Vika23
Senior Member
try kof2000Jak v2
try kof2000Jak v2
try kof2000
Same problem. Freezes at the intro cutscene after Sly and the crew run towards the screen. It's supposed to appear a menu after that but the game just locks up.
Edit: And with Sly 3, Kof2000 has the screen all green and pink transparency and the music still stops.
Edit 2: PAL version of Sly 2 also locks up with both Jak v2/Kof2000.
Edit 3: I got ingame with Sly 2 using Jak v2. Using the following commands:
--ee-cycle-scalar=1.2
--vu1-di-bits=0
Though, I still need a fix for the music of both games now. Only the sound effects work. Music only works for a few seconds and it goes away
CLI
--gs-uprender=2x2
--gs-upscale=edgesmooth
--gs-adaptive-frameskip=1
--mtap1=always
-- Monopoly Party NTSC
-- graphics fix by Kozarovv
-- ported to PS4
-- emu used=jakx v2
local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local eeObj = getEEObject()
local emuObj = getEmuObject()
emuObj.SetDisplayAspectWide()
emuObj.SetDeinterlace(true)
local patcher = function()
--Clamp nan manually to preserve mantissa.
eeObj.WriteMem8(0x2A9E7A,0x7F)
eeObj.WriteMem8(0x2A9F5A,0x7F)
eeObj.WriteMem8(0x2AA022,0x7F)
eeObj.WriteMem8(0x2AA2CA,0x7F)
eeObj.WriteMem8(0x2AA6EA,0x7F)
eeObj.WriteMem8(0x2AAB22,0x7F)
eeObj.WriteMem8(0x2AAD3A,0x7F)
eeObj.WriteMem8(0x2AAE9A,0x7F)
eeObj.WriteMem8(0x2AAFF2,0x7F)
eeObj.WriteMem8(0x2AB152,0x7F)
eeObj.WriteMem8(0x2AB92A,0x7F)
eeObj.WriteMem8(0x2ABACA,0x7F)
eeObj.WriteMem8(0x2ABC22,0x7F)
eeObj.WriteMem8(0x2ABDA2,0x7F)
eeObj.WriteMem8(0x2AC6AA,0x7F)
eeObj.WriteMem8(0x2AC852,0x7F)
eeObj.WriteMem8(0x2AC9B2,0x7F)
eeObj.WriteMem8(0x2ACB4A,0x7F)
eeObj.WriteMem8(0x2AD7EA,0x7F)
eeObj.WriteMem8(0x2AD932,0x7F)
eeObj.WriteMem8(0x2ADA82,0x7F)
eeObj.WriteMem8(0x2AE43A,0x7F)
eeObj.WriteMem8(0x2AE862,0x7F)
eeObj.WriteMem8(0x2AEBAA,0x7F)
eeObj.WriteMem8(0x2AEDA2,0x7F)
eeObj.WriteMem8(0x2AEF22,0x7F)
eeObj.WriteMem8(0x2AF092,0x7F)
eeObj.WriteMem8(0x2AF95A,0x7F)
eeObj.WriteMem8(0x2AFAEA,0x7F)
eeObj.WriteMem8(0x2AFC6A,0x7F)
eeObj.WriteMem8(0x2B242A,0x7F)
eeObj.WriteMem8(0x2B6382,0x7F)
eeObj.WriteMem8(0x2B63E2,0x7F)
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
Monsters Inc. Scare Island (SCES-50595)
Works with Rogue v1 but you get a pagefault error when playing as Sully in the Downtown/City Centre level, after unlocking and trying to go through third door. I tried with the command "--ee-jit-pagefault-threshold=40" but then the game doesn't boot anymore. You can go through that part with Mike though. Here's the error:
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Works with RECVX emu as well and with the command "--ee-jit-pagefault-threshold=40" so it doesn't get an error anymore but you get a vertex explosion. So I tried with "--gs-vert-precision=8" and 16 but it didn't change anything.
Jak emus do not work.
