PS4 [Research]PS2 emulator configuration on PS4

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.

Thanks a ton! No problem on the spam attacks. I am a new member after all.

I'll definitely give those settings a shot tonight and report my findings.

I had a huge write-up in the original post that was denied so I may post that as well for anyone reading this in the future.

Thanks again!
 
Do we have access to the default config file for PS4 PS2 Classics GUI?

I think that info could really help me out and I can't seem to find it.

EDIT: Provided by TDP via his Git. Appreciated.
 
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Ok, after some tinkering I'm still left with one problem that I *think* I have narrowed down. Of the issues apparent in a default build of the PKG (using PS4 PS2 Classics GUI), blocky shadows isn't one of them.

Adding clamping alone to the default config file does NOT add any blocky shadows or textures.

Fixing the resolution render to default config does NOT add any blocky shadows or textures.

It's only when adding MipMapping that the blocky shadows and textures appear.

Example Pre-MipMapping:

https://imgur.com/a/5eBE7NO

Example Post-MipMapping:

https://imgur.com/a/VIDTVJ8

The mass pixelation is removed via MipMapping but Shadows and some textures have a unblended view to them. What you're seeing here is a single shadow meant to represent the stadium's lights being behind a part of the stadium. Notice the very clear lines originally meant to appear as a graded shadow in the shot with MipMapping.

Further, it may or may not be related but there is a pretty large loss of color on the playing field. It appears almost too lit by the stadium lights.

I'm now stuck after trying about 20 combinations. Some configs wouldn't boot, others would boot but had some combo of the heavy pixelation AND/OR the blocky, unblended textures. Any ideas how to add shadow blending or some kind of partial MipMapping? Fixing this would fix about 35 games (by my count). Thanks.

PS: I do have a set of working PCSX2 configs for this game. I'm not sure if that would help or not so I'll link to them only if asked.
 
Did you tried to use only --gs-kernel-cl="mipmap", without --gs-kernel-cl-up="mipmap2x2" ?

Also try add --gs-skip-dirty-flush-on-mipmap=1 or --gs-skip-dirty-flush-on-mipmap=0
Maybe also --gs-flush-ad-xyz=safe , or --gs-ignore-dirty-page-border=1

If nothing from this will help then this need to be fixed in lua.. Require JAK emu:

Code:
apiRequest(2.2)

local gpr = require("ee-gpr-alias")
local emuObj = getEmuObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()


gsObj.SetDeinterlaceShift(0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )

Or

Code:
apiRequest(2.2)

local gpr = require("ee-gpr-alias")
local emuObj = getEmuObject()
local eeOverlay = eeObj.getOverlayObject()

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )

Edit: Lol, looking at pictures you are posting, this game looks better without mipmaps :D
 
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Did you tried to use only --gs-kernel-cl="mipmap", without --gs-kernel-cl-up="mipmap2x2" ?

Also try add --gs-skip-dirty-flush-on-mipmap=1 or --gs-skip-dirty-flush-on-mipmap=0
Maybe also --gs-flush-ad-xyz=safe , or --gs-ignore-dirty-page-border=1

If nothing from this will help then this need to be fixed in lua.. Require JAK emu:

Code:
apiRequest(2.2)

local gpr = require("ee-gpr-alias")
local emuObj = getEmuObject()
local gsObj = getGsObject()
local eeOverlay = eeObj.getOverlayObject()


gsObj.SetDeinterlaceShift(0)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )

Or

Code:
apiRequest(2.2)

local gpr = require("ee-gpr-alias")
local emuObj = getEmuObject()
local eeOverlay = eeObj.getOverlayObject()

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )

Edit: Lol, looking at pictures you are posting, this game looks better without mipmaps :D

Exactly! It looks so much better without MipMapping on. Yet, the grass flickers enough to give a seizure without it via emulation (at least the one in Classics GUI). It truly does render it unplayable. I thought that maybe it was just me but everyone I've demo'd it for laughs at how impossible it is to play while looking amazing (haha).

As for config, I have tried leaving out 2x2 mip. I've tried every combo with that to no success as the flicker will either be there AND/OR the blocky shadows & textures. In fact, checking my test configs (I kept a logged results) I see that leaving out 2x2 produced no noticeable mipmapping at all.

I have not tried the next suggestions so I'll play around with those ASAP and report results.

Thanks again for the help and your time!
 
Hi guys, yeahhhhhh.. me again, sorry! Does anyone have any experience with "Shared Save Data" and "Save Data Transfer" in param.sfo for PS2 titles? Basically, I'm trying to sort out the Armored Core games, but each one has data transfer with the next one -- so Silent Line: AC3 lets you import your save data, such as mechs/emblems/etc, from Armored Core 3. Likewise with Nexus importing from Silent Line.. then Last Raven importing from Nexus. It's a string and I'm not 100% sure how to get the PS2 Classics system to share the "memory card" data.

