Editing PS2 Emulation
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| || Speedhacks / Desync Fixes|| || | | || Speedhacks / Desync Fixes|| || | ||
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| --ee-cycle-scalar || | | --ee-cycle-scalar || Accelerate EE cycles: (0.999 => 0.100)<br>Decelerate EE cycles: (1.001 => 5.000) || Can benefit core sync or performance (too much deceleration can cause stuttery fmvs.) The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. (Possibly divides 100 with the entered value and sets the result as EE's clock speed percentage % .) || --ee-cycle-scalar=1.0 | ||
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| --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious | | --ee-context-switch-cycles || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || Its effects are mysterious, but likely affect COP0. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues.|| --ee-context-switch-cycles=2700? | ||
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| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified | | [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Runs the specified feature every time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock | ||
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|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
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| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0 | | --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0 | ||
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| --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues | | --vu1-const-prop || 0, 1|| Enabled by default. 0 will disable it and cause performance issues.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1 | ||
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| --vu1-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0 | | --vu1-opt-flags || 0, 1, 2 || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --vu1-opt-flags=0 | ||
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| --gs-ignore-rect-correction || 0, 1 || Setting it to 1 is known to fix flickering textures and graphical glitches in far distances. || --gs-ignore-rect-correction=1 | | --gs-ignore-rect-correction || 0, 1 || Setting it to 1 is known to fix flickering textures and graphical glitches in far distances. || --gs-ignore-rect-correction=1 | ||
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| --gs-opt-frbuff-switch || 0, 1 || | | --gs-opt-frbuff-switch || 0, 1 || Uknown. Used by Everybody's Tennis/Hot Shots Tennis || --gs-opt-frbuff-switch=0 | ||
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| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge" | | --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge" | ||
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| --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1 | | --gs-uv-shift-pointsampling || 0, 1 || Can be used on games like manhunt that have issues with [https://github.com/PCSX2/pcsx2/issues/257#issuecomment-1140338680 UV light rendering] || --gs-uv-shift-pointsampling=1 | ||
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| --gs-render-tile-threshold || 0, 3000000 || | | --gs-render-tile-threshold || 0, 3000000 || Uknown. Used by Psychonauts|| --gs-render-tile-threshold=300000 | ||
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| --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1 | | --threaded-gs || 0, 1 || Multi-threaded-gs ? || --threaded-gs=1 | ||
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| --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1 | | --gs-frontend-opt-mode || 0, 1, 2 || GS optimization mode? Unknown effect. Used on JakX || --gs-frontend-opt-mode=1 | ||
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| --gs-motion-factor || 25, 50 || | | --gs-motion-factor || 25, 50 || Uknown. Used by Wild ARMS 3|| --gs-motion-factor=25 | ||
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| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200 | | --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200 | ||
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| --gs-check-trans-rejection || 0, 1 || Check transfer rejection? | | --gs-check-trans-rejection || 0, 1 || Check transfer rejection? Uknown. Used by Grand Theft Auto: Vice City || --gs-check-trans-rejection=1 | ||
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| --gs-check-trans-rejection68 || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1 | | --gs-check-trans-rejection68 || 0, 1 || Unknown. Used by Star Wars: Jedi Starfighter || --gs-check-trans-rejection68=1 | ||
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|FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles? | |FastForwardClock || eeObj.FastForwardClock() || Skip Emotion Engine cycles? | ||
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|AdvanceClock || eeObj.AdvanceClock() || | |AdvanceClock || eeObj.AdvanceClock() || it is still unknown how to use this command. Check Psychonauts lua for more details. | ||
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| GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?) | | GetClock || eeObj.GetClock() || Returns the value of how many cycles the EE is ahead of normal clock (?) | ||
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| FastForwardClock || iopObj.FastForwardClock() || | | FastForwardClock || iopObj.FastForwardClock() || | ||
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| AdvanceClock || iopObj.AdvanceClock() || | | AdvanceClock || iopObj.AdvanceClock() || | ||
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| GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?) | | GetClock || iopObj.GetClock() || Returns the value of cycles the iop is ahead of (?) |