PS4 [Research]PS2 emulator configuration on PS4

Crash Nitro Kart NTSC

CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-adaptive-frameskip=1
--force-frame-blend=1

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu1-di-bits=0
--vu1=jit-sync
--vu1-native-patch=1

--vu1-mpg-cycles=2200
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=sameprog

--ee-hook=0x005dbc38,AdvanceClock,,21000
LUA
Code:
-- Crash Nitro Kart NTSC
-- Widescreen by Stayhye
-- ported to PS4 by Stayhye
-- emu used=jakx v2

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

apiRequest(0.1)

local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local gsObj       = getGsObject()
local eeOverlay    = eeObj.getOverlayObject()
local iopObj  = getIOPObject()

emuObj.PadSetLightBar(0, 255,0,255)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)
gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
emuObj.SetDeinterlace(true)

local patcher = function()
--16:9
eeObj.WriteMem32(0x0058bcf8,0x3c023f40) -- 0x3c023f00 - hor. axis
eeObj.WriteMem32(0x0058bd0c,0x3c023f40) -- 0x3c023f00 -- zoom

--eeObj.WriteMem32(0x005dbc18,0x24030001)
eeObj.SchedulerDelayEvent("vif1.dma",0x5000)
emuObj.ThrottleMax() -- No negative. 
end

emuObj.AddVsyncHook(patcher)

Much improved framerate. Widescreen ported from PAL, with an improvement.
did u test second level in story? It was always freeze on loading screen before!
 
The Matrix™ Path of Neo™

CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-adaptive-frameskip=1

--force-frame-blend=1

--cdvd-sector-read-cycles=5000

#emu used=jakx v2
LUA
Code:
-- The Matrix Path of Neo NTSC
-- Graphics fix by Stayhye
-- 60 fps not stable(disabled)
-- ported to PS4
-- emu used=jakx v2

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

apiRequest(0.1)

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


emuObj.PadSetLightBar(0, 0,255,0) -- green!
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)
emuObj.SetDeinterlace(true)
emuObj.SetFormattedCard("neo.card")

--graphics fix! gif.dma does do something!
eeObj.AddHook(0x00102064,0xdfb00000, function() -- ld s0, $0000(sp)
       eeObj.SchedulerDelayEvent("gif.dma", 0x1600)
end)

--fps boost A
eeObj.AddHook(0x001d7154,0x9482002c, function() -- lhu v0, $002c(a0)
       eeObj.AdvanceClock(7000)
end)

--fps boost B
eeObj.AddHook(0x0027f4e8,0x34631000, function() -- ori v1, v1, $1000
       eeObj.Vu1MpgCycles(3700)
end)
--]]
local patcher = function()
--[[
--60 fps
eeObj.WriteMem32(0x20463E1C,0x3F800000) --speed
eeObj.WriteMem32(0x20463E2C,0x42700000) --fps
--]]
eeObj.WriteMem32(0x00101d7c,0x1000fffa)
--Unlock All Extras (View Extras To Unlock) by MadCatz
eeObj.WriteMem32(0x201DCCBC,0x2002FFFF)
eeObj.WriteMem32(0x201DCCC0,0xAC820000)
eeObj.WriteMem32(0x201DCCC4,0x03E00008)
eeObj.WriteMem32(0x201DCCC8,0x24020001)
eeObj.WriteMem32(0x20466750,0xFFFFFFFF)
eeObj.WriteMem32(0x20466754,0x00040011)

--Aerial Training by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x204659A4,0x00030005)
eeObj.WriteMem32(0x204659A8,0x00010013)

--Captains Rescue by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x2046614C,0x0007000B)
eeObj.WriteMem32(0x20466150,0x00010013)

--Deja Vu-It's A Trap! by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20465B48,0x00000006)
eeObj.WriteMem32(0x20465B4C,0x00010013)

--Distorted Dimensions by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x2046637C,0xFFFFFFFF)
eeObj.WriteMem32(0x20466380,0x0001000E)

--Dojo Training by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20465ABC,0x00050005)
eeObj.WriteMem32(0x20465AC0,0x00010013)

--Downside Up by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20466408,0xFFFFFFFF)
eeObj.WriteMem32(0x2046640C,0x0002000E)

