PS4 [Research]PS2 emulator configuration on PS4

Try this

For Project 8 NTSC (SLUS-21444)
--freeze skip
eeObj.WriteMem32(0x0045079C,0x100000a6) -- 0x120000a6 >> beq s0, zero, $001c5564

For Proving Ground NTSC (SLUS-21616)
--freeze skip
eeObj.WriteMem32(0x0047625C,0x100000a6) -- 0x120000a6 >> beq s0, zero, $001c5564


Project 8 still freezes. The offset and opcode are different for each game. I found it by using landmark method. All surrounding bytes must have similar pattern to THUG2 or THAW fix(or Gun). I match the 4 lines above and 4 lines below said offset

*edit - offsets corrected.
 
Last edited:
Project 8 still freezes. The offset and opcode are different for each game. I found it by using landmark method. All surrounding bytes must have similar pattern to THUG2 or THAW fix(or Gun). I match the 4 lines above and 4 lines below said offset

I think I'm already check up.
 
yes

Fix for God of War NTSC

Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-adaptive-frameskip=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"
--gs-progressive=1

--ee-cycle-scalar=2.0

--vu1-mpg-cycles=2000
--vu1-di-bits=0
--vu1=trans
#emu used=jakx v2
LUA
Code:
--
-- emu used=jakx v2
-- ported to PS4

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.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)

local patches = function()

emuObj.ThrottleMax()

end

emuObj.AddVsyncHook(patches)
----------------------------------------------------------------------------------

-- Fix shadow
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
No matter which configuration i use, and no matter if it's pal or ntsc i've had audio restarting issues. I really don't feel like downloading/patching the game again. Have you tried this and does the music constantly re-start?
 
In game on project 8(thanks @Kugozx), but severe graphical issues. clamping did not help. Probably need mtvu patch as well

Try this

For Project 8 NTSC (SLUS-21444)

--mtvu
eeObj.WriteMem32(0x001CEAE4,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C073AFA) --001CEBE8
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x08073ABB) --001CEAEC
eeObj.WriteMem32(0x000fffe0,0xaf200000)

For Project 8 NTSC (SLES-54390)

--mtvu
eeObj.WriteMem32(0x001CEAE4,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C073AFA) --001CEBE8
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x08073ABB) --001CEAEC
eeObj.WriteMem32(0x000fffe0,0xaf200000)


For Tony Hawk's Proving Ground NTSC (SLUS-21616)

--mtvu
eeObj.WriteMem32(0x001C5AD4,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C0716F6) --001C5BD8
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x080716B7) --001C5ADC
eeObj.WriteMem32(0x000fffe0,0xaf200000)

For Tony Hawk's Proving Ground PAL (SLES-54964)
--mtvu
eeObj.WriteMem32(0x001C5B04,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C071702) --001C5C08
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x080716C3) --001C5B0C
eeObj.WriteMem32(0x000fffe0,0xaf200000)


For Tony Hawk's American Wasteland NTSC (SLUS-21208)

--mtvu
eeObj.WriteMem32(0x001C3FB4,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C07102E) --001C40B8
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x08070FEF) --001C3FBC
eeObj.WriteMem32(0x000fffe0,0xaf200000)


For Tony Hawk's American Wasteland PAL (SLES-53535)

--mtvu
eeObj.WriteMem32(0x001C3FE4,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C07103A) --001C40E8
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x08070FFB) --001C3FEC
eeObj.WriteMem32(0x000fffe0,0xaf200000)
 
Last edited:
In game on project 8(thanks @Kugozx), but severe graphical issues. clamping did not help. Probably need mtvu patch as well
Yeah this config is no good. Green outlines / low performance. I've been working with this for PAL(from PSDW), and even though the audio issues seem to be adressed by code, they aren't,

#cli
--vu1-di-bits=0
--vu1-mpg-cycles=800
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--ee-block-validation=PageProt
--ee-cycle-scalar=1.2
--ee-hook=0x0017A2DC,AdvanceClock,,45
#Fix for upscaling glitches
--gs-kernel-cl-up="up2x2simple"
#Fix for audio re-starting
--iop-cycle-scalar=0.1
--cdvd-sector-seek-cycles=0.1
--cdvd-sector-read-cycles=4500


----------------------------------------

-- God Of War EU LUA

-- 01 Music sound problem: music restarts every time there are many sounds to play
-- 02 Latest emu removes a lot of game lag, anyway the game still suffer of shuttering in the next levels
-- 03 Corrupted green lines around the objects, uprendering problem
-- Slowdowns and performances patched in cli.conf file
apiRequest(2.2)

local emuObj = getEmuObject()
local gsObj = getGsObject()

