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: Squadron Leader) UP0700-CUSA13419_00-ACECOMBAT7EARLY5 or JP0700-CUSA13271_00-ACECOMBAT7EARLY5 or HP0700-CUSA14109_00-ACECOMBAT7EARLY5 or EP0700-CUSA13351_00-ACECOMBAT7EARLY5 Available as a "PS2 Classics" as part of the "Pre-Order-Bonus" for "Ace Combat 7: Skies Unknown" (PS4) only (not available separately).
* 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 or EP0576-CUSA04151_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 or EP9000-CUSA02279_00-SCES519100000001 "2016-01-12"
* Arc the Lad: Twilight of the Spirits UP9000-CUSA02205_00-SCUS972310000001 "2016-01-12"
* Art of Fighting Anthology UP0576-CUSA03754_00-SLUS214870000001 or EP0576-CUSA04152_00-SLES547900000001
* Art of Fighting Anthology UP0576-CUSA03754_00-SLUS214870000001
* Ape Escape 2 UP9000-CUSA02194_00-SCES508850000001 or EP9000-CUSA02269_00-SCES508850000001 2016-08-02
* Ape Escape 2 UP9000-CUSA02194_00-SCES508850000001 or EP9000-CUSA02269_00-SCES508850000001 2016-08-02
* Blood Omen: Legacy of Kain UP8489-CUSA49771_00-SLUS000270000000 (PS5: UP8489-PPSA24270_00-0499283180274839) 2024-11-19 PS4 12.00
* Blood Omen: Legacy of Kain UP8489-CUSA49771_00-SLUS000270000000 (PS5: UP8489-PPSA24270_00-0499283180274839) 2024-11-19 PS4 12.00
* Blood Omen 2: Legacy of Kain UP8489-CUSA49769_00-SLUS200240000000 (PS5: UP8489-PPSA24268_00-0200966777747783) 2024-11-19 PS4 12.00
* Blood Omen 2: Legacy of Kain UP8489-CUSA49769_00-SLUS200240000000 (PS5: UP8489-PPSA24268_00-0200966777747783) 2024-11-19 PS4 12.00
* Bully (Canis Canem Edit) UP1004-CUSA03507_00-SLUS212690000001 or EP1004-CUSA03551_00-SLES535610000001 "2016-03-22"
* Bully (Canis Canem Edit) UP1004-CUSA03507_00-SLUS212690000001 "2016-03-22"
* Dark Chronicle (Dark Cloud 2) UP9000-CUSA02037_00-SCUS972130000001 or EP9000-CUSA02075_00-SCES511900000001 "2016-01-19"
* Dark Chronicle (Dark Cloud 2) UP9000-CUSA02037_00-SCUS972130000001 "2016-01-19"
* Dark Cloud UP9000-CUSA01728_00-SCUS971110000001 or EP9000-CUSA01944_00-SCES502950000001 "2015-12-05"
* Dark Cloud UP9000-CUSA01728_00-SCUS971110000001 "2015-12-05"
* Destroy All Humans! (2005) (not to be confused with the remake EP4389-CUSA14910_00-DAH1REMAKEEU0000) UP4389-CUSA05232_00-SLUS209450000001 or EP4389-CUSA06353_00-SLES531960000001 2016-10-18
* Destroy All Humans! (2005) (not to be confused with the remake EP4389-CUSA14910_00-DAH1REMAKEEU0000) UP4389-CUSA05232_00-SLUS209450000001 2016-10-18
* Destroy All Humans! 2 (2006) UP4389-CUSA05233_00-SLUS214390000001 or EP4389-CUSA06355_00-SLES543840000001 2016-11-29
* Destroy All Humans! 2 (2006) UP4389-CUSA05233_00-SLUS214390000001 2016-11-29
* Eternal Ring UP1022-CUSA04654_00-SLUS200150000001 requires PS4 4.70
* Eternal Ring UP1022-CUSA04654_00-SLUS200150000001
* FantaVision JP9000-CUSA02407_00-SCPS150300000001 or UP9000-CUSA01724_00-SCUS971050000001 or EP9000-CUSA01949_00-SCES500020000001 "2015-12-22"
* FantaVision "2015-12-22"