--Ever Had A Dream, Neo? by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x2046565C,0xFFFFFFFF)
eeObj.WriteMem32(0x20465660,0x00000003)

--He Is The One by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20465FA8,0xFFFFFFFF)
eeObj.WriteMem32(0x20465FAC,0x00000009)

--He's Heading For The Street by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20465774,0xFFFFFFFF)
eeObj.WriteMem32(0x20465778,0x00020004)

--Helicopter Rescue by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20465D78,0xFFFFFFFF)
eeObj.WriteMem32(0x20465D7C,0x00020007)


--Kung Fu Training by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20465800,0xFFFFFFFF)
eeObj.WriteMem32(0x20465804,0x00000005)

--Lobby Shooting Spree by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20465C60,0x00000007)
eeObj.WriteMem32(0x20465C64,0x00010013)

--Ministry Of Smiths by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x204665AC,0xFFFFFFFF)
eeObj.WriteMem32(0x204665B0,0x0001000F)

--Mr. Anderson, Welcome Back by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x204666C4,0xFFFFFFFF)
eeObj.WriteMem32(0x204666C8,0x00010011)

--Red Pill Rescue by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20466034,0x0009000A)
eeObj.WriteMem32(0x20466038,0x00010013)

--Rooftop Assault-Dodge This by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20465CEC,0x00010007)
eeObj.WriteMem32(0x20465CF0,0x00010013)

--Seraph's Apology by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x204661D8,0x0000000C)
eeObj.WriteMem32(0x204661DC,0x00010013)

--Storming The Drain by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20465BD4,0x00020006)
eeObj.WriteMem32(0x20465BD8,0x00010013)

--Stuck In The Loop by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20465E90,0x00010008)
eeObj.WriteMem32(0x20465E94,0x00010013)

--Subway Showdown by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20465E04,0xFFFFFFFF)
eeObj.WriteMem32(0x20465E08,0x00000008)

--Sword Training by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x2046588C,0x00010005)
eeObj.WriteMem32(0x20465890,0x00010013)

--Taking The Floor by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20466638,0xFFFFFFFF)
eeObj.WriteMem32(0x2046663C,0x0002000F)

--The Burly Brawl by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20466264,0x0000000D)
eeObj.WriteMem32(0x20466268,0x00010013)

--The Captains' Meeting by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x204660C0,0x0000000B)
eeObj.WriteMem32(0x204660C4,0x00010013)

--The Chase-I Need An Exit by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20465F1C,0x00030008)
eeObj.WriteMem32(0x20465F20,0x00010013)

--The Frenchman by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x204662F0,0x0000000E)
eeObj.WriteMem32(0x204662F4,0x00010013)

--The Witch by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20466494,0xFFFFFFFF)
eeObj.WriteMem32(0x20466498,0x0003000E)

--They're Coming For You, Neo by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x204656E8,0xFFFFFFFF)
eeObj.WriteMem32(0x204656EC,0x00000004)

--This Is My World by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x204667DC,0xFFFFFFFF)
eeObj.WriteMem32(0x204667E0,0x00050011)

--Turned Out by Code Master, Skiller, Lajos Szalay
eeObj.WriteMem32(0x20466520,0x0000000F)
eeObj.WriteMem32(0x20466524,0x00010013)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

LUA
Code:
--graphics fix! gif.dma does do something!
eeObj.AddHook(0x00102064,0xdfb00000, function() -- ld s0, $0000(sp)
       eeObj.SchedulerDelayEvent("gif.dma", 0x1600)
end)


Graphics fixed(mostly). Still working on this one.... Disabling uprender/upscale removes white lines and speckles, but the game look like $**t then...

Widescreen applied with config save on memory card.

