PS4 [Research]PS2 emulator configuration on PS4

Fix for Fallout: Brotherhood of Steel NTSC
CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth

--host-display-mode=16:9

--vif1-instant-xfer=0  #fixes broken graphics

--vu1-no-clamping=0   #fixes broken graphics

#emu used=eternal ring v2

LUA

Code:
-- Fallout BoS
-- widescreen patch
-- emu used=eternal ring v2


local gpr = require("ee-gpr-alias")

apiRequest(0.1)

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

local patcher = function()

--Widescreen hack 16:9

--X-Fov
eeObj.WriteMem32(0x0017eb5c,0x3c013f40) --3c013f80 Flare
eeObj.WriteMem32(0x0018b860,0x3c013f40) --3c013f80 Loading
eeObj.WriteMem32(0x001af78c,0x3c013f40) --3c013f80 Shadows
eeObj.WriteMem32(0x001afa00,0x3c013f40) --3c013f80 Characters
eeObj.WriteMem32(0x001afb6c,0x3c013f40) --3c013f80 Ground


--Render Fix
eeObj.WriteMem32(0x001a8e58,0x3c013ff0) --3c013faa
eeObj.WriteMem32(0x001a8e5c,0x34210000) --34213d71
eeObj.WriteMem32(0x001aa918,0x3c013ff0) --3c013faa
eeObj.WriteMem32(0x001aa91c,0x34210000) --34213d71

end

emuObj.AddVsyncHook(patcher)


Thanks @Bortoloti for testing!
 
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WIP FIX for Justice League Heroes(Lets see how long it takes to get to reddit)

CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--vu1-di-bits=0

--vif1-instant-xfer=0  #fixes stage issues

--ee-cycle-scalar=0.2
--iop-cycle-scalar=0.2

--vu1-no-clamping=0  #fixes character SPS

#emu used=eternal ring v2
Was test it, it crash after fight with Goliath Assault Bot on second stage (no ready to get to reddit)
 
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Fix for The Thing NTSC

CLI

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth

--host-display-mode=16:9

--vu0-const-prop=0  #gets past the loading freeze
--vu1-const-prop=0  #gets past the loading freeze

#emu used=jakx v2
LUA
Code:
-- The Thing NTSC (SLUS-20371)
-- Widescreen and 60FPS codes found @PCSX2 Forums
-- Ported to PS4 LUA
-- emu used=jakx v2

local gpr = require("ee-gpr-alias")

apiRequest(2.0)  --jak commands enabled lol

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

local patcher = function()

eeObj.WriteMem32(0x0016ec34,0x3c023fe3) -- 16:9
eeObj.WriteMem32(0x0016ec38,0x34428e38) --
eeObj.WriteMem32(0x20968CA8,0x00000001) -- 60 FPS

eeObj.Vu1MpgCycles(500) -- remove some stutter
emuObj.ThrottleMax() -- reduce load times.  if game is randomly freezing, remove this
end

emuObj.AddVsyncHook(patcher)

Works great so far! Widescreen and 60FPS codes added with no penalty. Testers needed.
 
Fix for Destruction Derby Arenas NTSC
CLI

Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"

--host-display-mode=16:9

--ee-cycle-scalar=1.5
--ee-context-switch-cycles=750

--vu1-di-bits=0     #stutter removal
--vu0-di-bits=0     #stutter removal
--vu1-opt-vf00=2
--vu0-opt-vf00=2

#emu used=ADK - fixed the loading screen hang
LUA
Code:
-- Destruction Derby Arenas SLUS_208.55
-- Widescreen Hack
-- ported to PS4 LUA
-- emu used=ADK (this is what fixed the loading screen hang)

local gpr = require("ee-gpr-alias")

apiRequest(1.0)

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

local patcher = function()
16:9
eeObj.WriteMem32(0x00204738,0x3c013fab) --3c013f80
eeObj.WriteMem32(0x002f29b4,0x4399999a) --43cccccd
eeObj.WriteMem32(0x002f29bc,0x4399999a) --43cccccd
eeObj.WriteMem32(0x002f29a8,0x4399999a) --43cccccd

eeObj.Vu1MpgCycles(600) -- FMV stutter removal
emuObj.ThrottleMax() -- reduce load times
end

emuObj.AddVsyncHook(patcher)

eeInsnReplace(0x00279db8, 0x4e7e0000, 0x4ebe0000) -- PS3 config convert

Works Great! Haven't played too much.
 
