PS4 [Research]PS2 emulator configuration on PS4

The King of Fighters 2003 SLES53382

Before the fix

After the fix


LUA

Code:
-- The King of Fighters 2003  SLES53382
-- emu kof98

apiRequest(1.0)

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

local patcher = function()

-- Fix for Depth precision
-- author=kozarovv (adapted by Immersion95)
-- Fix for Depth precision.
--Game fills upper 16bits of depth with 0xFFFF.
--This results in a really high 32 bit value which is then converted to float
--because both hw and sw renderers lack double precision the lower 16 bits of the initial 32 bit value lose precision.
eeObj.WriteMem32(0x000ffc00,0xf88a0000)
eeObj.WriteMem32(0x000ffc04,0xa080000b)
eeObj.WriteMem32(0x000ffc08,0x08053967)
eeObj.WriteMem32(0x0014E594,0x0803ff00)
eeObj.WriteMem32(0x0014E598,0x4bea497d)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)


Select 60Hz


Please does anyone have this fix for the Japanese version (SLPS-25407) ?
 
it should be the same as NTSC
I have already looked at the 3 files, These are lua files for American, European and Japanese versions but there is no have the config-emu-ps4.txt file , In the game's animations, the black bars are flashing. I wanted to know what the command is to fix this bug.
 
I have already looked at the 3 files, These are lua files for American, European and Japanese versions but there is no have the config-emu-ps4.txt file , In the game's animations, the black bars are flashing. I wanted to know what the command is to fix this bug.

maybe add this to txt along with previous post..

Code:
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
 
@Vika23

Ghost vibration PAL

Lua

your LUA file

TXT
--force-pal-60hz=1

EMu Kof2000 v2

Better performance

Ghost Vibration (SLES51433)

TXT.
Code:
--host-display-mode=16:9
--force-pal-60hz=1

LUA.
Code:
-- Ghost Vibration (EU)
-- emu used=KOF 2000 v2

apiRequest(1.0)   

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

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

local patcher = function()

--Widescreen hack
eeObj.WriteMem32(0x001F26F0,0x3F400000) --3F800000

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Ghost Vibration PS2toPS4 Test


Yes! Performance really better!
 
Hi everyone, I don't know if I'm the only one with this problem but I have a fix for the random crashes of Need for Speed Underground 2 SLES-52725. I used the config that was posted by vika23 awhile ago but the game crashes most of the time when I'm saving the game or want to start a race.
Now I played over 10 hours without crashes.
I only played and tested it on PS5 FW4.03 but it should work on PS4 too.

Here's my CLI.config:
#emu used=Redfaction

--host-display-mode=16:9
--framelimiter=1
--framelimit-fps=60.0
--framelimit-scalar=1.1
--cdvd-sector-read-cycles=2000
--mtap1=always
--vu0-di-bits=0
--vu1-di-bits=0
--vu0-jr-cache-policy=auto
--vu0-jalr-cache-policy=auto
--gs-optimize=60fps
--vu-branch-hazard=0
--vu-evil-branches=0
--iop-cycle-scalar=0.1
--ee-context-switch-cycles=200
--ee-ignore-segfault=readwrite
--ee-block-validation=PageProt

Lua.config (I only edited the emu, I hope it's okay to post it again. Original Lua by Vika23)
-- Need for Speed Underground 2 SLES-52725 (PAL)
-- emu used=Redfaction

apiRequest(1.5)

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()

eeObj.WriteMem32(0x001D78A8,0x100000B4) --speed fix

eeObj.WriteMem32(0x001d7fbc,0x2C420001) --60FPS

--Disable eAttachTargetMoveSprites
eeObj.WriteMem32(0x001d39d0,0x03e00008)
eeObj.WriteMem32(0x001d39d4,0x0)

--Disable DepthIntoAlpha
eeObj.WriteMem32(0x00565da4,0x0)

--Disable DepthOfField
eeObj.WriteMem32(0x00566068,0x0)

--Disable Fog
eeObj.WriteMem32(0x00565e4c,0x0)

