PS4 [Research]PS2 emulator configuration on PS4

Brothers in Arms - Road to Hill 30 (SLES-52888)

config-emu-ps4.txt

Code:
--host-display-mode=16:9
#Force 480p
--gs-progressive=1
--gs-kernel-cl-up="up2x2skipinterp"
#Speedhacks
--ee-cycle-scalar=2.0
--vu1-di-bits=0
SLES-52888_config.lua
Code:
-- Brothers in Arms: Road to Hill 30 [PAL-M5] (SLES_528.88)
-- Widescreen pnach by El_Patas
-- ported to PS4 Lua
-- emu used=KOF98

apiRequest(2.0)

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

local WS = function()
--Gameplay 16:9
eeObj.WriteMem32(0x003057EC,0x3C023F40) --3C023F80 (Increases hor. axis)
--Menu font fix
eeObj.WriteMem32(0x003E56FC,0x3C033F40) --3C033F80
eeObj.WriteMem32(0x003E5704,0x3C033F80) --44830800
eeObj.WriteMem32(0x003E5708,0x44830800) --AE63010C
eeObj.WriteMem32(0x003E570C,0xAE630108) --C6600108
eeObj.WriteMem32(0x003E5710,0xC6600104) --46010036
eeObj.WriteMem32(0x003E5714,0x46010036) --00000000
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(WS)

emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
 
Brothers in Arms - Earned in Blood (SLES-53659)

config-emu-ps4.txt

Code:
--host-display-mode=16:9
--gs-kernel-cl-up="up2x2skipinterp"
#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
SLES-53659_config.lua
Code:
-- Brothers in Arms: Earned in Blood [PAL-M5] (SLES_536.59)
-- Widescreen pnach by El_Patas
-- ported to PS4 Lua
-- emu used=KOF98

apiRequest(2.0)

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

local WS = function()
--Gameplay 16:9
eeObj.WriteMem32(0x002F19DC,0x3C023F40) --3C023F80 (Increases hor. axis)
--Menu font fix
eeObj.WriteMem32(0x003C60FC,0x3C033F40) --3C033F80
eeObj.WriteMem32(0x003C6104,0x3C033F80) --44830800
eeObj.WriteMem32(0x003C6108,0x44830800) --AE63010C
eeObj.WriteMem32(0x003C610C,0xAE63010C) --C6600108
eeObj.WriteMem32(0x003C6110,0xC6600108) --46010036
eeObj.WriteMem32(0x003C6114,0x46010036) --00000000
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(WS)

emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
 
Pl
Black (SLES53886)

TXT.
Code:
--host-display-mode=16:9
--host-vsync=1
--framelimit-mode=normal
--cdvd-sector-read-cycles=2000

--gs-progressive=1
--gs-motion-factor=50

--gs-vert-precision=8

--gs-ignore-rect-correction=1

LUA.
Code:
-- Black (PAL-E) SLES-53886
-- emu used=aofa

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

apiRequest(0.1)

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

emuObj.SetDisplayAspectWide()

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

if (L3 ~= 0) then
-- Widescreen 16:9
eeObj.WriteMem32(0x203BE8BC,0x00000001)
eeObj.WriteMem32(0x204BC950,0x00000001)
eeObj.WriteMem32(0x204BD98C,0x00000101)
eeObj.WriteMem32(0x204CAD54,0x3FE38E39)
eeObj.WriteMem32(0x204CADF0,0x3FAAAAAB)
eeObj.WriteMem32(0x204CADF4,0x3FE38E39)
eeObj.WriteMem32(0x204CAD94,0x3FE38E39)
eeObj.WriteMem32(0x205BCB90,0x3F400000)
end
if (Select ~= 0) then
-- Skip FMVs
eeObj.WriteMem32(0x20104B90,0x00000000) --1440000A
end
if (R3 ~= 0) then
-- Infinite Health,Ammo,Grenades
eeObj.WriteMem32(0x205A95A8,0x44960000)
eeObj.WriteMem32(0x005A9B51,0x00000003) --005B0120
eeObj.WriteMem32(0x201FD268,0xA0455CA0)
eeObj.WriteMem32(0x20155260,0x24030009)
end

end

emuObj.AddVsyncHook(CheckInputs)

local patcher = function()

