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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, as some graphical issues on the Ratchet series and Tekken 5 can only be fixed by it. Another interesting case is GTA SA's lack of need for auto flush on it, and being natively performant. Additionally, its VU0 timing as well as performance is much better than Jakv2's, making it one of the best emulators on the PS4. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter'''
| 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, as some graphical issues on the Ratchet series and Tekken 5 can only be fixed by it. Another interesting case is GTA SA's lack of need for auto flush on it, and being natively performant. Additionally, its VU0 timing is much better than Jakv2's, making it one of the best emulators on the PS4. || 0.1 || '''Rogue v1 and v2, Arc the Lad, Star Wars Jedi Starfighter'''
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| 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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|  || || || Speedhacks / Desync Fixes|| ||
|  || || || Speedhacks / Desync Fixes|| ||
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| --ee-cycle-scalar  || {{Universal}} ||Slowest cycles speed: 5.00<br>Normal cycles speed: 1.000<br>Fastest cycles speed: 0.100 || {{Float}} || Changes the cycle speed of the EE. It can benefit core sync or performance (lowering the cycle rate may affect FMVS). The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. (Dividing 100 with the entered value is how to find what EE clock speed percentage % the value is setting. For example, 100/5.00 = 20%) || --ee-cycle-scalar=1.0  
| --ee-cycle-scalar  || {{Universal}} ||Slowest cycles speed: 5.00<br>Normal cycles speed: 1.000<br>Fastest cycles speed: 0.100 || {{Float}} || Can benefit core sync or performance (lowering the cycle rate may affect FMVS). The default value for most emulators is ~1.0. It is highly sensitive, as any slight change may break or fix the game. (Dividing 100 with the entered value is how to find what EE clock speed percentage % the value is setting. For example, 100/5.00 = 20%) || --ee-cycle-scalar=1.0  
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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.|| --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 || 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>
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| --vu-xgkick-delay  || {{Universal}} || Limit is between (0 => 31)  || {{1 Byte}}|| Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. A game with missing graphics will require a low value such as 0, while one that crashes might require a high value such as 7.|| --vu-xgkick-delay=8
| --vu-xgkick-delay  || {{Universal}} || Limit is between (0 => 31)  || {{1 Byte}}|| Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. A game with missing graphics will require a low value such as 0, while one that crashes might require a high value such as 7.|| --vu-xgkick-delay=8
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| --vu-custom-min-max  || {{Universal}} || 0, 1 || {{binary}} || 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, as it tends to adjust VU timing.|| --vu-custom-min-max=0
| --vu-custom-min-max  || {{Universal}} || 0, 1 || {{binary}} || 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
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|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
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| --vu-branch-hazard  || {{Universal}} || 0, 1 || {{binary}} || This command relates to how the emulator handles branch hazards in the Vector Units (VU). Setting it to 0 might fix freezes at the expense of causing SPS in some games, while 1 might improve performance. Seems to be enabled by default. Disabling it prevented "'''Batman - Rise of Sin Tzu'''" from crashing|| --vu-branch-hazard=0
| --vu-branch-hazard  || {{Universal}} || 0, 1 || {{binary}} || This command relates to how the emulator handles branch hazards in the Vector Units (VU). Setting it to 0 might fix freezes at the expense of causing SPS in some games, while 1 might improve performance. Seems to be enabled by default. Disabling it prevented "'''Batman - Rise of Sin Tzu'''" from crashing|| --vu-branch-hazard=0
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| --vu-evil-branches  || {{Universal}} || 0, 1 || {{binary}} || Take in count branch in delay slot, or not. Set to 1 for the correct behavior. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L306 More Info]|| --vu-evil-branches=1
| --vu-evil-branches  || {{Universal}} || 0, 1 || {{binary}} || 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-to-double  || {{Universal}} || 0, 1 || {{binary}} || Converts floats to double. Enabling it is the accurate option.  || --vu-to-double=1
| --vu-to-double  || {{Universal}} || 0, 1 || {{binary}} || Converts floats to double. Enabling it is the accurate option.  || --vu-to-double=1
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| --vu-jit-disasm  || {{Universal}} || 0, 1, 2 || {{Semi-Binary}} || ? || --vu-jit-disasm=1
| --vu-jit-disasm  || {{Universal}} || 0, 1, 2 || {{Semi-Binary}} || ? || --vu-jit-disasm=1
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| --vu-range-merge  || {{Exclusive}} || Default = 0<br>Max = 255 || {{1 Byte}} ||  vu_inst_cnt || --vu-range-merge=255
| --vu-range-merge  || {{Exclusive}} || vu_inst_cnt || ||  ? ||  
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|  || || Speedhacks || ||  ||
|  || || Speedhacks || ||  ||
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| --vu1-mpg-cycles  || {{Universal}} || 1 - 65535 || {{2 Bytes}}||  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. As a side note, increasing it can benefit MTVU-sensitive games. || --vu1-mpg-cycles=1000<br><pre> Symbols (They change values close to VU1-mpg-cycles' offset):
| --vu1-mpg-cycles  || {{Universal}} || Decimals<br>0 - 65535 || {{2 Bytes}}||  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 (They change values close to VU1-mpg-cycles' offset):


$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and change them. $1 will go 4 bytes forward and change the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes' value.
