PS4 [Research]PS2 emulator configuration on PS4

This one is special...

Urban Reign™ NTSC (4 Player Fix) +Cheats

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

--force-frame-blend=1
--vif-ignore-invalid-cmd=0
--vif1-ignore-cmd-ints=1
--vif1-instant-xfer=0
--vu1=jit-sync
--mtap1=Always
LUA
Code:
-- Urban Reign NTSC (SLUS-21209)
-- Multitap fix by Kozarovv
-- Cheats from GameHacking.org
-- ported to PS4 by Stayhye
-- emu used=kof98um

apiRequest(0.1)

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

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


emuObj.PadSetLightBar(0, 45,65,55)
emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()


local WS = function()
--Unlock Free Mode by MadCatz
eeObj.WriteMem32(0x00946634,0x00010001)
-- Init first mtap
eeObj.WriteMem32(0x12BA88,0x24040000)
-- Read data from 1B port when 2A is requested
eeObj.WriteMem32(0x0ffc00,0x10040005)
eeObj.WriteMem32(0x0ffc04,0x00000000)
eeObj.WriteMem32(0x0ffc08,0x14050003)
eeObj.WriteMem32(0x0ffc10,0x24040000)
eeObj.WriteMem32(0x0ffc14,0x24050001)
eeObj.WriteMem32(0x0ffc18,0x080c5cbd)
eeObj.WriteMem32(0x0ffc1c,0x24030070)
eeObj.WriteMem32(0x3172ec,0x0803ff00)
--Unlock Challenge Mode by MadCatz
eeObj.WriteMem32(0x00946636,0x00010001)

--Unlock All Weapons by MadCatz
eeObj.WriteMem32(0x20274774,0x24030001)
eeObj.WriteMem32(0x2027477C,0xA443000E)
--Brad Hawk by Code Master
eeObj.WriteMem32(0x0094668E,0x00010001)

--Glen by Code Master
eeObj.WriteMem32(0x00946694,0x00010001)

--Torque by Code Master
eeObj.WriteMem32(0x00946696,0x00010001)

--Rod by Code Master
eeObj.WriteMem32(0x00946698,0x00010001)

--Seth by Code Master
eeObj.WriteMem32(0x0094669A,0x00010001)

--Nas-Tiii by Code Master
eeObj.WriteMem32(0x0094669C,0x00010001)

--Em Cee by Code Master
eeObj.WriteMem32(0x0094669E,0x00010001)

--Real Deal by Code Master
eeObj.WriteMem32(0x009466A0,0x00010001)

--Ty by Code Master
eeObj.WriteMem32(0x009466A2,0x00010001)

--Miguel by Code Master
eeObj.WriteMem32(0x009466A4,0x00010001)

--Ramon by Code Master
eeObj.WriteMem32(0x009466A6,0x00010001)

--Jose by Code Master
eeObj.WriteMem32(0x009466A8,0x00010001)

--Emilio by Code Master
eeObj.WriteMem32(0x009466AA,0x00010001)

--Kadonashi by Code Master
eeObj.WriteMem32(0x009466AC,0x00010001)

--Reggie by Code Master
eeObj.WriteMem32(0x009466AE,0x00010001)

--Zach by Code Master
eeObj.WriteMem32(0x009466B0,0x00010001)

--Colin by Code Master
eeObj.WriteMem32(0x009466B2,0x00010001)

--Jake by Code Master
eeObj.WriteMem32(0x009466B4,0x00010001)

--Tong Yoon by Code Master
eeObj.WriteMem32(0x009466B6,0x00010001)

--Grimm by Code Master
eeObj.WriteMem32(0x009466B8,0x00010001)

--BK by Code Master
eeObj.WriteMem32(0x009466BA,0x00010001)

--Grave Digga' by Code Master
eeObj.WriteMem32(0x009466BC,0x00010001)

--Bones by Code Master
eeObj.WriteMem32(0x009466BE,0x00010001)

--Booma by Code Master
eeObj.WriteMem32(0x009466C0,0x00010001)

--Busta by Code Master
eeObj.WriteMem32(0x009466C2,0x00010001)

