Vika23
Senior Member
Without boost game also works fine!Awesome, thanks for testing. You have a PS4 pro, correct? Can you test with boost mode disabled?(if you haven't already)
Without boost game also works fine!Awesome, thanks for testing. You have a PS4 pro, correct? Can you test with boost mode disabled?(if you haven't already)
--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
-- 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)
Anyone know equivalent intc spin in pcsx2 for ps2emu_ps4?? Or SkipdrawThnanks for your supports. Thanks for patches games)
Anyone for Kya dark lineage? It´s a great platform adventure game was suffer slowdown fps .S
Thank anyway !!![]()
What is it
What is it?
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--gs-progressive=1
--cdvd-sector-read-cycles=2000
--force-frame-blend=1
-- 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)
--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
-- 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)
Fix for Beat Down - Fists of Vengeance (SLUS-21150)
CLI
LUACode:--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
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
LUACode:--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
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.
sure! you have to buy it. there probably are other ways, but we have an anti-piracy rule.Can you help with finding the Parappa v1 emulator please?
Parappa v1
--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
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 } )
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.
sure! you have to buy it. there probably are other ways, but we have an anti-piracy rule.![]()
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.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
just a random crash on main menu, and in the park. (with okage v1 its has a unhandled error) but its playable.any crash issue?
any luck running jakxv2 on nfs share?..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?
I figured out a way to make it work: the copy of the game and the update should be merged and then extractedNo, 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)