* Fatal Fury Battle Archives Vol. 2 UP0576-CUSA03750_00-SLUS217230000001 or EP0576-CUSA04153_00-SLUS217230000001 "2017-03-27"
* Fatal Fury Battle Archives Vol. 2 UP0576-CUSA03750_00-SLUS217230000001 "2017-03-27"
* Fu'un Super Combo UP0576-CUSA03784_00-SLPS257810000001 or EP0576-CUSA04154_00-SLPS257810000001 "2016-12-20"
* Forbidden Siren EP9000-CUSA02274_00-SCES519200000001 patch 1.01 requires PS4 3.10
* Fu'un Super Combo UP0576-CUSA03784_00-SLPS257810000001 "2016-12-20"
* Ghosthunter (English, Japanese) UP9000-CUSA47996_00-SLUS209930000000 (PS5: UP9000-PPSA21974_00-SLUS209930000000) 2024-06-18
* Ghosthunter (English, Japanese) UP9000-CUSA47996_00-SLUS209930000000 (PS5: UP9000-PPSA21974_00-SLUS209930000000) 2024-06-18
* Grand Theft Auto® 3 UP1004-CUSA03508_00-SLUS200620000001 or EP1004-CUSA03550_00-SLES503300000001 "2015-12-05"
* Grand Theft Auto III UP1004-CUSA03508_00-SLUS200620000001 "2015-12-05"
* Grand Theft Auto: Vice City UP1004-CUSA03509_00-SLUS205520000001 or EP1004-CUSA03546_00-SLES510610000001 "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-SLUS202510000001 or EP1014-CUSA06610_00-SLUS202510000001
* Harvest Moon: Save the Homeland UP1014-CUSA06585_00-SLUS202510000001
* Harvest Moon: A Wonderful Life Special Edition UP1014-CUSA06584_00-SLUS211710000001 or EP1014-CUSA06609_00-SLUS211710000001 "2017-03-28"
* Harvest Moon: A Wonderful Life Special Edition UP1014-CUSA06584_00-SLUS211710000001 "2017-03-28"
* Hot Shots® Tennis (Everybody's Tennis) UP9000-CUSA02193_00-SCUS976100000001 or EP9000-CUSA02270_00-SCES545350000001 "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"
* Jak and Daxter: The Precursor Legacy HP9000-CUSA08427_00-SCPS560030000001 patch 1.01 requires PS4 4.73
* Jak and Daxter: The Precursor Legacy HP9000-CUSA08427_00-SCPS560030000001 patch 1.01 requires PS4 4.73
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* Jak™ X EP9000-CUSA07992_00-SCUS974290000001 patch 1.02 requires PS4 5.01
* Jak™ X EP9000-CUSA07992_00-SCUS974290000001 patch 1.02 requires PS4 5.01
* Jak X: Combat Racing UP9000-CUSA07842_00-JPPS400000000001 2018-03-15
* Jak X: Combat Racing UP9000-CUSA07842_00-JPPS400000000001 2018-03-15
* Kinetica UP9000-CUSA01725_00-SCUS971320000001 or EP9000-CUSA01947_00-SCUS971320000001 "2016-05-17"
* Kinetica UP9000-CUSA01725_00-SCUS971320000001 "2016-05-17"
* Manhunt UP1004-CUSA03512_00-SLUS208270000001 or EP1004-CUSA03545_00-SLES520230000001 "2016-03-22"
* Manhunt UP1004-CUSA03512_00-SLUS208270000001 "2016-03-22"
* Max Payne UP1004-CUSA03513_00-SLUS202300000001 or EP1004-CUSA04488_00-SLES503260000001 "2016-04-22"
* Max Payne UP1004-CUSA03513_00-SLUS202300000001 "2016-04-22"
* Metal Slug Anthology UP0576-CUSA03749_00-SLUS215500000001 or EP0576-CUSA04156_00-SLES546770000001 "2016-07-05"
* Metal Slug Anthology UP0576-CUSA03749_00-SLUS215500000001 "2016-07-05"
* Mister Mosquito UP9000-CUSA48755_00-SLUS203750000000 (PS5: UP9000-PPSA22948_00-SLUS203750000000) 2024-09-17 patch 1.02 requires PS4 11.52 or PS5 9.60