--Disable Smear (require depthIntoAlpha to work anyway)
eeObj.WriteMem32(0x00565e98,0x0)

--Rain modifier (hacked from RainInTheHeadlights)
-- 3e000000 for full screen, 40000000 for light rain only
eeObj.WriteMem32(0x00569f10,0x40000000)

--Better Car Brightness (orig. 437F)
eeObj.WriteMem32(0x001c271c,0x3C01439F)

--Lower World Lights Flare
eeObj.WriteMem32(0x001c3ef8,0x3C013F40)

--Lower Road/Traffic Yellow/Orange Lights Flare
eeObj.WriteMem32(0x001c3278,0x3C013F50)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)
 
Experimental patches for Street Fighter 3 EX. Please test them as i have no ps4 :(
Edit: i forgot, ONLY VERSION SLUS_201.30 !

First attempt
Code:
apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Divide $t4 value by 8 before copying it to CMSAR0
-- srl $t4, 3

eeInsnReplace(0x258F38, 0x00000000, 0x010C60C2)
eeInsnReplace(0x258FF8, 0x00000000, 0x010C60C2)

Second attempt
Code:
apiRequest(0.1)    -- request version 0.1 API. Calling apiRequest() is mandatory.

-- Divide $t4 value by 8 before copying it to CMSAR0
-- sra $t4, 3

eeInsnReplace(0x258F38, 0x00000000, 0x000C60C3)
eeInsnReplace(0x258FF8, 0x00000000, 0x000C60C3)

Thanks to @Anonamous for help.
Does anyone have this fix for the Japanese version SLPS-20003 ?
 
Street Fighter EX3 (SLPS-20003)

CONFIG TXT

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-force-bilinear=1
--ee-cycle-scalar=1.4
--host-gamepads=2

LUA

-- Street Fighter EX3 (SLPS-20003)
-- emu used=Kof 98

apiRequest(0.1)

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

--fixes the missing clothes issues and including cloth physics
eeInsnReplace(0x2277F4, 0x00000000, 0x000C60C3)
eeInsnReplace(0x2278B4, 0x00000000, 0x000C60C3)

local patcher = function()

--Have all Characters and Evil Ryu
eeObj.WriteMem32(0x2056BBA8,0xFFFFFFFF)
eeObj.WriteMem32(0x2056BBAC,0xFFFFFFFF)

end

emuObj.AddVsyncHook(patcher)
 
Street Fighter Alpha Anthology (SLUS-21317)

CONFIG TXT

--gs-uprender=none
--gs-upscale=point

#Graphical glitches fix
--gs-motion-factor=50
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1

#Speehacks
--ee-cycle-scalar=1.6
--vu1-injection=1
--vu0-di-bits=0
--vu1-di-bits=0
--vu0-const-prop=1
--vu1-const-prop=1

#Misc
--host-audio-latency=0.01

LUA

-- Street Fighter Alpha Anthology NTSC (SLUS-21317)
-- emu used=ADK

apiRequest(1.0)

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

local patcher = function()

end

emuObj.AddVsyncHook(patcher)
 
Fix for The King of Fighters '94 Re-bout™ SLPS-25449

CLI
Code:
--gs-uprender=2x2
--gs-upscale=point
--force-frame-blend=1
--gs-use-deferred-l2h=0

--cdvd-sector-read-cycles=5000
--host-display-mode=16:9

#emu used=aofa
LUA
Code:
-- The King of Fighters '94 Re-bout™ SLPS-25449
-- Fix by Kozarovv
-- ported to PS4
-- emu used=aofa

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

apiRequest(0.1)

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

local patcher = function()
--ps3 config ??
eeObj.WriteMem32(0x00273bd8,0x240701b0) -- 0x240701c0 addiu a3, zero, $01c0
--gfx fix
eeObj.WriteMem32(0x000ffc00,0xf88a0000)
eeObj.WriteMem32(0x000ffc04,0xa080000b)
eeObj.WriteMem32(0x000ffc08,0x080836b3)
eeObj.WriteMem32(0x0020dac4,0x0803ff00)
eeObj.WriteMem32(0x0020dac8,0x4bea497d)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Total fix! Similar issues like 2003. Thanks @kozarovv
You have gfx fix for The King of Fighters '98 Ultimate Match SLPS-25783 ?
 
