PS4 [Research]PS2 emulator configuration on PS4

Azumi (NTSC-J)(SLPS-25465)

Cli

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--host-display-mode=16:9

--vu1=jit-sync                 # fix black screen
--vu1-di-bits=0                # fix micro freeze
--force-pal-60hz=1             # best performance


Lua

Code:
--Azumi (NTSC-J)(SLPS-25465)
--Widescreen Hack by Arapapa
--emu used = jakv2

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

apiRequest(0.1)

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

local patcher = function()

--Widescreen hack 16:9
eeObj.WriteMem32(0x003b2438,0x3c034255) --Zoom
eeObj.WriteMem32(0x0021b0f0,0x3c023ec0) --Y-Fov
eeObj.WriteMem32(0x003ca72c,0x3c024900) --Black Bar Fix

emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
 
Azur & Asmar SLES54695

Cli


Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--host-display-mode=16:9
--vu1=jit-sync
--vif1-instant-xfer=0



Notes

vu1=jit-sync + vif1-instant-xfer=0 = FIX GRAPHIC
emu used... War of the monsters (MD5:37F568683ADAA74F9797CA80AC08D65E) = FIX CRASH
The war of the monsters emulator or ps2classic (default) fixes the closing of several games.
Enter Matrix, Bards tale, Azur & Asmar, Alpine Skiing 2005 and others.

 
Last edited:
Yu Yu Hakusho - Dark Tournament


Cli

Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-kernel-cl-up="up2x2skipinterp"     #fix vertical lines
--force-pal-60hz=1                                # Remove this command in SLUS version
--host-display-mode=16:9

LUA - (SLES-53062)

Code:
--Yu Yu Hakusho - Dark Tournament (E)(SLES-53062)
--Widescreen hack by Little Giant
--REDFACTION -MD5:9AE245ACD515A12BD74E8BC114895460

apiRequest(0.1)
local gpr = require("ee-gpr-alias")
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Widescreen hack
eeObj.WriteMem32(0x00119018,0x3c0240ab)  --hor
eeObj.WriteMem32(0x00118990,0x3c023f2b)  --render fix
end
emuObj.AddVsyncHook(patcher)


LUA - (SLUS-20805)

Code:
--Yu Yu Hakusho - Dark Tournament [NTSC-U] (SLUS-20805)
--Widescreen hack by Little Giant
--REDFACTION -MD5:9AE245ACD515A12BD74E8BC114895460

apiRequest(0.1)
local gpr = require("ee-gpr-alias")
local eeObj = getEEObject()
local emuObj = getEmuObject()
local patcher = function()
--Widescreen hack
eeObj.WriteMem32(0x00118e08,0x3c0240ab)  --hor
eeObj.WriteMem32(0x00118780,0x3c023f2b)  --render fix
---------------cheats-------------------
--Unlock All Characters by Code Master
eeObj.WriteMem32(0x20949840,0xFFFFFFFF)
--Unlock All Costumes by Code Master
eeObj.WriteMem32(0x20949848,0xFFFFFFFF)
--Unlock All Chapters by Code Master
eeObj.WriteMem32(0x0094A2A4,0x00000001)
--Unlock All Tokens by Code Master
eeObj.WriteMem32(0x0094A2A5,0x00000001)        
--Unlock All Fighters by Code Master
eeObj.WriteMem32(0x0094A2A6,0x00000001)
--Unlock All Modes by Code Master
eeObj.WriteMem32(0x0094A2A7,0x00000001)
--Unlock All Environments by Code Master
eeObj.WriteMem32(0x0094A2A8,0x00000001)
end
emuObj.AddVsyncHook(patcher)


Notes
  • Sles version has better performance
  • This game was crashing on some emulators...
  • I tested it with Red faction...I played until chapter 7 and didn't crash.
 
