PS4 [Research]PS2 emulator configuration on PS4

Improvement for Eureka Seven-Vol 1 SLUS_213.53
CLI

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

--host-display-mode=16:9

--vif1-instant-xfer=0

--vu1-no-clamping=0

#emu used=psychonauts v2
LUA
Code:
-- Eureka Seven-Vol 1 SLUS_213.53
-- Widescreen Hack
-- ported to PS4 lua
-- emu used=psychonauts v2

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

apiRequest(1.0)

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

--16:9 part A
eeInsnReplace(0x00110b24, 0x3c034420, 0x3c034455)
eeInsnReplace(0x0011129c, 0x3c0343a0, 0x3c0343f0)

local patcher = function()
--16:9 part B
eeObj.WriteMem32(0x203a6cc8,0x43f00000)
eeObj.WriteMem32(0x203a66b8,0x43f00000)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

This one was weird. If widescreen code was all WriteMem32, emu not boot. If code all eeInsnReplace, graphical glitches on the left and right side of screen. Like this, works perfectly! Gameplay still has slight slowdown.
 
Last edited:
WIP fix for Downhill Domination NTSC
CLI

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

--host-display-mode=16:9
--mtap1=always

--vif1-instant-xfer=0  #broken graphics fix 1
--vu1=jit-sync         #broken graphics fix 2

--ee-cycle-scalar=0.8
--iop-cycle-scalar=1.9
--cdvd-sector-read-cycles=4000
--idec-cycles-per-qwc=8000

#emu used=star ocean v2
LUA
Code:
-- Downhill Domination (NTSC-U) [SCUS-97177]
-- Widescreen Hacks (by Aced14)
-- no interlacing by someother1ne
-- ported to PS4
-- emu used=star ocean v2

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

apiRequest(1.3)

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

local patcher = function()

eeObj.Vu1MpgCycles(3300)
-- no interlace
eeObj.WriteMem32(0x00243D34,0x30420000)

local code_check1 = eeObj.ReadMem16(0xA095D0) --Conditional live memory fixes for Bike Shop menu
if code_check1 == 0x0002 then
eeObj.WriteMem32(0x20A095D0,0x3FAA3D71) --00000000 - Bike Shop Top HUD Width (Live Memory)
eeObj.WriteMem32(0x20A09610,0x3FAA3D71) --00000000 - Bike Shop Bottom HUD Width (Live Memory)
eeObj.WriteMem32(0x20A60038,0xC2DE0000) --00000000 - Bike Shop Shadow Shape/Width (Live Memory)
end

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

--16:9 Widescreen
eeInsnReplace(0x101B9EF0, 0x3C01442C, 0x00004401) -- - Shell Menu Master X FOV

eeInsnReplace(0x2027F500, 0x438A8000, 0x434FC000) -- - Loading Screen Master X FOV
eeInsnReplace(0x2027F520, 0x3F15551D, 0x3F471C26) -- - Loading Screen Master Y FOV

eeInsnReplace(0x101B68F4, 0x3C01442C, 0x00004401) -- - Title Menu Master X FOV
eeInsnReplace(0x2026C5C0, 0x438A8000, 0x434FC000) -- - Tree Sprite Width #1
eeInsnReplace(0x2026C700, 0x438A8000, 0x434FC000) -- - Tree Sprite Width #2
eeInsnReplace(0x2026C758, 0x438A8000, 0x434FC000) -- - Tree Sprite Width #3

eeInsnReplace(0x101F8510, 0x3C01442C, 0x00004401) -- - Bike Shop Menu Goggles Default Master X FOV (added to close-up float by game engine to produce a "final" close-up X FOV)
eeInsnReplace(0x101F84F8, 0x3C014510, 0x000044D8) -- - Bike Shop Menu Goggles Close-up Master X FOV #1
eeInsnReplace(0x101F84FC, 0x34218000, 0x0000C000) -- - Bike Shop Menu Goggles Close-up Master X FOV #2
eeInsnReplace(0x2027F0A0, 0x3EF0A3D7, 0x3F206D3A) -- - Menu Master Y FOV