--Spider by Code Master
eeObj.WriteMem32(0x009466C4,0x00010001)

--Pain Killah by Code Master
eeObj.WriteMem32(0x009466C6,0x00010001)

--Dwayne by Code Master
eeObj.WriteMem32(0x009466C8,0x00010001)

--Dwayne 2? by Code Master
eeObj.WriteMem32(0x009466CA,0x00010001)

--Shun Ying Lee by Code Master
eeObj.WriteMem32(0x009466CC,0x00010001)

--GD-05 by Code Master
eeObj.WriteMem32(0x009466CE,0x00010001)

--DR-88 by Code Master
eeObj.WriteMem32(0x009466D0,0x00010001)

--FK-71 by Code Master
eeObj.WriteMem32(0x009466D2,0x00010001)

--PT-22 by Code Master
eeObj.WriteMem32(0x009466D4,0x00010001)

--Bain by Code Master
eeObj.WriteMem32(0x009466D6,0x00010001)

--Cooper by Code Master
eeObj.WriteMem32(0x009466D8,0x00010001)

--Anderson by Code Master
eeObj.WriteMem32(0x009466DA,0x00010001)

--Taylor by Code Master
eeObj.WriteMem32(0x009466DC,0x00010001)

--Chris by Code Master
eeObj.WriteMem32(0x009466DE,0x00010001)

--Park by Code Master
eeObj.WriteMem32(0x009466E0,0x00010001)

--Alex by Code Master
eeObj.WriteMem32(0x009466E2,0x00010001)

--McKinzie by Code Master
eeObj.WriteMem32(0x009466E4,0x00010001)

--Napalm 99 by Code Master
eeObj.WriteMem32(0x009466E6,0x00010001)

--Golem by Code Master
eeObj.WriteMem32(0x009466E8,0x00010001)

--Riki by Code Master
eeObj.WriteMem32(0x009466EA,0x00010001)

--Masa by Code Master
eeObj.WriteMem32(0x009466EC,0x00010001)

--Hiro by Code Master
eeObj.WriteMem32(0x009466EE,0x00010001)

--Ryuji by Code Master
eeObj.WriteMem32(0x009466F0,0x00010001)

--Ye Wei by Code Master
eeObj.WriteMem32(0x009466F2,0x00010001)

--Sha Ying by Code Master
eeObj.WriteMem32(0x009466F4,0x00010001)

--Yan Jun by Code Master
eeObj.WriteMem32(0x009466F6,0x00010001)

--Shinkai by Code Master
eeObj.WriteMem32(0x009466F8,0x00010001)

--Lin Fong Lee by Code Master
eeObj.WriteMem32(0x009466FA,0x00010001)

--Bordin by Code Master
eeObj.WriteMem32(0x009466FC,0x00010001)

--Lilian by Code Master
eeObj.WriteMem32(0x009466FE,0x00010001)

--Kelly by Code Master
eeObj.WriteMem32(0x00946700,0x00010001)

--Vera Ross by Code Master
eeObj.WriteMem32(0x00946702,0x00010001)

--Paul Phoenix by Code Master
eeObj.WriteMem32(0x00946704,0x00010001)

--Marshall Law by Code Master
eeObj.WriteMem32(0x00946706,0x00010001)

--KG by Code Master
eeObj.WriteMem32(0x00946718,0x00010001)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )

Big thanks to Kozarovv for this one! Finally 4 player multi-tap works! Apparently the emulator is flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1.
 
This one is special...