Kingdom Hearts - Re- Chain of Memories (SLUS21799)

Cli
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-display-mode=16:9

Lua

Code:
-- Kingdom Hearts - Re - Chain of Memories (SLUS21799)
-- Widescreen by asmodean
-- 60 FPS Ladder Fix by Sirius902
-- Bergolino gamer... Fix SPS
-- Jak v2

apiRequest(0.1)

local gpr = require("ee-gpr-alias")
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.WriteMem32(0x20b470,0x0)        -- 10600047            --     Fix SPS 
eeObj.WriteMem32(0x34aa50,0x0)        -- 80005efc  xgkick

eeObj.WriteMem32(0x203328BC,0x3F19999A) --Widescreen(16:9)

eeObj.WriteMem32(0x004386B0,0x00000000) --60 FPS

eeObj.WriteMem32(0x0021D6CC,0x3C013FC6) --60 FPS Ladder Fix by Sirius902
eeObj.WriteMem32(0x0021D71C,0x3C01BFC6)
eeObj.WriteMem32(0x001E1870,0x087FFFD4)
eeObj.WriteMem32(0x001E1874,0x00000000)
eeObj.WriteMem32(0x01FFFF50,0x3C050033)
eeObj.WriteMem32(0x01FFFF54,0x34A5C720)
eeObj.WriteMem32(0x01FFFF58,0x8CA50000)
eeObj.WriteMem32(0x01FFFF5C,0x24A502E8)
eeObj.WriteMem32(0x01FFFF60,0x8CA50000)
eeObj.WriteMem32(0x01FFFF64,0x38A50002)
eeObj.WriteMem32(0x01FFFF68,0x10A00003)
eeObj.WriteMem32(0x01FFFF6C,0x00000000)
eeObj.WriteMem32(0x01FFFF70,0x0C078556)
eeObj.WriteMem32(0x01FFFF74,0x0000282D)
eeObj.WriteMem32(0x01FFFF78,0x0807861E)

emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } )


Notes

The SPS has been fixed... but, a small part of the floor turns black
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=2 } ) ...
Needed to fix the character's shadow when walking in the white room.
Unfortunately the command decreases the quality of the image.
Not perfect... but better than before.
 
''I don't remember if someone already posted a fix for this game.
If already posted... ignore my post''.


Rumble Racing SLUS20174

Cli

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--host-display-mode=16:9


Lua

Code:
--gametitle= Rumble Racing - SLUS_201.74 [NTSC-U]
--comment=Widescreen Hack
--emu=ADK

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

apiRequest(1.0)

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

local patcher = function()
--16:9
eeObj.WriteMem32(0x00154984,0x3C023F40)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)
 
''I don't remember if someone already posted a fix for this game.
If already posted... ignore my post''.


Rumble Racing SLUS20174

Cli

Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--host-display-mode=16:9


Lua

Code:
--gametitle= Rumble Racing - SLUS_201.74 [NTSC-U]
--comment=Widescreen Hack
--emu=ADK

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

apiRequest(1.0)

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

local patcher = function()
--16:9
eeObj.WriteMem32(0x00154984,0x3C023F40)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)
Thanks again!
 
@Stayhye Any luck with loading Star Wars Starfighter in-game? Maybe it's something to do with it being early PS2 CD game?

@Drobovik2 - Game has an issue with the video files. Using Kozarovv's skipmpghack gets in game.

Issues remain:

  • No FMVs
  • loading save crashes emu(fresh new game works though)
  • probably more...

LUA
Code:
-- Star Wars Starfighter NTSC
-- emu used=kof98um

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

apiRequest(0.1)

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

local patcher = function()



emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

local addr  = 0x100008
local skipMpeg = function()
  while(addr < 0x1000000)
  do
  if eeObj.ReadMem32(addr) == 0x8c830040 then
  if eeObj.ReadMem32(addr + 4) == 0x03e00008 then
  if eeObj.ReadMem32(addr + 8) == 0x8c620000 then
  eeObj.WriteMem32(addr + 8, 0x24020001)
  break
  else
  addr = addr + 4
  end
  else
  addr = addr + 4
  end
  else
  addr = addr + 4
  end
  end
end

emuObj.AddEntryPointHook(skipMpeg)

Game work good(once you get in game). Need to figure out save issue
 
Last edited:
Airborne Troops Countdown to D-Day (NTSC)

LUA
Code:
-- Airborne Troops Countdown To D-Day (SLUS21125)
-- Widescreen by Arapapa
-- Jak v2

apiRequest(0.1)

local gpr = require("ee-gpr-alias")
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

--Widescreen hack 16:9

--X-Fov
--1042023c 2d808000 00008244
eeObj.WriteMem32(0x0040775c,0x3c024240)

----------------------------
--X-Fov (Needs render fix)
--eeObj.WriteMem32(0x0013e9d4,0x08044e64) --46070202

--eeObj.WriteMem32(0x00113990,0x46070202)
--eeObj.WriteMem32(0x00113994,0x3C013F40)
--eeObj.WriteMem32(0x00113998,0x4481F000)
--eeObj.WriteMem32(0x0011399C,0x461e4202)
--eeObj.WriteMem32(0x001139A0,0x0804fa76)

emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)

Speed up some loading screens and Widescreen patch!