eeInsnReplace(0x1016BA30, 0x3C01438A, 0x0000434F) -- - 1P P1 Master X FOV #1
eeInsnReplace(0x1016BA34, 0x34218000, 0x0000C000) -- - 1P P1 Master X FOV #2
eeInsnReplace(0x101A8D4C, 0x3C01438A, 0x0000434F) -- - 1P P1 Replay Master X FOV #1
eeInsnReplace(0x101A8D50, 0x34218000, 0x0000C000) -- - 1P P1 Replay Master X FOV #2
eeInsnReplace(0x2027ECE0, 0x3F15551D, 0x3F471C26) -- - 1P P1 Master Y FOV

eeInsnReplace(0x2027EF00, 0x435E0000, 0x43268000) -- - 2P Vertical P1 Master X FOV
eeInsnReplace(0x2027EF20, 0x3F15551D, 0x3F471C26) -- - 2P Vertical P1 Master Y FOV
eeInsnReplace(0x2027EFC0, 0x435E0000, 0x43268000) -- - 2P Vertical P2 Master X FOV
eeInsnReplace(0x2027EFE0, 0x3F15551D, 0x3F471C26) -- - 2P Vertical P2 Master Y FOV

eeInsnReplace(0x2027ED80, 0x438A8000, 0x434FC000) -- - 2P Horizontal P1 Master X FOV
eeInsnReplace(0x2027EDA0, 0x3F155550, 0x3F471C6A) -- - 2P Horizontal P1 Master Y FOV
eeInsnReplace(0x2027EE40, 0x438A8000, 0x434FC000) -- - 2P Horizontal P2 Master X FOV
eeInsnReplace(0x2027EE60, 0x3F155550, 0x3F471C6A) -- - 2P Horizontal P2 Master Y FOV

eeInsnReplace(0x2027F140, 0x43520000, 0x431D8000) -- - 4P P1 Master X FOV
eeInsnReplace(0x2027F160, 0x3EF0A3D7, 0x3F206D3A) -- - 4P P1 Master Y FOV
eeInsnReplace(0x2027F200, 0x43520000, 0x431D8000) -- - 4P P2 Master X FOV
eeInsnReplace(0x2027F220, 0x3EF0A3D7, 0x3F206D3A) -- - 4P P2 Master Y FOV
eeInsnReplace(0x2027F2C0, 0x43520000, 0x431D8000) -- - 4P P3 Master X FOV
eeInsnReplace(0x2027F2E0, 0x3EF0A3D7, 0x3F206D3A) -- - 4P P3 Master Y FOV
eeInsnReplace(0x2027F380, 0x43520000, 0x431D8000) -- - 4P P4 Master X FOV
eeInsnReplace(0x2027F3A0, 0x3EF0A3D7, 0x3F206D3A) -- - 4P P4 Master Y FOV

eeInsnReplace(0x2027ECC0, 0x438A8000, 0x434FC000) -- - 2-4P P1-4 Paused Master X FOV

Testers needed. Very much playable now! No more crashing! Just trying to get full speed.....
Downhill Domination\\\Comparison of Boost Mode OFF\ON
 
This one was weird. If widescreen code was all WriteMem32, emu not boot. If code all eeInsnReplace, graphical glitches on the left and right side of screen. Like this, works perfectly!

eeInsnReplace does support the offsets from the 0x00000000-0x01FFFFFFF range. You have to write 2xxxxxxx extended format codes as a 0xxxxxxx to get it working.
 
WIP Fix for Eureka Seven Vol 2 The New Vision SLUS_215.38
CLI

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

--host-display-mode=16:9

#emu used=ADK
LUA
Code:
-- Eureka Seven Vol 2  SLUS_215.38
-- Widescreen Hack
-- emu used=ADK

apiRequest(1.0)

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

local eeObj = getEEObject()
local emuObj = getEmuObject()
--16:9 part A
eeInsnReplace(0x00110b24, 0x3c034420, 0x3c034455) -- 0x3c034420
eeInsnReplace(0x0011129c, 0x3c0343a0, 0x3c0343f0) -- 0x3c0343a0

local patcher = function()
-- 16:9 part B
eeObj.WriteMem32(0x203BC638,0x43f00000)
eeObj.WriteMem32(0x203BCC48,0x43f00000)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Gameplay still has slowdown
 
