Editing PS2 Emulation
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== PS2 games available on PS4 PS Store == | == PS2 games available on PS4 PS Store == | ||
* Ace Combat 5: The Unsung War | * Ace Combat 5: The Unsung War. Available as a "PS2 Classics" as part of the "Pre-Order-Bonus" for "Ace Combat 7: Skies Unknown" (PS4) only (not available separately). | ||
* ADK DAMASHII™ UP0576-CUSA03783_00-SLPS259060000001 "2017-02-24" | * ADK DAMASHII™ UP0576-CUSA03783_00-SLPS259060000001 "2017-02-24" | ||
* Arc the Lad: Twilight of the Spirits UP9000-CUSA02205_00-SCUS972310000001 "2016-01-12" | * Arc the Lad: Twilight of the Spirits UP9000-CUSA02205_00-SCUS972310000001 "2016-01-12" | ||
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* Destroy All Humans! 2 (2006) UP4389-CUSA05233_00-SLUS214390000001 2016-11-29 | * Destroy All Humans! 2 (2006) UP4389-CUSA05233_00-SLUS214390000001 2016-11-29 | ||
* Eternal Ring UP1022-CUSA04654_00-SLUS200150000001 | * Eternal Ring UP1022-CUSA04654_00-SLUS200150000001 | ||
* FantaVision | * FantaVision "2015-12-22" | ||
* Fatal Fury Battle Archives Vol. 2 UP0576-CUSA03750_00-SLUS217230000001 "2017-03-27" | * Fatal Fury Battle Archives Vol. 2 UP0576-CUSA03750_00-SLUS217230000001 "2017-03-27" | ||
* Forbidden Siren EP9000-CUSA02274_00-SCES519200000001 patch 1.01 requires PS4 3.10 | * Forbidden Siren EP9000-CUSA02274_00-SCES519200000001 patch 1.01 requires PS4 3.10 | ||
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* Grand Theft Auto: Vice City UP1004-CUSA03509_00-SLUS205520000001 "2015-12-05" | * Grand Theft Auto: Vice City UP1004-CUSA03509_00-SLUS205520000001 "2015-12-05" | ||
* Grand Theft Auto: San Andreas UP1004-CUSA03506_00-SLUS209460000001 or EP1004-CUSA03541_00-SLES525410000001 PS4 3.11 "2015-12-05" | * Grand Theft Auto: San Andreas UP1004-CUSA03506_00-SLUS209460000001 or EP1004-CUSA03541_00-SLES525410000001 PS4 3.11 "2015-12-05" | ||
* Harvest Moon: Save the Homeland UP1014-CUSA06585_00 | * Harvest Moon: Save the Homeland UP1014-CUSA06585_00-SLUS202510000001 | ||
* Harvest Moon: A Wonderful Life Special Edition UP1014-CUSA06584_00 | * Harvest Moon: A Wonderful Life Special Edition UP1014-CUSA06584_00-SLUS211710000001 "2017-03-28" | ||
* Hot Shots® Tennis (Everybody's Tennis) UP9000-CUSA02193_00-SCUS976100000001 "2016-09-13" | * Hot Shots® Tennis (Everybody's Tennis) UP9000-CUSA02193_00-SCUS976100000001 "2016-09-13" | ||
* Indigo Prophecy (aka Fahrenheit 2005) UP1642-CUSA04798_00-SLUS211960000001 or EP1628-CUSA05760_00-SLES535390000001 "2016-08-09" | * Indigo Prophecy (aka Fahrenheit 2005) UP1642-CUSA04798_00-SLUS211960000001 or EP1628-CUSA05760_00-SLES535390000001 "2016-08-09" | ||
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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 || | ||
|- | |- | ||
| The King of Fighters 2000 || Seemingly one of the most | | The King of Fighters 2000 || Seemingly one of the most VU-accurate emus, fixing sps in games such as '''Crash Twinsanity''', '''Crazy Frog Racer'''. It also '''prevents Koei tecmo games from suddenly freezing when battle starts. Moreover, it is 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 || || | ||
|- | |- | ||
| 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 | | 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''' | ||
|- | |- | ||
| 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|| || | ||
|- | |- | ||
| --ee-cycle-scalar || {{Universal}} ||Slowest cycles speed: 5.00<br>Normal cycles speed: 1.000<br>Fastest cycles speed: 0.100 || {{Float}} || | | --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 | ||
|- | |- | ||
| --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 || {{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? | ||
|- | |- | ||
