PSP POPS - External Configs and Ad Hoc Params

Turns out I messed up the Colony Wars config. :ambivalence:
Didn't add the commands for it to work on Vita... While fixing this, I though to check the other configs in case anyone missed anything. Added the commands to work on Vita on some, removed unnecessary settings on others, and added just a bit more regions for four games (Chocobo Racing, Reel Fishing II, Rollcage and Tomba 2).

Just gotta say that you, @mrjaredbeta, certainly got in it good. This is nothing short of amazing.

You too @Ronnie Sahlberg, pop-fe can become the perfect way for people to enjoy their games perfectly on a multitude of platforms by now.
 

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Turns out I messed up the Colony Wars config. :ambivalence:
Didn't add the commands for it to work on Vita... While fixing this, I though to check the other configs in case anyone missed anything. Added the commands to work on Vita on some, removed unnecessary settings on others, and added just a bit more regions for four games (Chocobo Racing, Reel Fishing II, Rollcage and Tomba 2).

Just gotta say that you, @mrjaredbeta, certainly got in it good. This is nothing short of amazing.

You too @Ronnie Sahlberg, pop-fe can become the perfect way for people to enjoy their games perfectly on a multitude of platforms by now.
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I am not all the way done with them yet, but here's a good chunk. All of these configs are not in the config table and have instead been grabbed from officially released EBOOTs.

Motorhead's config is weird. Cfg1 was empty, including revision information/check, and only cfg2 was populated. I am pretty sure config is not enabled, even on Vita, but I added it (cfg1/cfg2) anyways.
 

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I am not all the way done with them yet, but here's a good chunk. All of these configs are not in the config table and have instead been grabbed from officially released EBOOTs.

Motorhead's config is weird. Cfg1 was empty, including revision information/check, and only cfg2 was populated. I am pretty sure config is not enabled, even on Vita, but I added it (cfg1/cfg2) anyways.
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So, supposedly Vib Ribbon on PS3 has a config for it to run at 60hz, even if based on the PAL release. This made me wonder and so I extracted the config from the release on PSN. It appears to use both command 0x1D and 0x1E, and has a different set of settings for the Vita too...
Motorhead's config is weird. Cfg1 was empty, including revision information/check, and only cfg2 was populated. I am pretty sure config is not enabled, even on Vita, but I added it (cfg1/cfg2) anyways.
Another odd one that has a similar thing is Tomba! The Wild Adventures, it appears to have only one set of cfgs.
 

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So, supposedly Vib Ribbon on PS3 has a config for it to run at 60hz, even if based on the PAL release. This made me wonder and so I extracted the config from the release on PSN. It appears to use both command 0x1D and 0x1E, and has a different set of settings for the Vita too...

Another odd one that has a similar thing is Tomba! The Wild Adventures, it appears to have only one set of cfgs.

Do you want me to add these? Which disc-ids for the games to apply to? Or "all of them"?
 
So, supposedly Vib Ribbon on PS3 has a config for it to run at 60hz, even if based on the PAL release. This made me wonder and so I extracted the config from the release on PSN. It appears to use both command 0x1D and 0x1E, and has a different set of settings for the Vita too...
Yup, I am not too sure what those commands are doing. I think all PAL region games run properly no matter which region PSP/Vita you are using, though. PS3 is a bit different as vast majority of NTSC TVs don't support PAL signal. Maybe those commands are doing something else? I know Metal Gear Solid: Integral also uses 0x1D, with different values depending on disc.

Another odd one that has a similar thing is Tomba! The Wild Adventures, it appears to have only one set of cfgs.
I am on my phone right now, so I can't take a look right now. I believe configs pre-Vita do not have cfg2 (which makes sense, as we discovered Vita only takes in second config), and config revisioning is also lower. Metal Gear Solid: Integral (again, lol) is last PS1 Classic released using the single config format. I duplicated them all to double config format for the archive above, but I can post all originals as well, for documenting purposes.
 
Yup, I am not too sure what those commands are doing. I think all PAL region games run properly no matter which region PSP/Vita you are using, though. PS3 is a bit different as vast majority of NTSC TVs don't support PAL signal. Maybe those commands are doing something else? I know Metal Gear Solid: Integral also uses 0x1D, with different values depending on disc.
Yeah, PAL games are fine on both systems. At most the biggest nuisance is the aspect ratio due to the resolution, but that can be changed easily in the emu's settings.

I am on my phone right now, so I can't take a look right now. I believe configs pre-Vita do not have cfg2 (which makes sense, as we discovered Vita only takes in second config), and config revisioning is also lower. Metal Gear Solid: Integral (again, lol) is last PS1 Classic released using the single config format. I duplicated them all to double config format for the archive above, but I can post all originals as well, for documenting purposes.
You'd be right, Tomba 2's NTSC-J release came out 2 years before MGS Integral, so the numbers match.

I'd say to upload the originals only if you feel like having that archived, as odd as it is, maybe someone will find use out of those eventually anyway.
 
Good stuff. The earliest config I managed to find was Chrono Cross JP and Parasite Eve II JP (this one was kind of lucky, decided to check it cause of its internal config). These external configs are not even activated as revision number does not pass the check, so it seems that all possible external configs Chrono Cross and earlier have all been added to the internal table, so that's where I stopped my "search." I didn't really dive too far into PAL releases, so potentially some configs are still littered in there somewhere, but I extensively checked JP and most US releases.