Last edited:
Final Fix/Improvement for Dawn of Mana NTSC
CLI

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

--vu0-no-clamping=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1

--cop2=trans

--cdvd-sector-read-cycles=4000

#emu used=jakx v2
LUA
Code:
-- Dawn of Mana NTSC
-- 60fps by Red-Tv @PCSX2 forums
-- ported to PS4
-- emu used=jakx v2

apiRequest(2.2)

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

emuObj.PadSetLightBar(0, 100, 30, 230)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)
--[[
Note: This patch(60FPS) will revert cutscenes back to 30fps in order to avoid sync issues. unfortunately, dialogues during gameplay still have sync issues
if the game feels too slow you can change the last line

eeObj.WriteMem32(0x205C8734,0x3eX00000

X= The higher the number the faster the game is
--]]
local WS = function()
--16:9
eeObj.WriteMem32(0x0012ae74,0x3c013f40)
--60 fps
eeObj.WriteMem32(0x00115AE8,0x14600003)
eeObj.WriteMem32(0x005C8734,0x3f800000)
local code_check1 = eeObj.ReadMem16(0xA137C4)
if code_check1 == 0x0001 then
eeObj.WriteMem32(0x20115AE8,0x00000000)
eeObj.WriteMem32(0x205C8734,0x3e400000)
end
emuObj.ThrottleMax() --reduce load times and screens
end

emuObj.AddVsyncHook(WS)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )

Works great! 60 FPS ! Feedback welcome
 
Final Fix/Improvement for Dawn of Mana NTSC
CLI

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

--vu0-no-clamping=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1

--cop2=trans

--cdvd-sector-read-cycles=4000

#emu used=jakx v2
LUA
Code:
-- Dawn of Mana NTSC
-- 60fps by Red-Tv @PCSX2 forums
-- ported to PS4
-- emu used=jakx v2

apiRequest(2.2)

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

emuObj.PadSetLightBar(0, 100, 30, 230)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)
--[[
Note: This patch(60FPS) will revert cutscenes back to 30fps in order to avoid sync issues. unfortunately, dialogues during gameplay still have sync issues
if the game feels too slow you can change the last line

eeObj.WriteMem32(0x205C8734,0x3eX00000

X= The higher the number the faster the game is
--]]
local WS = function()
--16:9
eeObj.WriteMem32(0x0012ae74,0x3c013f40)
--60 fps
eeObj.WriteMem32(0x00115AE8,0x14600003)
eeObj.WriteMem32(0x005C8734,0x3f800000)
local code_check1 = eeObj.ReadMem16(0xA137C4)
if code_check1 == 0x0001 then
eeObj.WriteMem32(0x20115AE8,0x00000000)
eeObj.WriteMem32(0x205C8734,0x3e400000)
end
emuObj.ThrottleMax() --reduce load times and screens
end

emuObj.AddVsyncHook(WS)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", {tw=9, th=9, psm=49, zmsk=1 } )

Works great! 60 FPS ! Feedback welcome
Works great!
Man the jakxv2 emu is amazing i tried the jakv2 emu first,man the colors the smoothness is just great,if only more games works with jakx emu
 
Improved Fix for Manhunt 2 PAL
CLI

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-h2l-list-opt=1
--gs-h2l-accurate-hash=1
--gs-uv-shift-pointsampling=1
--gs-adaptive-frameskip=1
--gs-optimize-30fps=1

#--cdvd-sector-read-cycles=3000
#--idec-cycles-per-qwc=2000

--ee-block-validation=PageProt
--ee-cycle-scalar=0.85
--iop-cycle-scalar=0.9

#emu used=jakx v2
LUA
Code:
-- Manhunt 2 PAL (SLES-54819)
-- Codes by various authors @PCSX2 forums
-- ported to PS4
-- emu used=jakx v2

apiRequest(2.2)

local gpr       = require("ee-gpr-alias")
local cpr       = require("ee-cpr0-alias")
local hwaddr     = require("ee-hwaddr")

local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local gsObj       = getGsObject()
local eeOverlay    = eeObj.getOverlayObject()
local iopObj  = getIOPObject()

local thresholdArea = 600

emuObj.PadSetLightBar(0, 250, 111, 78)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(0)

