Jvn9207
Member
try ape escape v2 emuHello everyone
has someone tried The Hulk 2003 ???
On psdevwiki.com/ps4/PS2_Classics_Emulator_Compatibility_List it sease is playable
I can't make it work and is a great game
try ape escape v2 emuHello everyone
has someone tried The Hulk 2003 ???
On psdevwiki.com/ps4/PS2_Classics_Emulator_Compatibility_List it sease is playable
I can't make it work and is a great game
--host-display-mode=16:9
--cdvd-sector-read-cycles=2000
--gametitle=Kill Switch [SLUS-20706]
--emu used=bully v.2
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local gsObj = getGsObject()
local widescreen = function()
--Widescreen hack 16:9
--Force turn on Widescreen
--00 00 00 00 00 00 00 00 04 00 01 00 08 00 02 00 (2nd)
eeObj.WriteMem32(0x203C0E1C,0x00000001)
--Zoom fix
--00a08144 003f013c 00608144
eeObj.WriteMem32(0x0023b594,0x3c013f25) --3c013f00
-----------------------------------------------------------
--4:3 Y-Fov
--eeObj.WriteMem32(0x0023b574,0x3c013fe3) --3c013faa
--eeObj.WriteMem32(0x0023b578,0x34218ef3) --3421a993
--HUD Y-Size
--eeObj.WriteMem32(0x001fefd4,0x3c013bf8) --3c013b08
--HUD X-Size
--eeObj.WriteMem32(0x001fefe8,0x3c013a99) --3c013acc
--eeObj.WriteMem32(0x001fefec,0x34219dcb) --3421cccd
--HUD X-Position
--eeObj.WriteMem32(0x001ff010,0x3c01c254) --3c014220
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(widescreen)
Thanks for the advicetry ape escape v2 emu
Castlevania Curse of Darkness|Graphics FiX|PS2toPS4 TestFix for Castlevania: Curse of Darkness (SLUS-21168)
CLI
LUACode:--gs-uprender=2x2 --gs-upscale=EdgeSmooth --host-display-mode=16:9 --cdvd-sector-read-cycles=4000 --ee-cycle-scalar=2.0 #emu used=
Code:-- Castlevania: Curse of Darkness (SLUS-21168) -- Widescreen hack by nemesis2000 -- new graphics fix by kozarovv -- emu used= local gpr = require("ee-gpr-alias") apiRequest(0.1) local eeObj = getEEObject() local emuObj = getEmuObject() local patcher = function() --gameplay eeObj.WriteMem32(0x00751384,0x3c013f40) --hor value eeObj.WriteMem32(0x00751388,0x44810000) eeObj.WriteMem32(0x00751390,0x4600c602) --FMV's fix eeObj.WriteMem32(0x00443eb8,0x00000000) eeObj.WriteMem32(0x00775398,0x24056e40) eeObj.WriteMem32(0x007753a4,0x24072380) -- Clamp value manually. Clamping from emulator change value to FLT_MIN -- While we need correct lower bits + 1 due to x86 rounding... eeObj.WriteMem32(0x92FD50, 0xFF7F8001) emuObj.ThrottleMax() end emuObj.AddVsyncHook(patcher)
-- The Lord of the Rings - The Return of the King SLES-52017
-- emu used=art of fighting anthology
local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
-- 16:9
eeObj.WriteMem32(0x0014b13c,0x3c023f40) -- 3c023f80 hor fov
-- Fix hang at start
eeObj.WriteMem32(0x0011891C,0x00000000)
end
emuObj.AddVsyncHook(patcher)
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--cdvd-sector-read-cycles=4000
--fpu-accurate-mul-fast=1
--fpu-accurate-range=0x48cce0,0x49cce0 #fix for Enemies dont move bug (PCSX2 EE Rounding - Nearest)
#emu used=jakx v2
-- Phantasy Star Universe (NTSC-U) (SLUS-21194)
-- Widescreen Hack (16:9) by TechieSaru
-- ported to PS4 by Drobovik
-- emu used=jakx v2
local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Widescreen 16x9
local code_check = eeObj.ReadMem16(0x277960)
if code_check == 0xFF90 then
eeObj.WriteMem32(0x20277994,0x08030000)
eeObj.WriteMem32(0x200C0000,0x3C023F40)
eeObj.WriteMem32(0x200C0004,0x44820000)
eeObj.WriteMem32(0x200C0008,0xC4810000)
eeObj.WriteMem32(0x200C000C,0x46000842)
eeObj.WriteMem32(0x200C0010,0xE4810000)
eeObj.WriteMem32(0x200C0014,0x0C0A0F4C)
eeObj.WriteMem32(0x200C001C,0x0809DE67)
end
--Battle Cursor Fix
local code_check = eeObj.ReadMem16(0x2ACF80)
if code_check == 0xFF80 then
eeObj.WriteMem32(0x202ACFD4,0x3C02BF40)
end
--Remove Cutscene Letterboxing
--local code_check = eeObj.ReadMem16(0x2D24C0)
--if code_check == 0xFFB0 then
--eeObj.WriteMem32(0x202D2560,0x44801000)
--eeObj.WriteMem32(0x202D2570,0x44802000)
--end
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
Sypro Enter The Dragonfly US SLUS-20315 - Performance and audio crackling fix:
CFG:
--vu1-di-bits=0
--vu0-di-bits=0
--ee-cycle-scalar=0.8
LUA:
apiRequest(1.0)
local eeObj = getEEObject()
local patcher = function()
eeObj.WriteMem32(0x001E71DC,0x24020001)
end
Jak v2 used. There are still some very minor performance issues but way better than original hardware.
