Editing PS2 Emulation
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= Description = | = Description = | ||
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| --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0 | | --fpu-no-clamp-range || start,end offset (0x0 - 0x1FFFFFF) || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0 | ||
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| --fpu-accurate-muldiv || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Divide/Multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1 | | --fpu-accurate-muldiv || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Divide/Multiply by 0 for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1 | ||
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| --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1 | | --fpu-accurate-addsub || 0 = Disabled<br>1 = Enabled || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-addsub=1 | ||
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| --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0 | | --fpu-accurate-muldiv-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Divide/Multiply by 0 in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-muldiv-range=0x1acce0,0x2acce0 | ||
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| --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0 | | --fpu-accurate-addsub-range || start,end offset (0x0 - 0x1FFFFFF) || Allows the FPU to accurately Add/Subtract in the specified ee memory range by using software floats rather than hardware floats. || --fpu-accurate-addsub-range=0x1acce0,0x2acce0 | ||
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| || Speedhacks || || | | || Speedhacks || || | ||
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| --vu1-mpg-cycles || | | --vu1-mpg-cycles || 0 - 400000 || Set initial speed for VU1 Micro-programs. 100 is the default value. If VU1 requirements were a bottleneck, increasing it will result in better performance while decreasing it will result in the opposite. Increasing it can be beneficial for MTVU sensitive games.|| --vu1-mpg-cycles=1000<br><pre> Symbols: | ||
$ = ? | |||
$ | 0x = ? | ||
- = Changes the specified preceding 2 bytes behind VU1 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself if you go far enough. These numbers are in HEX. Infinite amounts of '-' symbols seem to be supported.</pre> | |||
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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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| || Speedhacks || || | | || Speedhacks || || | ||
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| --vu0-mpg-cycles || | | --vu0-mpg-cycles || 0 - 400000 || Set initial cycle speed for VU0 Micro-programs. 100 is the default value. It is not available in older emulators such as War of the Monsters. || --vu0-mpg-cycles=1000<br><pre> Symbols: | ||
$ = ? | |||
$ | 0x = ? | ||
- = Changes the specified preceding 2 bytes behind VU1 mpg cycles' offset according to the added number. Adding -1, for example will change the 2 bytes before it. Likewise, adding -2 will go 4 bytes away and change the specified 2 bytes accordingly. It even can change EE cycle scalar itself at -15 (Jakv2). These numbers are in HEX. Infinite amounts of '-' symbols seem to be supported.</pre> | |||
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| --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0 | | --vu0-di-bits || 0, 1 || 0 to skip setting invalid, and Div by zero flags in status register. Can be used as speedhack as it skips costly calculations, but at the same time can cause issues like broken geometry, and weird physics behavior. Depending per game.|| --vu0-di-bits=0 | ||
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| --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 | ||
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| --gs-use-clut-merge || 0, 1 || Enabling CLUT merging helps improve how the emulator processes textures that use indexed color palettes. It ensures more accurate emulation of the PS2’s color handling. It sometimes restores missing graphical elements, and fix texture flickering (prominently flickering shadows or UI elements) | | --gs-use-clut-merge || 0, 1 || Enabling CLUT merging helps improve how the emulator processes textures that use indexed color palettes. It ensures more accurate emulation of the PS2’s color handling. It sometimes restores missing graphical elements, and fix texture flickering (prominently flickering shadows or UI elements). Enabling it is the accurate option. || --gs-use-clut-merge=1 | ||
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| --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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<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml] | <br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml] | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|# | ! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#d352fa|#000000}}PS4 !! Notes | ||
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| {{cellcolors|#0b9fb3|#000000}}XGKickHack ||{{cellcolors|# | | {{cellcolors|#0b9fb3|#000000}}XGKickHack ||{{cellcolors|#b52fde|#000000}}--vu-xgkick-delay= || Possible equivalent value is 8 | ||