Hi everyone, I have a new config for Need For Speed Most Wanted Black Edition SLES-53857.
Here's a short comparison video of Jvn9207 config and mine. The second race is with mine config, the image is a bit clearer and upscale glitches are removed now. Also the gameplay looks a bit smoother.
If someone has an idea how i can improve the quality more, so it looks like Underground 2, let me know.

Importaint! My config works only on PS5. PS4/Pro is to weak!


My config:
CLI
#Emu=KOF98

--ps2-title-id=SLES-53857
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-optimize=60fps
--vu0-di-bits=0
--vu1-di-bits=0
--vu0-jr-cache-policy=auto
--vu0-jalr-cache-policy=auto
--cdvd-sector-read-cycles=250
--gs-optimize-30fps=1
--force-pal-60hz=1
--framelimiter=1
--framelimit-fps=60.0
--framelimit-scalar=1.1
--mtap1=always

#should fix random crashes
--ee-cycle-scalar=0.70
--iop-cycle-scalar=0.1
--vu1-mpg-cycles=1
--ee-ignore-segfault=readwrite
--ee-block-validation=PageProt
--vu-branch-hazard=0
--vu-evil-branches=0

#graphical improvement (maybe some commands doesn't change anything)
--gs-kernel-cl-up="up2x2simple"
--gs-ignore-rect-correction=1
--force-frame-blend=1
--gs-progressive=1
--gs-use-clut-merge=1
--gs-use-mipmap=1
--gs-vert-precision=8
--gs-motion-factor=50
--gs-skip-dirty-flush-on-mipmap=1
--gs-kernel-cl="mipmap"
--gs-fieldswap-delay=254
--gs-flush-ad-xyz=safe
LUA
--Need For Speed Most Wanted Black Edition SLES-53857
--Emu=KOF98
--[480p]-Mode Author=PeterDelta

apiRequest(1.0)

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

local patcher = function()

--Forces progressive scan mode 480p at startup.
eeObj.WriteMem32(0x004938DC,0x24110000)
eeObj.WriteMem32(0x004938E0,0x24120050)
eeObj.WriteMem32(0x004938EC,0x24130001)

--Disable some fx DepthIntoAlpha,smear,etc by Jvn9207
eeObj.WriteMem32(0x005503EC,0x0)
eeObj.WriteMem32(0x005503F0,0x0)
eeObj.WriteMem32(0x00550424,0x0)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "globalSet", "reserved", { workLoadThreshold = 200000} )

--Uprender fix for low quality (when using gs-kernel-cl-up="up2x2simple")
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )
 
Street Fighter EX3 (SLUS-20130)

CONFIG TXT

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-force-bilinear=1
--ee-cycle-scalar=1.4
--host-gamepads=2

LUA

-- Street Fighter EX3 (SLUS-20130)
-- emu used=Kof 98

apiRequest(0.1)

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

local patcher = function()

-- Fix missing effects
eeObj.WriteMem32(0x2e3788,0x24190010)
eeObj.WriteMem32(0x2e379c,0xf88a0000)
eeObj.WriteMem32(0x2e37a0,0x03e00008)
eeObj.WriteMem32(0x2e37a4,0xa099000f)

-- Fix clothing physics
eeObj.WriteMem32(0x258f38,0x000c60c2)
eeObj.WriteMem32(0x258ff8,0x000c60c2)

-- Have all Characters and Evil Ryu
eeObj.WriteMem32(0x208C7738,0xFFFFFFFF)
eeObj.WriteMem32(0x208C773C,0xFFFFFFFF)

end

emuObj.AddVsyncHook(patcher)
 
Last edited:
Any progress with NFS Carbon? It works with kinetica emu, but looks ugly and slow, even with that config from wiki_list
TXT.
Code:
--fpu-accurate-range=0x162800,0x162900
--vu1-mpg-cycles=500