-- 03 removes corrupted lines around the objects when use --gs-uprender
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

-- Disable internal field shift compensation, part of post-process removal feature.
gsObj.SetDeinterlaceShift(0)
 
Try this

For Project 8 NTSC (SLUS-21444)

--mtvu
eeObj.WriteMem32(0x001CEAE4,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C073AFA) --001CEBE8
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x08073ABB) --001CEAEC
eeObj.WriteMem32(0x000fffe0,0xaf200000)

For Project 8 NTSC (SLES-54390)

--mtvu
eeObj.WriteMem32(0x001CEAE4,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C073AFA) --001CEBE8
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x08073ABB) --001CEAEC
eeObj.WriteMem32(0x000fffe0,0xaf200000)


For Tony Hawk's Proving Ground NTSC (SLUS-21616)

--mtvu
eeObj.WriteMem32(0x001C5AD4,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C0716F6) --001C5BD8
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x080716B7) --001C5ADC
eeObj.WriteMem32(0x000fffe0,0xaf200000)

For Tony Hawk's Proving Ground PAL (SLES-54964)
--mtvu
eeObj.WriteMem32(0x001C5B04,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C071702) --001C5C08
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x080716C3) --001C5B0C
eeObj.WriteMem32(0x000fffe0,0xaf200000)


For Tony Hawk's American Wasteland NTSC (SLUS-21208)

--mtvu
eeObj.WriteMem32(0x001C3FB4,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C07102E) --001C40B8
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x08070FEF) --001C3FBC
eeObj.WriteMem32(0x000fffe0,0xaf200000)


For Tony Hawk's American Wasteland PAL (SLES-53535)

--mtvu
eeObj.WriteMem32(0x001C3FE4,0x0803fff0) --000fffc0
eeObj.WriteMem32(0x000fffc0,0x0C07103A) --001C40E8
eeObj.WriteMem32(0x000fffc4,0x24186000)
eeObj.WriteMem32(0x000fffc8,0x3c191200)
eeObj.WriteMem32(0x000fffcc,0x37391010)
eeObj.WriteMem32(0x000fffd0,0x2718ffff)
eeObj.WriteMem32(0x000fffd4,0x1418fffe)
eeObj.WriteMem32(0x000fffdc,0x08070FFB) --001C3FEC
eeObj.WriteMem32(0x000fffe0,0xaf200000)

Tony Hawk's Proving Ground. Short GamePlay!
VIDEO

Tony Hawk's Project 8. Short GamePlay!
VIDEO

Proving Ground have some slowdowns like in American Wasteland!
But in general both games are playble now!
 
Batman begins
Untested
Slus_211.98
Code:
apiRequest(0.1)

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

local patcher = function()

eeObj.WriteMem32(0x0036C4E0, 0x10000006)
--10400006
end
emuObj.AddVsyncHook(patcher)
 
Batman begins
Untested
Slus_211.98
Code:
apiRequest(0.1)

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

local patcher = function()

eeObj.WriteMem32(0x0036C4E0, 0x10000006)
--10400006
end
emuObj.AddVsyncHook(patcher)

no change
 
Last edited:
Try this one then
Code:
apiRequest(0.1)

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

local patcher = function()

eeObj.WriteMem32(0x0036C264, 0x100000BA)
--pros: No black screen, Cons: No cutscenes
end
emuObj.AddVsyncHook(patcher)
 
WIP for Buffy the Vampire Slayer™ Chaos Bleeds® NTSC

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

--host-display-mode=16:9
--cdvd-sector-read-cycles=5000

--iop-cycle-scalar=0.74

--ee-cycle-scalar=1.55

--vu1=jit-sync         #<-- VERY important here
--vu1-mpg-cycles=19500 #<-- VERY important here

#emu used=wotm v2
LUA
Code:
-- Buffy the Vampire Slayer™ Chaos Bleeds®
-- Issues: Graphical/GIF/VIF
-- ported to PS4
-- emu used=wotm v2(for throttlemax) (others work also < 4mb eboot.bin)

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

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()
--[[ PS3 test config
1c b5 26 00 51 00 c0 10 51 00 00 10
f0 0c 26 00 00 00 04 8e 00 00 00 ae
--]]
eeInsnReplace(0x0026b51c,0x10c00051,0x10000051) -- no effect
eeInsnReplace(0x00260cf0,0x8e040000,0xae000000) -- no effect

local patcher = function()

--fixes crash on newer emus, but stays at black screen after ps2 logo
--eeObj.WriteMem32(0x00261a04,0x10000007)

emuObj.ThrottleMax() -- <-- the ONLY reason War of the Monsters was used.
end

emuObj.AddVsyncHook(patcher)

--[[ Notes:

Game was fixed with correct emu, and vu1=jit-sync/mpg cycle combo.  mpg cycle value is as low as possible, while no crashing or freezing later in game.