Monopoly Party NTSC
LUACode:CLI --gs-uprender=2x2 --gs-upscale=edgesmooth --gs-adaptive-frameskip=1 --mtap1=always
Code:-- Monopoly Party NTSC -- graphics fix by Kozarovv -- ported to PS4 -- emu used=jakx v2 local gpr = require("ee-gpr-alias") apiRequest(0.1) local eeObj = getEEObject() local emuObj = getEmuObject() emuObj.SetDisplayAspectWide() emuObj.SetDeinterlace(true) local patcher = function() --Clamp nan manually to preserve mantissa. eeObj.WriteMem8(0x2A9E7A,0x7F) eeObj.WriteMem8(0x2A9F5A,0x7F) eeObj.WriteMem8(0x2AA022,0x7F) eeObj.WriteMem8(0x2AA2CA,0x7F) eeObj.WriteMem8(0x2AA6EA,0x7F) eeObj.WriteMem8(0x2AAB22,0x7F) eeObj.WriteMem8(0x2AAD3A,0x7F) eeObj.WriteMem8(0x2AAE9A,0x7F) eeObj.WriteMem8(0x2AAFF2,0x7F) eeObj.WriteMem8(0x2AB152,0x7F) eeObj.WriteMem8(0x2AB92A,0x7F) eeObj.WriteMem8(0x2ABACA,0x7F) eeObj.WriteMem8(0x2ABC22,0x7F) eeObj.WriteMem8(0x2ABDA2,0x7F) eeObj.WriteMem8(0x2AC6AA,0x7F) eeObj.WriteMem8(0x2AC852,0x7F) eeObj.WriteMem8(0x2AC9B2,0x7F) eeObj.WriteMem8(0x2ACB4A,0x7F) eeObj.WriteMem8(0x2AD7EA,0x7F) eeObj.WriteMem8(0x2AD932,0x7F) eeObj.WriteMem8(0x2ADA82,0x7F) eeObj.WriteMem8(0x2AE43A,0x7F) eeObj.WriteMem8(0x2AE862,0x7F) eeObj.WriteMem8(0x2AEBAA,0x7F) eeObj.WriteMem8(0x2AEDA2,0x7F) eeObj.WriteMem8(0x2AEF22,0x7F) eeObj.WriteMem8(0x2AF092,0x7F) eeObj.WriteMem8(0x2AF95A,0x7F) eeObj.WriteMem8(0x2AFAEA,0x7F) eeObj.WriteMem8(0x2AFC6A,0x7F) eeObj.WriteMem8(0x2B242A,0x7F) eeObj.WriteMem8(0x2B6382,0x7F) eeObj.WriteMem8(0x2B63E2,0x7F) emuObj.ThrottleMax() end emuObj.AddVsyncHook(patcher)
Big thanks to Kozarovv for fixing the graphical issue. 4 player(mtap) enabled.
try parappa v1, psychonauts v1 or 2, rise of the kasai v1 or war of the monsters v1
I do not have any of those, they are difficult to find. Are there any others I can try?
--gs-uprender=2x2
--gs-upscale=EdgeSmooth
--force-frame-blend=1
--vu0-mpg-cycles=1
--cdvd-sector-read-cycles=3000
#emu used=jakx v2
-- David Douillet Judo (E)(SLES-54366)
-- Widescreen hack by Arapapa
-- graphics fix by Stayhye
-- emu used=jakx v2
local gpr = require("ee-gpr-alias")
apiRequest(0.1)
local gpr = require("ee-gpr-alias")
local cpr = require("ee-cpr0-alias")
local hwaddr = require("ee-hwaddr")
local emuObj = getEmuObject()
local eeObj = getEEObject()
local gsObj = getGsObject()
local iopObj = getIOPObject()
emuObj.PadSetLightBar(0, 255,0,0) -- red!