$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and change them. $1 will go 4 bytes forward and change the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes' value.
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| --vu1 || {{Universal}} || jit-sync || {{string}}  || 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 || {{Universal}} || jit-sync || {{string}}  || 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
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| --vu1-no-clamping || {{Universal}} ||  0,1 || {{binary}} || Changes the clamping behavior of the VU1. Setting specific to PS4 emulators, (unimplemented in PCSX2) with 0 resembling PCSX2's extra, and 1 extra + preserve sign. The default emulator's value is 1. || --vu1-no-clamping=0
| --vu1-no-clamping || {{Universal}} ||  0,1 || {{binary}} || Changes the clamping behavior of the VU1. Setting specific to ps4 emulators, unimplemented in pcsx2, with 0 being closest to extra, and 1 to extra + preserve sign. The default emulator's value is 1. || --vu1-no-clamping=0
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| --vu1-clamp-range || {{Exclusive}} || vu1 memory offset start,end (0x0 - 0x800) ||  style="background:#5c32a8; color:#ffffff;"|Hex combination || Values must not exceed 0x800 ||
| --vu1-clamp-range || {{Exclusive}} || vu1 memory offset start,end (0x0 - 0x800) ||  style="background:#5c32a8; color:#ffffff;"|Hex combination || Values must not exceed 0x800 ||
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|  || || Speedhacks || || ||
|  || || Speedhacks || || ||
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| --vu0-mpg-cycles||  {{Exclusive}} || 1 - 65535  || {{2 Bytes}} || 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. Raising the value helps COP2 timing, while lowering does the opposite.|| --vu0-mpg-cycles=1000<br><pre> Symbols (They change values close to VU0-mpg-cycles' offset):
| --vu0-mpg-cycles||  {{Exclusive}} || Decimals<br>0 - 65535  || {{2 Bytes}} || 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. Raising the value helps COP2 timing, while lowering does the opposite.|| --vu0-mpg-cycles=1000<br><pre> Symbols (They change values close to VU0-mpg-cycles' offset):


$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and changes them. $1 will go 4 bytes forward and changes the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes value.
$ goes to the specified succeeding offsets. $0 will go 2 bytes forward and changes them. $1 will go 4 bytes forward and changes the 2 bytes specified. For example, $0,$1 will change the 4 bytes ahead as the specified 2 bytes value.
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| --ee-sif0-cycle-scalar || {{Exclusive}} || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| {{Float}}|| Controls the speed at which the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1
| --ee-sif0-cycle-scalar || {{Exclusive}} || Accelerate SIF cycles: (0.99 => 0.1)<br>Decelerate SIF cycles: (1.1 => ∞ )|| {{Float}}|| Controls the speed at which the EE receives from the IOP || --ee-sif0-cycle-scalar=0.1
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=====IPU=====
<pre>The IPU is a hardware-accelerated MPEG1/MPEG2 decoder. It is primarily responsible for video playback, though it can also be used to decompress texture data in some cases.</pre>
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Emulator Support !! Values !! Value Type !! Notes !! Usage
|-
| --idec-cycles-per-qwc || {{exclusive}} ||Default = 0 || {{4 Bytes}} || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
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|  || || GS features || || ||
|  || || GS features || || ||
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| --gs-use-mipmap || {{Universal}} || Default = 0<br>Values = 0, 1 || {{binary}} || 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. It works best on War of the Monsters emulator, as can be seen in the Ratchet series' mipmapping issues responding only to this emu's mipmapping functionality.|| --gs-use-mipmap=1
| --gs-use-mipmap || {{Universal}} || 0, 1 || {{binary}} || 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. It works best on War of the Monsters emulator, as can be seen in the Ratchet series' mipmapping issues responding only to this emu's mipmapping functionality.|| --gs-use-mipmap=1
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| --gs-use-deferred-l2h || {{Universal}} || 0, 1 || {{binary}} || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1  
| --gs-use-deferred-l2h || {{Universal}} || 0, 1 || {{binary}} || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1  
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{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center; font-size:small;"
! Command !! Values !! Notes !! Usage
! Command !! Values !! Notes !! Usage
|-
| --idec-cycles-per-qwc || Default = 0 || Multiply how many cycles IDEC command take per whole currently worked on QWC. || --idec-cycles-per-qwc=768
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| --mfifo-manual-drain || 0.1/5.0 ||  ||--mfifo-manual-drain=0.30  
| --mfifo-manual-drain || 0.1/5.0 ||  ||--mfifo-manual-drain=0.30  
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|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C  
|  ra || 0x10000001F0  || f31  || 0x10000002AC ||  Rsvd31 ||    0x100000034C ||    ra || 0x102000007C  
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|  hi/hi1 (2x 64bit) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    {{cellcolors|#8b9dc3|#000000}}pc || 0x102000008C     
|  hi/hi1 (2x 64bit) || 0x1000000200  ||  fACC ||  0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers  || ||    pc || 0x102000008C     
|-style="background-color:#EEEFF2"
|-style="background-color:#EEEFF2"
|  lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
|  lo/lo1 (2x 64bit) || 0x1000000210  || {{cellcolors|#7698FF|#000000}}FPU CTRL (FCR) ||  || real Pcr0 ||  0x1000000350 ||  hi ||0x1020000090 ??
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