Editing PS2 Emulation
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| || Speedhacks / Desync Fixes|| || | | || Speedhacks / Desync Fixes|| || | ||
|- | |- | ||
| --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 | ||
|- | |- | ||
| --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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| --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default, disabling it helps with achieving full FPU accuracy. || --fpu-rsqrt-fast-estimate=1 | | --fpu-rsqrt-fast-estimate || 0, 1 || Decreases RSQRT's accuracy. Enabled by default, disabling it helps with achieving full FPU accuracy. || --fpu-rsqrt-fast-estimate=1 | ||
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| --fpu-accurate-mul-fast || 0, 1 || Speedhack for | | --fpu-accurate-mul-fast || 0, 1 || Speedhack for FPU muldiv commands. || --fpu-accurate-mul-fast=1 | ||
|-style="background-color:#FFAA00" | |-style="background-color:#FFAA00" | ||
| || Other || || | | || Other || || | ||
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| || Other || || | | || Other || || | ||
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| --cop2-regalloc || 0, 1 ? || | | --cop2-regalloc || 0, 1 ? || PCSX2 seems to have this enabled by default. Uknown function, might be a speechack. || | ||
|- | |- | ||
| --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. || | | --cop2-inst-q || 0, 1 || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. || | ||
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| || Graphical fixes || || | | || Graphical fixes || || | ||
|- | |- | ||
| --vu-xgkick-delay || Limit is between (0 => 31) || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. | | --vu-xgkick-delay || Limit is between (0 => 31) || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. Lowering the value can potentially restore missing graphics, while increasing it can possibly fix games freezing at splash screen. || --vu-xgkick-delay=8 | ||
|- | |- | ||
| --vu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics.|| --vu-custom-min-max=0 | | --vu-custom-min-max || 0, 1 || Custom Max/Mini logic for denormals. Disabled on pcsx2 by default but enabled by default on a couple of emus such as jakv2. Disabling it could potentially restore missing graphics by speeding up the vector units.|| --vu-custom-min-max=0 | ||
|- | |- | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
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| --vu-hack-triace || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1 | | --vu-hack-triace || 0, 1 || A hack designed specifically for games developed by Tri Ace. Corrects the VU's addi calculation. Without it, the result will be one bit off, which is enough to break the game's decryption algo. || --vu-hack-triace=1 | ||
|- | |- | ||
| --vu-branch-hazard || 0, 1 || | | --vu-branch-hazard || 0, 1 || Disabling it managed to prevent "Batman - Rise of Sin Tzu" from crashing|| --vu-branch-hazard=0 | ||
|- | |- | ||
| --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]|| | | --vu-evil-branches || 0, 1 || Take in count branch in delay slot, or not. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]|| | ||
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| --vu-t-bit || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0 | | --vu-t-bit || 0, 1 || Debug halt. Acts similarly to D-bit || --vu-t-bit=0 | ||
|- | |- | ||
| --vu-inst-mflag || 0, 1 || Instant macflag? | | --vu-inst-mflag || 0, 1 || Instant macflag? || --vu-inst-mflag=1 | ||
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| --vu-inst-cflag || 0, 1 || Instant cflag? || --vu-inst-cflag=1 | | --vu-inst-cflag || 0, 1 || Instant cflag? || --vu-inst-cflag=1 | ||
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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 | ||
|- | |- | ||
| --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 | ||
|- | |- | ||
| --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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| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2 | | --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2 | ||
|- | |- | ||
| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as | | --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=newprog | ||
|- | |- | ||
| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as | | --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=newprog | ||
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|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
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| --vu1 || jit-sync || Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync | | --vu1 || jit-sync || Selector between IR/JIT and it modes. Jit-sync works similarly to disabling MTVU. jit, trans, and jit-async are unimplemented functions that do not change anything. || --vu1=jit-sync | ||
|- | |- | ||