Same with the SMT titles that allow save transfers/imports. SMT Devil Summoner 2 lets you import clear data from Devil Summoner 1, so in the "Title ID of the app to share with" do I put the TitleID of Devil Summoner 2 into the param.sfo of Devil Summoner 1, and then the titleID of Devil Summoner 1, into the param.sfo of Devil Summoner 2?

!!! Or is it a linear path? Devil Summoner 1 has nothing in the param.sfo, Devil Summoner 2 has the titleID of Devil Summoner 1? And with AC3, nothing in that param.sfo, but the next game has the previous TitleID and so on?

Gah. Does anyone have any ideas please? Thanks! Or should I just give up and stick every game in the series into one huge PKG and say "Sod it!" and go for a pint?

~edit~

I guess the linear path hypothesis makes sense. It doesn't matter if Game A can see Game B's save data, since progression is a one way street, it only matters that Game C sees Game B, and that Game B sees Game A.

I think. Maybe.
 
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Oh I know that, but the Armored Core titles are FOUR titles.. I don't really want to put them all in one PKG, yanno? And then Devil Summoner 1 and 2, separate games, not just multiple discs. I'd rather not combine those as a single thing if possible. I'm hoping to share data across multiple PKGs.
 
Oh I know that, but the Armored Core titles are FOUR titles.. I don't really want to put them all in one PKG, yanno? And then Devil Summoner 1 and 2, separate games, not just multiple discs. I'd rather not combine those as a single thing if possible. I'm hoping to share data across multiple PKGs.
Untested on ps2emu!

Orbis-pub-sfo.exe --> enable shared save data --> title ID of other game.
You can try also save data transfer --> Title IDs.
 
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 but it still doesn't work , it's look like is not reading the file or it is not founding it , i extracted all the files from the original Gta 3 (Ps4 version) and copy all of them in another folder to see if i'm missing something but even doing this it doesn't work ( game starts but it doesn't apply the patches ) even with the same files too ! It is very strange , so i'm same here , i can't enable that files .
NOTE :
I used Gta3 because i wanted to understood what Sony changed to apply the cli.conf patches.
 
How you are recreating pkg? Step by step.
Yes i use the ps2emu folder
1)Creating param.sfo file with
2)Putting the iso image into the folder called "image"
3)Additional step (Creating app icons , icon0.png , pic1.png )
4)Set the id for patches in configemups4.txt command :--ps2-title-id=SCES-50361 (and yes it is the same title id used for cli.conf and config.lua )
5)Open fake pkg generator , setting up the project settings
6)Click on tje build button and crete the pkg game .
I don't know ,maybe i'm missing something .
 
Yes i use the ps2emu folder
1)Creating param.sfo file with
2)Putting the iso image into the folder called "image"
3)Additional step (Creating app icons , icon0.png , pic1.png )
4)Set the id for patches in configemups4.txt command :--ps2-title-id=SCES-50361 (and yes it is the same title id used for cli.conf and config.lua )
5)Open fake pkg generator , setting up the project settings
6)Click on tje build button and crete the pkg game .
I don't know ,maybe i'm missing something .
Why do you need set ID for patches? It should be there if you used files from GTA3. Are you using custom image iso? I mean not from original dump? GTA have many versions, with the same game ID. Patches are done per revision. Also you need emu and recompiler files from original dump, or patches can not work.
 
Why do you need set ID for patches? It should be there if you used files from GTA3. Are you using custom image iso? I mean not from original dump? GTA have many versions, with the same game ID. Patches are done per revision. Also you need emu and recompiler files from original dump, or patches can not work.
Yes everything original from the dump , i just copy all the files and rebuild it but nothing , what do you mean about emu recompiler files from original dump ?
Anyway i will make a video (if necessary) about how i rebuild the package file and i will post it here ,as you will have more detailed information .
 
Yes everything original from the dump , i just copy all the files and rebuild it but nothing , what do you mean about emu recompiler files from original dump ?
Anyway i will make a video (if necessary) about how i rebuild the package file and i will post it here ,as you will have more detailed information .
Video is good idea. By recompiler i mean ps2-emu-compiler.self file from original dump. Anyway i will not be here for few hours, so i answer where i can. ;)
 
Video is good idea. By recompiler i mean ps2-emu-compiler.self file from original dump. Anyway i will not be here for few hours, so i answer where i can. ;)
Finally i resolved ! But now i have a question for you . How can i get memory addresses or offsets to use them in commands like this ?

LUA
eeInsnReplace(0x1CEF7C, 0x4100FFFF, 0x00000000) FIX FOR HANG AT THE LOADING SCREEN .

OR

TEXT cli.conf


--fpu-accurate-range=0x150000,0x170000
Witch program i have to use in order to do this ?
 

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