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Fix for The Thing NTSC

CLI

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth

--host-display-mode=16:9

--vu0-const-prop=0  #gets past the loading freeze
--vu1-const-prop=0  #gets past the loading freeze

#emu used=jakx v2
LUA
Code:
-- The Thing NTSC (SLUS-20371)
-- Widescreen and 60FPS codes found @PCSX2 Forums
-- Ported to PS4 LUA
-- emu used=jakx v2

local gpr = require("ee-gpr-alias")

apiRequest(2.0)  --jak commands enabled lol

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

local patcher = function()

eeObj.WriteMem32(0x0016ec34,0x3c023fe3) -- 16:9
eeObj.WriteMem32(0x0016ec38,0x34428e38) --
eeObj.WriteMem32(0x20968CA8,0x00000001) -- 60 FPS

eeObj.Vu1MpgCycles(500) -- remove some stutter
emuObj.ThrottleMax() -- reduce load times.  if game is randomly freezing, remove this
end

emuObj.AddVsyncHook(patcher)

Works great so far! Widescreen and 60FPS codes added with no penalty. Testers needed.

Test around 1 hour and little more, all is flawless
 
Is there a way to check if a patched game is really running at 60FPS? I patched Persona 4, but can't really tell the difference.
i think 60FPS patch just will add more performance for games, that not mean u will have really 60FPS! But some game as Bloodrayne for example work very good with it and i see difference
 
i think 60FPS patch just will add more performance for games, that not mean u will have really 60FPS! But some game as Bloodrayne for example work very good with it and i see difference
Actually, if the patch doesn't hurt performance, then the only bonus will be visual(less blur during motion/scene transitions). Nothing more.
 
Actually, if the patch doesn't hurt performance, then the only bonus will be visual(less blur during motion/scene transitions). Nothing more.
for example ultimate spiderman game, u add 60fps in lua but game really act as 20-25fps. Its just for make game more performance i think
 
for example ultimate spiderman game, u add 60fps in lua but game really act as 20-25fps. Its just for make game more performance i think
It acts like that BECAUSE it is trying to do 60fps, but PS4 is not powerful enough to do it. It depends on the game. Some games do not require the same amount of raw CPU/GPU to do 60fps
 
It acts like that BECAUSE it is trying to do 60fps, but PS4 is not powerful enough to do it. It depends on the game. Some games do not require the same amount of raw CPU/GPU to do 60fps
i talk about same, it depends on the game, some game looks more good, but some game can be broken
 
Fix for Shin Megami Tensei™ Devil Summoner - Raidou Kuzunoha vs. The Soulless Army®

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

--host-display-mode=16:9

--ee-cycle-scalar=2.0
--iop-cycle-scalar=2.0

--vu1-mpg-cycles=750
--vu1-di-bits=0
--vu0-mpg-cycles=150

#emu used=fahrenheit v2
LUA
Code:
-- Shin Megami Tensei™ Devil Summoner - Raidou Kuzunoha vs. The Soulless Army® NTSC
-- 60FPS and No interlace by Red-Tv @PCSX2 Forums
-- ported to PS4 LUA
-- emu used=fahrenheit v2

local gpr = require("ee-gpr-alias")

apiRequest(1.0)

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

local patcher = function()

--Widescreen
eeObj.WriteMem32(0x203AD464,0x3FC6D3A0)

-- widescreen in dialogue screen
eeObj.WriteMem32(0x003AD814,0x3FC6D3A0)

--Revert to to original asspect ratio when needed
local code_check1 = eeObj.ReadMem16(0x46B6CC)
if code_check1 == 0x0001 then
eeObj.WriteMem32(0x203AD464,0x3F951EB8)
end
--Widescreen in Status screens
local code_check2 = eeObj.ReadMem16(0x46EDCC)
if code_check2 == 0x0001 then
eeObj.WriteMem32(0x203AD464,0x3FC6D3A0)
end
--Widescreen during ingame cutscene
local code_check3 = eeObj.ReadMem16(0x3BF42C)
if code_check3 == 0x0001 then
eeObj.WriteMem32(0x203AD464,0x3FC6D3A0)
end
--60 FPS
eeObj.WriteMem32(0x0011b578,0x10000006) --14400006
-- No interlaced
eeObj.WriteMem32(0x0035bf18,0x00000000) --a382db52

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)
 
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