PS4 [Research]PS2 emulator configuration on PS4

Run Like Hell - Hunt or Be Hunted NTSC +Cheats

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

--host-display-mode=16:9

--vu1-no-clamping=0
--cop2-no-clamping=1
--vu0-no-clamping=1
--vif1-instant-xfer=0

--ee-hook=0x0027d900,AdvanceClock,,2000 #FMV fix
LUA
Code:
-- Run Like Hell - Hunt or Be Hunted
-- Widescreen hack by ElHecht
-- Graphical issue fix by ?? (found in PCSX2 Game DataBase)
-- ported to PS4 Lua
-- emu used=kof98um


apiRequest(0.1)

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

local cop2_fix = function()
--swapping a COP2 op into place to make the flags work without delays
eeObj.WriteMem32(0x001D249C,0x4A0002FF)
eeObj.WriteMem32(0x001D24AC,0x4B07FA0B)
eeObj.WriteMem32(0x001D268C,0x4A0002FF)
eeObj.WriteMem32(0x001D269C,0x4B07FA0B)

end

emuObj.AddEntryPointHook(cop2_fix)


local WS = function()
-- 16:9
eeObj.WriteMem32(0x00110838,0x3c013f40) -- 00000000 hor fov
eeObj.WriteMem32(0x00110840,0x4481f000) -- 00000000
eeObj.WriteMem32(0x0019fe60,0x461e0583) -- 46000586

-- HUD-Fix
eeObj.WriteMem32(0x0016f328,0x3c1b3f80) -- 3c010041
eeObj.WriteMem32(0x0016f330,0x449bf000) -- 3c010041

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

local remap1 = function()
--swap L2/R2 with right stick(L/R)
eeObj.WriteMem32(0x00280a14,0x0803f414)
eeObj.WriteMem32(0x000fd050,0x00c0c821)
eeObj.WriteMem32(0x000fd054,0x080a0287)
eeObj.WriteMem32(0x000fd058,0x24030070)
eeObj.WriteMem32(0x00280a84,0x0803f417)
eeObj.WriteMem32(0x000fd05c,0x87240002)
eeObj.WriteMem32(0x000fd060,0x3085fcff)
eeObj.WriteMem32(0x000fd064,0x93260012)
eeObj.WriteMem32(0x000fd068,0x93270013)
eeObj.WriteMem32(0x000fd06c,0x93280004)
eeObj.WriteMem32(0x000fd070,0x34a30200)
eeObj.WriteMem32(0x000fd074,0x2d010041)
eeObj.WriteMem32(0x000fd078,0x0061280a)
eeObj.WriteMem32(0x000fd07c,0x3903007f)
eeObj.WriteMem32(0x000fd080,0x00031840)
eeObj.WriteMem32(0x000fd084,0x2d01007f)
eeObj.WriteMem32(0x000fd088,0x0001180a)
eeObj.WriteMem32(0x000fd08c,0xa3230013)
eeObj.WriteMem32(0x000fd090,0x34a30100)
eeObj.WriteMem32(0x000fd094,0x2d0100bf)
eeObj.WriteMem32(0x000fd098,0x0061280b)
eeObj.WriteMem32(0x000fd09c,0x2503ff80)
eeObj.WriteMem32(0x000fd0a0,0x00031840)
eeObj.WriteMem32(0x000fd0a4,0x2d010081)
eeObj.WriteMem32(0x000fd0a8,0x0001180b)
eeObj.WriteMem32(0x000fd0ac,0xa3230012)
eeObj.WriteMem32(0x000fd0b0,0x34080080)
eeObj.WriteMem32(0x000fd0b4,0x00060842)
eeObj.WriteMem32(0x000fd0b8,0x24230080)
eeObj.WriteMem32(0x000fd0bc,0x0066400b)
eeObj.WriteMem32(0x000fd0c0,0x00070842)
eeObj.WriteMem32(0x000fd0c4,0x3821007f)
eeObj.WriteMem32(0x000fd0c8,0x0027400b)
eeObj.WriteMem32(0x000fd0cc,0xa7250002)
eeObj.WriteMem32(0x000fd0d0,0x03e00008)
eeObj.WriteMem32(0x000fd0d4,0xa3280004)

end

emuObj.AddVsyncHook(remap1)

local codes = function()
--codes enable/disable
local pad_bits = emuObj.GetPad()

