PS4 [Research]PS2 emulator configuration on PS4

Could someone help me with this?
I have these commands activated, but they don't fix it :confusion:.

Code:
--vu1-no-clamping=0

--vu0-no-clamping=0
 
Could someone help me with this?
I have these commands activated, but they don't fix it :confusion:.

Code:
--vu1-no-clamping=0

--vu0-no-clamping=0
Well with Gumball 3000 clamp commads not work too (but for sure game have issue that these commands fix before with other games)!

What emu u use?

i remember crazy frog games have visuial bugs with jak emus and clamp command not help, but with rogue v1 it works! Maybe some game need own emus for clamp commands works!
 
Well with Gumball 3000 clamp commads not work too (but for sure game have issue that these commands fix before with other games)!

What emu u use?

i remember crazy frog games have visuial bugs with jak emus and clamp command not help, but with rogue v1 it works! Maybe some game need own emus for clamp commands works!
i use gta sa emu.
with rogue emus give me some weird shadows all over the game(still has that error).
I tried primal,jaks,adk,warriors,kof,etc but it's the same:concern:
maybe need a patch or something?
 
Could someone help me with this?
I have these commands activated, but they don't fix it :confusion:.

Code:
--vu1-no-clamping=0

--vu0-no-clamping=0

SPS fix

use manhunt v2

Code:
--vu1-no-clamping=0

Code:
--FMV speed fix
eeObj.WriteMem32(0x0035fea4,0x00000000)
--walk speed/distance per step
eeObj.WriteMem32(0x001134a8,0x3c013f84) -- 0x3c013f80

still has sound issues/stutter. Still has some SPS
 
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Monster Lab [SLES-55169]
emu=primal

Code:
--gs-uprender=1
--gs-upscale=edgesmooth
--host-display-mode=full
--safe-area-min=0.9
--vu1-mpg-cycles=700
--ee-cycle-scalar=1.1
--vu1-jr-cache-policy=newprog
--gs-kernel-cl-up="up2x2skipinterp"
--force-pal-60hz=1
Lua:
Code:
apiRequest(1.1)

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

local patcher   = function()
-- Widescreen by Arapapa
eeObj.WriteMem32(0x001857f8, 0x080430d4)
eeObj.WriteMem32(0x0010c350, 0x46140502)
eeObj.WriteMem32(0x0010c354, 0x3c013faa)
eeObj.WriteMem32(0x0010c358, 0x3421aaab)
eeObj.WriteMem32(0x0010c35c, 0x4481f000)
eeObj.WriteMem32(0x0010c360, 0x461ea502)
eeObj.WriteMem32(0x0010c364, 0x080615ff)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
 
Midway Arcade Treasures 3 [SLUS-21094]
emu=primal

Code:
--gs-uprender=1
--gs-upscale=edgesmooth
--host-display-mode=full
--safe-area-min=0.9
--vu1-mpg-cycles=700
--ee-cycle-scalar=1.0
--vu1-jr-cache-policy=newprog
--gs-kernel-cl-up="up2x2skipinterp"
Lua:
Code:
apiRequest(1.1)

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

local patcher   = function()
-- Widescreen hidro thunder
eeObj.WriteMem32(0x001E3E54, 0x3C023F40)
emuObj.ThrottleFast()
end
emuObj.AddVsyncHook(patcher)

 
Happy New Year Folks! I wish only best to all users from this forum! (even haters lol)
Stay in touch!:elf3::apthy::welcoming:
New-Year.png
 
Mashed: Drive to Survive
emu=gta sa

Code:
--ee-cycle-scalar=1.5
--gs-uprender=1
--gs-upscale=edgesmooth
--vu1-mpg-cycles=700
--host-display-mode=16:9

I love this game! Extremely underrated.
Although you're missing out if you don't play the "Mashed: fully loaded" version, since it has bug fixes to the game engine and more content
 
Last edited:
Obscure: The Aftermath (SLUS-21709)

CLI:
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--vu1-no-clamping=1
--vu0-no-clamping=1

Emu used & required: Jak v2.
JakX v2 has issues where some rooms flicker some strange colors so avoid that.

The game appears fine at first but it has a problem halfway through it where you're required to do a pick lock minigame and the lockpick is invisible. According to PCSX2, the fix for this is setting the vuClampMode to 3 and the equivelant of that on PS4 is to set both VUs to 1.
Mipmap enabled too to avoid those annoying white seams almost every dark looking game seems to have.

