@sandungas Did you make a table of CONFIG file extracted from gxemu ? I can't see them in the wiki
Hmm, you mean if i did a section in the wiki page specific for the config files extracted successfully from gxemu ?@sandungas Did you make a table of CONFIG file extracted from gxemu ? I can't see them in the wiki
I thought at some point someone will make an extractor/converter to extract the 788 configs from gxemu with a click of a mouse
There are some commands that are not going to be posible to extract/convert automatically, but are just a few
Here is another CONFIG:
Metal Gear Solid 3: Subsistence Disc 1 (SLUS-21359 4cb14de1a5) Fixes crash after intro sequence.
Code:00000000 3D 00 00 00 57 3D 00 00 12 00 00 00 07 00 00 00 =...W=.......... 00000010 00 00 00 00 00 00 00 00 01 00 04 00 10 00 D7 0D ................ 00000020 49 00 5F 0D 08 00 E7 0D 59 00 EB 0D 15 00 00 00 I._.....Y....... 00000030 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
Keep in mind that in some VERY RARE situations command can make game work different, but not 100% correctly. If you feel there is some noticeable difference comparing to ps2, maybe is worth to try untested yet sub commands. I just try to said that can sub-command in config can be still bad, but good enough to make some change.Although, it is strange. Textures look very pixelated, but atleast I can see them now
Sure. But only SLPM-74232 version:Thank you for your reply, my version is NTSC-J, can I help test the NTSC-J game?
3D 00 00 00 57 3D 00 00 01 00 00 00 94 08 3C 00
2C 00 00 00 00 00 00 00
!challenge accepted.
0x09 => 1,
0x138EB0 ,
0x7FBF0020 (sq ra,0x20(sp)),
0x27BDFFB0 (addiu sp,-0x50),
0x00000000 (nop),
0x03E00008 (jr ra)
Meh i'm confused, i don't understand the 'raw language'. Anyway, I mean the u32 stored in CONFIG and in the ISO are the same. in the psdevwiki it's swapped :
Code:0x09 => 1, 0x138EB0 , 0x7FBF0020 (sq ra,0x20(sp)), 0x27BDFFB0 (addiu sp,-0x50), 0x00000000 (nop), 0x03E00008 (jr ra)
99% yes, but is better to confirm it in some game.By the way, the command 0x15 of gxemu is the command 0x17 of netemu (it's used in Bully). So, the command Gx 0x14 must be 0x16.
challenge accepted.
Great, if you do some important change, please generate another log.txt i think im going to be lurking it a lot in the next days to compare data, if i find some weird thing i will adviseMy first results = https://github.com/Zarh/Get_CONFIG/blob/master/log.txt
the ouput is in txt and in big endian to debug it faster, it will be easier to add the output in CONFIG files once it's finished.
Also, it didn't write the code to manage every command ID with 'expanded data' exepted the command ID 0x9 ( Net = 0xB ).
Do not hesitated to tell me if you see some weird stuff :p
Took me some time because im not used to netemu command 0x9 but i got it, you mean the explain at right of the config is wrongI think there is mistale in the devwiki for the command 0x9 of Dark cloud, I check in the iso.
0x09 change at
EE offset 0x138EB0
ELF offset 0x38FB0Original 1 : 20 00 BF 7F
Original 2 : B0 FF BD 27
Original data = B0 FF BD 27 20 00 BF 7F (It's the value I found in the iso. So, it's already in BIG endian, no need to swap)Patched 1 : 00 00 00 00
Patched 2 : 08 00 E0 03
Patched data = 08 00 E0 03 00 00 00 00
The other day happened the same with the .hack game configs that was posted in this thread the same day that was released the "remastered" edition for PS4, funnyBtw, today, 13 years ago mgs3 was released in US, funny coincidence![]()
I think the same here. Looks like config is applied on other emulation stages in ps2_netemu, and other emus.Btw, in gxemu as far i know... everything is stored as big endian... i have no idea if this command is an expection but i dont think... my guess is what happens with the game configs hardcoded inside gxemu is are readed by the CELL processor at some point this is why everything is in big endian... and in netemu the config files are readed by the virtualized EE processor this is why the values needs to be swapped
The only expection to this rule seems to be the values stored by netemu command 0x0 (where it tells the SCUS-12345)... this should be for CELL too (so that value is loaded before the virtualized EE)

Thats a good explain in a short sentence of the endianess differencesI think the same here. Looks like config is applied on other emulation stages in ps2_netemu, and other emus.
Also I just want to mention that config posted for Dark cloud came from PS2 classic PKG. In ps2_gxemu its byte reversed like in right tab on devwiki, which is how to correctly read it.