local UP     = pad_bits &  0x0010
local DOWN     = pad_bits &  0x0040
local LEFT     = pad_bits &  0x0080
local RIGHT     = pad_bits &  0x0020
local Triangle  = pad_bits &  0x1000
local Cross     = pad_bits &  0x4000
local Square  = pad_bits &  0x8000
local Circle    = pad_bits &  0x2000
local L1     = pad_bits &  0x0400
local L2     = pad_bits &  0x0100
local L3     = pad_bits &  0x0002
local R1     = pad_bits &  0x0800
local R2     = pad_bits &  0x0200
local R3     = pad_bits &  0x0004
local Select    = pad_bits &  0x0001
local Start     = pad_bits &  0x0008

if (R3 ~= 0 and R2 ~= 0) then
--Infinite Armor by Code Master on
eeObj.WriteMem32(0x20173B54,0x2402000A)
eeObj.WriteMem32(0x20173B5C,0xAC620224)
 
end

if (R3 ~= 0 and L2 ~= 0) then
--Infinite Armor by Code Master off
eeObj.WriteMem32(0x00173B54,0x8c620224)
eeObj.WriteMem32(0x00173B5C,0x00173b5c)
end

--View Weapon In Inventory For Max Damage by Code Master
eeObj.WriteMem32(0x20178A14,0x24820020)
eeObj.WriteMem32(0x20178A18,0xAEA2002C)

end

emuObj.AddVsyncHook(codes)

  • Total fix. Tested a little. Report any issues if encountered.
  • cheats added(must enable with button combo)
  • remapped triggers to right stick for better controls
  • graphical glitches fixed with PCSX2 codes
  • This game is linked to Fallout series somehow(pip boy/vault boy)?
 
Last edited:
Disney's Stitch - Experiment 626

CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-progressive=1

--cdvd-sector-read-cycles=2000
--force-frame-blend=1
LUA
Code:
-- Disney's Stitch - Experiment 626 (U)(SCUS-97145)
-- Widescreen hack by Arapapa
-- 60FPS by Asasega(breaks game)
-- ported to ps4 lua by Stayhye
-- emu used=kof98um

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

apiRequest(0.1)

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

emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()


local WS = function()
-- 16:9
--Y-Fov
eeObj.WriteMem32(0x002367a4,0x3c03bfab) --3c03bf80
--Zoom
eeObj.WriteMem32(0x00236354,0x3c023f20) --3c023f00
--60 fps(freezes game)
--eeObj.WriteMem32(0x00628508,0x00000001)
--16:9 alt
--eeObj.WriteMem32(0x002367a0,0x3c043f40) --0x3c043f80

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

--60 fps
--eeInsnReplace(0x20628508,0x00000000,0x00000001)

No issues. 60fps code breaks game.
 
Spartan: Total Warrior (NTSC-U) +Cheats

CLI
Code:
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-motion-factor=30
--force-frame-blend=1
--cdvd-sector-read-cycles=2000
--ee-cycle-scalar=0.53 #<-- audio sync(FMV)
--iop-cycle-scalar=0.5
--ee-evt-check-full=1

--ee-hook=0x002067e4,AdvanceClock,,100 #<-- audio sync
LUA
Code:
-- Spartan: Total Warrior (NTSC-U)
-- enhancements by mrjaredbeta
-- Widescreen patch
-- emu used=kof98um

apiRequest(0.1)

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

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


emuObj.PadSetLightBar(0, 0,100,255)
emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()


local WS = function()
--16:9
eeObj.WriteMem32(0x2057C814,0x3F100000) -- 3F400000
-- Disable Bloom/Coloring effects
eeObj.WriteMem32(0x0024f4ec,0x00000000)
eeObj.WriteMem32(0x0024f4f8,0x00000000)
--Unlock All Single Mission Replay by Code Master, Skiller
eeObj.WriteMem32(0x20381330,0x2406000E)
eeObj.WriteMem32(0x005EC1E8,0x0000000E)
--Unlock All Arena Challenges by Code Master, Skiller
eeObj.WriteMem32(0x20381344,0x24060005)
eeObj.WriteMem32(0x005EC238,0x00000005)
--Disable Hud by Code Master, Skiller
--eeObj.WriteMem32(0x005EA685,0x00000001)
--Debug Free Camera by Code Master, Skiller
eeObj.WriteMem32(0x005EA68A,0x00000001)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

Finally got the audio/video in sync!
 
