PS4 [Research] PS2 Game Status on (PS4's - PS2 EMU)

I don't supposed there's any easy way to translate PS3 PS2emu fixes to PS4, right? The psdevwiki, for the PS3 section, lists fixes for CV Curse of Darkness (SPS) and Dawn of Mana. I'm sure those would come in mighty handy! :D
 
I don't supposed there's any easy way to translate PS3 PS2emu fixes to PS4, right? The psdevwiki, for the PS3 section, lists fixes for CV Curse of Darkness (SPS) and Dawn of Mana. I'm sure those would come in mighty handy! :D
CCOD is doing vuInsnReplace, but you need original opcode that due to nature of IEEE754 will be different than on PS3. And sadly we can't check it. :(
DOM is using 0x12 command, that is still unknown for me.

But answering to your question. We can port configs that use some commands, actually many of them. 0x09 - eeInsnReplace, 0a-eeInsnReplace , 0b-emuMediaPatch, 0e-Accuracy, 0f-Accuracy, 10- Accuracy, 26 - Accuracy, 27 -Accuracy
 
Okay, thanks man! I guess it was worth a look :) Reversing this stuff is *way* out of my comfort zone, heh.
Here is massive config database. [Net] Command ID : 0x<here your command> is way to search. ;)

Also 0x09 is tricky, ask here when you will find one you want to port.
0x0A sadly won't be there
0x0B require to subtract 12 from every offset (not sector!)
Accu commands mentioned earlier can be mostly tested by fpu-accurate-range or cop2-accurate-range.

Edit: lol i forgot link: https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
Edit2: And that damn endianess.. Sometime you need byte swap patch, ask here.
 
I'll take a look into it, though I doubt it'll be of any use to me.. or, rather, I'll be of any use with the info :D I can follow instruction well enough, but actively looking into reversing code is beyond me. Usually a few commands and a lot of trial'n'error with testing, haha. For instance; more testing Dawn of Mana, with full clamping on VU/COP/FPU fixes the massively broken visuals and overbloom I was getting .... but now everybody is upside down :biggrin2:
 
I'll take a look into it, though I doubt it'll be of any use to me.. or, rather, I'll be of any use with the info :D I can follow instruction well enough, but actively looking into reversing code is beyond me. Usually a few commands and a lot of trial'n'error with testing, haha. For instance; more testing Dawn of Mana, with full clamping on VU/COP/FPU fixes the massively broken visuals and overbloom I was getting .... but now everybody is upside down :biggrin2:
Try test only Vu0 or Vu1, or COP2, not all at one time. ;)
 
Oh I love going all-in at first, just to make sure, but now I know visual issues are a clamp thing.. I can start granular tuning :D
 
Okay, Dawn of Mana is pissing me off now.. it's so... ODD. I think I've tried about 30 or 35 different combinations and cannot seem to get a state where the graphics are fine *and* your character/NPCs aren't all running upside down. The odd thing is? Sometimes I can't even get them back to that, not even if I uninstall the game, reinstall clean, then add the "full clamps/everything" patch. It's so temperamental and it's driving me crazy, so I leave this to someone else who can hopefully sort it.

It's definitely in the clamps, but it could also be in the clutmerge too. I don't know :\

Code:
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"
--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
--fpu-no-clamping=0
--fpu-clamp-results=1

That's the config I used to get the graphics fixed but the end result is inverted actors.

~edit~

Sorry to keep picking your brain like this @kozarovv, but I don't suppose you have any idea why Ace Combat 5 can't read/write memory card data? There's absolutely no mention of it in the PCSX2 database and I can't find anyone complaining about it on their site either, it seems like a unique situation for PS2emu. Neither PAL nor NTSC work, and I've tried several emulators too, always the same; "the data on memory card might be corrupt" whenever you try to save - in the PAL version the error is more verbose; "the data on memory card might be corrupt, please delete the data using the memory card browser on your PS2 navigation menu" (or somesuch.. sorry, terrible memory, paraphrasing)

I've seen a few commands that relate to MC but I don't know the switches for them, or the technical details.
 
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Yes, though I mostly stick to Jak nowadays. Its success rate is far higher than Rogue, except for a few edge cases. I've also ran a few experiments with KoF98 but it seems much less capable than Jak.
 
from my own testing, "Star ocean" is also a very good one as well. I've had success with many games on default settings

Ace Combat 5 - try inserting a save to memory card via a 2disc pkg. Maybe if a save is already present might fix issue.
 
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Whoa, you *have* the Star Ocean template? Please share it! That's one of the ones I'm missing :D Also.. umm.. trophies/npbind too, if you have them :D Honestly, I'd love any and all templates you have that have trophies/npbind/nptitle/etc. I've got about 30ish templates now but less than half have the full trophy data.

As for the memory card 2 disc PKG thing, that's new to me. How would I do all that, please?
 
create a uLE iso with the save on the iso in "psu" format. Load disc2(uLE) on emu, and use uLE to copy save to memory card. Then switch back to disc1(game). here is the template I use. build with cdgenps2.

I have the only emu files for star ocean. everything but the trophy data.
 

Attachments

Thanks bud! I'll check it out. So grab an AC5 save somewhere online, or from PCSX2, and convert it to PSU and stick it on the disc right? Then I can simply use uLE to transfer the memory card file to MC: and it should work? Cool. Funny thing is, I already have a uLE disc ISO made up, since I use it for injecting Codebreaker into games :D

Also, I checked my templates, apparently I *do* have StarOcean3 but, like you, no trophy data. Missing a ton of trophy data files and I've even got a few templates with the trophy.lua/trophy.trp files but not the npbind/nptitle, so they don't work either.
 
Also, I checked my templates, apparently I *do* have StarOcean3 but, like you, no trophy data. Missing a ton of trophy data files and I've even got a few templates with the trophy.lua/trophy.trp files but not the npbind/nptitle, so they don't work either.

you can hex the npbind/nptitle to match what ever game ID you use.

Correct on Ace combat 5 situation. find save and stick it on disc.
 
I've been beating on my dead horse(Jaws Unleashed) still. Freeze at "jaws Unleashed" loading screen. Any ideas? Ive tried generic fpu settings but no success.
 
Area 51 - Glitchy floor problem does not exist on "jak" and "star ocean" emu versions!
so~
Area 51 - Working! (still very minor slowdown in heavy action areas) but 99.8% playable
 
Okay, I tried the memory card file copy trick - both injecting straight into formatted.ps2 and making a disc02 and using uLE to psuCOPY to MC0 - and while the save appears just fine on the memory card, no issues, the game itself immediately complains that it must be corrupt and can't be read. Same error as always.

What the actual hell? :|

Ace Combat 04: works like a charm
Ace Combat Zero: works like a charm

Why is Ace Combat 05 the *only* game I've tested so far that cannot save or load? :(
 

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