Also, would be nice if someone made the conversion of the invisible HUD/menu fix for the NTSC version of Spyro Eternal Night. PAL version works flawlessly with the LUA posted on the dev wiki.
apiRequest(0.4)
-- The Legend of Spyro: The Eternal Night NTSC (SLUS-21607)
local eeObj = getEEObject()
local emuObj = getEmuObject()
eeInsnReplace(0x00173CB8, 0x44840800, 0x00000000) -- Fixes HUD and menu display.
-- Graphic improvement: removes corrupted lines on screen with uprender enabled, for PAL version
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1 ?
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } ) --texMode=2 is BILINEAR
For
The Legend of Spyro: The Eternal Night NTSC
LUA:
Code:apiRequest(0.4) -- The Legend of Spyro: The Eternal Night NTSC (SLUS-21607) local eeObj = getEEObject() local emuObj = getEmuObject() eeInsnReplace(0x00173CB8, 0x44840800, 0x00000000) -- Fixes HUD and menu display. -- Graphic improvement: removes corrupted lines on screen with uprender enabled, for PAL version emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1 ? emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } ) --texMode=2 is BILINEAR
Try this code.
KOF 2000 fix it for sure!How can I get The Godfather NTSC fixed? The Godfather theme song stutters when I see the Paramount logo loads up for the first time of playing the game.
So how do I get the KOF 2000 emu? Is there a way I could create or download the KOF 2000 emu just because I am using PS2-FPKG 0.6 by Jabu and I only see JAK v2 emu and Rogue v1 emu. I am trying convert The Godfather NTSC game to a FPKG so I could play on my jailbroken PS4. Thanks!KOF 2000 fix it for sure!
Disregard. I found out how to get KOF 2000 emu and the Godfather works great! Now I my trying to get Medal of Honor: Rising Sun NTSC to run fine but I am having issues with the game like the cut scenes being laggy and when you play the game the health bar/ammo icons do not appear on screen. Does any one know how to fix it? I used Jak v2 emu to convert this game.So how do I get the KOF 2000 emu? Is there a way I could create or download the KOF 2000 emu just because I am using PS2-FPKG 0.6 by Jabu and I only see JAK v2 emu and Rogue v1 emu. I am trying convert The Godfather NTSC game to a FPKG so I could play on my jailbroken PS4. Thanks!