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| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|# | | {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#b52fde|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce | ||
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| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|# | | {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#b52fde|#000000}}--vu1-clamp-operands=1<br>--vu1-clamp-results=1<br>--vu1-no-clamping=0<br>--vu0-clamp-operands=1<br>--vu0-clamp-results=1<br>--vu0-no-clamping=0<br>--vu-to-double=0 || | ||
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| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 3 || {{cellcolors|# | | {{cellcolors|#0b9fb3|#000000}}vuClampMode: 3 || {{cellcolors|#b52fde|#000000}}--vu1-clamp-operands=1<br>--vu1-clamp-results=1<br>--vu1-no-clamping=1<br>--vu0-clamp-operands=1<br>--vu0-clamp-results=1<br>--vu0-no-clamping=1<br>--vu-to-double=1 || | ||
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| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|# | | {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#b52fde|#000000}}--fpu-clamp-operands=1<br>--fpu-clamp-results=1<br>--cop2-clamp-operands=1<br>--cop2-clamp-results=1<br>--fpu-to-double=0<br>--fpu-no-clamping=0<br>--cop2-no-clamping=0 || | ||
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| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3 || {{cellcolors|# | | {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3 || {{cellcolors|#b52fde|#000000}}--fpu-clamp-operands=1<br>--fpu-clamp-results=1<br>--cop2-clamp-operands=1<br>--cop2-clamp-results=1<br>--fpu-to-double=1<br>--fpu-no-clamping=1<br>--cop2-no-clamping=1 || | ||
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| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}eeCycleRate: || {{cellcolors|#b52fde|#000000}}--ee-cycle-scalar= || '''"Potential" equivalent values: PCSX2 - PS4''':<br>300% --> 0.333<br>180% --> 0.555<br>130% -->0.769<br>'''100% --> 1.0'''<br>75% --> 1.333<br>60% --> 1.666<br>50% --> 2 | ||
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| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}FpuNegDivHack<br>FpuMulHack || {{cellcolors|#b52fde|#000000}}--fpu-accurate-muldiv=1 || | ||
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| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}cpuCLUTRender: 1 || {{cellcolors|#b52fde|#000000}}--gs-uv-shift-pointsampling=1 || | ||
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| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}MTVUSpeedHack: 0 || {{cellcolors|#b52fde|#000000}}--vu1=jit-sync || Some games will also require --vu1-mpg-cycles= to be between "6000 - 19000" | ||
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| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}mergeSprite<br>alignSprite || {{cellcolors|#b52fde|#000000}}--gs-kernel-cl-up="up2x2simple" || Note: works similarly but not the equivalent | ||
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| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}cpuSpriteRenderBW: 4 || {{cellcolors|#b52fde|#000000}}--gs-opt-frbuff-switch=1 || Note: works similarly but not the equivalent | ||
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| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}mipmap || {{cellcolors|#b52fde|#000000}}--gs-use-mipmap=1<br>--gs-kernel-cl="mipmap" || Note: Works best on War of the Monsters emu | ||
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| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}autoFlush || {{cellcolors|#b52fde|#000000}}--gs-flush-ad-xyz=safe || Possible values include always, safe, off, 0 | ||
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| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}VIF1StallHack || {{cellcolors|#b52fde|#000000}}--vif1-instant-xfer=0 || If that doesn't work, the lua command eeObj.SchedulerDelayEvent("vif1.dma", 0x9000) might assist. | ||
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| {{cellcolors|#0b9fb3|#000000}} | | {{cellcolors|#0b9fb3|#000000}}wildArmsHack || {{cellcolors|#b52fde|#000000}}--gs-kernel-cl-up="DarkCloud2" || | ||
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| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|#b52fde|#000000}}--force-frame-blend=1 || | |||
| {{cellcolors|#0b9fb3|#000000}}deinterlace || {{cellcolors|# | |||
|} | |} | ||
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[https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here] | [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List#Custom_PS2emu_Configuration_Files Other custom configurations made by users can be found here] | ||
= Memory | = Memory Mapping = | ||
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| ? || Unavailable || Yu-Gi-Oh! The Duelists of the Roses || In-game data corruption (?) leading to a hang || #11576 | | ? || Unavailable || Yu-Gi-Oh! The Duelists of the Roses || In-game data corruption (?) leading to a hang || #11576 | ||
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| ? || Unavailable || Ape Escape 3 || Sudden burst of in-game speed at some random points in the map || Unavailable | | ? || Unavailable || Ape Escape 3 || Sudden burst of in-game speed at some random points in the map || Unavailable |