Urban Reign™ NTSC (4 Player Fix) +Cheats

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

--force-frame-blend=1
--vif-ignore-invalid-cmd=0
--vif1-ignore-cmd-ints=1
--vif1-instant-xfer=0
--vu1=jit-sync
--mtap1=Always
LUA
Code:
-- Urban Reign NTSC (SLUS-21209)
-- Multitap fix by Kozarovv
-- Cheats from GameHacking.org
-- ported to PS4 by Stayhye
-- emu used=kof98um

apiRequest(0.1)

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

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


emuObj.PadSetLightBar(0, 45,65,55)
emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()


local WS = function()
--Unlock Free Mode by MadCatz
eeObj.WriteMem32(0x00946634,0x00010001)
-- Init first mtap
eeObj.WriteMem32(0x12BA88,0x24040000)
-- Read data from 1B port when 2A is requested
eeObj.WriteMem32(0x0ffc00,0x10040005)
eeObj.WriteMem32(0x0ffc04,0x00000000)
eeObj.WriteMem32(0x0ffc08,0x14050003)
eeObj.WriteMem32(0x0ffc10,0x24040000)
eeObj.WriteMem32(0x0ffc14,0x24050001)
eeObj.WriteMem32(0x0ffc18,0x080c5cbd)
eeObj.WriteMem32(0x0ffc1c,0x24030070)
eeObj.WriteMem32(0x3172ec,0x0803ff00)
--Unlock Challenge Mode by MadCatz
eeObj.WriteMem32(0x00946636,0x00010001)

--Unlock All Weapons by MadCatz
eeObj.WriteMem32(0x20274774,0x24030001)
eeObj.WriteMem32(0x2027477C,0xA443000E)
--Brad Hawk by Code Master
eeObj.WriteMem32(0x0094668E,0x00010001)

--Glen by Code Master
eeObj.WriteMem32(0x00946694,0x00010001)

--Torque by Code Master
eeObj.WriteMem32(0x00946696,0x00010001)

--Rod by Code Master
eeObj.WriteMem32(0x00946698,0x00010001)

--Seth by Code Master
eeObj.WriteMem32(0x0094669A,0x00010001)

--Nas-Tiii by Code Master
eeObj.WriteMem32(0x0094669C,0x00010001)

--Em Cee by Code Master
eeObj.WriteMem32(0x0094669E,0x00010001)

--Real Deal by Code Master
eeObj.WriteMem32(0x009466A0,0x00010001)

--Ty by Code Master
eeObj.WriteMem32(0x009466A2,0x00010001)

--Miguel by Code Master
eeObj.WriteMem32(0x009466A4,0x00010001)

--Ramon by Code Master
eeObj.WriteMem32(0x009466A6,0x00010001)

--Jose by Code Master
eeObj.WriteMem32(0x009466A8,0x00010001)

--Emilio by Code Master
eeObj.WriteMem32(0x009466AA,0x00010001)

--Kadonashi by Code Master
eeObj.WriteMem32(0x009466AC,0x00010001)

--Reggie by Code Master
eeObj.WriteMem32(0x009466AE,0x00010001)

--Zach by Code Master
eeObj.WriteMem32(0x009466B0,0x00010001)

--Colin by Code Master
eeObj.WriteMem32(0x009466B2,0x00010001)

--Jake by Code Master
eeObj.WriteMem32(0x009466B4,0x00010001)

--Tong Yoon by Code Master
eeObj.WriteMem32(0x009466B6,0x00010001)

--Grimm by Code Master
eeObj.WriteMem32(0x009466B8,0x00010001)

--BK by Code Master
eeObj.WriteMem32(0x009466BA,0x00010001)

--Grave Digga' by Code Master
eeObj.WriteMem32(0x009466BC,0x00010001)

--Bones by Code Master
eeObj.WriteMem32(0x009466BE,0x00010001)

--Booma by Code Master
eeObj.WriteMem32(0x009466C0,0x00010001)

--Busta by Code Master
eeObj.WriteMem32(0x009466C2,0x00010001)

--Spider by Code Master
eeObj.WriteMem32(0x009466C4,0x00010001)

--Pain Killah by Code Master
eeObj.WriteMem32(0x009466C6,0x00010001)

--Dwayne by Code Master
eeObj.WriteMem32(0x009466C8,0x00010001)

--Dwayne 2? by Code Master
eeObj.WriteMem32(0x009466CA,0x00010001)

--Shun Ying Lee by Code Master
eeObj.WriteMem32(0x009466CC,0x00010001)

--GD-05 by Code Master
eeObj.WriteMem32(0x009466CE,0x00010001)