LUA.
Code:
-- Need for Speed - Carbon (SLUS-21494)
-- -> use KOF2000 emu // PS4 Pro optimized (boost mode enabled)
-- MD5: 4F325C12F0D07E5C138CD779E0EF2F94

local gpr = require("ee-gpr-alias")
apiRequest(1.0)

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

eeObj.WriteMem32(0x00263ab0,0x00000000) --overlay/uprender/speed fix
-- force 480p/progressive
eeObj.WriteMem32(0x005408bc,0x3c050000)
eeObj.WriteMem32(0x005408c4,0x3c060050)
eeObj.WriteMem32(0x005408cc,0x3c070001)
end

emuObj.AddVsyncHook(patcher)
emuObj.SetDisplayAspectWide() -- 16:9
-- Graphic improvement: removes corrupted lines on screen with uprender on for PAL/NTSC-U/NTSC-J version
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } ) --texMode=1

Need for Speed Carbon Collectors Edition. Short GamePlay!

VIDEO

I have only that config
 
Thanks, this config looks better on slim.

Is it possible to do something with Rayman Raving Rabbids? It mostly works ok, but some levels like "bomb delivery" and "cow launch" are laggy (need this game for my small kids)
 
CONFIG for Disney Princess - Enchanted Journey [SLUS-21660]
NOTES:
My daughters request special:) Most of the issues are fixed that I noticed. Picture quality is quite good. Unfortunately, bottom-of- the-screen underscan black border and widescreen code (thanks, PeterDelta, for giving it a shot) breaking fireplace/piles of gold and closet accessory screen still remain but could be negated by switching to 4x3 aspect ratio as needed.

Config TXT
Code:
#Force 480p
--gs-progressive=1
--gs-force-bilinear=1

#Speedhacks
--ee-cycle-scalar=1.3
--vu1-di-bits=0

#Starting game in normal aspect ratio fixes flickering rainbow line most of the time?!

 #Fix for the flickering white lines at distant textures
--gs-ignore-rect-correction=1

#emu used = RedFaction

LUA

Code:
-- Disney Princess - Enchanted Journey (U)(SLUS-21660)
-- Widescreen Hack by Arapapa & PeterDelta
-- emu used=RedFaction (fixes in-game crashes)

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

apiRequest(1.0)

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

local patcher = function()

--Widescreen hack 16:9 Selector
local pad_bits  = emuObj.GetPad()
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 (R3 ~= 0 and L3 ~= 0) then
--Renders the game in 16x9 aspect ratio

eeObj.WriteMem32(0x002652D0, 0x3C01C4AB)--3C01C480
eeObj.WriteMem32(0x002651F0, 0x3C013FA4)--3C013F80 zoom
eeObj.WriteMem32(0x003f2490, 0x40000000)--3eaaaaab Render fix
eeObj.WriteMem32(0x00188978, 0x00000000)--44810000 Black Bar fix

--local code_check = eeObj.ReadMem16(0x9413CC)--fix for accessories closet character position(Not working on PS4 for some reason?)
--if code_check == 0x007b then
--eeObj.WriteMem32(0x002652D0, 0x3C01C480)
--eeObj.WriteMem32(0x002651F0, 0x3C013F80)
--end

emuObj.SetDisplayAspectWide()
end

if (R2 ~= 0 and L2 ~= 0) then
--Switch to 4x3 aspect ratio (Necessary for temp fix of fireplace and gold glitter post-processing effects)

eeObj.WriteMem32(0x002652D0, 0x3C01C480)--3C01C480
eeObj.WriteMem32(0x002651F0, 0x3C013F80)--3C013F80 zoom
eeObj.WriteMem32(0x003f2490, 0x3eaaaaab)--3eaaaaab Render fix
eeObj.WriteMem32(0x00188978, 0x44810000)--44810000 Black Bar fix
emuObj.SetDisplayAspectNormal()
end

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(patcher)

-- Thin vertical lines in cutscenes Fix
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
 

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