| --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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| --fpu-custom-min-max || {{Universal}} || 0, 1 || {{Binary}} || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0 | | --fpu-custom-min-max || {{Universal}} || 0, 1 || {{Binary}} || Custom Max/Mini logic for denormals. Enabled by default. Disabling it might break some games || --fpu-custom-min-max=0 | ||
|- | |- | ||
| --fpu-accurate-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || | | --fpu-accurate-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || || Accurate Mul/Div/Add/Sub Math instructions for the FPU by using software floats rather than hardware floats. Can be used for full EE/FPU Mathematical accuracy in the specified range. || --fpu-accurate-range=0x1acce0,0x2acce0 | ||
|- | |- | ||
| --fpu-no-clamp-range || {{Exclusive}} || start,end offset (0x0 - 0x1FFFFFF) || | | --fpu-no-clamp-range || {{Exclusive}} || start,end offset (0x0 - 0x1FFFFFF) || || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0 | ||
|- | |- | ||
| --fpu-accurate-muldiv || {{Universal}} || 0 = Disabled<br>1 = Enabled || {{Binary}} || 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 || {{Universal}} || 0 = Disabled<br>1 = Enabled || {{Binary}} || Allows the FPU to accurately Divide/Multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --fpu-accurate-muldiv=1 | ||
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| --fpu-accurate-addsub || {{Universal}} || 0 = Disabled<br>1 = Enabled || {{Binary}} || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. Though slow on PS4, many games that work fine on PCSX2 (Pac-Man World 3, Jackie Chan Adventures) experience issues on PS4 because ADD/SUB is disabled by default. || --fpu-accurate-addsub=1 | | --fpu-accurate-addsub || {{Universal}} || 0 = Disabled<br>1 = Enabled || {{Binary}} || Allows the FPU to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. Though slow on PS4, many games that work fine on PCSX2 (Pac-Man World 3, Jackie Chan Adventures) experience issues on PS4 because ADD/SUB is disabled by default. || --fpu-accurate-addsub=1 | ||
|- | |- | ||
| --fpu-accurate-muldiv-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || | | --fpu-accurate-muldiv-range || {{Universal}} || 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-addsub-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || | | --fpu-accurate-addsub-range || {{Universal}} || 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 | ||
|- | |- | ||
|-style="background-color:#7698FF" | |-style="background-color:#7698FF" | ||
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| --cop2-no-clamping || {{Universal}} || 0, 1 || {{Binary}} || Changes the clamping behavior of the COP2. The default value is set to 1. || --cop2-no-clamping=0 | | --cop2-no-clamping || {{Universal}} || 0, 1 || {{Binary}} || Changes the clamping behavior of the COP2. The default value is set to 1. || --cop2-no-clamping=0 | ||
|- | |- | ||
| --cop2-accurate-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || | | --cop2-accurate-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || || Accurate Mul/Div/Add/Sub math instructions for the COP2 by using software floats rather than hardware floats. Can be used for full COP2 mathematical accuracy in the specified range. || --cop2-accurate-range=0x123456,0x134567 | ||
|- | |- | ||
| --cop2-no-clamp-range || {{Exclusive}} || start,end offset (0x0 - 0x1FFFFFF) || | | --cop2-no-clamp-range || {{Exclusive}} || start,end offset (0x0 - 0x1FFFFFF) || || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567 | ||
|- | |- | ||
| --cop2-accurate-mul-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || | | --cop2-accurate-mul-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || || Accurate multiplication instructions for the COP2 in the specified range by using software floats rather than hardware floats (Offset range seems not to directly match EE's) || --cop2-accurate-mul-range=0x123456,0x134567 | ||
|- | |- | ||
