PS4 [Research]PS2 emulator configuration on PS4

Is correct path, game will be mounted at app0 path while running.

Ok but which is the exactly location to create this folder ?

Like this ?

Screenshot (49).png Screenshot (50).png Screenshot (51).png

Because it still doesn't work , the file is not working or isn't in the correct path .
 
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You don't create the App0 folder. The "App0" is basically the internal name for "root folder", basically whatever the CUSA-XXXXX or SLUS-XXXXX etc folder name is. Forget about App0. It's not for you, it's for Sony, all you need to worry about is putting these two files;

SLES-50366_cli.conf and SLES-50366_config.lua

Into the folder called PATCHES. Said "Patches" folder will be in the root of the game folder, next to all the others like sce_sys and sce_module.

That's it.

111.png 222.png
 
You don't create the App0 folder. The "App0" is basically the internal name for "root folder", basically whatever the CUSA-XXXXX or SLUS-XXXXX etc folder name is. Forget about App0. It's not for you, it's for Sony, all you need to worry about is putting these two files;

SLES-50366_cli.conf and SLES-50366_config.lua

Into the folder called PATCHES. Said "Patches" folder will be in the root of the game folder, next to all the others like sce_sys and sce_module.

That's it.

View attachment 12911 View attachment 12910

Thanks ! i will try it later .
 
Btw @kozarovv since some time ago i been reading most of your mesages here and your edits in psdevwiki related with PS2 emulation on PS4 and i have noticed an "imprecission" that is going viral
When you guys talks about the different versions of the PS2 emulator you are calling them "jak emu" (in other words... you are labeling them with the name of the first game that included that specific version of the emu)

I think is better to use the version numbers of the emu... at least for wiki, eventually it will be needed to replace all that notes about "jak emu" by the accurate version number
I guess could be handy to have a table in wiki with all the versions of the emu (similar to the ones i tryed to do with emus for PS3)
What i dont know is if at this point you have some way to see the version of the emu, in the emus for PS3 it can be seen in the decrypted .elf but in PS4 i have no idea

I know, im being picky with details... but if this naming conventions for PS4 emus are going to change at some point (and i think eventually will change) is better to get used to them as soon as posible
In some way this im talking about using accurate version numbers is scene tactics for better organization :)
 
Btw @kozarovv since some time ago i been reading most of your mesages here and your edits in psdevwiki related with PS2 emulation on PS4 and i have noticed an "imprecission" that is going viral
When you guys talks about the different versions of the PS2 emulator you are calling them "jak emu" (in other words... you are labeling them with the name of the first game that included that specific version of the emu)

I think is better to use the version numbers of the emu... at least for wiki, eventually it will be needed to replace all that notes about "jak emu" by the accurate version number
I guess could be handy to have a table in wiki with all the versions of the emu (similar to the ones i tryed to do with emus for PS3)
What i dont know is if at this point you have some way to see the version of the emu, in the emus for PS3 it can be seen in the decrypted .elf but in PS4 i have no idea

I know, im being picky with details... but if this naming conventions for PS4 emus are going to change at some point (and i think eventually will change) is better to get used to them as soon as posible
In some way this im talking about using accurate version numbers is scene tactics for better organization :)

And if we can't get original emu version number maybe we can assign one or identify based on md5 of the eboot, the sdk version or whatever else.
 
For now I have 32 different emus. I had more, but i lost some of them.. Not sure there is a number version anywhere. Only build date, but surprisingly sometimes two diff emus are build one day.

if we can't get original emu version number maybe we can assign one
Or name it by game name :P
or identify based on md5 of the eboot
This require unpacking eboot, or nobody who use fself will ever know which is which.
the sdk version
Too many of emus, to go this way.
 
And if we can't get original emu version number maybe we can assign one or identify based on md5 of the eboot, the sdk version or whatever else.
Yep, im used to that annoyance because wiki, sometimes is needed to create a table but keep some cells with question marks for a time (until someone finds that info)
Something like this:


PS2 emu versionMD5Found in games:Other Info from this emu version
??????????JAK (TITLE_ID here)etc...


*If someoneone wants to fill this table with info click in "reply" in this message to see the forum codes, then copypaste it and create a new message (not quoting me) with the updated table
 
For now I have 32 different emus. I had more, but i lost some of them.. Not sure there is a number version anywhere. Only build date, but surprisingly sometimes two diff emus are build one day.
Im going to explain this so other people gets an overview of how it works on PS3, but before the explain is needed to mention sony uses some kind of "build bot" to compile the firmwares, this is some kind of automated process that compiles all code from source, and it includes the emulators

When the emulators are compiled it takes the latest source code, but the timestamp (stored inside the .elf) always changes
If they compiles 2 different PS3 firmwares (separated by several months) but the emulator source code was the same this results in 2 different emu .elf files where the only difference is the timestamp
After that compilation is when the buildbot does the encryption... so the emu .elf becomes .self

This is why all emulators in .self format are different binaries in all PS3 firmwares (MD5 comparisons doesnt matches with any of the others)

For us in the practise this means... to compare two different emulators is needed to decrypt them to .elf format... and is needed to "ignore" the timestamp on the .elf when doing the comparison
If the rest of the data on the .elf is the same then the emulators are equal (is the same source code version but compiled at different dates)


I guess with PS4 is happening something similar... the difference is the emulators are not part of the firmware, but are included in the games

*Also is needed to mention sony stopped adding the timestamps in one of the emulators for PS3, but i dont remember which one... this doesnt have much importance here, but im mentioning it because they follows a strict development line and if at some point they does some important change like this... eventually it "propagates" to other parts of the code... or other emulators... or from PS3 to PS4
 
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On PS4 emulators are not compiled by build bot. People working on PS2 classics have access to emulator source code, and are able to change code if needed. For example Star Ocean 3 have included special per game runtime that exchanging some sound calls from game to calls from emulator, etc. Only available version info is for example:

Code:
Build Job ID     : %s-%s.Packaging/PackageBuild-BuildBinary.866.  Build Date.     : %s [%s].20160218.08 Mar 16.  Git Branch       : %s.titles/Bully.  Git Date         : %s.20160218-2.

