PS4 [Research]PS2 emulator configuration on PS4

no. those are from psychonauts
I have seen several games that have recently been repaired using the psychonauts configuration, which fixes the lag problem, but there are many commands that we still don't know what they mean. It would be better if we could explain them. This will help to fix other lagging games later. I suggest not to add commands that have no clear meaning, so as to keep the brief and rigorous! This is just my personal opinion!:D
 
I suggest not to add commands that have no clear meaning, so as to keep the brief and rigorous! This is just my personal opinion!:D

How would one find out what they do without experimenting with them? Also, the more of us "messing" with unknown commands is exactly how we find out what they do!
 
How would one find out what they do without experimenting with them? Also, the more of us "messing" with unknown commands is exactly how we find out what they do!
Yes, that's why it is necessary to explain its meaning. If you encounter the same problem, you can use it for testing. After all, there are too many commands and too cumbersome!
 
Tales of Destiny:Directors Cut (SLPS-25842)

TXT
Code:
--fpu-accurate-range=0x1C7B50,0x1C7C00
--gs-use-clut-merge=1
--gs-kernel-cl="clutmerge"
--gs-kernel-cl-up="clutmerge2x2"

From the configuration posted by @Agrippa to PS3, I just ported it to PS4, it should improve the speed in the game battle, not tested!
 
Fix for Shadow Hearts NTSC

CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--host-display-mode=16:9

--gs-vert-precision=8
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-render-tile-threshold=300000
--vu-custom-min-max=0
--vu1-di-bits=0
--vu0-di-bits=0
--vu1-opt-vf00=2
--vu0-opt-vf00=2
--vu1-injection=1
--vu1-mpg-cycles=400
--vu1-mpg-cycles=850,$000
--vu1-mpg-cycles=475,0xffffffff
--vu0-mpg-cycles=225,0xfc
--cdvd-sector-read-cycles=4000
LUA
Code:
local gpr = require("ee-gpr-alias")

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.WriteMem32(0x0028d4f0,0x3c043f40)
eeObj.WriteMem32(0x00282394,0x3c023f40)
--eeObj.WriteMem32(0x00324530,0x3c023f40) -- field
--eeObj.WriteMem32(0x0034a728,0x3c033f50) --3c033f80  font size
eeObj.WriteMem32(0x0039fe08,0x3c023f40)
eeObj.WriteMem32(0x003d5704,0x3c023f40)
eeObj.WriteMem32(0x003eec44,0x3c023f40)
--no interlace
eeObj.WriteMem32(0x202016EC,0x00000000)
eeObj.WriteMem32(0x20305630,0xA2200279)

end

emuObj.AddVsyncHook(patcher)

emulator used=psychonauts v2

Gameplay perfect so far. More testing needed. CLI probably could be optimized a bit.(transplanted psychonauts CLI with no changes)

TXT
Code:
--fpu-accurate-addsub-range=0x21c63c,0x21c63c
This can fix the problem of being frozen and unable to control with the handle after the lottery.Suitable for NTSC-U and NTSC-J versions.

ADK Damashii emus
 
I've been examining the ELF for Scarface NTSC, I do not know assembly or anything like that, but I did find some offsets that look promising. Can anyone with the "Matrix" knowledge help me look into these to see if they can help with fixing that game? Or mean anything at all?

Code:
001a42a8 2442ccf0

001b104c 24c60e90 -- set ground visable

001b4768 248423a0 -- create shadows

001b8b6c 248481b0 -- motion blur enable

001b8f34 24848430 -- bloom enable

001b92fc 248485f8 -- mipmap level

002348fc 24c64690 -- widescreen enable

00234928 24c646e0 -- widescreen is enabled

00234954 24c64730 -- hdtv enable

00234980 24c64770 -- hdtv is enabled
 
Only this emu?
I did not test it on other simulators because I saw that you posted it last time and it can fix some graphics missing on the ADK simulator. The range should not change, you can try other simulators! Of course you still have to add your TXT configuration;)
 
I had a big text file with various values for Scarface NTSC before the HDD crash. If I remember correctly the whole rendering function is located at 0x4F5C00. Here are the patches needed for frame rate improvement on PS3:
0x643790 - I have not looked into that function. Calculation related one,
0x64292c - skips the low LOD trees rendering,
0x50ffa0 - draw distance for trees or something else, I don't remember,
0x50ff50 - general draw distance multiplier value.

I am not sure if enabling the 60 fps code does help with that game. This game is very heavy because of constant recompiling. Some timing inaccuracies can cause various errors.
 
Are those values in the config file for ps3? If so, I already tried "--lopnor-config=1" with that PS3 config bin. No results
 
@Stayhye you test us version of scarface and have same bugs?
for full speed i use config from ps3

Same bugs. Also, full speed. I was trying to force 60 fps with slight penalty. If removed, full speed for sure. Getting game to full speed wasn't my personal issue. The glitchy graphics is what I'm trying to fix. When I added lopnor, game was already full speed with CLI, so I didn't notice a difference.
 
Same bugs. Also, full speed. I was trying to force 60 fps with slight penalty. If removed, full speed for sure. Getting game to full speed wasn't my personal issue. The glitchy graphics is what I'm trying to fix. When I added lopnor, game was already full speed with CLI, so I didn't notice a difference.
that mean u not use config from ps3 for speed? Becouse before game was total unplayble (2fps) but lopnor way help make game full speed, but yes only problems now is graphical bugs!
 
Looks like a floating point accuracy issue at first. Maybe VU0/COP2/FPU related commands would fix it. I assume glitches do appear outside too.
 
that mean u not use config from ps3 for speed? Becouse before game was total unplayble (2fps) but lopnor way help make game full speed, but yes only problems now is graphical bugs!

Correct. No PS3 config lopnor. Now I have to test to see If it has better fps with or without.
 
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Looks like a floating point accuracy issue at first. Maybe VU0/COP2/FPU related commands would fix it. I assume glitches do appear outside too.

That's what I thought too. But I tried almost all clamping options/combinations. I'm also thinking maybe "--cop2-no-clamp--range=" or "--vu0-clamp-range=" or similar on PS4. I messed with these before and CAUSED same graphical glitches in other games so it's a shot.
 
Fix for Knockout kings 2002 NTSC

fixes found here by various authors:

https://forums.pcsx2.net/Thread-Fixing-unplayable-games

LUA
Code:
--Knockout Kings 2002 [SLUS 20369] (U)
--patched by Prafull
--Widescreen Hack by Arapapa
--emu used=jakx v2

apiRequest(1.0)

local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()

--fix Hang at start of fight
eeObj.WriteMem32(0x001d7fec,0x1000000f)
eeObj.WriteMem32(0x001d8020,0x1000000f)
eeObj.WriteMem32(0x001d8074,0x1000000f)

--Widescreen hack 16:9
--Matrix hack
eeObj.WriteMem32(0x00219a94,0x3c013f40) --00000000
eeObj.WriteMem32(0x00219a98,0x44810000) --00000000
eeObj.WriteMem32(0x00219aa0,0x4600c602) --00000000

end

emuObj.AddVsyncHook(patcher)

emu used=jakx v2

Game works great now!
Was test it, yes work flawless!
 
On Scarface, when i select VU1 interpreter mode on PSCX2 I get the similar glitches with textures missing.
 
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On Scarface, when i select VU1 interpreter mode on PSCX2 I get the similar glitches with textures missing.
--vu1-di-bits=0 This seems to mean to prevent constant recompilation, because this is the same option to enable this game correction on PCSX2. But this seems to only fix part of the stuttering command on PS4.
 

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