--switch-disc-reset=1
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--cdvd-sector-read-cycles=4000
--fpu-accurate-mul-fast=1
--fpu-accurate-range=0x48cce0,0x49cce0 #fix for Enemies dont move bug (PCSX2 EE Rounding - Nearest)
--gs-adaptive-frameskip=1
--gs-ignore-rect-correction=1 #Fix for the flickering white lines at distance (Thanks @nifengyuexia)
#emu used=jakx v2
-- Phantasy Star Universe + Ambition of the Illuminus Expansion (NTSC-U) (MULT-01211)
-- Widescreen Patches by ElHecht (port by sergx12) and 60fps by TechieSaru
-- ported as multi-disc pkg to PS4 by Drobovik
-- emu used=jakx v2
local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local ThrottleOn = 3
local lightDef = {0,0,255}
local lightThr = {255,0,0}
emuObj.PadSetLightBar(0, lightDef[1], lightDef[2], lightDef[3])
local WSpatchPSU = function()
--Widescreen 16x9 Patch by TechieSaru
local code_check = eeObj.ReadMem16(0x277960)
if code_check == 0xFF90 then
eeObj.WriteMem32(0x20277994,0x08030000)
eeObj.WriteMem32(0x200C0000,0x3C023F40)
eeObj.WriteMem32(0x200C0004,0x44820000)
eeObj.WriteMem32(0x200C0008,0xC4810000)
eeObj.WriteMem32(0x200C000C,0x46000842)
eeObj.WriteMem32(0x200C0010,0xE4810000)
eeObj.WriteMem32(0x200C0014,0x0C0A0F4C)
eeObj.WriteMem32(0x200C001C,0x0809DE67)
end
--Battle Cursor Fix
local code_check = eeObj.ReadMem16(0x2ACF80)
if code_check == 0xFF80 then
eeObj.WriteMem32(0x202ACFD4,0x3C02BF40)
end
--Remove Cutscene Letterboxing
--local code_check = eeObj.ReadMem16(0x2D24C0)
--if code_check == 0xFFB0 then
--eeObj.WriteMem32(0x202D2560,0x44801000)
--eeObj.WriteMem32(0x202D2570,0x44802000)
--end
end
local WSpatchExpansion = function()
--16:9
local code_check = eeObj.ReadMem16(0x26CE80)
if code_check == 0xFF90 then
eeObj.WriteMem32(0x2026CEB4,0x08030000)
eeObj.WriteMem32(0x200C0000,0x3C023F40)
eeObj.WriteMem32(0x200C0004,0x44820000)
eeObj.WriteMem32(0x200C0008,0xC4810000)
eeObj.WriteMem32(0x200C000C,0x46000842)
eeObj.WriteMem32(0x200C0010,0xE4810000)
eeObj.WriteMem32(0x200C0014,0x0C09E494)
eeObj.WriteMem32(0x200C001C,0x0809B3AF)
end
--Battle Cursor Fix
local code_check = eeObj.ReadMem16(0x2A2520)
if code_check == 0xFF80 then
eeObj.WriteMem32(0x202A2578,0x3C02BF40)
end
--optional cutscenes black bar removal
--local code_check = eeObj.ReadMem16(0x2C86F0)
--if code_check == 0xFFB0 then
--eeObj.WriteMem32(0x202C87A4,0x44801000)
--eeObj.WriteMem32(0x202C87B4,0x44802000)
--end
end
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
local Nothing = 1
local onBtn1 = L3
local onBtn2 = Start
local onBtn3 = Nothing
local offBtn1 = R3
local offBtn2 = Select
local offBtn3 = Nothing
if (onBtn1 ~= 0) and (onBtn2 ~= 0) and (onBtn3 ~= 0) and (ThrottleOn == 0) then
emuObj.ThrottleMax()
emuObj.PadSetLightBar(0, lightThr[1], lightThr[2], lightThr[3])
ThrottleOn = 1
elseif (offBtn1 ~= 0) and (offBtn2 ~= 0) and (offBtn3 ~= 0) and (ThrottleOn == 1) then
emuObj.ThrottleNorm()
emuObj.PadSetLightBar(0, lightDef[1], lightDef[2], lightDef[3])
ThrottleOn = 0
end
if (ThrottleOn == 3) then
if (onBtn1 ~= 0) and (onBtn2 ~= 0) and (onBtn3 ~= 0) then
emuObj.ThrottleMax()
emuObj.PadSetLightBar(0, lightThr[1], lightThr[2], lightThr[3])
else
emuObj.ThrottleNorm()
emuObj.PadSetLightBar(0, lightDef[1], lightDef[2], lightDef[3])
end
end
end
local WidescreenFMVPSU = function()
--Widescreen FMVs --Use with Reverie's ISO patch!
local code_check = eeObj.ReadMem16(0x27EEB0)
if code_check == 0xFF10 then
eeObj.WriteMem32(0x2027F198,0x0C030009)
eeObj.WriteMem32(0x200C0024,0x3C014488)
eeObj.WriteMem32(0x200C0028,0x44811000)
eeObj.WriteMem32(0x200C002C,0x46020001)
eeObj.WriteMem32(0x200C0030,0x3C013F30)
eeObj.WriteMem32(0x200C0034,0x44811000)
eeObj.WriteMem32(0x200C0038,0x46020843)
eeObj.WriteMem32(0x200C003C,0x03E00008)
eeObj.WriteMem32(0x200C0040,0xC6420004)
end
end
local WidescreenFMVEXP = function()
--Widescreen FMVs --Use with Reverie's ISO patch!