-- COP2 Rearrangement. Fixes broken collisions.
eeObj.WriteMem32(0x0037EBD4,0x4B000460) -- 4AF103BC
eeObj.WriteMem32(0x0037EBD8,0x4AF103BC) -- 4B000460
eeObj.WriteMem32(0x0037EBF0,0x4A800460) -- 4B7103BC
eeObj.WriteMem32(0x0037EBF4,0x4B7103BC) -- 4A800460

eeObj.SchedulerDelayEvent("vif1.dma", 0x6000) -- used as "--vif1-instant-xfer=0" replacement.  fixes graphics

eeObj.Vu1MpgCycles(1)

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(patcher)

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

emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

-- Graphic improvement: removes corrupted lines on screen with uprender on for PAL/NTSC version
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { ztst=0, texMode=1 } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { ztst=0, texMode=2 } )

Whats FiXed:



    • Crashes on Level 4 (Possible FiX)
    • Broken collisions on Level 1
    • Graphical bugs (White outline)
    • Performance
    • Speeded up loading screens
Bad sides:



    • Sound is still distorsed, but in general it ok!
    • Random colored visual bugs
    • Game will crashes in end of each level if use Infinite cheats, but game let you do save!
Thanks @Kugozx for help with config!

Black. Short GamePlay!
VIDEO
[/QU
Legacy of Kain Defiance (SLES52150) (SLUS20773)

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

LUA. (PAL)
Code:
-- Legacy of Kain - Defiance (PAL)
-- emu used=rogue v1

apiRequest(0.1)

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

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

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

if (L3 ~= 0) then
-- Widescreen PAL
eeObj.WriteMem32(0x0011a644,0x00000000)
eeObj.WriteMem32(0x0028E8C0,0x00000001)
eeObj.WriteMem32(0x0013d458,0x3c013b30)
eeObj.WriteMem32(0x001522e0,0x3c01bf80) --top value
eeObj.WriteMem32(0x001522ec,0x3c013f80) --bottom value
eeObj.WriteMem32(0x00119a34,0x3c01c340) --top value
eeObj.WriteMem32(0x00119a50,0x3c014340) --bottom value
eeObj.WriteMem32(0x0013bcac,0x3c013f40) --hor value
eeObj.WriteMem32(0x0013bcd0,0xe4200d7c)
eeObj.WriteMem32(0x0013bcf8,0x46000003)
eeObj.WriteMem32(0x0013bcfc,0xe4200d6c)
eeObj.WriteMem32(0x0023d668,0x3c013b40) --hor value
eeObj.WriteMem32(0x00213588,0x24070156) --vertical aspect (int)
end
if (LEFT ~= 0 and R1 ~= 0) then
-- Big Character & Weapons
eeObj.WriteMem32(0x20727240,0x3FC00000)
eeObj.WriteMem32(0x20727244,0x3FC00000)
eeObj.WriteMem32(0x20727248,0x3FC00000)
eeObj.WriteMem32(0x20290240,0x3FC00000)
end

end

emuObj.AddVsyncHook(CheckInputs)

local patch = function()


end

emuObj.AddVsyncHook(patch)

-- Texture Flickering fix
eeInsnReplace(0x189340, 0x10600020, 0x10000020)

LUA. (NTSC)
Code:
-- Legacy of Kain - Defiance (NTSC)
-- emu used=rogue v1

apiRequest(0.1)

