PS4 [Research]PS2 emulator configuration on PS4

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? :) i really need it, i want to play silent hill 2 but the cuscenes dont seem to work properly with the old verison.
 
i already have the unzipped version of the jak and daxter pkg, but which files from there do I need exactly for the emu?

it also seems that some of the files from the "Sc0" folder should normally be in the "Image0/sce_sys" subfolder (the param.sfo for example)

i'm really confused.:confused3:
 

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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 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?

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?
 
Does anybody know what --gs-use-deferred-l2h=1 is actually accomplishing or setting? If I disable it it causes most of the textures to be doubled on the screen. I basically need to make whatever the option does when set to 1, happen more often.
 
Whatever it's doing isn't good enough. I still encounter this
Fate_Stay%20Night%20Realta%20Nua_20180826155615_zpslhtmrs4w.jpg
but when disabled it happens much more often.
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
 
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?
it stays like that until the image changes. However that should be an image that fades out.

The thing that has confused me about the --l2h-2d-params is that the TRXREG,BITBLTBUF that are used in the sony configs don't apear to be valid addresses.

I know where BITBLTBUF AND TRXREG are in the games draw enviroment from refrencing the gsKit header files but using my values don't actually seem to do anything.

... That is of course unless they are not addresses but the values... I think I did something really stupid and I should be putting the values at those addresses instead of the addresses themselves.

I will try what you suggested above and this and will come back with any findings.
 
Maybe try some known settings like:

--gs-use-deferred-l2h=1
--l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2

So unfortunately it didn't help. I have a small dump of the part of the draw environment that had the BLTBUF and TRXREG but I'm not sue if it is of any help. I am almost contemplating attempting to just hook sceGsPutDrawEnv and uses the _features.lua to override the textures with the values in the games datastructure but I'm still not even sure if that will work.

I just realized I never actually provided the dump... Oh well.
 
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No idea. Btw. it seems that you have much better knowledge than me in GS stuff. :D I hope you will figure it out sooner or later.
 
No idea. Btw. it seems that you have much better knowledge than me in GS stuff. :D I hope you will figure it out sooner or later.

Ok unfortunately I just don't have the debugging and disassembly tools to really take a good look at the decrypted eboot file. If we had something like ps2dis this would only be a matter of time. I only know so much from porting the pc translation of the game to the ps2 version so I have all kinds of labels in ps2dis for the game I just don't know enough about what the emulator is doing.

Anything you would ever need to know about the Graphics Synthesizer can be found here https://github.com/ps2dev/gsKit/tree/master/ee/gs/include

The ps2 itself is extremely well documented however from looking at the sony configurations there appear to be a few minor inconsistencies on what some things are called.

Oh and I will of course document anything I find.
 
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.
 
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.
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.
 
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 :smug:
 
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 :smug:

Sorry a bit late to seeing this. Yeah, I'm a noob myself but I'm trying to learn.

This link helped me a lot:
http://www.psdevwiki.com/ps4/PS2_Emulation


I think you could try the frame/frame limit options and see if that helps. I believe there is a specific option that can work much like one of the PCSX2 speed hacks that it's one of those (someone else correct me if wrong).
 
Hi guys. I tried different PS2 usb peripherals like Buzzers and EMS TOPGUN a couple of months ago, unfortunately I couldn't get them to work. Has anything changed since then, any new things I could try config-wise or updating the emulator itself?
 
Hi, everyone.

I managed to get the FMV's in Silent Hill - Director's Cut to work correctly. (PAL-Version running on JAK-Emu). I used the official patch from Jak & Daxter, which also suffered by Audio-/Video-Stuttering. So I added the following lines to my config-emu-ps4.txt and suprisingly it actually worked:

--ee-jit-pagefault-threshold=20
--gs-frontend-opt-mode=1
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
--vif-ignore-invalid-cmd=1
--vu1-mpg-cycles=144
--cop2-no-clamping=1
--host-audio-latency=0.010

I did lots of testing, but it only works with all the above commands together. I only decreased host-audio-latency to 0.010, cause I had the feeling cutscenes could become de-sync otherwise.

The thing is, I really don't know what these commands are doing. Can anybody clarify? I'm just wondering, if any of those could cause problems later in the game.
 

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