local code_check = eeObj.ReadMem16(0x2743D0)
if code_check == 0xFF10 then
eeObj.WriteMem32(0x202746B8,0x0C030009)
eeObj.WriteMem32(0x200C0024,0x3C014488)
eeObj.WriteMem32(0x200C0028,0x44811000)
eeObj.WriteMem32(0x200C002C,0x46020001)
eeObj.WriteMem32(0x200C0030,0x3C013F30)
eeObj.WriteMem32(0x200C0034,0x44811000)
eeObj.WriteMem32(0x200C0038,0x46020843)
eeObj.WriteMem32(0x200C003C,0x03E00008)
eeObj.WriteMem32(0x200C0040,0xC6420004)
end
end
local SixtyFPSPSU = function()
--new 60 fps by TechieSaru
local code_check = eeObj.ReadMem16(0x2570B8) --check 002570B8 matches value 0000102D
if code_check == 0x102D then
eeObj.WriteMem32(0x202570C0,0x08030011)
eeObj.WriteMem32(0x200C0044,0x2405003C)
eeObj.WriteMem32(0x200C0048,0xAC850004)
eeObj.WriteMem32(0x200C004C,0xAC65A18C)
eeObj.WriteMem32(0x200C0050,0x3C054270)
eeObj.WriteMem32(0x200C0054,0xAC65A188)
eeObj.WriteMem32(0x200C0058,0x3C053F80)
eeObj.WriteMem32(0x200C005C,0xAC65A190)
eeObj.WriteMem32(0x200C0060,0x3C053F00)
eeObj.WriteMem32(0x200C0064,0xAC65A194)
eeObj.WriteMem32(0x200C0068,0x03E00008)
end
--Crowd Fix for 60FPS
local code_check = eeObj.ReadMem16(0x24BCD0) --Fixes the crowd walking speed at 60fps. Causes miniscule glitches elsewhere.
if code_check == 0xFFA0 then
eeObj.WriteMem32(0x2024BE60,0x0C03001C)
eeObj.WriteMem32(0x200C0070,0x24045517)
eeObj.WriteMem32(0x200C0074,0x54920006)
eeObj.WriteMem32(0x200C007C,0x24040042)
eeObj.WriteMem32(0x200C0080,0x54820003)
eeObj.WriteMem32(0x200C0088,0x24040080)
eeObj.WriteMem32(0x200C008C,0xA284FFFF)
eeObj.WriteMem32(0x200C0090,0x03E00008)
eeObj.WriteMem32(0x200C0094,0x26520001)
end
local code_check = eeObj.ReadMem16(0x610300)
if code_check == 0xFF90 then
eeObj.WriteMem32(0x206104EC,0x0C030026)
eeObj.WriteMem32(0x200C0098,0x3C034280)
eeObj.WriteMem32(0x200C009C,0x44040800)
eeObj.WriteMem32(0x200C00A0,0x14830006)
eeObj.WriteMem32(0x200C00A4,0x46800020)
eeObj.WriteMem32(0x200C00A8,0x3C033F00)
eeObj.WriteMem32(0x200C00AC,0x4483F000)
eeObj.WriteMem32(0x200C00B0,0x56000002)
eeObj.WriteMem32(0x200C00B4,0x461EA501)
eeObj.WriteMem32(0x200C00B8,0x461EA500)
eeObj.WriteMem32(0x200C00BC,0x03E00008)
end
end
local SixtyFPSEXP = function()
--new 60 fps by TechieSaru
local code_check = eeObj.ReadMem16(0x24C258) --check 0024C258 matches value 0000102D
if code_check == 0x102D then
eeObj.WriteMem32(0x2024C260,0x08030011)
eeObj.WriteMem32(0x200C0044,0x2405003C)
eeObj.WriteMem32(0x200C0048,0xAC850004)
eeObj.WriteMem32(0x200C004C,0xAC65B01C)
eeObj.WriteMem32(0x200C0050,0x3C054270)
eeObj.WriteMem32(0x200C0054,0xAC65B018)
eeObj.WriteMem32(0x200C0058,0x3C053F80)
eeObj.WriteMem32(0x200C005C,0xAC65B020)
eeObj.WriteMem32(0x200C0060,0x3C053F00)
eeObj.WriteMem32(0x200C0064,0xAC65B024)
eeObj.WriteMem32(0x200C0068,0x3C053C88)
eeObj.WriteMem32(0x200C006C,0x34A58889)
eeObj.WriteMem32(0x200C0070,0xAC65B028)
eeObj.WriteMem32(0x200C0074,0x03E00008)
end
--Crowd Fix for 60FPS
local code_check = eeObj.ReadMem16(0x240AC0) --Fixes the crowd walking speed at 60fps. Causes miniscule glitches elsewhere.