| --cop2-accurate-mul || {{Universal}} || 1 = Enabled<br>0 = Disabled || {{Binary}} || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1 | | --cop2-accurate-mul || {{Universal}} || 1 = Enabled<br>0 = Disabled || {{Binary}} || Allows the COP2 to accurately multiply for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-mul=1 | ||
|- | |- | ||
| --cop2-accurate- | | --cop2-accurate-mul|| {{Universal}} || 1 = Enabled<br>0 = Disabled || {{Binary}} || Allows the COP2 to accurately Add/Subtract for all offsets by using software floats rather than hardware floats. (Extremely slow) || --cop2-accurate-addsub=1 | ||
|- | |- | ||
| --cop2-accurate-addsub-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || | | --cop2-accurate-addsub-range || {{Universal}} || start,end offset (0x0 - 0x1FFFFFF) || || Allows the COP2 to accurately Add/Sub in the specified ee memory range by using software floats rather than hardware floats. (Offset range seems not to directly match EE's. It is possibly 0x95400~ behind(?) || --cop2-accurate-addsub-range=0x123456,0x134567 | ||
|- | |- | ||
|-style="background-color:#FFAA00" | |-style="background-color:#FFAA00" | ||
| || || || Other || || | | || || || Other || || | ||
|- | |- | ||
| --cop2-regalloc || {{Universal}} || 0, 1 || {{Binary}} || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. || | | --cop2-regalloc || {{Universal}} || 0, 1 ? || {{Binary}} || Optimized Register Allocation(?). PCSX2 seems to have this enabled by default. Seems to slow down COP2 when disabled. || | ||
|- | |- | ||
| --cop2-inst-q || {{Universal}} || 0, 1 || {{Binary}} || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. || | | --cop2-inst-q || {{Universal}} || 0, 1 || {{Binary}} || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. || | ||
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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 | ||
|- | |- | ||
| --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 || {{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 | ||
|- | |- | ||
|-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 | ||
|- | |- | ||
| --vu-evil-branches || {{Universal}} || 0, 1 || {{binary}} || Take in count branch in delay slot, or not | | --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]|| | ||
|- | |- | ||
| --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 | ||
|- | |- | ||
| --vu-range-merge || {{Exclusive}} || | | --vu-range-merge || {{Exclusive}} || vu_inst_cnt || || ? || | ||
|- | |- | ||
|} | |} | ||
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| || || Speedhacks || || || | | || || Speedhacks || || || | ||
|- | |- | ||
| --vu1-mpg-cycles || {{Universal}} || | | --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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'-' or '+' Changes the specified preceding or succeeding 2 bytes of 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 '-' and '+' symbols seem to be supported.</pre> | '-' or '+' Changes the specified preceding or succeeding 2 bytes of 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 '-' and '+' symbols seem to be supported.</pre> | ||
|- | |- | ||
| --vu1-di-bits || {{Universal}} || 0, 1 || {{binary}} || 0 Skips setting invalid, and Divides by zero flags in status register. | | --vu1-di-bits || {{Universal}} || 0, 1 || {{binary}} || 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 || {{Universal}} || 0, 1|| {{binary}} || Enabled by default. 0 will disable it and cause performance issues but with higher compatability.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1 | | --vu1-const-prop || {{Universal}} || 0, 1|| {{binary}} || Enabled by default. 0 will disable it and cause performance issues but with higher compatability.[https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --vu1-const-prop=1 | ||
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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 | ||
|- | |- | ||
