Editing PS2 Emulation

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| --ee-context-switch-cycles  || {{Exclusive}} || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || {{4 Bytes}}||Its effects are mysterious. Possibly configures how many CPU cycles the emulator should run before switching between different tasks or threads. 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. It bears no effect on VU timing. || --ee-context-switch-cycles=2700?
| --ee-context-switch-cycles  || {{Exclusive}} || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || {{4 Bytes}}||Its effects are mysterious. Possibly configures how many CPU cycles the emulator should run before switching between different tasks or threads. 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. It bears no effect on VU timing. || --ee-context-switch-cycles=2700?
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| --ee-hook  || {{Variable}} || AdvanceClock<br>FastForwardClock<br>Mfifodrain || style="background:#212d9c; color:#ffffff;|4 Byte hex (offset),string,4 Byte hex (opcode),4 Byte Decimals (advanceclock value)|| Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. It is believed that AdvanceClock stalls the EE for a specified amount of cycles, while FastForwardClock behaves similarly. They are commonly used on the offset directly succeeding an affected CTC2 instruction. For a mysterious reason, some offsets are ignored by AdvanceClock - it could be that this function only works on instructions 2 cycles ahead of a branch, likely specifically designed to work at both the start or end of a branch. However, this is only the case for old emulators like King Of Fighters 2000 and War Of The Monsters. Newer ones such as Jak operate differently, where AdvanceClock only works 2 cycles ahead at the end of a branch instruction.<pre>
| --ee-hook  || {{Variable}} || AdvanceClock<br>FastForwardClock<br>Mfifodrain || 4 Byte hex (offset),string,4 Byte hex (opcode),4 Byte Decimals (advanceclock value)|| Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. It is believed that AdvanceClock stalls the EE for a specified amount of cycles, while FastForwardClock behaves similarly. They are commonly used on the offset directly succeeding an affected CTC2 instruction. For a mysterious reason, some offsets are ignored by AdvanceClock - it could be that this function only works on instructions 2 cycles ahead of a branch, likely specifically designed to work at both the start or end of a branch. However, this is only the case for old emulators like King Of Fighters 2000 and War Of The Monsters. Newer ones such as Jak operate differently, where AdvanceClock only works 2 cycles ahead at the end of a branch instruction.<pre>
Advanceclock usage example:
Advanceclock usage example:


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