eeInsnReplace(0x003bb628, 0x30420003, 0x24020002) -- Force turn on Native Widescreen (Full boot passing) by Arapapa

local patcher = function()
-- Disable Noise Effect
eeObj.WriteMem32(0x00287138,0x34030000)
eeObj.WriteMem32(0x00287140,0x0003102B)
-- No flashing Color Effects in Killing Sequences
eeObj.WriteMem32(0x001d1240,0x34020000)
eeObj.WriteMem32(0x001d1244,0x0002202B)
-- No Blood Splatter on the Screen in Killing Sequences
eeObj.WriteMem32(0x001d12bc,0x34060001)
eeObj.WriteMem32(0x001d12c0,0x34050000)
eeObj.WriteMem32(0x001d12c4,0x00c51826)
eeObj.WriteMem32(0x001d12c8,0x0003102b)
--Fully Nonfiltered Gore Mode
eeObj.WriteMem32(0x205BCD60,0x00000000)
eeObj.WriteMem32(0x205BCD64,0x00000000)
eeObj.WriteMem32(0x005B21E8,0x00000000)
eeObj.WriteMem32(0x205BCD70,0x42C80000)
eeObj.WriteMem32(0x205BCD74,0x42C80000)
eeObj.WriteMem32(0x205BCD78,0x42C80000)
--Free Camera (Press: Select+L3=ON, Select+R3=OFF)
local code_check1 = eeObj.ReadMem16(0x574D82)
if code_check1 == 0x0300 then
eeObj.WriteMem32(0x203FBD64,0x00000001)
end
local code_check2 = eeObj.ReadMem16(0x574D82)
if code_check2 == 0x0500 then
eeObj.WriteMem32(0x203FBD64,0x00000000)
end
--Molasses Mode (Press: Select+Down=ON, Select+Up=OFF)
local code_check3 = eeObj.ReadMem16(0x574D82)
if code_check3 == 0x4100 then
eeObj.WriteMem32(0x204BF194,0x00000001)
eeObj.WriteMem32(0x203F9198,0x00000005)
end
local code_check4 = eeObj.ReadMem16(0x574D82)
if code_check4 == 0x1100 then
eeObj.WriteMem32(0x204BF194,0x00000000)
end
--Quicker Game (Press: Select+Right=ON, Select+Up=OFF)
local code_check5 = eeObj.ReadMem16(0x574D82)
if code_check5 == 0x2100 then
eeObj.WriteMem32(0x204BF194,0x00000001)
eeObj.WriteMem32(0x203F9198,0x0000003c)
end
local code_check6 = eeObj.ReadMem16(0x574D82)
if code_check6 == 0x1100 then
eeObj.WriteMem32(0x204BF194,0x00000000)
end
--60 fps
--eeObj.WriteMem32(0x20370DA8,0x24020001)
eeObj.Vu1MpgCycles(math.floor(900))
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Works Perfectly! Feedback welcome. Jakxv2 emu required
 
Last edited:
Fix for The Getaway NTSC
CLI

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

--host-display-mode=16:9

--vu1-di-bits=0
--vu1-no-clamping=0

--ee-cycle-scalar=2.0

--framelimiter=1
--framelimit-fps=60.0
--framelimit-scalar=1

#emu used=star wars racer's revenge v1
LUA
Code:
-- The Getaway NTSC
-- 60FPS by Asaega @PCSX2 forums
-- ported to PS4 Lua
-- emu used=star wars racer's revenge v1

apiRequest(0.4)

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

eeInsnReplace(0x00310898, 0x30420003, 0x24020002)-- force 16:9 at boot

local patcher = function()
--60 fps
eeObj.WriteMem32(0x201F10E8,0x1000000B)
--Unlock Extras Menu by InterAct
eeObj.WriteMem32(0x20392708,0x00000002)
--general improvements
eeObj.Vu1MpgCycles(2000)
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Just about perfect. Emu used is a MUST. All other emus I tried have stutter at title screen and slight in other places. This one is almost perfect for some reason...
 
Last edited:
Here's a potential fix for the remaining slowdown of Mortal Kombat - Shaolin Monks (SLES-53524)

Code:
 eeInsnReplace(0x0023e418, 0x14440011, 0x10000011)

Good for PAL version. Thank you @mrjaredbeta.