Airborne Troops Countdown to D-Day. Short GamePlay!
VIDEO
 
@Stayhye


Star Wars - StarFighter SLUS20044

Cli
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-display-mode=16:9

Lua
Code:
--Star Wars - StarFighter  SLUS20044
--REDFACTION - MD5: 9AE245ACD515A12BD74E8BC114895460

apiRequest(0.1)
local gpr = require("ee-gpr-alias")
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.WriteMem32(0x003f4ef8,0x24020001)  -- skip video

end
emuObj.AddVsyncHook(patcher)


Notes


Savegame and loadgame ... working
I played until mission 2.
 
Alpine Skiing 2005 (SLES53041)

TXT
Code:
--gs-kernel-cl-up="up2x2simple"
--vu0-no-clamping=0
--vu1-no-clamping=0

Default PS2 Emu used! Only that emu FiX crash before race!

Alpine Skiing 2005. Deutsch Dub Test!
VIDEO
 
@Stayhye


Star Wars - StarFighter SLUS20044

Cli
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--host-display-mode=16:9

Lua
Code:
--Star Wars - StarFighter  SLUS20044
--REDFACTION - MD5: 9AE245ACD515A12BD74E8BC114895460

apiRequest(0.1)
local gpr = require("ee-gpr-alias")
local eeObj = getEEObject()
local emuObj = getEmuObject()

local patcher = function()

eeObj.WriteMem32(0x003f4ef8,0x24020001)  -- skip video

end
emuObj.AddVsyncHook(patcher)


Notes


Savegame and loadgame ... working
I played until mission 2.

I was test it too! One time save is crash and once save is boot! Looks like it boot random way!
 
WipEout™ Fusion® NTSC

CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-kernel-cl-up="up2x2tc"
--gs-ignore-dirty-page-border=1

--force-frame-blend=1

--gs-progressive=1

--cdvd-sector-read-cycles=5000
--vu1-jr-cache-policy=newprog
LUA
Code:
-- WipEout™ Fusion®
--
-- kof98um

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

require("utils")

apiRequest(0.1)

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

emuObj.PadSetLightBar(0, 145, 255, 10)
emuObj.SetDisplayAspectWide()
emuObj.SetDeinterlace(true)

local FFC = function()
   eeObj.FastForwardClock()
end

local ADVC = function()
   eeObj.AdvanceClock(3300)
end

local VU1 = function()
   eeObj.Vu1MpgCycles(190)
end

local VIF1 = function()
   eeObj.SchedulerDelayEvent("vif1.dma", 0xff00)
end

--WIP track stutter fix
eeObj.AddHook(0x00236780, 0x28c21000, VU1)