if code_check == 0xFFA0 then
eeObj.WriteMem32(0x20240C50,0x0C03001F)
eeObj.WriteMem32(0x200C007C,0x24045517)
eeObj.WriteMem32(0x200C0080,0x54920006)
eeObj.WriteMem32(0x200C0088,0x24040042)
eeObj.WriteMem32(0x200C008C,0x54820003)
eeObj.WriteMem32(0x200C0094,0x24040080)
eeObj.WriteMem32(0x200C0098,0xA284FFFF)
eeObj.WriteMem32(0x200C009C,0x03E00008)
eeObj.WriteMem32(0x200C00A0,0x26520001)
end
local code_check = eeObj.ReadMem16(0x6057A0)
if code_check == 0xFF90 then
eeObj.WriteMem32(0x20605988,0x0C030029)
eeObj.WriteMem32(0x200C00A4,0x3C034280)
eeObj.WriteMem32(0x200C00A8,0x44040800)
eeObj.WriteMem32(0x200C00AC,0x14830006)
eeObj.WriteMem32(0x200C00B0,0x46800020)
eeObj.WriteMem32(0x200C00B4,0x3C033F00)
eeObj.WriteMem32(0x200C00B8,0x4483F000)
eeObj.WriteMem32(0x200C00BC,0x56000002)
eeObj.WriteMem32(0x200C00C0,0x461EA501)
eeObj.WriteMem32(0x200C00C4,0x461EA500)
eeObj.WriteMem32(0x200C00C8,0x03E00008)
end
end
local titleid = emuObj.GetDiscTitleId() -- returns string as read from iso img SYSTEM.CNF
if titleid == 'SLUS-21194' then
if true then
emuObj.AddVsyncHook(WSpatchPSU)
emuObj.AddVsyncHook(WidescreenFMVPSU)
emuObj.AddVsyncHook(SixtyFPSPSU)
end
emuObj.AddVsyncHook(CheckInputs)
end
if titleid == 'SLUS-21631' then
if true then
emuObj.AddVsyncHook(WSpatchExpansion)
emuObj.AddVsyncHook(WidescreenFMVEXP)
emuObj.AddVsyncHook(SixtyFPSEXP)
end
emuObj.AddVsyncHook(CheckInputs)
end
-- Nightshade (SLUS-20810)
-- Total Repair by nifengyuexia
-- emu used=jak v2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d1048,0x1000000f)
--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x322060,0x03e00008)
eeObj.WriteMem32(0x322064,0x00000000)
--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x30f3f4,0x00000000)
end
emuObj.AddVsyncHook(patcher)
-- Nightshade(SLES-52238)
-- Total Repair by nifengyuexia
-- emu used=jak v2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d1f38,0x1000000f)
--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x326370,0x03e00008)
eeObj.WriteMem32(0x326374,0x00000000)
--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x3135f4,0x00000000)
end
emuObj.AddVsyncHook(patcher)
-- Kunoichi(SLAJ-25031)
-- Total Repair by nifengyuexia
-- emu used=jak v2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d10f8,0x1000000f)
--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x324450,0x03e00008)
eeObj.WriteMem32(0x324454,0x00000000)
--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x3117f4,0x00000000)
end
emuObj.AddVsyncHook(patcher)
-- Kunoichi(SLPM-65447)
-- Total Repair by nifengyuexia
-- emu used=jak v2
apiRequest(1.0)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Disable the fade-in effect to fix framerate drops caused by excessive enemies
eeObj.WriteMem32(0x1d1058,0x1000000f)
--Disable shadows to fix square bugs around characters
eeObj.WriteMem32(0x321c70,0x03e00008)
eeObj.WriteMem32(0x321c74,0x00000000)
--Disable haze effect to fix charged attack frame rate drop
eeObj.WriteMem32(0x30f004,0x00000000)
end
emuObj.AddVsyncHook(patcher)
--host-audio-latency=0.75
--iop-cycle-scalar=0.95
--ee-cycle-scalar=0.78
-- Tekken 5
-- Total Repair by nifengyuexia
-- emu used=bully v2
apiRequest(0.1)
local gpr = require("ee-gpr-alias")
local eeObj = getEEObject()
local emuObj = getEmuObject()
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } ) --Fix black horizontal lines on screen
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} ) --Fix wrong transparent layers and ghosting
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} ) --Fix wrong transparent layers and ghosting
emuObj.SetGsTitleFix( "ignoreSubBuffCov", "reserved", { } )