You may want these as well(these are NTSC) These also work as a speed fix
Code:
-- Mortal Kombat Shaolin Monks NTSC

--Disable Bloom
eeObj.WriteMem32(0x004F4B68,0x0)
--Disable Fog
eeObj.WriteMem32(0x004F4C08,0x0)
--Disable Light on Characters Skills
eeObj.WriteMem32(0x004F4C98,0x0)
--Disable Characters Skinning
eeObj.WriteMem32(0x004F4C44,0x0)

Game is starting to look like an enhanced re-master

-----------------------------------------------------------------------------------
Improved Fix for Downhill Domination
CLI

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-force-bilinear=1
--mtap1=always
 
--vif1-instant-xfer=0
--vu1=jit-sync
--vu1-mpg-cycles=3500

--host-display-mode=16:9

--ee-hook=0x0021cfe4,AdvanceClock,,8000

--cdvd-sector-read-cycles=3600

#emu used=star wars racer's revenge v1
LUA
Code:
-- Downhill Domination (NTSC-U) [SCUS-97177]
-- Widescreen Hacks (by Aced14)
-- no interlacing by someother1ne
-- ported to PS4
-- emu used=star wars racer's revenge v1

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

apiRequest(0.1)

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

-- no interlace
eeInsnReplace(0x00243D34,0x30420001,0x30420000)

local patcher = function()

--Conditional live memory fixes for Bike Shop menu
local code_check1 = eeObj.ReadMem16(0xA095D0) 
if code_check1 == 0x0002 then
eeObj.WriteMem32(0x20A095D0,0x3FAA3D71) --00000000 - Bike Shop Top HUD Width (Live Memory)
eeObj.WriteMem32(0x20A09610,0x3FAA3D71) --00000000 - Bike Shop Bottom HUD Width (Live Memory)
eeObj.WriteMem32(0x20A60038,0xC2DE0000) --00000000 - Bike Shop Shadow Shape/Width (Live Memory)
end
--16:9
eeObj.WriteMem32(0x001B9EF0,0x3C014401) --  0x3C01442C, - Shell Menu Master X FOV **PS4
--eeObj.WriteMem32(0x2027F500,0x434FC000) --  0x438A8000, - Loading Screen Master X FOV
--eeObj.WriteMem32(0x2027F520,0x3F471C26) --  0x3F15551D, - Loading Screen Master Y FOV
eeObj.WriteMem32(0x001B68F4,0x3C0143d1) --  0x3C01442C, - Title Menu Master X FOV **PS4
eeObj.WriteMem32(0x2026C5C0,0x434FC000) --  0x438A8000, - Tree Sprite Width #1
eeObj.WriteMem32(0x2026C700,0x434FC000) --  0x438A8000, - Tree Sprite Width #2
eeObj.WriteMem32(0x2026C758,0x434FC000) --  0x438A8000, - Tree Sprite Width #3
eeObj.WriteMem32(0x001F8510,0x3C014401) --  0x3C01442C, - Bike Shop Menu Goggles Default Master X FOV (added to close-up float by game engine to produce a "final" close-up X FOV)
eeObj.WriteMem32(0x001F84F8,0x3C0144D8) --  0x3C014510, - Bike Shop Menu Goggles Close-up Master X FOV #1
eeObj.WriteMem32(0x001F84FC,0x3421C000) --  0x34218000, - Bike Shop Menu Goggles Close-up Master X FOV #2
eeObj.WriteMem32(0x2027F0A0,0x3F206D3A) --  0x3EF0A3D7, - Menu Master Y FOV

eeObj.WriteMem32(0x0016BA30,0x3C01434F) --  0x3C01438A, - 1P P1 Master X FOV #1
eeObj.WriteMem32(0x0016BA34,0x3421C000) --  0x34218000, - 1P P1 Master X FOV #2
eeObj.WriteMem32(0x001A8D4C,0x3C01434F) --  0x3C01438A, - 1P P1 Replay Master X FOV #1
eeObj.WriteMem32(0x001A8D50,0x3421C000) --  0x34218000, - 1P P1 Replay Master X FOV #2
eeObj.WriteMem32(0x2027ECE0,0x3F471C26) --  0x3F15551D, - 1P P1 Master Y FOV