--DR-88 by Code Master
eeObj.WriteMem32(0x009466D0,0x00010001)

--FK-71 by Code Master
eeObj.WriteMem32(0x009466D2,0x00010001)

--PT-22 by Code Master
eeObj.WriteMem32(0x009466D4,0x00010001)

--Bain by Code Master
eeObj.WriteMem32(0x009466D6,0x00010001)

--Cooper by Code Master
eeObj.WriteMem32(0x009466D8,0x00010001)

--Anderson by Code Master
eeObj.WriteMem32(0x009466DA,0x00010001)

--Taylor by Code Master
eeObj.WriteMem32(0x009466DC,0x00010001)

--Chris by Code Master
eeObj.WriteMem32(0x009466DE,0x00010001)

--Park by Code Master
eeObj.WriteMem32(0x009466E0,0x00010001)

--Alex by Code Master
eeObj.WriteMem32(0x009466E2,0x00010001)

--McKinzie by Code Master
eeObj.WriteMem32(0x009466E4,0x00010001)

--Napalm 99 by Code Master
eeObj.WriteMem32(0x009466E6,0x00010001)

--Golem by Code Master
eeObj.WriteMem32(0x009466E8,0x00010001)

--Riki by Code Master
eeObj.WriteMem32(0x009466EA,0x00010001)

--Masa by Code Master
eeObj.WriteMem32(0x009466EC,0x00010001)

--Hiro by Code Master
eeObj.WriteMem32(0x009466EE,0x00010001)

--Ryuji by Code Master
eeObj.WriteMem32(0x009466F0,0x00010001)

--Ye Wei by Code Master
eeObj.WriteMem32(0x009466F2,0x00010001)

--Sha Ying by Code Master
eeObj.WriteMem32(0x009466F4,0x00010001)

--Yan Jun by Code Master
eeObj.WriteMem32(0x009466F6,0x00010001)

--Shinkai by Code Master
eeObj.WriteMem32(0x009466F8,0x00010001)

--Lin Fong Lee by Code Master
eeObj.WriteMem32(0x009466FA,0x00010001)

--Bordin by Code Master
eeObj.WriteMem32(0x009466FC,0x00010001)

--Lilian by Code Master
eeObj.WriteMem32(0x009466FE,0x00010001)

--Kelly by Code Master
eeObj.WriteMem32(0x00946700,0x00010001)

--Vera Ross by Code Master
eeObj.WriteMem32(0x00946702,0x00010001)

--Paul Phoenix by Code Master
eeObj.WriteMem32(0x00946704,0x00010001)

--Marshall Law by Code Master
eeObj.WriteMem32(0x00946706,0x00010001)

--KG by Code Master
eeObj.WriteMem32(0x00946718,0x00010001)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

emuObj.SetGsTitleFix( "globalSet",  "reserved", { workLoadThreshold = 100000} )
emuObj.SetGsTitleFix( "globalSet",  "reserved", { waveThreshold = 90000} )
emuObj.SetGsTitleFix( "ignoreAreaUpdate", 0, { } )

Big thanks to Kozarovv for this one! Finally 4 player multi-tap works! Apparently the emulator is flawed in how it handles multi-tap when it involves "--mtap2". All functions for 2A, 2B, 2C, 2D must be redirected to ports on multi-tap 1.
Holy shit! The mad lad never ceases to amaze me.
 
Fix for 007: From Russia with Love NTSC

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

#--host-display-mode=16:9

--vu1-di-bits=0

--ee-context-switch-cycles=1000

--ee-cycle-scalar=2.0

--iop-cycle-scalar=0.6
#emu used=eternal ring v2
LUA
Code:
-- 007 From Russia with Love
-- emu used=eternal ring v2

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

apiRequest(1.5)

