PS4 [Research] PS2 Game Status on (PS4's - PS2 EMU)

Virtua Fighter 4: Evolution (Korean) - Working

PS2 Classics GUI (Glitches on water effect and dural invincibility)
Jak Repackaged EMU (No Glitches on water effect but issue with dural invincibility)

Virtua fighter 10th anniversary (Virtua Fighter 4: Evolution) - Not workling
 
Darkwatch [SLES53564]
G1 Jockey [SLES50584]
Kill.Switch [SCES52124]
Scooby Doo! - Night of 100 Frights [SLES51017]
Sega Classic Collection [SLES53461]
Tekken 5 [SCES53202]
The Sopranos - Road to Respect [SLES54209]
Ultimate Spider-Man [SLES53390]
Xenosaga Episode II [2 DISCS] [SCES82034] [SCES82035]

Made Man [SLES54444] - Black Screen
Pac-Man Rally [SLES54584] - Floor is missing
uLaunchELF (uLE) (PS2) [SLUS46651] - Won't boot
 
I have stopped adding non working and working games here, I have a site where I post all my configs & games, if anyone is interested PM me..
 
Metal Saga [SLUS-21293]

!!!! Weeee!

~edit~

Depressed as all hell. Had I actually checked further, I'd have noticed that the game freezes during combat even without any fixes. The --vif1-ignore-cmd-ints command merely fixes the SatCom freeze, but nothing I've tried so far does anything about the hard lock during combat. Maybe an older emulator than Jak? Something that contains the --vif1-ignore-cmd-ints command but isn't as new as Jak or old as Rogue Galaxy? I don't know.

And with that final disappointment, I officially wash my hands of Metal Saga on PS4. If someone else wants to take over the mantle, by my guest, but I'll be sticking to PCSX2 for my MS fix :)
 
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I've been testing Jak emu on previously "Not Working" titles, and having some good results!

Final Fantasy XII: International Zodiac Job System [EngTrans] [SLUS-20963] (Standard NA original or JP IZJS work fine, EngTrans freezes on Pic1)
NBA Street vol 1 [SLUS-20187] (works fabulously with Jak emu)
NBA Street vol 2 [SLUS-20651] (works but has flickering/popping/missing geometry issues at the edges of the camera)
NBA Street vol 3 [SLUS-22126] (works fabulously with Jak emu)
Oni [SLES-50134] (works but has some fairly severe slowdown, unsure if present on PS2 HW so minor issue?)
Sega Ages 2500 Series Vol. 1: Phantasy Star Generation: 1 [SLPM-62367] (Black screen after PS2 logo)
Sega Ages 2500 Series Vol. 17: Phantasy Star Generation: 2 [SLPM-62553] (Black screen after PS2 logo)
Shin Megami Tensei - Digital Devil Saga [SLUS-20974] (Boots now with Jak emu, graphical corruption, no voices, FMVs freeze but can be bypassed by pressing X)
Sonic Mega Collection Plus [SLUS-20917] (works fabulously with Jak emu, no slow loading or anything)
Soul Calibur II [SLUS-20543] (Boots now with Jak emu, horrific performance; 2-3fps, massive graphics corruption. Needs VU CLAMPS settings to fix off-screen camera issue)
Soul Calibur III [SLUS-21216] (Boots now with Jak emu, same horrific performance, even worse graphical corruption. Very little on-screen visuals except player weapons)

Fun times :D

~edit~


Another update :)

Ring of Red [SLUS-20145] Works great with Jak emulator, now it boots and plays fine. Opening FMV stutters and doesn't render correctly, but it can be skipped and the rest of the game seems okay. Marking as "Minor Issues" due to FMV problem.
Ring of Red [SLES-50113] Identical to above.
R: Racing Evolution [SLUS20721] Looks good and runs fine, cars are completely invisible however. Definitely not fun to play. Issue supposedly fixed in PCSX2 1.5.0 and above, yet no specific fixes in database to apply to PS2emu.
Ridge Racer V [SLUS20002] Actually worse with the Jak emulator, now it no longer plays at all. There's no audio and you cannot pass the opening FMV to get to the title screen.
 