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

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

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

if (L3 ~= 0) then
-- Widescreen NTSC
eeObj.WriteMem32(0x0011a33c,0x00000000)
eeObj.WriteMem32(0x0028cfe0,0x00000001)
eeObj.WriteMem32(0x0013d108,0x3c013b30)
eeObj.WriteMem32(0x00151ef8,0x3c01bf80) --top value
eeObj.WriteMem32(0x00151f04,0x3c013f80) --bottom value
eeObj.WriteMem32(0x0011972c,0x3c01c340) --top value
eeObj.WriteMem32(0x00119748,0x3c014340) --bottom value
eeObj.WriteMem32(0x0013ba0c,0x3c013f40) --hor value
eeObj.WriteMem32(0x0013ba38,0xe422f400)
eeObj.WriteMem32(0x0013ba68,0x46021083)
eeObj.WriteMem32(0x0013ba6c,0xe422f3ec)
eeObj.WriteMem32(0x0023be84,0x3c013b40) --hor value
eeObj.WriteMem32(0x00212f2c,0x24070140)
end
if (LEFT ~= 0 and R1 ~= 0) then
-- Infinite Health
eeObj.WriteMem32(0x201FB01C,0x3C014810)
eeObj.WriteMem32(0x201FB020,0x34218800)
eeObj.WriteMem32(0x201FB024,0x44810000)
end

end

emuObj.AddVsyncHook(CheckInputs)

local patch = function()


end

emuObj.AddVsyncHook(patch)

-- Texture Flickering fix
eeInsnReplace(0x188F50, 0x10600020, 0x10000020)

Legacy of Kain Defiance. Short GamePay!
VIDEO

Black (SLES53886)

TXT.
Code:
--host-display-mode=16:9
--host-vsync=1
--framelimit-mode=normal
--cdvd-sector-read-cycles=2000

--gs-progressive=1
--gs-motion-factor=50

--gs-vert-precision=8

--gs-ignore-rect-correction=1

LUA.
Code:
-- Black (PAL-E) SLES-53886
-- emu used=aofa

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

apiRequest(0.1)

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

emuObj.SetDisplayAspectWide()

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

if (L3 ~= 0) then
-- Widescreen 16:9
eeObj.WriteMem32(0x203BE8BC,0x00000001)
eeObj.WriteMem32(0x204BC950,0x00000001)
eeObj.WriteMem32(0x204BD98C,0x00000101)
eeObj.WriteMem32(0x204CAD54,0x3FE38E39)
eeObj.WriteMem32(0x204CADF0,0x3FAAAAAB)
eeObj.WriteMem32(0x204CADF4,0x3FE38E39)
eeObj.WriteMem32(0x204CAD94,0x3FE38E39)
eeObj.WriteMem32(0x205BCB90,0x3F400000)
end
if (Select ~= 0) then
-- Skip FMVs
eeObj.WriteMem32(0x20104B90,0x00000000) --1440000A
end
if (R3 ~= 0) then
-- Infinite Health,Ammo,Grenades
eeObj.WriteMem32(0x205A95A8,0x44960000)
eeObj.WriteMem32(0x005A9B51,0x00000003) --005B0120
eeObj.WriteMem32(0x201FD268,0xA0455CA0)
eeObj.WriteMem32(0x20155260,0x24030009)
end

end

emuObj.AddVsyncHook(CheckInputs)

local patcher = function()

-- COP2 Rearrangement. Fixes broken collisions.
eeObj.WriteMem32(0x0037EBD4,0x4B000460) -- 4AF103BC
eeObj.WriteMem32(0x0037EBD8,0x4AF103BC) -- 4B000460
eeObj.WriteMem32(0x0037EBF0,0x4A800460) -- 4B7103BC
eeObj.WriteMem32(0x0037EBF4,0x4B7103BC) -- 4A800460

eeObj.SchedulerDelayEvent("vif1.dma", 0x6000) -- used as "--vif1-instant-xfer=0" replacement.  fixes graphics

eeObj.Vu1MpgCycles(1)

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(patcher)

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

emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )

-- Graphic improvement: removes corrupted lines on screen with uprender on for PAL/NTSC version
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { ztst=0, texMode=1 } )
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { ztst=0, texMode=2 } )

Whats FiXed:



    • Crashes on Level 4 (Possible FiX)
    • Broken collisions on Level 1
    • Graphical bugs (White outline)
    • Performance
    • Speeded up loading screens
Bad sides:



    • Sound is still distorsed, but in general it ok!
    • Random colored visual bugs
    • Game will crashes in end of each level if use Infinite cheats, but game let you do save!
Thanks @Kugozx for help with config!