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

local patcher = function()
-- Unlock All Characters
eeObj.WriteMem32(0x20A7D358,0xFFFFFFFF)

eeObj.WriteMem32(0x0040560c,0x46140002)
eeObj.WriteMem32(0x00405610,0x27a50030)
eeObj.WriteMem32(0x00405614,0x46010003)
eeObj.WriteMem32(0x00405618,0x3c013f40) --hor val
eeObj.WriteMem32(0x0040561c,0x44810800)
eeObj.WriteMem32(0x00405620,0x4601a503)
eeObj.WriteMem32(0x00405624,0xe7b40030)
eeObj.WriteMem32(0x00405628,0x46020002)
eeObj.WriteMem32(0x0040562c,0x0c0c87e6)
eeObj.WriteMem32(0x00405630,0xe7a00034)
eeObj.WriteMem32(0x00405634,0x7bb00050)
eeObj.WriteMem32(0x00405638,0xdfbf0040)
eeObj.WriteMem32(0x0040563c,0xc7b40060)
eeObj.WriteMem32(0x00405640,0x03e00008)
eeObj.WriteMem32(0x00405644,0x27bd0070)

eeObj.Vu1MpgCycles(500)
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

emuObj.SetDisplayAspectWide()

emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1  } )
I play this game with these settings. I still have some lag when I play but I think it's playable. I put what's inside CLI file in config-emu-ps4.txt from eternal ring v2 and put it in ps2-fpkg_v0.6. I also put lua file in ps2-fpkh_v0.6.
I hope I did everything right.

This is how I put what's inside cli file in my txt.
VL8VJrz

"--isd-git-hash=d2254cf9baa26098699cd4612f30cfef825b61e1
--usrd-git-hash=2576fe80c57a580deae07f56903b236dfd576d69
--lua-use-pcall=0
--emulog-file=0
#--gs-adaptive-frameskip=1

--path-snaps="/tmp/snapshots"
--path-recordings="/tmp/recordings"
--path-vmc="/tmp/vmc"
--path-emulog="/tmp/recordings"
--config-local-lua=""
--load-tooling-lua=0
--path-patches="/app0/patches"
--path-trophydata="/app0/trophy_data"
--path-featuredata="/app0/feature_data"
#--path-toolingscript="/app0/patches"
--ps2-title-id=SLUS-20015
--max-disc-num=1
--playgo-disc-per-chunk=0
--trophy-support=1
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--pad-record=0
--host-audio=1
--rom="PS20220WD20050620.crack"
--ps2-lang=system
--verbose-cdvd-reads=0
--host-osd=0
--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

#--host-display-mode=16:9

--vu1-di-bits=0

--ee-context-switch-cycles=1000

--ee-cycle-scalar=2.0

--iop-cycle-scalar=0.6
#emu used=eternal ring v2"

To make long story short, it's playable. Before these settings, I think this game wasn't very playable.
 
Last edited:
Def Jam™ Fight for N.Y.® NTSC (4 Player fix)

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

--host-display-mode=16:9

--iop-cycle-scalar=1.0

--ee-cycle-scalar=1.7

--mtap1=always
--mtap2=always
LUA
Code:
-- Def Jam: Fight for NY (SLUS-21004)
-- Multi-Tap fix by Kozarovv
-- Widescreen Patch
-- ported to PS4 Lua by Stayhye
-- emu used=aofa

apiRequest(0.1)