You should also be able to use "--safe-area-min=0.9" or scanout offset because when you're low on health (blurry mode), there is a vertical and horizontal line on the right and buttom of the screen where the affect isn't working. But I didn't test this part because it's hardly an issue so I'm not sure.
 
Goosebumps HorrorLand (SLUS-21834)
Emu used Jak v2. Watched the cutscenes, played 3 mini games and explored the park a bit. No graphical or audio bugs, runs perfect and doesn't require any config.

Stretch Panic (SLUS-20182)
Emu used Jak v2. Same as HorrorLand, no issues and no config needed.

Sub Rebellion (SLUS-20548)
Emu used Jak v2. No issues.
 
Is there any way to use skipdraw on the emus with a command?

BTW, I tested the emus on a PS5 with 4.03 firmware and there is more performance overhead there. For example, Tetsujin 28 Go & Global Defence Force (60Hz Patched) run full speed whereas on a PS4 Pro with boost mode they had a lot of stuttering and audio crackling. GTA Liberty City Stories runs mostly at 50-60 FPS with the 60 FPS patch.
 
Is there any way to use skipdraw on the emus with a command?

BTW, I tested the emus on a PS5 with 4.03 firmware and there is more performance overhead there. For example, Tetsujin 28 Go & Global Defence Force (60Hz Patched) run full speed whereas on a PS4 Pro with boost mode they had a lot of stuttering and audio crackling. GTA Liberty City Stories runs mostly at 50-60 FPS with the 60 FPS patch.

I can confirm this as well.
 
Is there any way to use skipdraw on the emus with a command?

BTW, I tested the emus on a PS5 with 4.03 firmware and there is more performance overhead there. For example, Tetsujin 28 Go & Global Defence Force (60Hz Patched) run full speed whereas on a PS4 Pro with boost mode they had a lot of stuttering and audio crackling. GTA Liberty City Stories runs mostly at 50-60 FPS with the 60 FPS patch.
My friends with ps5 tell same! Nothing surpised, its more powerfull console!
 
David Beckham Soccer
emu=primal
Code:
--vu1-jr-cache-policy=newprog
--gs-uprender=1
--gs-upscale=edgesmooth
--host-display-mode=full
--safe-area-min=0.9
--vu1-mpg-cycles=700
 
Looks like finally we not need waste time with testing ps2 versions!:flustered::tranquillity:
MGS.png

Probably even will have new ps2 emus?o_Oo_Oo_O

Edit:
Looks like MGS2 and 3 are ports of the ps3/vita/x360 versions
 
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God of War II: Shuuen No Jokyoku (SLPM-67013)

CONFIG TXT

--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

LUA

-- God of War II: Shuuen No Jokyoku NTSC-J (SLPM-67013)
-- emu used=JakX v2

apiRequest(2.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local gpr = require("ee-gpr-alias")

local patcher = function()

----------------Graphics---------------
eeObj.WriteMem32(0x0016E5A0,0x03E00008) --Skip PrimMaster
eeObj.WriteMem32(0x0016E5A4,0x00000000)
eeObj.WriteMem32(0x00126EB0,0x03E00008) --Fix Bloom
eeObj.WriteMem32(0x00126EB4,0x00000000)
eeObj.WriteMem32(0x0025A3D0,0xA04986DC) --Progressive at first run
eeObj.WriteMem32(0x001E4454,0x24020001)
----------------Features---------------
eeObj.WriteMem32(0x001DD748,0x00000000) --mpeg skip by pressing x
eeObj.WriteMem32(0x201AA2F0,0x03E00008) --Kratos Does Most Context Sensitive Button Moves Automatically
eeObj.WriteMem32(0x201AA2F4,0x00000000) --(After You Enter Into One In Battle By Pressing Circle)
eeObj.WriteMem32(0x201A9D80,0x03E00008)
eeObj.WriteMem32(0x201A9D84,0x00000000)

end

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

emuObj.SetGsTitleFix( "SetSelfRender", "reserved", { fbmask= 0x00FFFFFF , renderSelf=1 , zmsk=1 , alpha=0 , texMode=1 } )

emuObj.AddVsyncHook(patcher)
 
Last edited:

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