local WS = function()
--built-in ws switches
eeObj.WriteMem32(0x2028E990,0x00000001) --shows ws "on" under options
eeObj.WriteMem32(0x203965CC,0x00000001) --actual switch for internal ws mode
--vert Fov
eeObj.WriteMem32(0x2024DA74,0x3FE38E38)--menu & singleplayer
eeObj.WriteMem32(0x2024DAF4,0x3FE38E38)--splitscreen left/top
eeObj.WriteMem32(0x2024DB14,0x3FE38E38)--splitscreen right
--both FOV - ingame
eeObj.WriteMem32(0x20282E80,0x43340000)
--both FOV & position - menu 3d elements
--ships & player heads
eeObj.WriteMem32(0x20282A9C,0x41DBBBBC) --ship
eeObj.WriteMem32(0x20AAAA7C,0x43055555) --faster driver (single player)
eeObj.WriteMem32(0x20AAAADC,0x43055555) --slower driver (single player)
eeObj.WriteMem32(0x20AACF3C,0x43055555) --faster driver (multi player)
eeObj.WriteMem32(0x20AACF9C,0x43055555) --slower driver (multi player)
--challenge menu, page 1 (six symbols)
eeObj.WriteMem32(0x2024705C,0xC1900000) --y-position
eeObj.WriteMem32(0x20247060,0x43700000) --FOV
eeObj.WriteMem32(0x2024706C,0xC1900000)
eeObj.WriteMem32(0x20247070,0x43700000)
eeObj.WriteMem32(0x2024707C,0xC1900000)
eeObj.WriteMem32(0x20247080,0x43700000)
eeObj.WriteMem32(0x2024708C,0xC1900000)
eeObj.WriteMem32(0x20247090,0x43700000)
eeObj.WriteMem32(0x2024709C,0xC1900000)
eeObj.WriteMem32(0x202470A0,0x43700000)
eeObj.WriteMem32(0x202470AC,0xC1900000)
eeObj.WriteMem32(0x202470B0,0x43700000)
--challenge menu, page 2 (symbol at the top & three medals)
eeObj.WriteMem32(0x202470DC,0xC2700000) --y-position
eeObj.WriteMem32(0x202470E0,0x42F00000) --FOV
eeObj.WriteMem32(0x202470F4,0x42960000)
eeObj.WriteMem32(0x202470F8,0x42F00000)
eeObj.WriteMem32(0x2024710C,0x42960000)
eeObj.WriteMem32(0x20247110,0x42F00000)
eeObj.WriteMem32(0x20247124,0x42960000)
eeObj.WriteMem32(0x20247128,0x42F00000)
--improved chase-cam (camera shows whole ship & camera angle like in the other WipeOut games)
--camera settings for all 8 vehicles (each with 2 drivers)
--6 lines for each vehicle: camera height, distance and angle for the faster driver, followed by camera height, distance and angle for the normal driver
--ship 1 & zone ship
eeObj.WriteMem32(0x2034C33C,0x400CCCCD) --faster driver
eeObj.WriteMem32(0x2034C340,0xC1500000)
eeObj.WriteMem32(0x2034C34C,0x40A00000)
eeObj.WriteMem32(0x2034CA0C,0x400CCCCD) --normal driver
eeObj.WriteMem32(0x2034CA10,0xC1500000)
eeObj.WriteMem32(0x2034CA1C,0x40A00000)
--ship 2
eeObj.WriteMem32(0x2034D0DC,0x400CCCCD)
eeObj.WriteMem32(0x2034D0E0,0xC1500000)
eeObj.WriteMem32(0x2034D0EC,0x40A00000)
eeObj.WriteMem32(0x2034D7AC,0x400CCCCD)
eeObj.WriteMem32(0x2034D7B0,0xC1500000)
eeObj.WriteMem32(0x2034D7BC,0x40A00000)
--ship 3
eeObj.WriteMem32(0x2034DE7C,0x400CCCCD)
eeObj.WriteMem32(0x2034DE80,0xC1500000)
eeObj.WriteMem32(0x2034DE8C,0x40A00000)
eeObj.WriteMem32(0x2034E54C,0x400CCCCD)
eeObj.WriteMem32(0x2034E550,0xC1500000)
eeObj.WriteMem32(0x2034E55C,0x40A00000)
--ship 4
eeObj.WriteMem32(0x2034EC1C,0x400CCCCD)
eeObj.WriteMem32(0x2034EC20,0xC1500000)
eeObj.WriteMem32(0x2034EC2C,0x40A00000)
eeObj.WriteMem32(0x2034F2EC,0x400CCCCD)
eeObj.WriteMem32(0x2034F2F0,0xC1500000)
eeObj.WriteMem32(0x2034F2FC,0x40A00000)
--ship 5
eeObj.WriteMem32(0x2034F9BC,0x400CCCCD)
eeObj.WriteMem32(0x2034F9C0,0xC1500000)
eeObj.WriteMem32(0x2034F9CC,0x40A00000)
eeObj.WriteMem32(0x2035008C,0x400CCCCD)
eeObj.WriteMem32(0x20350090,0xC1500000)
eeObj.WriteMem32(0x2035009C,0x40A00000)
--ship 6
eeObj.WriteMem32(0x2035075C,0x400CCCCD)
eeObj.WriteMem32(0x20350760,0xC1500000)
eeObj.WriteMem32(0x2035076C,0x40A00000)
eeObj.WriteMem32(0x20350E2C,0x400CCCCD)
eeObj.WriteMem32(0x20350E30,0xC1500000)
eeObj.WriteMem32(0x20350E3C,0x40A00000)
--ship 7
eeObj.WriteMem32(0x203514FC,0x400CCCCD)
eeObj.WriteMem32(0x20351500,0xC1500000)
eeObj.WriteMem32(0x2035150C,0x40A00000)
eeObj.WriteMem32(0x20351BCC,0x400CCCCD)
eeObj.WriteMem32(0x20351BD0,0xC1500000)
eeObj.WriteMem32(0x20351BDC,0x40A00000)
--ship 8
eeObj.WriteMem32(0x2035229C,0x400CCCCD)
eeObj.WriteMem32(0x203522A0,0xC1500000)
eeObj.WriteMem32(0x203522AC,0x40A00000)
eeObj.WriteMem32(0x2035296C,0x400CCCCD)
eeObj.WriteMem32(0x20352970,0xC1500000)
eeObj.WriteMem32(0x2035297C,0x40A00000)
--Unlock All Leagues by InterAct
eeObj.WriteMem32(0x203A497C,0x000007FF)
--Unlock All Weapons by InterAct
eeObj.WriteMem32(0x203A4978,0x07EFFFFF)
--Unlock All Teams & Vehicles by InterAct
eeObj.WriteMem32(0x203A58C0,0x0000FFFF)
--Unlock All Zone & TimeTrial by InterAct
eeObj.WriteMem32(0x203A58D0,0x00000003)
--Unlock All Challenges by InterAct
eeObj.WriteMem32(0x203A58C8,0xFFFFFFFF)
eeObj.WriteMem32(0x003A58CC,0xFFFFFFFF)
--Features Unlocked by Code Master
eeObj.WriteMem32(0x20248B04,0x00000001)
-- no interlace
local interlace = eeObj.ReadMem16(0x216a64)
if interlace == 0x0008 then
eeObj.WriteMem32(0x20216A64,0x00000000) -- 0x64420008 >> daddiu v0, v0, $0008
end

