
-- Apply light maps texMode=2 (bilinear)  psm= SCE_GS_PSMCT32 (0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=8, th=8, psm=0, ztst=1, texMode=2 } )

The Simpsons Hit and Run. French Dub Test!
VIDEO
 
The Simpsons - Hit & Run NTSC (updated config 2023)

CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-flush-ad-xyz=safe
--gs-progressive=1

--cdvd-sector-read-cycles=1
--ee-cycle-scalar=2.1
--iop-cycle-scalar=0.9

#emu used=kof98um
LUA
Code:
-- The Simpsons - Hit & Run (NTSC-U)
-- Widescreen hack by ElHecht
-- ported to PS4 by Stayhye
-- emu used=kof98um

apiRequest(0.1)

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

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


emuObj.PadSetLightBar(0, 255, 255, 0)
emuObj.SetDisplayAspectWide()
gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
emuObj.SetDeinterlace(true)


local patcher = function()
-- 16:9 ver
eeObj.WriteMem32(0x00138a88,0x00000000) -- 10400005
eeObj.WriteMem32(0x0014b360,0x00000000) -- 10400004
eeObj.WriteMem32(0x0014b364,0x00000000) -- 10400004
eeObj.WriteMem32(0x002a0b38,0x00000000) -- 10400004
eeObj.WriteMem32(0x0031c888,0x00000000) -- 10400004
eeObj.WriteMem32(0x0031d674,0x00000000) -- 10400004
---------CHEATS-------------------------
--Have All Levels Complete by Code Master
eeObj.WriteMem32(0x005E6CF0,0x00000006)
eeObj.WriteMem32(0x005E6CF4,0x00000006)
--Have Movie by Code Master
eeObj.WriteMem32(0x005E5E0C,0x00000001)
--Have All Wasp Cameras by Code Master
eeObj.WriteMem32(0x005E5E18,0x00000014)
--Have All Gags by Code Master
eeObj.WriteMem32(0x005E5E2C,0x0000000F)
--Open All Chapters by Codejunkies
eeObj.WriteMem32(0x004244F4,0x000000FF)
--Bonus Mission 1 by Code Master
eeObj.WriteMem32(0x005E6C64,0x00000001)

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 (R1 ~= 0 and Select ~= 0) then --
  gsObj.SetUprenderMode(0) -- 0=none <> 1=2x2
end

if (L1 ~= 0 and Select ~= 0) then --
  gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
end


eeObj.SchedulerDelayEvent("vif1.dma", 0x1000) -- allows game to boot on later emus
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

-- Performace fix (bug #9785 )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )

Just about perfect now.
 
The Simpsons - Hit & Run NTSC (updated config 2023)

CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-flush-ad-xyz=safe
--gs-progressive=1

--cdvd-sector-read-cycles=1
--ee-cycle-scalar=2.1
--iop-cycle-scalar=0.9

#emu used=kof98um
LUA
Code:
-- The Simpsons - Hit & Run (NTSC-U)
-- Widescreen hack by ElHecht
-- ported to PS4 by Stayhye
-- emu used=kof98um

apiRequest(0.1)

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

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


emuObj.PadSetLightBar(0, 255, 255, 0)
emuObj.SetDisplayAspectWide()
gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
emuObj.SetDeinterlace(true)


local patcher = function()
-- 16:9 ver
eeObj.WriteMem32(0x00138a88,0x00000000) -- 10400005
eeObj.WriteMem32(0x0014b360,0x00000000) -- 10400004
eeObj.WriteMem32(0x0014b364,0x00000000) -- 10400004
eeObj.WriteMem32(0x002a0b38,0x00000000) -- 10400004
eeObj.WriteMem32(0x0031c888,0x00000000) -- 10400004
eeObj.WriteMem32(0x0031d674,0x00000000) -- 10400004
---------CHEATS-------------------------
--Have All Levels Complete by Code Master
eeObj.WriteMem32(0x005E6CF0,0x00000006)
eeObj.WriteMem32(0x005E6CF4,0x00000006)
--Have Movie by Code Master
eeObj.WriteMem32(0x005E5E0C,0x00000001)
--Have All Wasp Cameras by Code Master
eeObj.WriteMem32(0x005E5E18,0x00000014)
--Have All Gags by Code Master
eeObj.WriteMem32(0x005E5E2C,0x0000000F)
--Open All Chapters by Codejunkies
eeObj.WriteMem32(0x004244F4,0x000000FF)
--Bonus Mission 1 by Code Master
eeObj.WriteMem32(0x005E6C64,0x00000001)

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 (R1 ~= 0 and Select ~= 0) then --
  gsObj.SetUprenderMode(0) -- 0=none <> 1=2x2
end

if (L1 ~= 0 and Select ~= 0) then --
  gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
end


eeObj.SchedulerDelayEvent("vif1.dma", 0x1000) -- allows game to boot on later emus
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

-- Performace fix (bug #9785 )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )

Just about perfect now.
Thanks i will check later!
 

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