could you please upload the real jak emu then?The emu in the latest is isd-git-hash=dde09dfde56ced0f2cbad905bfab5f8bdf8714f1 comparing it to the Jak emu shows that is is not the Jak emu lol.
could you please upload the real jak emu then?The emu in the latest is isd-git-hash=dde09dfde56ced0f2cbad905bfab5f8bdf8714f1 comparing it to the Jak emu shows that is is not the Jak emu lol.
Dont post the download links here, you willl need to find them in other placecould you please upload the real jak emu then?i really need it, i want to play silent hill 2 but the cuscenes dont seem to work properly with the old verison.

I just tried Silent Hill 2 director's cut (SLES 51156) with both the rogue and jak emu which i was finally able to get my hands on.
gameplay itself is fine, and the first FMV at the start of the game plays correctly too, but the second one when you enter the graveyard is completely broken (1-2 fps). its the same in both emulators.
here is a video: https://gfycat.com/FrayedScaryAnemone
according to the compatibility list the cutscenes should work flawlessly but unfortunately it seems thats not the case.
is there any fix I can apply to make it work correctly?
I don't understand, why not use --gs-use-deferred-l2h=1 then?I basically need to make whatever the option does when set to 1, happen more often.
I don't understand, why not use --gs-use-deferred-l2h=1 then?
Is complicated. Is probably setting for delay read of next iterations data transferred to display field. And i'm not really sure is that. Does it stay like this, or it's flicker?Whatever it's doing isn't good enough. I still encounter thisbut when disabled it happens much more often.![]()
it stays like that until the image changes. However that should be an image that fades out.Is complicated. Is probably setting for delay read of next iterations data transferred to display field. And i'm not really sure is that. Does it stay like this, or it's flicker?
Maybe try some known settings like:
--gs-use-deferred-l2h=1
--l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2
No idea. Btw. it seems that you have much better knowledge than me in GS stuff.I hope you will figure it out sooner or later.
There is an alternative, but i need to look at it little bit closer. There is a lua__getGsObject_init function, that call lua_Gs_SetL2HMode, and later lua_setfield. So i'm assuming that you can override L2HMode by lua config, which should be easier. I try to look at this.Ok so I have a theory on what is going on. Somewhere the emulator is defaulting a value to 256 when it should actually be set to 480. The reason I am getting graphical glitches is because it is only reading the buffer to 256 rows and then scaling that the the ps4 verticle resolution. However I have no idea what setting it is or how to override it. I don't have the tools on hand to dissassemble the eboot.bin but can somebody check for a value to be defaulting to 256? I am assuming it is the height value being set with --l2h-2d-params but considering I don't know what sony is considering the values for TRXREG and BITBLTBUF to be I can't use it.
so far I only tried the Jak, Rogue and KoF98 emu with the default settings, didnt change anything in those files.That exact part of the game gave PCSX2 problems for long time and is the reason the remaster was so bunk. The fog effects had to be diminished in it.
As for PS4 emulating it, I'm not sure you can avoid it without all the options known on our end. Have you tried any of the speed options in your config?

so far I only tried the Jak, Rogue and KoF98 emu with the default settings, didnt change anything in those files.
what are some of the speed options I could try? I'm still a noob to this type of stuff![]()