Black. Short GamePlay!
VIDEO
Please download link game. Thank you
 
Shadow Man - 2econd Coming
CLI
Code:
#Speedhacks and SPS fixes
--vu1-mpg-cycles=850
--vu1-di-bits=0

LUA
SLUS 20413
Code:
apiRequest(0.1)
local eeObj = getEEObject()
local iopObj = getIOPObject()
local emuObj = getEmuObject()
local patcher = function()
--Nop the teq to avoid crash.
eeObj.WriteMem32(0x00231AE8, 0x10000003)
--IOP patch to avoid black screen loop.
iopObj.WriteMem32(0x00008498, 0x0)
end
emuObj.AddVsyncHook(patcher)
 
Nice work, @Scalerize
What emu did you use?

EDIT: Added a few things to the config
Shadow Man - 2econd Coming (SLUS-20413)

config-emu-ps4.txt

Code:
--host-display-mode=16:9
#Speedhacks and SPS fixes
--vu1-mpg-cycles=850
--vu1-di-bits=0
#Fix for the flickering white lines at distant textures
--gs-ignore-rect-correction=1
SLUS-20413_config.lua
Code:
-- Shadow Man - 2econd Coming (U)(SLUS-20413)
-- ISO patch fixes bug in SOUNDREL.IRX module with texture loading on Boneyard-Ireland levels by Raziel I.C.H.I. Znot
-- Widescreen hack by Arapapa
-- emu used=Jak v2

local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local iopObj = getIOPObject()

local patcher = function()
--Widescreen hack 16:9 from the start
eeObj.WriteMem32(0x002ba00c,0x3FE38E08) --3faaaaab
eeObj.WriteMem32(0x002b9fe4,0x3FE38E08) --3faaaaab

-- Game loading fix by Scalerize
--Nop the teq to avoid crash.
eeObj.WriteMem32(0x00231AE8, 0x10000003)
--IOP patch to avoid black screen loop.
iopObj.WriteMem32(0x00008498, 0x0)

local pad_bits  = emuObj.GetPad()
local L1  = pad_bits &  0x0400
local L3  = pad_bits &  0x0002
local R1  = pad_bits &  0x0800
local R3  = pad_bits &  0x0004
local Select  = pad_bits &  0x0001
local Start  = pad_bits &  0x0008

if (R3 ~= 0 and L3 ~= 0) then
--CONFIGURATION 4 in game, L1toL2.R1toR2 remapping
eeObj.WriteMem32(0x001f6e24,0x0803f414)
eeObj.WriteMem32(0x000fd050,0x00c0c821)
eeObj.WriteMem32(0x000fd054,0x0807db8b)
eeObj.WriteMem32(0x000fd058,0x24030070)
eeObj.WriteMem32(0x001f6e94,0x0803f417)
eeObj.WriteMem32(0x000fd05c,0x87240002)
eeObj.WriteMem32(0x000fd060,0x3085f0ff)
eeObj.WriteMem32(0x000fd064,0x93260012)
eeObj.WriteMem32(0x000fd068,0x93270013)
eeObj.WriteMem32(0x000fd06c,0x93280010)
eeObj.WriteMem32(0x000fd070,0x93290011)
eeObj.WriteMem32(0x000fd074,0x30810100)
eeObj.WriteMem32(0x000fd078,0x34a30400)
eeObj.WriteMem32(0x000fd07c,0x0061280b)
eeObj.WriteMem32(0x000fd080,0xa3260010)
eeObj.WriteMem32(0x000fd084,0x30810200)
eeObj.WriteMem32(0x000fd088,0x34a30800)
eeObj.WriteMem32(0x000fd08c,0x0061280b)
eeObj.WriteMem32(0x000fd090,0xa3270011)
eeObj.WriteMem32(0x000fd094,0x30810400)
eeObj.WriteMem32(0x000fd098,0x34a30100)
eeObj.WriteMem32(0x000fd09c,0x0061280b)
eeObj.WriteMem32(0x000fd0a0,0xa3280012)
eeObj.WriteMem32(0x000fd0a4,0x30810800)
eeObj.WriteMem32(0x000fd0a8,0x34a30200)
eeObj.WriteMem32(0x000fd0ac,0x0061280b)
eeObj.WriteMem32(0x000fd0b0,0xa3290013)
eeObj.WriteMem32(0x000fd0b4,0x03e00008)
eeObj.WriteMem32(0x000fd0b8,0xa7250002)
end
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
 