I will post the rest of the (usable) external configs I found tonight, and probably the originals, too. :)
 
Good stuff. The earliest config I managed to find was Chrono Cross JP and Parasite Eve II JP (this one was kind of lucky, decided to check it cause of its internal config). These external configs are not even activated as revision number does not pass the check, so it seems that all possible external configs Chrono Cross and earlier have all been added to the internal table, so that's where I stopped my "search." I didn't really dive too far into PAL releases, so potentially some configs are still littered in there somewhere, but I extensively checked JP and most US releases.

I will post the rest of the (usable) external configs I found tonight, and probably the originals, too. :)
So, you're saying those two games are the earliest samples of external configs?
 
Here are the rest of the known external configs (including the ones Webardo posted earlier)!

So, you're saying those two games are the earliest samples of external configs?
Not really, there are probably earlier ones, but any config before (and including) Chrono Cross JP, which looks to be July 6, 2011, is not taken in or used by POPS as it does not pass the initial checks for values at 0x20 and 0x24 in header. I am guess the value requirement was raised, the external configs were moved to the internal table instead. And because of that, I stepped checking them.

The same could be said about PS3, except the netemu's internal config table seems to contain all known external configs instead of relying on external configs in the end, so the collection of those were not necessary.

EDIT: Btw, I probably missed a few or screwed some up. I do that sometimes. :)
 

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Not really, there are probably earlier ones, but any config before (and including) Chrono Cross JP, which looks to be July 6, 2011, is not taken in or used by POPS as it does not pass the initial checks for values at 0x20 and 0x24 in header. I am guess the value requirement was raised, the external configs were moved to the internal table instead. And because of that, I stepped checking them.
I get it now. You're saying that due to the revision not passing the check, they just added the configs to the internal table to avoid issues. After testing a bit, it appears that the revision is just the firmware requirement. If you try any game with a custom config on lower firmwares, your system will crash. But if you were to take Chrono Cross' revision excerpt and insert it into a custom config, your game can boot on 6.39, instead of having to be on 6.60/6.61. Of course, somewhat unnecessary, but extra knowledge is never bad.

Anyway, I guess that after 6.60 came out, they simply stopped adding games to the internal table, thus configs for games after that time must have been external only.

EDIT: Btw, I probably missed a few or screwed some up. I do that sometimes. :)
That's fine, it's amazing you extracted so many configs in such a short period fo time, wouldn't blame you for forgetting anything haha.
 
That's actually a nice find! Maybe someday it will see some use.
Maybe... Tried it with The X-Files to see if performance could improve, but that was in vain. FMVs can be fixed with 0x05 set to 0x11 (higher values work too, but audio gets heavily desynced). Anyway, this made me think that perhaps cmd 0x05 is related to GPU polling, and that the number you give to it gets added to some type of counter.
Crash Team Racing also uses 0x05 set to 0x20, most likely done to hide screen tearing by lowering the gpu polling. If you disable the command, the framerate vastly improves, and the screen tearing is minimally present in the character select for the adventure mode (specially noticeable when going over Polar).

I also wanted to know, did you make your own config for Mega Man Legends 1? Just tested it and there's no lag at all. If it doesn't bother you to explain, is there any reason to use 0x0D in this case?
 
Maybe... Tried it with The X-Files to see if performance could improve, but that was in vain. FMVs can be fixed with 0x05 set to 0x11 (higher values work too, but audio gets heavily desynced). Anyway, this made me think that perhaps cmd 0x05 is related to GPU polling, and that the number you give to it gets added to some type of counter.
It looks like kozarovv updated the config command table on the Wiki. Looks like it is adding CPU cycles on branch instructions, weird way to go about it if you ask me, and kind of a weird way to fix issues. Maybe CTR can have it omitted to fix frame rate issues.

also wanted to know, did you make your own config for Mega Man Legends 1? Just tested it and there's no lag at all. If it doesn't bother you to explain, is there any reason to use 0x0D in this case?
That config is from Rockman: Battle & Chase Disc 2 (SLPM-91094), which is Rockman Dash 1, so I just took it from the EBOOT in this case.
 
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That config is from Rockman: Battle & Chase Disc 2 (SLPM-91094), which is Rockman Dash 1, so I just took it from the EBOOT in this case.
Oh, that's actually a really smart thing to do! Didn't expect there to be a proper config made, especially for a demo disc. They just delisted MML for PSP even though they already had a fix for the lag? That's odd...

It looks like kozarovv updated the config command table on the Wiki. Looks like it is adding CPU cycles on branch instructions, weird way to go about it if you ask me, and kind of a weird way to fix issues. Maybe CTR can have it omitted to fix frame rate issues.
I believe they tried to mainly fix the scrapbook fmv being broken, seeing as 0x05 can help with fmvs. However, they gave it a value too low, only when set around 0x3A and upwards does it get fixed. Only thing they did was keep framerated on 20fps and lower :(.
I did edit CTR's config, removing 0x05, and everything else was fine. Could 0xFF help to remove the screen tearing with its vblank related bits?

EDIT: 0xFF with bit 29 does fix the screen tearing.
 
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