| --vu1-no-clamping || {{Universal}} || 0,1 || {{binary}} || Changes the clamping behavior of the VU1. Setting specific to | | --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 | ||
|- | |- | ||
| --vu1-clamp-range || {{Exclusive}} || vu1 memory offset start,end (0x0 - 0x800) || | | --vu1-clamp-range || {{Exclusive}} || vu1 memory offset start,end (0x0 - 0x800) || || Values must not exceed 0x800 || | ||
|- | |- | ||
| --vu1-accurate-addsub-range || {{Exclusive}} || vu1 memory offset start,end (0x0 - 0x800) || | | --vu1-accurate-addsub-range || {{Exclusive}} || vu1 memory offset start,end (0x0 - 0x800) || || Allows the VU1 to accurately add/subtract in the specified memory range by using software floats rather than hardware floats.|| --vu1-accurate-addsub-range=0x0000,0x0600 | ||
|- | |- | ||
| --vu1-mul0fix-range || {{Exclusive}} || vu1 memory offset start,end (0x0 - 0x800) || | | --vu1-mul0fix-range || {{Exclusive}} || vu1 memory offset start,end (0x0 - 0x800) || || Allows the VU1 to accurately multiply by 0 in the specified memory range by using software floats rather than hardware floats. || --vu1-mul0fix-range=0x123,0x123 | ||
|- | |- | ||
| --vu1-injection || {{Universal}} || 0, 1 || {{binary}} || unknown || --vu1-injection=1 | | --vu1-injection || {{Universal}} || 0, 1 || {{binary}} || unknown || --vu1-injection=1 | ||
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| || || Speedhacks || || || | | || || Speedhacks || || || | ||
|- | |- | ||
| --vu0-mpg-cycles|| {{Exclusive}} || | | --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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| || || Game fixes || || || | | || || Game fixes || || || | ||
|- | |- | ||
| --vu0-clamp-range || {{Exclusive}} || start, end offset (0x0 - 0x200) || | | --vu0-clamp-range || {{Exclusive}} || start, end offset (0x0 - 0x200) || || per range clamping for VU0. Strangely, it rejects offsets higher than 0x200. || --vu0-clamp-range=0x100,0x120 | ||
|- | |- | ||
| --vu0-no-clamping || {{Universal}} || 0,1 || {{binary}} || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. || --vu0-no-clamping=0 | | --vu0-no-clamping || {{Universal}} || 0,1 || {{binary}} || Changes the clamping behavior of the VU0. Setting specific to ps4 emulators, unimplemented in pcsx2. The default emulator's value is 1. || --vu0-no-clamping=0 | ||
|- | |- | ||
| --vu0-accurate-addsub-range || {{Exclusive}} || offset (0x0 - 0x200) || | | --vu0-accurate-addsub-range || {{Exclusive}} || offset (0x0 - 0x200) || || Allows the VU0 to accurately Add/Subtract in the specified memory range by using software floats rather than hardware floats. Strangely, it rejects offsets higher than 0x200. || | ||
|- | |- | ||
| --vu0-mul0fix-range || {{Exclusive}} || vu0 memory offset start,end (0x0 - 0x200) || | | --vu0-mul0fix-range || {{Exclusive}} || vu0 memory offset start,end (0x0 - 0x200) || || Allows the VU0 to accurately Multiply by 0 in the specified memory range by using software floats rather than hardware floats. Strangely, it rejects offsets higher than 0x200. || | ||
|- | |- | ||
|-style="background-color:#FEA15C" | |-style="background-color:#FEA15C" | ||
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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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| || || GS features || || || | | || || GS features || || || | ||
|- | |- | ||
| --gs-use-mipmap || {{Universal}} || | | --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 | ||
|- | |- | ||
| --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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| --l2h-2d-params || {{Universal}} || TRXREG,BITBLTBUF,height || {{string}} || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | | --l2h-2d-params || {{Universal}} || TRXREG,BITBLTBUF,height || {{string}} || || --l2h-2d-params=0x0000000800000001,0x000000003a0a2300,512,2 | ||
|- | |- | ||