eeObj.WriteMem32(0x2027EF00,0x43268000) --  0x435E0000, - 2P Vertical P1 Master X FOV
eeObj.WriteMem32(0x2027EF20,0x3F471C26) --  0x3F15551D, - 2P Vertical P1 Master Y FOV
eeObj.WriteMem32(0x2027EFC0,0x43268000) --  0x435E0000, - 2P Vertical P2 Master X FOV
eeObj.WriteMem32(0x2027EFE0,0x3F471C26) --  0x3F15551D, - 2P Vertical P2 Master Y FOV

eeObj.WriteMem32(0x2027ED80,0x434FC000) --  0x438A8000, - 2P Horizontal P1 Master X FOV
eeObj.WriteMem32(0x2027EDA0,0x3F471C6A) --  0x3F155550, - 2P Horizontal P1 Master Y FOV
eeObj.WriteMem32(0x2027EE40,0x434FC000) --  0x438A8000, - 2P Horizontal P2 Master X FOV
eeObj.WriteMem32(0x2027EE60,0x3F471C6A) --  0x3F155550, - 2P Horizontal P2 Master Y FOV

eeObj.WriteMem32(0x2027F140,0x431D8000) --  0x43520000, - 4P P1 Master X FOV
eeObj.WriteMem32(0x2027F160,0x3F206D3A) --  0x3EF0A3D7, - 4P P1 Master Y FOV
eeObj.WriteMem32(0x2027F200,0x431D8000) --  0x43520000, - 4P P2 Master X FOV
eeObj.WriteMem32(0x2027F220,0x3F206D3A) --  0x3EF0A3D7, - 4P P2 Master Y FOV
eeObj.WriteMem32(0x2027F2C0,0x431D8000) --  0x43520000, - 4P P3 Master X FOV
eeObj.WriteMem32(0x2027F2E0,0x3F206D3A) --  0x3EF0A3D7, - 4P P3 Master Y FOV
eeObj.WriteMem32(0x2027F380,0x431D8000) --  0x43520000, - 4P P4 Master X FOV
eeObj.WriteMem32(0x2027F3A0,0x3F206D3A) --  0x3EF0A3D7, - 4P P4 Master Y FOV

eeObj.WriteMem32(0x2027ECC0,0x434FC000) --  0x438A8000, - 2-4P P1-4 Paused Master X FOV

--Disable Sun and its Cones
--eeObj.WriteMem32(0x0029DBA5,0x0)
--Disable Characters Shadows
eeObj.WriteMem32(0x0029E268,0)
--Disable Stages Backdrop
--eeObj.WriteMem32(0x0029E200,0x0)


emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Much Improved! Better framerate!

 
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Fix/Improvement for Clock Tower 3 NTSC
CLI

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

--host-display-mode=16:9

--ee-cycle-scalar=1.0
--iop-cycle-scalar=1.0

#emu used=ADK
LUA
Code:
-- Clock Tower 3
-- emu used=ADK

apiRequest(0.1)  

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

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

local patcher = function()
--gameplay by hyakki
eeObj.WriteMem32(0x01939d28,0x3f1fbe77)
--FMV's fix by nemesis2000
eeObj.WriteMem32(0x018bd568,0x3c026fa0)
eeObj.WriteMem32(0x018bd5b8,0x34028260)

eeObj.WriteMem32(0x018bcf38,0x3c026fa0)
eeObj.WriteMem32(0x018bcf84,0x34028260)
--black borders fix by nemesis2000
eeObj.WriteMem32(0x018f37e4,0x3c030000)
--remove black square near Panic Meter
eeObj.WriteMem32(0x2041C240,0x00000000)
--60FPS
eeObj.WriteMem32(0x218A8760,0x00000000)

end

emuObj.AddVsyncHook(patcher)

Works great! 60fps added with no notable penalty. More testing needed.
is emu is correct? Just Black screen for me after booting!
 
is emu is correct? Just Black screen for me after booting!

Sorry, my mistake. It is rogue v1

Men you're incredible !
If possible i'm interested by PAL conversion of "disables" stuff for Shaolin Monks.

Sorry, I wouldn't be able to do that. I'm just good at porting already known codes from PCSX2 to PS4. I wish I knew how to disable effects on my own.
 
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