Editing PS2 Emulation/PS2 Config Commands

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{{Boxcomm|id=0x20|name=Unknown|data=1x uint64_t}}
{{Boxcomm|id=0x20|name=Unknown|data=1x uint64_t}}
Default 0x3C
Default 0x3C
  Config value is used as multiplier for value:
  Config value is used as multiplier for some value, and result is used in vsync related runtimes.
  if (mode == NTSC) multiplicand = 2535;
  Is worth to note that 0x3C is default multiplier even for PAL titles, so is not stricly related to framerate,
if (mode == PAL)  multiplicand = 5107;
  but to vsync counters (where 0x3C is still wrong anyway..). Result of multiply is also compared at some point to vsync delay value.  
  if (mode == 1080) multiplicand = 2364;
At default config value of 0x3C results are:
NTSC = 152100
PAL  = 306420
1080 = 141840
Result is compared against decrementer ticks.
This result value determines how frequently emulator events test checks GS related things.
This include raising GS irq if VSINT/SIGNAL/FINISH occurred, updating display parameters, etc.
 
*Valid values found: 10d, 60d, 100d, 120d, 200d, 240d
*Valid values found: 10d, 60d, 100d, 120d, 200d, 240d


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=PS2 Gxemu Commands=
=PS2 Gxemu Commands=
PS2 GX Emu commands are Big Endian unless noted. Every command size is 0x18, and unused data need to be filled with zeros. Commands which point to emulator memory have additional data, but command itself is still 0x18 in size. Data fields are just example values and can be changed to different value when needed.
PS2 GX Emu commands are Big Endian unless noted. Every command size is 0x18, and unused data need to be filled with zeros. Commands which point to emulator memory have additional data, but command itself is still 0x18 in size. Data fields are just example values and can be changed to different value when needed.  
{{BoxcommGX|id=0x00|net_id=0x01|data=FIXME|}}
Inject precompiled function on selected EE offset.
Format:
32 bit ID  | 32 bit align | 32 bit EE offset | 32 bit align | 64bit ptr to emu memory
0x00000000 |  0x00000000  |    0x0012345C    |  0x00000000  |  0x00000000000366C4
<div class="mw-collapsible mw-collapsed" data-expandtext="{{int:Show}}" data-collapsetext="{{int:Hide}}" style="width:1000px; background:#cccccc;">'''More info'''
<div class="mw-collapsible-content" style="text-align:left;">
Netemu sub ID to gxemu pointer:
0x00 = 0x36B40
0x01 = 0x35FB0
0x02 = 0x34068
0x03 = 0x34144
0x04 = 0x33F98
0x05 = 0x36CF8
0x06 = 0x34224
0x07 = 0x37850
0x08 = 0x33DFC
0x09 = 0x36C04
0x0A = 0x36EF0
0x0B = 0x34354
0x0C = 0x34424
0x0D = 0x34520
0x0E = 0x345FC
0x0F = 0x365F0
0x10 = 0x36510
0x11 = 0x36430
0x12 = 0x34DD0
0x13 = 0x366C4
0x14 = 0x34EDC
0x15 = 0x3795C
0x16 = 0x3521C
0x17 = 0x347D0
0x18 = 0x35300
0x19 = 0x36E28
0x1A = 0x37614
0x1B = 0x35434
0x1C = 0x354F8
0x1D = 0x355BC
0x1E = 0x35680
0x1F = 0x35744
0x20 = 0x35808
0x21 = 0x358CC
0x22 = 0x35990
0x23 = 0x35A54
0x24 = 0x35B18
0x25 = 0x35BDC
0x26 = 0x35CA0
0x27 = 0x35D64
0x28 = 0x35E28
0x29 = 0x35EEC
0x2A = 0x35158
0x2B = 0x34994
0x2C = 0x36FC8
0x2D = 0x3607C
0x2F = 0x34A70
0x30 = 0x34B48
0x31 = 0x34C20
0x32 = 0x34CF8
0x33 = 0x37714
ID >= 0x34 unsupported
Offsets for 4.75+ gx emulator
</div>
</div>
{{BoxcommGX|id=0x01|net_id=0x02|data=1x int32|}}
{{BoxcommGX|id=0x01|net_id=0x02|data=1x int32|}}
Used in function that handle D6 CHCR writes (SIF1), seems to be some kind of timing command for EE --> IOP DMA.
Used in function that handle D6 CHCR writes (SIF1), seems to be some kind of timing command for EE --> IOP DMA.
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{{BoxcommGX|id=0x29|net_id=Not available|data=None|}}
{{BoxcommGX|id=0x29|net_id=Not available|data=None|}}
Skip one of functions in r5900 event test. Said function interact with GSGIF SPE and GS hardware, but in some conditions can also write to BGCOLOR GS register (why?).
Skip one of functions in r5900 event test. Said function interact with GSGIF SPE and GS hardware, but in some conditions can also write to BGCOLOR GS register (why?).
Used in Final Fantasy X
  Format:
  Format:
  32 bit ID  | 32 bit align | 32 bit align | 32 bit align | 32 bit align | 32 bit align
  32 bit ID  | 32 bit align | 32 bit align | 32 bit align | 32 bit align | 32 bit align
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