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

Any issues, let me know. Trying to eliminate all slowdown on tracks when detail/distance or amount of ships slows down FPS..
 
Is there any audio fix yet for Silent Hill 2 DC SLUS-20228?
If you let the whole cutscene play out before you beat the first monster, the next one where the protagonist questions what is it, you don't hear his voice and the radio sound affect bugs out. Opening the inventory and closing or leaving into the next cutscene "fixes" it. There is probably other moments in the game where this might happen. SH1, 3 and 4 are already perfect on PS4 so it would be nice to have this one too.
 
WipEout™ Fusion® NTSC

CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-kernel-cl-up="up2x2tc"
--gs-ignore-dirty-page-border=1

--force-frame-blend=1

--gs-progressive=1

--cdvd-sector-read-cycles=5000
--vu1-jr-cache-policy=newprog
LUA
Code:
-- WipEout™ Fusion®
--
-- kof98um

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

require("utils")

apiRequest(0.1)

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

emuObj.PadSetLightBar(0, 145, 255, 10)
emuObj.SetDisplayAspectWide()
emuObj.SetDeinterlace(true)

local FFC = function()
   eeObj.FastForwardClock()
end

local ADVC = function()
   eeObj.AdvanceClock(3300)
end

local VU1 = function()
   eeObj.Vu1MpgCycles(190)
end

local VIF1 = function()
   eeObj.SchedulerDelayEvent("vif1.dma", 0xff00)
end

--WIP track stutter fix
eeObj.AddHook(0x00236780, 0x28c21000, VU1)