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

local WS = function()
--16:9
eeObj.WriteMem32(0x00361a34,0x10a20016)
eeObj.WriteMem32(0x00361a64,0x3c013fab)
eeObj.WriteMem32(0x00361a68,0x44810800)
eeObj.WriteMem32(0x00361a6c,0x46010002)
eeObj.WriteMem32(0x00361a70,0xe4c00000)
eeObj.WriteMem32(0x00361a74,0x46010842)
eeObj.WriteMem32(0x00361a78,0xe4e10000)
eeObj.WriteMem32(0x00361a7c,0xc480001c)
eeObj.WriteMem32(0x00361a80,0xe5000000)
eeObj.WriteMem32(0x00361a84,0xc4810024)
eeObj.WriteMem32(0x00361a88,0x03e00008)
eeObj.WriteMem32(0x00361a8c,0xe5210000)
eeObj.WriteMem32(0x00361a90,0xc4800010)
eeObj.WriteMem32(0x00361a94,0x3c013fab)
eeObj.WriteMem32(0x00361a98,0x44810800)
eeObj.WriteMem32(0x00361a9c,0x00000000) -- optional zoom for cutscenes
eeObj.WriteMem32(0x00361a9c,0x46010002) -- optional zoom for cutscenes
eeObj.WriteMem32(0x00361aa0,0x46010842)
eeObj.WriteMem32(0x00361aa4,0xe4c00000)
eeObj.WriteMem32(0x00361aa8,0xe4e10000)
eeObj.WriteMem32(0x00361aac,0x3c013e80)
eeObj.WriteMem32(0x00361ab0,0x44811800)
eeObj.WriteMem32(0x00361ab4,0xc4820024)
eeObj.WriteMem32(0x00361ab8,0x3c013f00)
eeObj.WriteMem32(0x00361abc,0x44810000)
eeObj.WriteMem32(0x00361ac0,0x46031082)
eeObj.WriteMem32(0x00361ac4,0xc481001c)
eeObj.WriteMem32(0x00361ac8,0x46001002)
eeObj.WriteMem32(0x00361acc,0xe5010000)
eeObj.WriteMem32(0x00361ad0,0xc4800024)
eeObj.WriteMem32(0x00361ad4,0x03e00008)
eeObj.WriteMem32(0x00361ad8,0xe5200000)

--Access All Gear by Code Master
eeObj.WriteMem32(0x200C0220,0x240300FF)
eeObj.WriteMem32(0x200C0224,0x080D85B3)
eeObj.WriteMem32(0x200C0228,0xA0430000)
eeObj.WriteMem32(0x203616C8,0x08030088)

--Access All Moves by Code Master
eeObj.WriteMem32(0x200C0230,0x240200FF)
eeObj.WriteMem32(0x200C0234,0x080D852F)
eeObj.WriteMem32(0x200C0238,0xA0620000)
eeObj.WriteMem32(0x203614B8,0x0803008C)
--general
eeObj.Vu1MpgCycles(600)
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

local mtap_fix = function()
-- Force controllers detection
eeObj.WriteMem32(0x32F3EC,0x00000000)
-- Manually count to 8...
eeObj.WriteMem32(0x1EADFC,0x24100000)
eeObj.WriteMem32(0x1EAE04,0x26100001)
-- Rearrange controllers from port 2 to 1
eeObj.WriteMem32(0x0fff00,0x10040007)
eeObj.WriteMem32(0x0fff04,0x28b90003)
eeObj.WriteMem32(0x0fff08,0x54190001)
eeObj.WriteMem32(0x0fff0c,0x24a50001)
eeObj.WriteMem32(0x0fff10,0x54190001)
eeObj.WriteMem32(0x0fff14,0x24040000)
eeObj.WriteMem32(0x0fff18,0x080CBBD0)
eeObj.WriteMem32(0x0fff1c,0x00000000)
eeObj.WriteMem32(0x0fff20,0x54050001)
eeObj.WriteMem32(0x0fff24,0x24040001)
eeObj.WriteMem32(0x0fff28,0x54050001)
eeObj.WriteMem32(0x0fff2c,0x24a5ffff)
eeObj.WriteMem32(0x0fff30,0x080CBBD0)
eeObj.WriteMem32(0x0fff34,0x00000000)
eeObj.WriteMem32(0x32F36C,0x0c03ffc0)
end

emuObj.AddVsyncHook(mtap_fix)

4 player working. All thanks to Kozarovv for his multi-tap patches. Tested quite a bit, works great.
 
Dreamworks Kung Fu Panda™ NTSC

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

--gs-flush-ad-xyz=safeZwrite
--cdvd-sector-read-cycles=2000
LUA
Code:
-- Dreamworks Kung Fu Panda™ 
-- Widescreen hack by Arapapa 
-- Stutter/Slowdown fix by Stayhye
-- ported to PS4 
-- emu used=kof98um

apiRequest(0.1)