LUA for PAL Ver. (SLES53462)
Code:
-- The Matrix Path of Neo PAL
-- emu used=jakx v2

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

apiRequest(0.1)

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


emuObj.PadSetLightBar(0, 0,255,0) -- green!
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)
emuObj.SetDeinterlace(true)

--graphics fix! gif.dma does do something!
eeObj.AddHook(0x00102064,0xdfb00000, function() -- ld s0, $0000(sp)
       eeObj.SchedulerDelayEvent("gif.dma", 0x1600)
end)

--fps boost A
eeObj.AddHook(0x001D765C,0x9482002c, function() -- lhu v0, $002c(a0)
       eeObj.AdvanceClock(7000)
end)

--fps boost B
eeObj.AddHook(0x002800E8,0x34631000, function() -- ori v1, v1, $1000
       eeObj.Vu1MpgCycles(3700)
end)

local patcher = function()
--Unlock All Extras (View Extras To Unlock) by MadCatz
eeObj.WriteMem32(0x201DD1C4,0x2002FFFF) --8C820000
eeObj.WriteMem32(0x201DD1C8,0xAC820000) --00A21007
eeObj.WriteMem32(0x201DD1CC,0x03E00008) --03E00008
eeObj.WriteMem32(0x201DD1D0,0x24020001) --30420001
eeObj.WriteMem32(0x204662C0,0xFFFFFFFF)
eeObj.WriteMem32(0x204662C4,0x00040011)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

The Matrix Path of Neo. Short GamePlay! (PAL)
VIDEO
 
Updated fix for Scooby-Doo! Mystery Mayhem NTSC

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

--host-vsync=1

--vu1-no-clamping=0
--vu1-jr-cache-policy=newprog
LUA
Code:
-- Scooby-Doo! Mystery Mayhem (U)(SLUS-20701)
-- Widescreen hack by Arapapa
-- random stutter fix by Stayhye
-- ported to PS4
-- emu used=jakx v2

apiRequest(0.1)  
 
local emuObj  = getEmuObject()
local eeObj  = getEEObject()

emuObj.SetDisplayAspectWide()

eeObj.AddHook(0x00198c34, 0x3c03002b, function()
         eeObj.AdvanceClock(3000)
      
end)          

local patcher =  function()
--16:9
eeObj.WriteMem32(0x001978a0,0x0809fa4c) -- 0x46010043 >> div.s $f1, $f0, $f1
eeObj.WriteMem32(0x0027e930,0x46010043) -- 0x00000000
eeObj.WriteMem32(0x0027e934,0x3c013f60) -- 0x00000000 >> pcsx2 value =40
eeObj.WriteMem32(0x0027e938,0x4481f000) -- 0x00000000
eeObj.WriteMem32(0x0027e93c,0x461e0842) -- 0x00000000
eeObj.WriteMem32(0x0027e940,0x08065e29) -- 0x00000000
--60 fps
--eeObj.WriteMem32(0x2049AA98,0x0000003C)

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

No issues. Widescreen patched fixed for PS4, original value caused garbage on screen edges. All stutter removed(so far...)
 
I did not. If it does, let me know. If so, I can try to fix the freeze
Yes, stage with name "Jungle Boogie" still freeze on loading screen! You can check it in quick race!
Except this, game seems work fine!

Code:
--vif1-instant-xfer=0

Dosen't help....
 

Attachments

  • Feeze stage (1).png
    Feeze stage (1).png
    753.3 KB · Views: 50
Excuse me friends, does anyone have this ( #Fix graphics in racing licenses ) for gran turismo 4 jap SCPS-17001 for PS2 EMU ,I give up using siren emu because it is crashing in the licenses part, the other emulator works fine but when you go to run on the track a graphic bug appears with the light colors. I'll leave the configuration for those who want to test.

#Fix incomplete letters in menu
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1

#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
--vu1-mpg-cycles=700

#Fix video anticipated race license
--fpu-accurate-muldiv=1

#Speedhack so that the muldiv doesn't cause slowdown
--fpu-accurate-mul-fast=1

#Gfx fix
--vif1-instant-xfer=0
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
 
Crash Nitro Kart NTSC

CLI
Code:
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-adaptive-frameskip=1
--force-frame-blend=1

--vu0-no-clamping=0
--vu1-no-clamping=0
--vu1-di-bits=0
--vu1=jit-sync
--vu1-native-patch=1

--vu1-mpg-cycles=2200
--vu1-jalr-cache-policy=newprog
--vu0-jr-cache-policy=sameprog

--ee-hook=0x005dbc38,AdvanceClock,,21000
LUA
Code:
-- Crash Nitro Kart NTSC
-- Widescreen by Stayhye
-- ported to PS4 by Stayhye
-- emu used=jakx v2