local WS = function()
--built-in ws switches
eeObj.WriteMem32(0x2028E990,0x00000001) --shows ws "on" under options
eeObj.WriteMem32(0x203965CC,0x00000001) --actual switch for internal ws mode
--vert Fov
eeObj.WriteMem32(0x2024DA74,0x3FE38E38)--menu & singleplayer
eeObj.WriteMem32(0x2024DAF4,0x3FE38E38)--splitscreen left/top
eeObj.WriteMem32(0x2024DB14,0x3FE38E38)--splitscreen right
--both FOV - ingame
eeObj.WriteMem32(0x20282E80,0x43340000)
--both FOV & position - menu 3d elements
--ships & player heads
eeObj.WriteMem32(0x20282A9C,0x41DBBBBC) --ship
eeObj.WriteMem32(0x20AAAA7C,0x43055555) --faster driver (single player)
eeObj.WriteMem32(0x20AAAADC,0x43055555) --slower driver (single player)
eeObj.WriteMem32(0x20AACF3C,0x43055555) --faster driver (multi player)
eeObj.WriteMem32(0x20AACF9C,0x43055555) --slower driver (multi player)
--challenge menu, page 1 (six symbols)
eeObj.WriteMem32(0x2024705C,0xC1900000) --y-position
eeObj.WriteMem32(0x20247060,0x43700000) --FOV
eeObj.WriteMem32(0x2024706C,0xC1900000)
eeObj.WriteMem32(0x20247070,0x43700000)
eeObj.WriteMem32(0x2024707C,0xC1900000)
eeObj.WriteMem32(0x20247080,0x43700000)
eeObj.WriteMem32(0x2024708C,0xC1900000)
eeObj.WriteMem32(0x20247090,0x43700000)
eeObj.WriteMem32(0x2024709C,0xC1900000)
eeObj.WriteMem32(0x202470A0,0x43700000)
eeObj.WriteMem32(0x202470AC,0xC1900000)
eeObj.WriteMem32(0x202470B0,0x43700000)
--challenge menu, page 2 (symbol at the top & three medals)
eeObj.WriteMem32(0x202470DC,0xC2700000) --y-position
eeObj.WriteMem32(0x202470E0,0x42F00000) --FOV
eeObj.WriteMem32(0x202470F4,0x42960000)
eeObj.WriteMem32(0x202470F8,0x42F00000)
eeObj.WriteMem32(0x2024710C,0x42960000)
eeObj.WriteMem32(0x20247110,0x42F00000)
eeObj.WriteMem32(0x20247124,0x42960000)
eeObj.WriteMem32(0x20247128,0x42F00000)
--improved chase-cam (camera shows whole ship & camera angle like in the other WipeOut games)
--camera settings for all 8 vehicles (each with 2 drivers)
--6 lines for each vehicle: camera height, distance and angle for the faster driver, followed by camera height, distance and angle for the normal driver
--ship 1 & zone ship
eeObj.WriteMem32(0x2034C33C,0x400CCCCD) --faster driver
eeObj.WriteMem32(0x2034C340,0xC1500000)
eeObj.WriteMem32(0x2034C34C,0x40A00000)
eeObj.WriteMem32(0x2034CA0C,0x400CCCCD) --normal driver
eeObj.WriteMem32(0x2034CA10,0xC1500000)
eeObj.WriteMem32(0x2034CA1C,0x40A00000)
--ship 2
eeObj.WriteMem32(0x2034D0DC,0x400CCCCD)
eeObj.WriteMem32(0x2034D0E0,0xC1500000)
eeObj.WriteMem32(0x2034D0EC,0x40A00000)
eeObj.WriteMem32(0x2034D7AC,0x400CCCCD)
eeObj.WriteMem32(0x2034D7B0,0xC1500000)
eeObj.WriteMem32(0x2034D7BC,0x40A00000)
--ship 3
eeObj.WriteMem32(0x2034DE7C,0x400CCCCD)
eeObj.WriteMem32(0x2034DE80,0xC1500000)
eeObj.WriteMem32(0x2034DE8C,0x40A00000)
eeObj.WriteMem32(0x2034E54C,0x400CCCCD)
eeObj.WriteMem32(0x2034E550,0xC1500000)
eeObj.WriteMem32(0x2034E55C,0x40A00000)
--ship 4
eeObj.WriteMem32(0x2034EC1C,0x400CCCCD)
eeObj.WriteMem32(0x2034EC20,0xC1500000)
eeObj.WriteMem32(0x2034EC2C,0x40A00000)
eeObj.WriteMem32(0x2034F2EC,0x400CCCCD)
eeObj.WriteMem32(0x2034F2F0,0xC1500000)
eeObj.WriteMem32(0x2034F2FC,0x40A00000)
--ship 5
eeObj.WriteMem32(0x2034F9BC,0x400CCCCD)
eeObj.WriteMem32(0x2034F9C0,0xC1500000)
eeObj.WriteMem32(0x2034F9CC,0x40A00000)
eeObj.WriteMem32(0x2035008C,0x400CCCCD)
eeObj.WriteMem32(0x20350090,0xC1500000)
eeObj.WriteMem32(0x2035009C,0x40A00000)
--ship 6
eeObj.WriteMem32(0x2035075C,0x400CCCCD)
eeObj.WriteMem32(0x20350760,0xC1500000)
eeObj.WriteMem32(0x2035076C,0x40A00000)
eeObj.WriteMem32(0x20350E2C,0x400CCCCD)
eeObj.WriteMem32(0x20350E30,0xC1500000)
eeObj.WriteMem32(0x20350E3C,0x40A00000)
--ship 7
eeObj.WriteMem32(0x203514FC,0x400CCCCD)
eeObj.WriteMem32(0x20351500,0xC1500000)
eeObj.WriteMem32(0x2035150C,0x40A00000)
eeObj.WriteMem32(0x20351BCC,0x400CCCCD)
eeObj.WriteMem32(0x20351BD0,0xC1500000)
eeObj.WriteMem32(0x20351BDC,0x40A00000)
--ship 8
eeObj.WriteMem32(0x2035229C,0x400CCCCD)
eeObj.WriteMem32(0x203522A0,0xC1500000)
eeObj.WriteMem32(0x203522AC,0x40A00000)
eeObj.WriteMem32(0x2035296C,0x400CCCCD)
eeObj.WriteMem32(0x20352970,0xC1500000)
eeObj.WriteMem32(0x2035297C,0x40A00000)
--Unlock All Leagues by InterAct
eeObj.WriteMem32(0x203A497C,0x000007FF)
--Unlock All Weapons by InterAct
eeObj.WriteMem32(0x203A4978,0x07EFFFFF)
--Unlock All Teams & Vehicles by InterAct
eeObj.WriteMem32(0x203A58C0,0x0000FFFF)
--Unlock All Zone & TimeTrial by InterAct
eeObj.WriteMem32(0x203A58D0,0x00000003)
--Unlock All Challenges by InterAct
eeObj.WriteMem32(0x203A58C8,0xFFFFFFFF)
eeObj.WriteMem32(0x003A58CC,0xFFFFFFFF)
--Features Unlocked by Code Master
eeObj.WriteMem32(0x20248B04,0x00000001)
-- no interlace
local interlace = eeObj.ReadMem16(0x216a64)
if interlace == 0x0008 then
eeObj.WriteMem32(0x20216A64,0x00000000) -- 0x64420008 >> daddiu v0, v0, $0008
end