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

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


emuObj.PadSetLightBar(0, 45,65,55)
emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()

eeObj.AddHook(0x00583f84,0xdfb00000,function()
         eeObj.Vu1MpgCycles(800)
end)   

eeObj.AddHook(0x003ff394,0x2d040200,function()
         eeObj.AdvanceClock(9000)
end)       

eeObj.AddHook(0x005b2e54,0x27bdfff0,function()
         eeObj.AdvanceClock(12000)
         eeObj.SchedulerDelayEvent("vif1.dma", 0x1500)
end)         


local WS = function()
--16:9
eeObj.WriteMem32(0x00694e0c,0x3fe38e3e) -- 0x3faaaaab >> lui t2, $aaab


eeObj.SchedulerDelayEvent("vif1.dma", 0x4500)
emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

--60fps
--eeInsnReplace(0x2062ADD4,0x00000001,0x00000000)

All stutter and slowdown removed. Not tested much, mostly the first level.
 
Disney Pixar - Up [SLUS 21864] (U)

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

Lua
Code:
--Disney Pixar - Up [SLUS 21864] (U)
--HW Patch by Kozarrov
--jak v2

apiRequest(0.1)

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

local patcher = function()

--Fixes invisible text
eeObj.WriteMem32(0x004012FC,0x46021002) 

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

Thanks Kozarovv
 
Free Running (E)(SLES-54559)

Cli
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--host-display-mode=16:9
--force-pal-60hz=1                  #best performance

Lua
Code:
--Free Running (E)(SLES-54559)
--patched by Prafull
--port to ps4... Bergolino gamer
--jak v2

apiRequest(0.1)

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

local patcher = function()
--fix character falling through floor
eeObj.WriteMem32(0x001b1d1c,0x48428800)
eeObj.WriteMem32(0x001b1d20,0x4be228ec)
eeObj.WriteMem32(0x001b1d24,0x4a0002ff)
eeObj.WriteMem32(0x001b1d28,0x4a0002ff)
eeObj.WriteMem32(0x001de5c0,0x48428800)
eeObj.WriteMem32(0x001de5c4,0x4be3696c)
eeObj.WriteMem32(0x001de5c8,0x4a0002ff)
eeObj.WriteMem32(0x001de5cc,0x4a0002ff)

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

Thanks Prafull
 
K-1 World Grand Prix SLUS_206.82

Cli
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--host-display-mode=16:9
--force-frame-blend=1

Lua
Code:
--K-1 World Grand Prix SLUS_206.82
--Widescreen hack
--kof98um

apiRequest(0.1)

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

local patcher = function()

--Widescreen hack
eeObj.WriteMem32(0x2080143c,0x3f2ccccd)  

emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
emuObj.SetGsTitleFix( "forceSimpleFetch",  "reserved", {psm=0} )
emuObj.SetGsTitleFix( "fetchFromCurrBuff", "reserved", {psm=0} )
 
Last edited:
settings?
i use this commands:
jakxv2
Code:
--vu1-const-prop=1
--vu1-opt-flags=0
--vu1-mpg-cycles=8000
--vu-custom-min-max=1
--vu1-opt-vf00=2
#--vif1-instant-xfer=0
--iop-validate-kernel=1
--vu1-no-clamping=0
--vu0-no-clamping=0
--vu-hack-triace=0
--gs-use-deferred-l2h=0

#--vu1-di-bits=0
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"

-unlock all chapters(on chapter select screen):
Hold Select and press Right, Right, Left, Left, Square, Square
 
Last edited:
25 to Life NTSC

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

--cdvd-sector-read-cycles=2000
--framelimiter=1
--framelimit-fps=59.8
--framelimit-scalar=1.1
LUA
Code:
-- 25 to Life  (U)(SLUS-21016)
-- Widescreen Hack by Arapapa
-- 60 FPS by asasega
-- 60 FPS Stutter fix(PS4) by Stayhye
-- ported to PS4 Lua
-- emu used=kof98um

apiRequest(0.1)

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

emuObj.PadSetLightBar(0, 45,65,55)
emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()
emuObj.ForceRefreshRate(60)
emuObj.EnableImposeMenu(true)