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

apiRequest(0.1)

local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local gsObj       = getGsObject()
local eeOverlay    = eeObj.getOverlayObject()
local iopObj  = getIOPObject()

emuObj.PadSetLightBar(0, 255,0,255)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)
gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
emuObj.SetDeinterlace(true)

local patcher = function()
--16:9
eeObj.WriteMem32(0x0058bcf8,0x3c023f40) -- 0x3c023f00 - hor. axis
eeObj.WriteMem32(0x0058bd0c,0x3c023f40) -- 0x3c023f00 -- zoom
--freeze fix
eeObj.WriteMem32(0x003e8170,0)

eeObj.SchedulerDelayEvent("vif1.dma",0x5000)
emuObj.ThrottleMax() -- No negative.
end

emuObj.AddVsyncHook(patcher)

Much improved framerate. Widescreen ported from PAL, with an improvement.

added to TXT
Code:
--ee-hook=0x005D1BF8,AdvanceClock,,21000

--force-pal-60hz=1

LUA
Code:
--Crash Nitro Kart PAL (SLES-51511)
--emu used=jakx v2

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

apiRequest(0.1)

local emuObj      = getEmuObject()
local eeObj       = getEEObject()
local gsObj       = getGsObject()
local eeOverlay    = eeObj.getOverlayObject()
local iopObj  = getIOPObject()

emuObj.PadSetLightBar(0, 255,0,255)
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)
gsObj.SetUprenderMode(1) -- 0=none <> 1=2x2
emuObj.SetDeinterlace(true)

local patcher = function()
--16:9
eeObj.WriteMem32(0x0058BF68,0x3C023F17) --3C023F00
--freeze fix
eeObj.WriteMem32(0x003E8C70,0) --1440FFE5
-- Press L1+Up 3 Opponents Races

if eeObj.ReadMem16(0x0185E602) == 0xFBEF then -- L1+Up
eeObj.WriteMem32(0x207C668C,0x00000003) --436E5C21
end

eeObj.SchedulerDelayEvent("vif1.dma",0x5000)
emuObj.ThrottleMax() -- No negative.
end

emuObj.AddVsyncHook(patcher)

You can activate 3 Opponents Races cheat before any stage on loading screen for get more performance!
If you want get back 8 Opponents on race, just quit stage and load it again!

Crash Nitro Kart PS2toPS4 Test
 
Excuse me friends, does anyone have this ( #Fix graphics in racing licenses ) for gran turismo 4 jap SCPS-17001 for PS2 EMU ,I give up using siren emu because it is crashing in the licenses part, the other emulator works fine but when you go to run on the track a graphic bug appears with the light colors. I'll leave the configuration for those who want to test.

#Fix incomplete letters in menu
--vu0-no-clamping=0
--vu0-clamp-operands=1
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-operands=1
--vu1-clamp-results=1

#Speedhacks
--ee-cycle-scalar=1.2
--vu1-di-bits=0
--vu1-mpg-cycles=700

#Fix video anticipated race license
--fpu-accurate-muldiv=1

#Speedhack so that the muldiv doesn't cause slowdown
--fpu-accurate-mul-fast=1

#Gfx fix
--vif1-instant-xfer=0
--gs-use-mipmap=1
--gs-kernel-cl="mipmap"
--gs-kernel-cl-up="mipmap2x2"
try this:
Code:
--fpu-accurate-muldiv-range=0x00571A92,0x00571A92
--fpu-accurate-muldiv-range=0x00571AB4,0x00571AB4
--fpu-accurate-muldiv-range=0x00571BE0,0x00571BE0
--fpu-accurate-muldiv-range=0x00571C08,0x00571C08
 
Crash Bandicoot The Wrath of Cortex (SLUS20238)

FiX

TXT

Code:
--host-display-mode=16:9
--force-frame-blend=1
--gs-kernel-cl="h2lpool"
--gs-kernel-cl-up="h2lpool2x2"

LUA
Code:
-- Crash Bandicoot The Wrath of Cortex [SLUS-20238] (U)
-- emu used=KOF 98

apiRequest(1.0) 

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

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

local patcher = function()