Last edited:
Fix for Beat Down - Fists of Vengeance (SLUS-21150)

CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-progressive=1
--gs-force-bilinear=1

--host-vsync=1
--host-display-mode=16:9

--cdvd-sector-read-cycles=4000
--vu1-no-clamping=0 #fixes disappearing shadows

#emu used=parappa v1
LUA
Code:
-- Beat Down - Fists of Vengeance (U) (SLUS-21150)
-- Widescreen Hack (16:9) by ElHecht
-- emu used=parappa v1

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

apiRequest(0.1)

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

local patcher = function()
--X-Fov
eeObj.WriteMem32(0x002661f0,0x080f8050) -- c6010068
eeObj.WriteMem32(0x003e0140,0x3c013f40) -- 00000000
eeObj.WriteMem32(0x003e0144,0x4481f000) -- 00000000
eeObj.WriteMem32(0x003e0148,0xc6010068) -- 00000000
eeObj.WriteMem32(0x003e014c,0xc602006c) -- 00000000
eeObj.WriteMem32(0x003e0150,0x461e0843) -- 00000000
eeObj.WriteMem32(0x003e0154,0xe6010068) -- 00000000
eeObj.WriteMem32(0x003e0158,0x0809987e) -- 00000000

--emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Parappa v1 was only emu that got past boot crash for me. I did not try all of them.
Fix for Beat Down - Fists of Vengeance (SLUS-21150)

CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-progressive=1
--gs-force-bilinear=1

--host-vsync=1
--host-display-mode=16:9

--cdvd-sector-read-cycles=4000
--vu1-no-clamping=0 #fixes disappearing shadows

#emu used=parappa v1
LUA
Code:
-- Beat Down - Fists of Vengeance (U) (SLUS-21150)
-- Widescreen Hack (16:9) by ElHecht
-- emu used=parappa v1

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

apiRequest(0.1)

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

local patcher = function()
--X-Fov
eeObj.WriteMem32(0x002661f0,0x080f8050) -- c6010068
eeObj.WriteMem32(0x003e0140,0x3c013f40) -- 00000000
eeObj.WriteMem32(0x003e0144,0x4481f000) -- 00000000
eeObj.WriteMem32(0x003e0148,0xc6010068) -- 00000000
eeObj.WriteMem32(0x003e014c,0xc602006c) -- 00000000
eeObj.WriteMem32(0x003e0150,0x461e0843) -- 00000000
eeObj.WriteMem32(0x003e0154,0xe6010068) -- 00000000
eeObj.WriteMem32(0x003e0158,0x0809987e) -- 00000000

--emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

Parappa v1 was only emu that got past boot crash for me. I did not try all of them.

Can you help with finding the Parappa v1 emulator please?

Parappa v1
 
True crime - New York City [SLES-53618]
alternative config
emu=Jak2v2

Code:
--ps2-title-id=SLES-53618
--host-display-mode=full     
--gs-upscale=edgesmooth
--gs-uprender=2x2
--trophy-support=0
--safe-area-min=0.90
--ps2-lang=system
--vu1-di-bits=1
--vu1-const-prop=1
--vu1-opt-flags=1
--vu0-jr-cache-policy=newprog
--vu0-jalr-cache-policy=newprog
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu1-mpg-cycles=690
--gs-progressive=1
--vu0-no-clamping=0
--gs-aspect-ratio=1.20
#--force-pal-60hz=1
Lua:
Code:
apiRequest(2.0)

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

local patcher     = function()
--draw distance?
eeObj.WriteMem32(0x208A43F0,0x4) --0x7
--debug mode
eeObj.WriteMem32(0x2052B9BE,0x1) --0x0
end
emuObj.ThrottleMax()
emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

-still have slowdowns
-press triangle to exit debug menu.
 