Graphical issues still exist. Crashing was fixed with correct emu, and vu1=jit-sync/mpg cycle combo. mpg cycle value is as low as possible, while not crashing or freezing later in game.
 
Last edited:
WIP for Buffy the Vampire Slayer™ Chaos Bleeds® NTSC

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

--host-display-mode=16:9
--cdvd-sector-read-cycles=5000

--iop-cycle-scalar=0.74

--ee-cycle-scalar=1.55

--vu1=jit-sync  #<-- VERY important here
--vu1-mpg-cycles=19500 #<-- VERY important here

#emu used=wotm v2
LUA
Code:
-- Buffy the Vampire Slayer™ Chaos Bleeds®
-- Issues: Graphical/GIF/VIF
-- ported to PS4
-- emu used=wotm v2(for throttlemax) (others work also < 4mb eboot.bin)

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

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()
--[[ PS3 test config
1c b5 26 00 51 00 c0 10 51 00 00 10
f0 0c 26 00 00 00 04 8e 00 00 00 ae
--]]
eeInsnReplace(0x0026b51c,0x10c00051,0x10000051) -- no effect
eeInsnReplace(0x00260cf0,0x8e040000,0xae000000) -- no effect

local patcher = function()

--fixes crash on newer emus, but stays at black screen after ps2 logo
--eeObj.WriteMem32(0x00261a04,0x10000007)

emuObj.ThrottleMax() -- <-- the ONLY reason War of the Monsters was used.
end

emuObj.AddVsyncHook(patcher)

--[[ Notes:

Game was fixed with correct emu, and vu1=jit-sync/mpg cycle combo.  mpg cycle value is as low as possible, while no crashing or freezing later in game.


Graphical issues still exist. Crashing was fixed with correct emu, and vu1=jit-sync/mpg cycle combo. mpg cycle value is as low as possible, while not crashing or freezing later in game.
The missing graphics are probably caused by vu1 mpg cycles, can you try to setvu0 mpg cycles as the same value to see if it solves the graphics ?
 
WIP for Buffy the Vampire Slayer™ Chaos Bleeds® NTSC

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

--host-display-mode=16:9
--cdvd-sector-read-cycles=5000

--iop-cycle-scalar=0.74

--ee-cycle-scalar=1.55

--vu1=jit-sync  #<-- VERY important here
--vu1-mpg-cycles=19500 #<-- VERY important here

#emu used=wotm v2
LUA
Code:
-- Buffy the Vampire Slayer™ Chaos Bleeds®
-- Issues: Graphical/GIF/VIF
-- ported to PS4
-- emu used=wotm v2(for throttlemax) (others work also < 4mb eboot.bin)

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

apiRequest(0.1)

local eeObj = getEEObject()
local emuObj = getEmuObject()
--[[ PS3 test config
1c b5 26 00 51 00 c0 10 51 00 00 10
f0 0c 26 00 00 00 04 8e 00 00 00 ae
--]]
eeInsnReplace(0x0026b51c,0x10c00051,0x10000051) -- no effect
eeInsnReplace(0x00260cf0,0x8e040000,0xae000000) -- no effect

local patcher = function()

--fixes crash on newer emus, but stays at black screen after ps2 logo
--eeObj.WriteMem32(0x00261a04,0x10000007)

emuObj.ThrottleMax() -- <-- the ONLY reason War of the Monsters was used.
end

emuObj.AddVsyncHook(patcher)

--[[ Notes:

Game was fixed with correct emu, and vu1=jit-sync/mpg cycle combo.  mpg cycle value is as low as possible, while no crashing or freezing later in game.


Graphical issues still exist. Crashing was fixed with correct emu, and vu1=jit-sync/mpg cycle combo. mpg cycle value is as low as possible, while not crashing or freezing later in game.
Looks like same issues as PS3 now. I was never able to get it any better after kozarovv's initial fix.
 

Similar threads

Back
Top