Attachments

Last edited:
Shadow Man - 2econd Coming
CLI
Code:
#Speedhacks and SPS fixes
--vu1-mpg-cycles=850
--vu1-di-bits=0

LUA
SLUS 20413
Code:
apiRequest(0.1)
local eeObj = getEEObject()
local iopObj = getIOPObject()
local emuObj = getEmuObject()
local patcher = function()
--Nop the teq to avoid crash.
eeObj.WriteMem32(0x00231AE8, 0x10000003)
--IOP patch to avoid black screen loop.
iopObj.WriteMem32(0x00008498, 0x0)
end
emuObj.AddVsyncHook(patcher)

Just tested it! Performance may not be perfect on PS4 Fat/Slim models (some areas have crackling audio), but it seems fine on PS4 Pro!

Shadow Man 2econd Coming. Short GamePlay! (NTSC)
VIDEO
 
Last edited:
Shadow Man - 2econd Coming (SLES-50446)

config-title.txt
Code:
--host-display-mode=16:9
--vu1-mpg-cycles=850
--vu1-di-bits=0
--gs-ignore-rect-correction=1

LUA.
Code:
-- Shadow Man - 2econd Coming (E)(SLES-50446)
-- ISO patch fixes bug in SOUNDREL.IRX module with texture loading on Boneyard-Ireland levels by Raziel I.C.H.I. Znot
-- Widescreen hack by Arapapa
-- emu used=Jak v2

local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
local iopObj = getIOPObject()

local patcher = function()
--Widescreen hack 16:9 from the start
eeObj.WriteMem32(0x002b955c,0x3FE38E08) --3faaaaab
eeObj.WriteMem32(0x002b9534,0x3FE38E08) --3faaaaab

-- Game loading fix by Scalerize
--Nop the teq to avoid crash.
eeObj.WriteMem32(0x00231028, 0x10000003)
--IOP patch to avoid black screen loop.
iopObj.WriteMem32(0x00008498, 0x0)

local pad_bits  = emuObj.GetPad()
local L1  = pad_bits &  0x0400
local L3  = pad_bits &  0x0002
local R1  = pad_bits &  0x0800
local R3  = pad_bits &  0x0004
local Select  = pad_bits &  0x0001
local Start  = pad_bits &  0x0008

if (R3 ~= 0 and L3 ~= 0) then
--50 fps
eeObj.WriteMem32(0x002BBD70,0x00000000) --00000001
end
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)

Port from NTSC to PAL. Big thanks to @Kugozx
 
How download emu used=aofa (convert game to Black). Please fix multiplayer bug graphics 2 player Virtua Tennis 2 and please fix game NBA 2K2, Colin McRae Rally 4. Thanks

Can you please share "aofa emu" actually means Art of Fighting Anthology, I can't find it anywhere and I would like to create it for the game BLACK

Can you please share "aofa emu" Art of Fighting Anthology, I can't find it anywhere and I would like to create it for the game BLACK
 
Last edited by a moderator:
hi guys, im new here, i asking u guys if there is a solution for the particels minor glitches of Mortal Kombat Armageddon Premium Edition, or a command to insert in the config-emu-ps4.txt file?
Thanks
 
hi guys, im searching for a solution for Mortal Kombat Armageddon Premium Edition, there are SPS visual glitches like lava, leafes or rock in battle and in konquest mode. Otherwise, in motor kombat theres a slowdown if there are too many karts on the screen at once. Please somebody can help me?
This are the glitches: ->
 
SwG73WtK

20260412-122908-00956497.jpg


Valkyrie Profile 2 (USA)

finally im able to run jigglypuff code. no purple overlay, no crash. but im still need to optimize the speed until im satisfied, then ill upload the code.

nope, this is not cd patch its all lua.
 