| --vu1-no-clamping || 0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2 | | --vu1-no-clamping || 0,1 || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. || --vu1-no-clamping=0 | ||
|- | |- | ||
| --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF || | | --vu1-clamp-range || vu1 memory offset start,end (0x0 - 0x7FF) || Values must not exceed 0x7FF || | ||
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| --vu0-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] || --vu0-opt-flags=1 | | --vu0-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] || --vu0-opt-flags=1 | ||
|- | |- | ||
| --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 | | --vu0-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jr-cache-policy=sameprog | ||
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| --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 | | --vu0-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 use newprog as default setting [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu0-jalr-cache-policy=sameprog | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || Game fixes || || | | || Game fixes || || | ||
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| --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120 | | --vu0-clamp-range || start, end offset (0x0 - 0x1FF) || per range clamping for VU0 || --vu0-clamp-range=0x100,0x120 | ||
|- | |- | ||
| --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's | | --vu0-no-clamping || 0,1 || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's behavior cannot be set by CLI commands. || --vu0-no-clamping=0 | ||
|- | |- | ||
| --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.|| | | --vu0-accurate-addsub-range || offset (0x0 - 0x1FF) ||Allows the VU0 to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats.|| | ||
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| || GS features || || | | || GS features || || | ||
|- | |- | ||
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. Needs --gs-kernel-cl="mipmap" for full mipmapping support. If upscaling, however, --gs-kernel-cl-up="mipmap2x2" is also needed | | --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. Needs --gs-kernel-cl="mipmap" for full mipmapping support. If upscaling, however, --gs-kernel-cl-up="mipmap2x2" is also needed. || --gs-use-mipmap=1 | ||
|- | |- | ||
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1 | | --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1 | ||
|- | |- | ||
| --gs-use-clut-merge || 0, 1 || | | --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It sometimes restores missing graphical elements, and fix texture flickering. || --gs-use-clut-merge=1 | ||
|- | |- | ||
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe | | --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe | ||
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| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l need to be enabled before their options become usable|| --gs-kernel-cl-up="clutmerge2x2" | | --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l need to be enabled before their options become usable|| --gs-kernel-cl-up="clutmerge2x2" | ||
|- | |- | ||
| --gs-override-small-tri-area || 0, 1 || | | --gs-override-small-tri-area || 0, 1 || Small triangle rejection. Could potentially restore missing text in some games. || --gs-override-small-tri-area=1 | ||
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| --gs-dirty-page-policy || 0, 1 || | | --gs-dirty-page-policy || 0, 1 || || --gs-dirty-page-policy=1 | ||
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| --gs-ignore-dirty-page-border || 0, 1 || | | --gs-ignore-dirty-page-border || 0, 1 || ? ||--gs-ignore-dirty-page-border=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 | | --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-opt-frbuff-switch || 0, 1 || | | --gs-opt-frbuff-switch || 0, 1 || || --gs-opt-frbuff-switch=0 | ||
|- | |- | ||
| --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-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues. || | | --gs-progressive || 0, 1 || Enables progressive scan. Can fix graphical glitches/double screen issues. || | ||
|- | |- | ||
| --gs-vert-precision || 8, 16 || | | --gs-vert-precision || 8, 16 || 3D rendering vertex precision. The emu expects the values of 8 or 16, any other values are not permitted. || --gs-vert-precision=8 | ||
|- | |- | ||
| --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1 | | --gs-skip-dirty-flush-on-mipmap || 0, 1 || Skip flushing textures marked as dirty from cache when enabled. It does, however, require mipmap to be enabled first. || --gs-skip-dirty-flush-on-mipmap=1 | ||
|- | |- | ||
| --gs-packed15-fmv-opt || 0, 1 || | | --gs-packed15-fmv-opt || 0, 1 || || --gs-packed15-fmv-opt=1 | ||
|- | |- | ||
| --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. | | --gs-fieldswap-delay || 0, 254 || Wait longer than usual to change field. Blurs/sharpens image. (Trilinear filtering??) || | ||