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

Any issues, let me know. Trying to eliminate all slowdown on tracks when detail/distance or amount of ships slows down FPS..
Was test few tracks! Not see any issue! Looks smooth amd pure!

WipEout Fusion. Short GamePlay!
VIDEO
 
Star Wars Starfighter NTSC test2

CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-check-trans-rejection68=1
--gs-dirty-page-policy=1

--host-display-mode=16:9

--vif1-instant-xfer=0
LUA
Code:
-- Star Wars Starfighter
-- ported to PS4 Lua
-- emu used=Star Wars Jedi Starfighter v1

apiRequest(0.1)

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


local WS = function()

eeObj.WriteMem32(0x003f4ef8,0x24020001)  -- skip video

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)
  • Random crashing on loading mission eliminated
  • Loading saves no longer randomly crashes emulator
  • Still no FMVs(this emu played the fmv the longest without crashing)
Does anyone know if there is widescreen patch for this one? Can't find anything @PCSX2 forums...
 
Does anyone know if there is widescreen patch for this one? Can't find anything @PCSX2 forums...

I tried to look for it as well. Couldn't find it either. I'm actually pretty
surprised how this game never came up in these forums considering its STAR WARS after all, and its not a bad game. Maybe make a request in PCSX2 forums?
 
Last edited:

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