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No no, it needs the LUA fixes posted on the wiki discussion page too. It's just that it does play but poorly (to my taste) :)

Also, I edit the wiki quite a bit with new entries or re-tested older ones, I recently added FFXII IZJS and user:Roxanne merges them. I appreciate the wikifying help, I'm terrible at it, though I have to say I don't agree with merging FFXII and FFXII IZJS into the same entry in the list. They're not the same game, FFXII is "as-is", the same game released in JP/EU/NA regions. IZJS is a completely separate game with all new mechanics and content. Kinda like Ridge Racer Evolution and Ridge Racer, etc :)

Ah well.

@dujuanrock

You need to get hold of the "Jak & Daxter Precursor Legacy" emulator/template and use that instead of the older, most likely Rogue Galaxy, one that people tend to use.
 
You sir are, as always, a star! Thank you :D

~edit~

I did try adaptive-frameskip on Oni and Dirge of Cerberus, to see if it would help with the slowdowns, but sadly it didn't. In fact.. I didn't even see a single change.
 
R: Racing Evolution [SLUS20721] Looks good and runs fine, cars are completely invisible however. Definitely not fun to play. Issue supposedly fixed in PCSX2 1.5.0 and above, yet no specific fixes in database to apply to PS2emu.
VU0: added a special case to the CFC2 instruction if it copies the value from the TPC register (fixes Street Fighter EX3 #954 and R Racing Evolution the invisible cars issue)

Code:
+    if (_Rd_ == REG_TPC) { // Divide TPC register value by 8 during copying
+        // Ok, this deserves an explanation.
+        // Accoring to the official PS2 VU0 coding manual there are 3 ways to execute a micro subroutine on VU0
+        // one of which is using the VCALLMSR intruction.
+        // The manual requires putting the address of the micro subroutine
+        // into the CMSAR0 register divided by 8 using the CTC2 command before executing VCALLMSR.
+        // Many games (for instance, 24: The Game, GTA LCS, GTA VCS and FFXII) do in fact use this way,
+        // they diligently put the address of the micro subroutine into a separate register (v0, v1 etc), divide it by 8
+        // and move it to CMSAR0 by calling the CTC2 command.
+   
+        // However, there are also at least 2 confirmed games (R Racing Evolution, Street Fighter EX3)
+        // that execute a piece of code to run a micro subroutine on VU0 like this:
+        //
+        // ...
+        // cfc2    t4, TPC
+        // ctc2    t4, CMSAR0
+        // callmsr
+        // ...
+        //
+        // Interestingly enough there is no division by 8 but it works fine in these 2 mentioned games.
+        // It means the division operation is implicit.
+        // Homebrew tests for the real PS2 have shown that in fact the instruction "cfc2 t4, TPC" ends up with values that are not always divisible by 8.
+
+        // There are 2 possibilities: either the CFC2 instruction divides the value of the TPC (which is the Program Counter register
+        // for micro subroutines) by 8 itself during copying or the TPC register always works with addresses already divided by 8.
+        // The latter seems less possible because the Program Counter register by definition holds the memory address of the instruction.
+        // In addition, PCSX2 already implements TPC as an instruction pointer so we'll assume that division by 8
+        // is done by CFC2 while working with the TPC register.
+        // (fixes R Racing Evolution and Street Fighter EX3)
+       
+        xSHR(eax, 3);
+    }

I will try to look into this.
 
Oh.... wow. If both of these games could be fixed by one thing, that would be outstanding :o Shame it doesn't apply to RRV, which is an "invisible car" thing and more a "cars are shimmering outlines only" -- weird that the latest emu, Jak, actually makes it nonplayable now. I wonder why?
 
X files - resist or serve NTSC

--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1

fix for missing models (jak emu)



"--vu0-opt-subroutine" may be of some use for Street fighter EX3 based on what @kozarovv posted
 

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X files - resist or serve NTSC

--vu0-no-clamping=0
--vu0-clamp-results=1
--vu1-no-clamping=0
--vu1-clamp-results=1
--cop2-no-clamping=0
--cop2-clamp-results=1

fix for missing models (jak emu)
Nice work. :)

"--vu0-opt-subroutine" may be of some use for Street fighter EX3 based on what @kozarovv posted
Sadly this need to be fixed in lua. But looking at "lua_include" files, there is no way to check COP2 registers, only gpr ones from EE. Or is just not described there. :(
 

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