--16:9 hack
eeObj.WriteMem32(0x001138B8,0x3c013f11) --vertical fov
eeObj.WriteMem32(0x001127A0,0x3c013f2a) --zoom value
eeObj.WriteMem32(0x0011287C,0x3c013f2a) --render value

--No interlace
eeObj.WriteMem32(0x2016A048,0xAF80E750)
eeObj.WriteMem32(0x2016A054,0xAF80E750)

--Underwater FX Fix
eeObj.WriteMem32(0x202438AC,0x0000182D)

--Mech FX Fix
eeObj.WriteMem32(0x20257CF0,0x0000182D)

--Cortex Vortex FX Fix
eeObj.WriteMem32(0x20242894,0x100000BC)

--Disable Dark Effect
eeObj.WriteMem32(0x20258588,0x44801000)

emuObj.ThrottleMax()
end

emuObj.AddVsyncHook(patcher)

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

Not sure that FX cheats do something, but underwater level seems fine!

Crash Bandicoot Wrath of Cortex. Short GamePlay!
VIDEO
 
Last edited:
The Shadow of Zorro - SLES50662

Code:
--The Shadow of Zorro - SLES50662
-- fix  patch by kozarovv...posted by mrjaredbeta
--kof98um

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

apiRequest(0.1)

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

-- fix  patch by kozarovv...posted by mrjaredbeta
eeInsnReplace(0x00378fe0, 0x27bdff80, 0x27bdf000)
eeInsnReplace(0x003795f0, 0x27bd0080, 0x27bd1000)

local patcher = function()

emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
 
Evil Twin - Cyprien's Chronicles (SLES-50201)

Code:
-- Evil Twin - Cyprien's Chronicles (PAL-M5) (SLES-50201)
--Widescreen hack by ElHecht (game still needs black bar fix/removal in cut-scenes)
-- fix patch kozarovv...posted by mrjaredbeta (Fixes PS3 shutdown when creating save file.
--This fix extends the stack to prevent overflow above EE memory range).
--Port to ps4 by Bergolino Gamer
--emu used ... kof98um  (fix missing graphics)

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

apiRequest(0.1)

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

-- fix  patch by kozarovv...posted by mrjaredbeta
eeInsnReplace(0x0048f280, 0x27bdff80, 0x27bdee00)
eeInsnReplace(0x0048fbe0, 0x27bd0080, 0x27bd1200)

local patcher = function()
--16:9
eeObj.WriteMem32(0x00247644,0x3c013f40)   --00000000 hor fov
eeObj.WriteMem32(0x00247650,0x4481f000)   --00000000  
eeObj.WriteMem32(0x00247654,0x461ea782)   --00000000  
eeObj.WriteMem32(0x00247664,0xe61e0000)   --e6140000

eeObj.WriteMem32(0x002caa88,0x3c013f40)   --00000000 renderfix
eeObj.WriteMem32(0x002caa8c,0x4481f000)   --00000000  
eeObj.WriteMem32(0x002caaac,0x461e0542)   --46000546
 
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
 
Biohazard Gun Survivor 2 Code Veronica NTSC-J (SLPM-65059)
--emu used=jakx v2

CONFIG TXT:

--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-progressive=1
--ee-cycle-scalar=1.5

LUA:

apiRequest(0.1)

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

local patcher = function()

-- fix annoying slow FMVs
eeObj.WriteMem32(0x003637F4,0)

end

emuObj.AddVsyncHook(patcher)
 
What are the settings and emu for Sly 2... and Sly 3? I have looked it up on this thread but no matter what I do, the game just freezes in the intro cutscene. Some guy said they were running fine other than some weird lines on the screen but mine are completely broken, I have tried Rogue v1, Jak v2 and KOF2000 and the results are always the game, can't even get ingame. The psdev list just lists them as "playable" too without any explanation whatsoever.
 
What are the settings and emu for Sly 2... and Sly 3? I have looked it up on this thread but no matter what I do, the game just freezes in the intro cutscene. Some guy said they were running fine other than some weird lines on the screen but mine are completely broken, I have tried Rogue v1, Jak v2 and KOF2000 and the results are always the game, can't even get ingame. The psdev list just lists them as "playable" too without any explanation whatsoever.

https://www.psx-place.com/threads/r...onfiguration-on-ps4.16131/page-73#post-283990

All 3 games work with no issues
 

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