--stutter fix(60fps)
eeObj.AddHook(0x00577cf8,0x0260b82d,function() -- daddu s7, s3, zero
         eeObj.AdvanceClock(11000)
end)      

local WS = function()
--Widescreen hack 16:9

--X-Fov
--00000000 00000000 43030d46
eeObj.WriteMem32(0x00417e68,0x080978f8) --00000000

eeObj.WriteMem32(0x0025e3e0,0x3c013faa) --00000000
eeObj.WriteMem32(0x0025e3e4,0x3421aaab) --00000000
eeObj.WriteMem32(0x0025e3e8,0x4481f000) --00000000
eeObj.WriteMem32(0x0025e3ec,0x461e6b42) --00000000
eeObj.WriteMem32(0x0025e3f0,0x08105f9b) --00000000

--Render fix
--003f013c 00008144 6a00023c (1st)
eeObj.WriteMem32(0x003989b8,0x3c013f10) --3c013f00

--60 FPS by asasega
--020000000000000040020000000000002206813F
eeObj.WriteMem32(0x207067D8,0x00000001) --00000002

--Unlock All Levels by MadCatz
eeObj.WriteMem32(0x20156548,0x24020001)
eeObj.WriteMem32(0x20156550,0xAC621F4C)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

60 FPS and all levels unlocked added. No issues noticed. I remember playing this back in the day over XLink-Kai...
 
Last edited:
SVC Chaos™ SNK vs. CAPCOM® PAL

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

--cdvd-sector-read-cycles=2000
LUA
Code:
-- SVC Chaos™ SNK vs. CAPCOM®
-- flicker fix by mrjaredbeta
-- ported to lua
-- emu used=kof98um   

apiRequest(0.1)

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

emuObj.PadSetLightBar(0, 45,65,55)
emuObj.SetDeinterlace(true)
emuObj.SetDisplayAspectWide()
emuObj.ForceRefreshRate(60)
emuObj.EnableImposeMenu(true)
   
emuObj.SetFormattedCard("custom.card")
   
local WS = function()
--flicker fix 
eeObj.WriteMem32(0x002f3ef0,0) --SLES-53065

--eeObj.WriteMem32(0x002e3708,0) --SLPS-25316

--emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(WS)

Ported @mrjaredbeta PS3 code to PS4 to fix flashing life bars on some stages. Works great!
 
The Urbz - Sims in the City [SLES-52908]
Emu used=Red faction 2, Ape escape 3

Code:
--safe-area-min=0.90
--vu1=jit-sync
--vu1-mpg-cycles=2000
--gs-kernel-cl-up="up2x2skipinterp"

Lua:
Code:
apiRequest(1.0)

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

local patcher = function()
--ws by Arapapa
eeObj.WriteMem32(0x0039b3f0,0x3c013fe3)
eeObj.WriteMem32(0x0039b3f4,0x34218e2a)
emuObj.ThrottleMax()
end
--[[emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )--]]

emuObj.AddVsyncHook(patcher)

-its has some slowdowns and textures glitches
 
Last edited:
The Urbz - Sims in the City [SLES-52908]
Emu used=Red faction 2

Code:
--safe-area-min=0.90
--vu1=jit-sync
--vu1-mpg-cycles=2000
--gs-kernel-cl-up="up2x2skipinterp"

Lua:
Code:
apiRequest(1.0)

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

local patcher = function()
--ws by Arapapa
eeObj.WriteMem32(0x0039b3f0,0x3c013fe3)
eeObj.WriteMem32(0x0039b3f4,0x34218e2a)
emuObj.ThrottleMax()
end
emuObj.SetGsTitleFix( "forceSimpleFetch", "reserved", { texMode=1 } )

emuObj.AddVsyncHook(patcher)

-its has some slowdowns and textures glitches
textures glitches as in The Sims Bustin' Out?
VIDEO
 
Wild arms 4 PAL
emu used:red faction 2
-work fine, only tested on area 1


Wild arms 5 PAL
emu used: red faction 2
-work fine at start, then controller not respond, not freeze.

 
Last edited:
Tom clancy's ghost recon 2 [PLAYABLE]
emu used:red faction 2
version tested: slus-21105
-psdevwiki says unplayable?:confused3:
 
Last edited:

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