PS4 [Research]PS2 emulator configuration on PS4

DOA2 Hardcore US - black screen with new fix:oops:
Crap.. It pushed game on PCSX2 little bit more, so I though it fix it on PS4. :( This time I double checked offsets, and they looks like correct one. PS. I will pm you in few minutes with something. Do not delete game from ps4.
 
@ kozarovv thanks for all the help your giving us. Ive been following this thread and learning what I can.Do you think its possible whenever you find time to fix Batman Begins (USA)? Its goes into black screen at the main menu.
I greatly appreciated your time.

Thank You
 
@kozarovv
A mildly stupid question about the gs-uprender: what resolution do we get from 2x2 vs 2x4?
I don't see 2x4 as an option added in the wiki.

The reason I ask is because I got my hands on a 4.55 PRO yesterday and wanted to see if I could push the internal res a bit during "boost mode". Can I edit the 'config-emu-ps4.txt' via FTP to avoid rebuilding the package or is it hidden from write access?

Thanks!
 
2x4 is an invalid option from my testing. gs-uprender=2x4 will give you a frozen emulator at the pic1 boot screen(you will never see ps2 logo)
 
@Stayhye
Thanks for confirming this. 4x4 might be a valid option to test as well. So do anyone know if it's possible to change 'config-emu-ps4.txt' from overwriting via FTP?
 
@kozarovv
It would be great if we could learn how to patch, if I have the time tonight I'll try '--up-render=4x4' and report back here.
Ok. Btw. Code for uprender in emu config parser looks like this:

Code:
signed __int64 __fastcall sub_C3700(__int64 a1, unsigned int a2, unsigned int a3)
{
  unsigned int v3; // er15
  const char *v4; // r8
  unsigned int v5; // er15
  const char *v6; // r8

  v3 = a3;
  if ( (unsigned __int64)dword_3780D4 > 3 )
    v4 = "Enabled?? (Unknown Mode!)";
  else
    v4 = off_367570[dword_3780D4];
  (*(void (__fastcall **)(__int64, _QWORD, _QWORD, const char *, const char *))(*(_QWORD *)a1 + 24LL))(
    a1,
    a2,
    a3,
    "Upscale  = %s",
    v4);
  v5 = v3 + 1;
  if ( unk_15A7CF0 )
  {
    if ( unk_15A7CF0 == 1 )
      v6 = "Enabled (2x2)";
    else
      v6 = "Enabled (2x4)";
  }
  else
  {
    v6 = "Disabled";
  }
  (*(void (__fastcall **)(__int64, _QWORD, _QWORD, const char *, const char *))(*(_QWORD *)a1 + 24LL))(
    a1,
    a2,
    v5,
    "Uprender = %s",
    v6);
  return 2LL;
}

I don't fully understand C, but its look like 2x4 is also correct.
 
Last edited:
[CODE said:
signed __int64 __fastcall sub_C3700(__int64 a1, unsigned int a2, unsigned int a3)
{
unsigned int v3; // er15
const char *v4; // r8
unsigned int v5; // er15
const char *v6; // r8

v3 = a3;
if ( (unsigned __int64)dword_3780D4 > 3 )
v4 = "Enabled?? (Unknown Mode!)";
else
v4 = off_367570[dword_3780D4];
(*(void (__fastcall **)(__int64, _QWORD, _QWORD, const char *, const char *))(*(_QWORD *)a1 + 24LL))(
a1,
a2,
a3,
"Upscale = %s",
v4);
v5 = v3 + 1;
if ( unk_15A7CF0 )
{
if ( unk_15A7CF0 == 1 )
v6 = "Enabled (2x2)";
else
v6 = "Enabled (2x4)";
}
else
{
v6 = "Disabled";
}
(*(void (__fastcall **)(__int64, _QWORD, _QWORD, const char *, const char *))(*(_QWORD *)a1 + 24LL))(
a1,
a2,
v5,
"Uprender = %s",
v6);
return 2LL;
}[/CODE]

What tools are you using to see this data in this way? I would like to also help in debugging emu and finding correct values. I am also able to test quite often with my setup.....maybe 8 - 10 mins per game from start to finish. That patch feature would save time though...
 
What tools are you using to see this data in this way? I would like to also help in debugging emu and finding correct values. I am also able to test quite often with my setup.....maybe 8 - 10 mins per game from start to finish. That patch feature would save time though...
Any disassembler able to convert X86-64 asm to C. Google is your friend.
 
I can't upload files here due to the forum rules, but the procedure is simple to make Patch package:

First of all, you need to have the .pkg file of your full game you want to patch (the *-A0100-V0100.pkg).
Then:

- Create a new empty folder and name it like "ps2emu_patch".

- Copy/past the "sce_sys" folder and "config-emu-ps4.txt" file from your PS2 game folder to your
"ps2emu_patch" folder. You can also copy or add the "patch" folder and associated cli.conf files, etc.

- Edit your copied config-emu-ps4.txt (and/or cli.conf if any) as you want.

- Edit your copied param.sfo and set the Application Version (APP_VERR) to 1.01 (or upper). Do not change content ID. Save.

- Open fake PKG generator, File -> new project -> Patch package

- Double click to the "image" then drag and drop all the files and folders from your "ps2emu_patch" folder.
- (optional) select all the files and folders of your image -> right clic -> enable file compression. Ok.
- Chunk tab -> right click to the image -> add chunk assignment -> chunk 0

- Close image setting window.

- Select Command -> project setting -> package tab.
- Enter the Content ID (must be the same as your game and SFO) and your Passcode.

- Select the Patch tab.
- At "Application package", select your full game package file (the *-A0100-V0100.pkg). then OK.

- Save your gp4 project file : File -> save as ...

- Build
 
Hi guys.
Just tested my build of Burnout: Revenge with 4x4 instead of 2x2, unfortunately the game just stayed at the pic1.png -screen. I guess it's not a valid parameter, too bad :(
 
Please try
--fpu-accurate-range=0x100000,0x1FFFEFF

In cli, or in config (not lua, this is standard command). It will cause MASSIVE slow down, but if game load after point where it normally freeze, then we can work on speed optimize.

Tried this with Quake 3 (US):
--fpu-accurate-range=0x100000,0x1FFFEFF
--vu-hack-triace=1
--vu0-no-clamping=1
--vu1-no-clamping=1
--vu-inst-cflag=1
and patch by kazarovv

nothing helped, game still freezes :/
 

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