Last edited:
True crime - New York City [SLES-53618]
alternative config
emu used: Jak2v2

config-emu-ps4:
Code:
--ps2-title-id=SLES-53618
--host-display-mode=full      
--gs-upscale=edgesmooth
--gs-uprender=2x2
--trophy-support=0
--safe-area-min=0.90
--ps2-lang=system
--vu1-di-bits=1
--vu1-const-prop=1
--vu1-opt-flags=1
--vu0-jr-cache-policy=newprog
--vu0-jalr-cache-policy=newprog
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu1-mpg-cycles=690
--gs-progressive=1
--vu0-no-clamping=0
--gs-aspect-ratio=1.20
#--force-pal-60hz=1

Lua:
Code:
apiRequest(2.0)

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

local patcher     = function()
--draw distance?
eeObj.WriteMem32(0x208A43F0,0x4) --0x7
--debug mode
eeObj.WriteMem32(0x2052B9BE,0x1) --0x0
end
emuObj.ThrottleMax()
emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

-still have slowdowns
-press triangle to exit debug menu.
any crash issue?
 
True crime - New York City [SLES-53618]
alternative config
emu used: Jak2v2

config-emu-ps4:
Code:
--ps2-title-id=SLES-53618
--host-display-mode=full     
--gs-upscale=edgesmooth
--gs-uprender=2x2
--trophy-support=0
--safe-area-min=0.90
--ps2-lang=system
--vu1-di-bits=1
--vu1-const-prop=1
--vu1-opt-flags=1
--vu0-jr-cache-policy=newprog
--vu0-jalr-cache-policy=newprog
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu1-mpg-cycles=690
--gs-progressive=1
--vu0-no-clamping=0
--gs-aspect-ratio=1.20
#--force-pal-60hz=1

Lua:
Code:
apiRequest(2.0)

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

local patcher     = function()
--draw distance?
eeObj.WriteMem32(0x208A43F0,0x4) --0x7
--debug mode
eeObj.WriteMem32(0x2052B9BE,0x1) --0x0
end
emuObj.ThrottleMax()
emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

-still have slowdowns
-press triangle to exit debug menu.

https://www.psx-place.com/threads/r...nfiguration-on-ps4.16131/page-152#post-330799

I will have to take a look again with newly acquired skills LOL
 
True crime - New York City [SLES-53618]
alternative config
emu used: Jak2v2

config-emu-ps4:
Code:
--ps2-title-id=SLES-53618
--host-display-mode=full      
--gs-upscale=edgesmooth
--gs-uprender=2x2
--trophy-support=0
--safe-area-min=0.90
--ps2-lang=system
--vu1-di-bits=1
--vu1-const-prop=1
--vu1-opt-flags=1
--vu0-jr-cache-policy=newprog
--vu0-jalr-cache-policy=newprog
--vu1-jr-cache-policy=newprog
--vu1-jalr-cache-policy=newprog
--vu1-mpg-cycles=690
--gs-progressive=1
--vu0-no-clamping=0
--gs-aspect-ratio=1.20
#--force-pal-60hz=1

Lua:
Code:
apiRequest(2.0)

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

local patcher     = function()
--draw distance?
eeObj.WriteMem32(0x208A43F0,0x4) --0x7
--debug mode
eeObj.WriteMem32(0x2052B9BE,0x1) --0x0
end
emuObj.ThrottleMax()
emuObj.AddVsyncHook(patcher)

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

-still have slowdowns
-press triangle to exit debug menu.
1 Will cause a slowdown, 0 Will improve performance.
--vu1-di-bits=1
 
1 Will cause a slowdown, 0 Will improve performance.
--vu1-di-bits=1

..that command has no effect on the NTSC version 0 or 1, I doubt it will effect PAL version either.
The only effect that command has on ps4 is elimination of micro freezes, at least on all the tests I've done on multiple games.
 
Last edited:
..that command has no effect on the NTSC version 0 or 1, I doubt it will effect PAL version either.
The only effect that command has on ps4 is elimination of micro freezes, at least on all the tests I've done on multiple games.
any luck running jakxv2 on nfs share?
 
any luck running jakxv2 on nfs share?

No, but honestly I haven't tried to fix issue yet. I have most of the emus working with NFSShare, but I figured out that someting about the way I dumped/fselfed my second wave of emus, something was different. I know this because I have 2 versions of psychonauts emus( limited run physical and dumped digital), and one version works with NFSShare and the other doesn't(but they both work just fine as fpkg)
 
No, but honestly I haven't tried to fix issue yet. I have most of the emus working with NFSShare, but I figured out that someting about the way I dumped/fselfed my second wave of emus, something was different. I know this because I have 2 versions of psychonauts emus( limited run physical and dumped digital), and one version works with NFSShare and the other doesn't(but they both work just fine as fpkg)
I figured out a way to make it work: the copy of the game and the update should be merged and then extracted
 

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