Disney-Pixar's Finding Nemo (SLUS20628)

config-title.txt
Code:
--host-display-mode=16:9
--gs-progressive=1

LUA.
Code:
-- Pixar Finding Nemo (NTSC-U) (SLUS-20628)
-- emu used=rogue v1

apiRequest(0.1)

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

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

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

if (L3 ~= 0) then
--Widescreen hack 16:9
eeObj.WriteMem32(0x001157a4,0x080a5be8)
eeObj.WriteMem32(0x00296fa0,0x3c013f40)
eeObj.WriteMem32(0x00296fa4,0x4481f000)
eeObj.WriteMem32(0x00296fa8,0x461eb582)
eeObj.WriteMem32(0x00296fac,0x4600a807)
eeObj.WriteMem32(0x00296fb0,0x080455ea)
eeObj.WriteMem32(0x001157e8,0x3c013f2b) --3c013f00
end

end

emuObj.AddVsyncHook(CheckInputs)

local patch = function()

end

emuObj.AddVsyncHook(patch)

Welcome back PSX-Place!:tranquillity:
 
Fifa Street 2
CLI

Code:
#Speedhacks
--ee-cycle-scalar=3
--vu1-mpg-cycles=2250
--vu1-di-bits=0

NTSC
LUA
SLUS-21369

Code:
apiRequest(0.1)

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

local patcher = function()
--Fix textures.
eeObj.WriteMem32(0x00331B64, 0x00000000)
eeObj.WriteMem32(0x00337760, 0x00000000)
end
emuObj.AddVsyncHook(patcher)

Fifa Soccer 2005
CLI

Code:
#Speedhacks
--vu1-mpg-cycles=1250
--vu1-di-bits=0

NTSC
LUA
SLUS-21051

Code:
apiRequest(0.1)

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

local patcher = function()
--Fix textures.
eeObj.WriteMem32(0x0041DF48, 0x00000000)
eeObj.WriteMem32(0x00414F54, 0x00000000)
end
emuObj.AddVsyncHook(patcher)
 
Last edited:
Fifa Street 2
CLI

Code:
#Speedhacks
--ee-cycle-scalar=3
--vu1-mpg-cycles=2250
--vu1-di-bits=0

NTSC
LUA
SLUS-21369

Code:
apiRequest(0.1)

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

local patcher = function()
--Fix textures.
eeObj.WriteMem32(0x00331B64, 0x00000000)
eeObj.WriteMem32(0x00337760, 0x00000000)
end
emuObj.AddVsyncHook(patcher)

Fifa Soccer 2005
CLI

Code:
#Speedhacks
--vu1-mpg-cycles=1250
--vu1-di-bits=0

NTSC
LUA
SLUS-21051

Code:
apiRequest(0.1)

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

local patcher = function()
--Fix textures.
eeObj.WriteMem32(0x0041DF48, 0x00000000)
eeObj.WriteMem32(0x00414F54, 0x00000000)
end
emuObj.AddVsyncHook(patcher)
what emu used? FIFA 2005 have heavy slowdowns while gameplay!
 
FIFA Soccer 2003 (SLUS20580)

config-title.txt
Code:
--host-display-mode=16:9
--vu0-no-clamping=0
--vu1-no-clamping=0

LUA.
Code:
-- FIFA Soccer 2003 (U)(SLUS-20580)
-- emu used=rogue v2

apiRequest(0.1)

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

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

local patch = function()
--Fix textures.
eeObj.WriteMem32(0x0030F5FC,0x10000079)

end

emuObj.AddVsyncHook(patch)

 

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