emuObj.SetDisplayAspectWide()
gsObj.SetDeinterlaceShift(1)
emuObj.SetDeinterlace(true)
local patcher = function()
--Widescreen hack 16:9
--X-Fov
eeObj.WriteMem32(0x0016ba18,0x46180043) --00000000
eeObj.WriteMem32(0x0016ba1c,0x3c013f40) --00000000
eeObj.WriteMem32(0x0016ba20,0x44811800) --00000000
eeObj.WriteMem32(0x0016ba24,0x46030842) --46180043
--Render fix
eeObj.WriteMem32(0x00242914,0x3c023fc0) --3c024000 Left
eeObj.WriteMem32(0x002429f0,0x3c023fc0) --3c024000 Right
eeObj.Vu1MpgCycles(1)
eeObj.SchedulerDelayEvent("vif1.dma",0x7000) -- graphics fix
emuObj.ThrottleMax()
end
emuObj.AddVsyncHook(patcher)
kof98um
Fix for David Douillet Judo
CLI
LUACode:--gs-uprender=2x2 --gs-upscale=EdgeSmooth --force-frame-blend=1 --vu0-mpg-cycles=1 --cdvd-sector-read-cycles=3000 #emu used=jakx v2
Code:-- David Douillet Judo (E)(SLES-54366) -- Widescreen hack by Arapapa -- graphics fix by Stayhye -- emu used=jakx v2 local gpr = require("ee-gpr-alias") apiRequest(0.1) local gpr = require("ee-gpr-alias") local cpr = require("ee-cpr0-alias") local hwaddr = require("ee-hwaddr") local emuObj = getEmuObject() local eeObj = getEEObject() local gsObj = getGsObject() local iopObj = getIOPObject() emuObj.PadSetLightBar(0, 255,0,0) -- red! emuObj.SetDisplayAspectWide() gsObj.SetDeinterlaceShift(1) emuObj.SetDeinterlace(true) local patcher = function() --Widescreen hack 16:9 --X-Fov eeObj.WriteMem32(0x0016ba18,0x46180043) --00000000 eeObj.WriteMem32(0x0016ba1c,0x3c013f40) --00000000 eeObj.WriteMem32(0x0016ba20,0x44811800) --00000000 eeObj.WriteMem32(0x0016ba24,0x46030842) --46180043 --Render fix eeObj.WriteMem32(0x00242914,0x3c023fc0) --3c024000 Left eeObj.WriteMem32(0x002429f0,0x3c023fc0) --3c024000 Right eeObj.Vu1MpgCycles(1) eeObj.SchedulerDelayEvent("vif1.dma",0x7000) -- graphics fix emuObj.ThrottleMax() end emuObj.AddVsyncHook(patcher)
Total Fix.
no PAL version, and jakx v2 emu used
★Fix for Wacky Races™ Starring Dastardly & Muttley®(PAL)
Code:--gs-uprender=2x2 --gs-upscale=edgesmooth --vu0-di-bits=0 --vu1-di-bits=0
Eliminates micro-freezing during races. More testing needed.
@Vika23 are you using PS4 Patch Builder by modded warfare? it will be easy to use that when testing games with different config file and eboot. so it will be 16mb pkg only.
i suggest anyone use that method when testing games. because i tried most of your patches using that without recompiling the whole 4gb games.
that is the nfsshare method, for emus v1, v2 just merge your game and the update (it doesn't work with all of them, some give an error).guys, i found out the best method to test/experiment our config and games in instant. it will save you time x100 bypassing the making of pkg and installing every time you want to test your game and end up disappointed because its not working on that emu or config. (btw this is much faster compared to my last post UPDATE Method)
this will involve only just copying the iso,eboot.bin,lua and config.txt from your usb without using packager (.pkg maker) just using xplorer or ftp (ftp is the best way using cp or laptop.). after that step, all you have to do is open the game, observe your config then close the game. back to step1 change config, eboot.bin or lua open the game and so on.
it will also work on Saturn,PSP,PSX emulator, it will be nice if we can have also a similar app or integrate this inside itemzflow manager. i will post again with sample video
that is the nfsshare method, for emus v1, v2 just merge your game and the update (it doesn't work with all of them, some give an error).
that is the nfsshare method, for emus v1, v2 just merge your game and the update (it doesn't work with all of them, some give an error).
dont know what mean pre-start loading screens!Does anyone have fix for pre-start loading screen for games world soccer winning eleven 9 (SLPM-66009) and world soccer winning eleven 10 (SLPM-66374) ? I'll leave the configuration for those who want to test.
--gs-adaptive-frameskip=1
--force-frame-blend=1
--vu1-mpg-cycles=1000
--vu0-di-bits=0
--vu1-di-bits=0
--iop-cycle-scalar=1.6
--ps2-lang=system
#emu used=jakx v2
dont know what mean pre-start loading screens!
i just test once World Soccer Winning Eleven 5 and use fatal fury battle archives vol2!
maybe it help you!