Where BuildBinaryXXXX seems to be consecutive emu version. But in this case newer doesn't mean better, as emus are compiled per game, and actually newest available emu (.03.2018) is crap for us.
Getting back to topic. I like idea of documenting this for wiki emulation page, but i think it will be easier for user to call emus by game names for compatibility list usage.
 
Being that no 2 out of the 32 are the same(even updates to the same game come with different emu versions), I agree game name which emulator was found is the easiest/best.
 
On PS4 emulators are not compiled by build bot. People working on PS2 classics have access to emulator source code, and are able to change code if needed. For example Star Ocean 3 have included special per game runtime that exchanging some sound calls from game to calls from emulator, etc. Only available version info is for example:

Code:
Build Job ID     : %s-%s.Packaging/PackageBuild-BuildBinary.866.  Build Date.     : %s [%s].20160218.08 Mar 16.  Git Branch       : %s.titles/Bully.  Git Date         : %s.20160218-2.

Where BuildBinaryXXXX seems to be consecutive emu version. But in this case newer doesn't mean better, as emus are compiled per game, and actually newest available emu (.03.2018) is crap for us.
Getting back to topic. I like idea of documenting this for wiki emulation page, but i think it will be easier for user to call emus by game names for compatibility list usage.

I find BuildBinary in Jak and some others eboot but not in the maxpayne one o_O.
Maybe there is also:
BLykINvmQwqomzcERBtrVw.png


That seems consecutive (SDK?) too
 
Hi, all!
New here and have hit a snag after a lot of learning, trial and error. I like learning before asking others to just fix things for me so know I've tried before coning here.

I learned what config files did for the emulator, how they were arranged, what each setting did etc.
The game I tested on is a notoriously odd to emulate sports game called NCAA Football 2011. It even has a hard time on PCSX2 but seeing how both are similar I looked into fixes for it and they translate to PS4 pretty well.

First, I had to get the game to display in 1080p from a boxed, native 480i. Config file fix and I'm there.
Second, the plays you call weren't displaying. After trial and error I find it's a Clamping issue. I add all 3 clamps to config file and plays now show!
Third, the game itself was unplayable due to heavy flickering on the football field. After a TON of editing I find it's a MipMaping issue. Flickering now at original PS2 levels.
The final issue is that Mip Maping has created a small visual issue.

Ok, so a (hopefully) easy question for ya:

1. After the config edits above, I now have an accurate, working game outside of one petty annoyance - everything looks a bit blocky or pixelated. Dark colors look especially blocky but the "blocks" are somewhat large in size.
It appears to be a smoothing issue of some kind but I can't seem to fix it. Could MipMapping have added this effect? Any suggestions?

Thanks for any help. I can update later with pics/vids if needed.
 
Hi, all!
New here and have hit a snag after a lot of learning, trial and error. I like learning before asking others to just fix things for me so know I've tried before coning here.

I learned what config files did for the emulator, how they were arranged, what each setting did etc.
The game I tested on is a notoriously odd to emulate sports game called NCAA Football 2011. It even has a hard time on PCSX2 but seeing how both are similar I looked into fixes for it and they translate to PS4 pretty well.

First, I had to get the game to display in 1080p from a boxed, native 480i. Config file fix and I'm there.
Second, the plays you call weren't displaying. After trial and error I find it's a Clamping issue. I add all 3 clamps to config file and plays now show!
Third, the game itself was unplayable due to heavy flickering on the football field. After a TON of editing I find it's a MipMaping issue. Flickering now at original PS2 levels.
The final issue is that Mip Maping has created a small visual issue.

Ok, so a (hopefully) easy question for ya:

1. After the config edits above, I now have an accurate, working game outside of one petty annoyance - everything looks a bit blocky or pixelated. Dark colors look especially blocky but the "blocks" are somewhat large in size.
It appears to be a smoothing issue of some kind but I can't seem to fix it. Could MipMapping have added this effect? Any suggestions?

Thanks for any help. I can update later with pics/vids if needed.
You did great job to get this game work. :) Anyway. To help i need your full current config, and at least picture of issue.
 
Dang, it won't allow me to post links (or much of anything else). Says it's spam when I hit reply.

Maybe this can work:

video of game:


Config file
JphF71U.jpg



odd that I can't just post them outright. I have quite a bit of text to go with this but until I know why I can't post it all I'll hold off. I had it quite formatted originally (haha).
 
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Dang, it won't allow me to post links (or much of anything else). Says it's spam when I hit reply.
Sorry we are getting intensive spam attacks lately, so new users can't post links, etc. I added video and picture to your post.
For now i have two suggestions to test, remove --gs-kernel-cl-up="mipmap2x2", or change --gs-upscale= to --gs-upscale=Point (if you are using ps2classic gui to build pkg, is possible that command is not supported by emu), or --gs-upscale=motionvec.

You can also try to set --gs-kernel-cl-up="up2x2simple" ,but i'm not sure it will work with mipmaps. All above is assuming that is a upscaller issue, because it looks like this. I never had similar problem, so i'm not sure it will help.
 

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