| --gs-h2l-accurate-hash || {{Exclusive}} || 0, 1 || {{binary}} || | | --gs-h2l-accurate-hash || {{Exclusive}} || 0, 1 || {{binary}} || ||--gs-h2l-accurate-hash=1 | ||
|- | |- | ||
|-style="background-color:#9042f5" | |-style="background-color:#9042f5" | ||
| || || Aspect ratio || || || | | || || Aspect ratio || || || | ||
|- | |- | ||
| --gs-scanout-offsetx || {{Universal}} || relative offset/ignored || | | --gs-scanout-offsetx || {{Universal}} || relative offset/ignored || || A zoom in setting in the x direction || --gs-scanout-offsetx=27 | ||
|- | |- | ||
| --gs-scanout-offsety || {{Universal}} || relative offset/ignored || | | --gs-scanout-offsety || {{Universal}} || relative offset/ignored || || A zoom in setting in the y direction || --gs-scanout-offsety=27 | ||
|- | |- | ||
| --safe-area-min || {{Exclusive}} || area/float || {{float}} || An overscan setting, (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator || --safe-area-min=0.9 | | --safe-area-min || {{Exclusive}} || area/float || {{float}} || An overscan setting, (range 0.9 to 1.0) any other values outside of that range will be rejected by the emulator || --safe-area-min=0.9 | ||
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| || || Other || || || | | || || Other || || || | ||
|- | |- | ||
| --framelimit-mode || {{Universal}} || slowest,slower,slow, | | --framelimit-mode || {{Universal}} || slowest,slower,slow,normal,fast,fastest,turbo || {{string}} || Standalone Framelimiter|| --framelimit-mode=fast | ||
|- | |- | ||
| --framelimiter || {{Universal}} || 0, 1 || {{binary}} || Enable or disable Frame limiting || --framelimiter=1 | | --framelimiter || {{Universal}} || 0, 1 || {{binary}} || Enable or disable Frame limiting || --framelimiter=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 | |||
|- | |- | ||
| --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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| {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#03fcb1|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce | | {{cellcolors|#0b9fb3|#000000}}VuAddSubHack ||{{cellcolors|#03fcb1|#000000}}--vu-hack-triace=1 || Required for every single game developed by TriAce | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=0<br>--vu0-no-clamping=0<br>--cop2-no-clamping=0 || | | {{cellcolors|#0b9fb3|#000000}}vuClampMode: 2 ||{{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=0<br>--vu0-no-clamping=0<br>--cop2-no-clamping=0 || | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}vuClampMode: 3 || {{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=1<br>--vu0-no-clamping=1<br>--cop2-no-clamping=1<br>--vu-to-double=1 || | | {{cellcolors|#0b9fb3|#000000}}vuClampMode: 3 || {{cellcolors|#03fcb1|#000000}}<br>--vu1-no-clamping=1<br>--vu0-no-clamping=1<br>--cop2-no-clamping=1<br>--vu-to-double=1 || | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=0<br>--fpu-no-clamping=0<br> || | | {{cellcolors|#0b9fb3|#000000}}eeClampMode: 2 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=0<br>--fpu-no-clamping=0<br> || | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=1<br>--fpu-no-clamping=1<br> || | | {{cellcolors|#0b9fb3|#000000}}eeClampMode: 3 || {{cellcolors|#03fcb1|#000000}}--fpu-to-double=1<br>--fpu-no-clamping=1<br> || | ||
|- | |- | ||
| {{cellcolors|#0b9fb3|#000000}}eeRoundMode: || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1<br>--fpu-accurate-addsub=1 || | | {{cellcolors|#0b9fb3|#000000}}eeRoundMode: || {{cellcolors|#03fcb1|#000000}}--fpu-accurate-muldiv=1<br>--fpu-accurate-addsub=1 || | ||
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| ra || 0x10000001F0 || f31 || 0x10000002AC || Rsvd31 || 0x100000034C || ra || 0x102000007C | | ra || 0x10000001F0 || f31 || 0x10000002AC || Rsvd31 || 0x100000034C || ra || 0x102000007C | ||
|- | |- | ||
| hi/hi1 (2x 64bit) || 0x1000000200 || fACC || 0x10000002B0 || {{cellcolors|#7698FF|#000000}}COP0 additional registers || || | | 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 ?? |