|- | |- | ||
| --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 | ||
|- | |- | ||
| --gs-render-tile-threshold || 0, 3000000 || | | --gs-render-tile-threshold || 0, 3000000 |||| --gs-render-tile-threshold=300000 | ||
|- | |- | ||
| --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-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65 | | --gs-aspect-ratio || aspect/float (default=0.81) || || --gs-aspect-ratio=0.65 | ||
|- | |- | ||
| --gs-frontend-opt-mode || 0, 1, 2 || | | --gs-frontend-opt-mode || 0, 1, 2 || ? || --gs-frontend-opt-mode=1 | ||
|- | |- | ||
| --gs-motion-factor || 25, 50 || | | --gs-motion-factor || 25, 50 || || --gs-motion-factor=25 | ||
|- | |- | ||
| --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200 | | --gs-scanout-delay || 0, 200 || || --gs-scanout-delay=200 | ||
|- | |- | ||
| --gs-check-trans-rejection || 0, 1 || Check transfer rejection? | | --gs-check-trans-rejection || 0, 1 || Check transfer rejection ? || --gs-check-trans-rejection=1 | ||
|- | |- | ||
| --gs-check-trans-rejection68 || 0, 1 || | | --gs-check-trans-rejection68 || 0, 1 || || --gs-check-trans-rejection68=1 | ||
|- | |- | ||
| --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | | --l2h-2d-params || TRXREG,BITBLTBUF,height || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | ||
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| {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#b52fde|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent | | {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#b52fde|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}mipmap || {{cellcolors|#b52fde|#000000}}--gs-use-mipmap=1<br>--gs-kernel-cl="mipmap" || | | {{cellcolors|#0b9fb3|#000000}}mipmap || {{cellcolors|#b52fde|#000000}}--gs-use-mipmap=1<br>--gs-kernel-cl="mipmap" || | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#b52fde|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0 | | {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#b52fde|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0 | ||
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| Resident Evil - Code: Veronica || Fixes games like '''Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at a black/splash screen. Additionally, it fixes many games requiring '''OPL's mode 2'''. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.''' | | Resident Evil - Code: Veronica || Fixes games like '''Jackie chan Adventures, SpongeBob SquarePants: Creature From the Krust Krab, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at a black/splash screen. Additionally, it fixes many games requiring '''OPL's mode 2'''. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.''' | ||
|- | |- | ||
| Fatal Fury Battle Archives: Volume 2 || | | Fatal Fury Battle Archives: Volume 2 || The emulator with the closest VU0-EE sync on the PS4; setting eecyclescalar to 5 on this emulator will render some VU0 sync demanding games such as Rayman 3 nearly playable on the PS4. || || | ||
|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
| || 2016 || || | | || 2016 || || | ||
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| Forbidden Siren || The only emulator to fix '''Ice age 2''' being stuck at splash screen. It also fixed '''Gran turismo 4''' running abysmally slow. || 0.1 || | | Forbidden Siren || The only emulator to fix '''Ice age 2''' being stuck at splash screen. It also fixed '''Gran turismo 4''' running abysmally slow. || 0.1 || | ||
|- | |- | ||
| King of Fighters 2000 || Seemingly one of the | | King of Fighters 2000 || Seemingly one of the closest VU0-EE sync emus on the PS4, fixing sps in games such as '''Crash Twinsanity''', '''Rayman 3''', '''Crazy Frog Racer''', and '''prevents Koei tecmo games from suddenly freezing when battle starts. It is also likely the only emulator where '''Batman Begins''' does not crash.''' Often referred to as "KOF2000"|| 1.2 || '''Roguev1''', '''KOF98''', '''Okage''' | ||
|- | |- | ||
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 || | | Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' crashing. || 0.1 || | ||
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| || 2015 || || | | || 2015 || || | ||
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|War of the monsters v1 || Subjectively the best emulator to use. Used as PS2CLASSICSGUI's default emulator, it is the best one around for accurate gs emulation | |War of the monsters v1 || Subjectively the best emulator to use. Used as PS2CLASSICSGUI's default emulator, it is the best one around for accurate gs emulation. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter''' | ||
|- | |- | ||
| GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 || | | GTA III || Fixed the PAL version of '''Genji: Dawn of the Samurai'''. || 0.6 || | ||
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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 (?) |