* Mister Mosquito UP9000-CUSA48755_00-SLUS203750000000 (PS5: UP9000-PPSA22948_00-SLUS203750000000) 2024-09-17 patch 1.02 requires PS4 11.52 or PS5 9.60
* Okage: Shadow King UP9000-CUSA02199_00-SCUS971290000001 or EP9000-CUSA02282_00-SCUS971290000001, requires PS4 FW version 3.15, although it was compiled with PS4 SDK version 3.008.000, latest patch requires PS4 FW 4.05 "2016-03-22"
* Okage: Shadow King UP9000-CUSA02199_00-SCUS971290000001, requires PS4 FW version 3.15, although it was compiled with PS4 SDK version 3.008.000, latest patch requires PS4 FW 4.05 "2016-03-22"
* PaRappa The Rapper 2™ UP9000-CUSA01555_00-SCUS971670000001 or EP9000-CUSA01946_00-SCES504080000001 2015-12-15
* PaRappa The Rapper 2™ UP9000-CUSA01555_00-SCUS971670000001 2015-12-15
* Primal UP9000-CUSA02035_00-SCUS971420000001 or EP9000-CUSA02077_00-SCES511350000001 "2016-05-31"
* Primal UP9000-CUSA02035_00-SCUS971420000001 "2016-05-31"
* Psychonauts UP2154-CUSA03881_00-SLUS211200000001 or EP2154-CUSA04150_00-SLES538300000001 "2016-06-07"
* Psychonauts UP2154-CUSA03881_00-SLUS211200000001 or EP2154-CUSA04150_00-SLES538300000001 "2016-06-07"
* Puzzle Quest: Challenge of the Warlords UP0367-CUSA03571_00-SLUS216920000001 "2016-02-24"
* Puzzle Quest: Challenge of the Warlords UP0367-CUSA03571_00-SLUS216920000001 "2016-02-24"
* Red Dead Revolver UP1004-CUSA03517_00-SLUS205000000001 or EP1004-CUSA03542_00-SLES524780000001 "2016-10-11"
* Red Dead Revolver UP1004-CUSA03517_00-SLUS205000000001 "2016-10-11"
* Red Faction UP4389-CUSA06402_00-SLUS200730000001 or EP4389-CUSA06354_00-SLES502770000001 "2016-12-06"
* Red Faction UP4389-CUSA06402_00-SLUS200730000001 "2016-12-06"
* Red Faction II UP4389-CUSA06405_00-SLUS204420000001 or EP4389-CUSA06356_00-SLES511330000001
* Red Faction II UP4389-CUSA06405_00-SLUS204420000001
* Resident Evil Code: Veronica X UP0102-CUSA07104_00-SLUS201840000001 or EP0102-CUSA07343_00-SLES503060000001
* Resident Evil Code: Veronica X UP0102-CUSA07104_00-SLUS201840000001
* Rise of the Kasai UP9000-CUSA01730_00-SCUS974160000001 or EP9000-CUSA01948_00-SCUS974160000001 "2016-03-08"
* Rise of the Kasai UP9000-CUSA01730_00-SCUS974160000001 "2016-03-08"
* Rogue Galaxy UP9000-CUSA02195_00-SCUS974900000001 or EP9000-CUSA02271_00-SCES545520000001 "2015-12-05"
* Rogue Galaxy UP9000-CUSA02195_00-SCUS974900000001 "2015-12-05"
* Samurai Shodown VI UP0576-CUSA03787_00-SLUS216290000001 or EP0576-CUSA04158_00-SLES552920000001 "2016-11-22"
* Samurai Shodown VI UP0576-CUSA03787_00-SLUS216290000001 "2016-11-22"
* Siren (Forbidden Siren) UP9000-CUSA02198_00-SCUS973550000001 or EP9000-CUSA02274_00-SCES519200000001 (PS5: UP9000-PPSA22947_00-SCUS973550000000) PS4 patch 1.02 requires PS4 3.00 and 2024-10-15 PS5 patch 1.00 requires PS5 9.40 "2016-06-14"
* Siren UP9000-CUSA02198_00-SCUS973550000001 (PS5: UP9000-PPSA22947_00-SCUS973550000000) PS4 patch 1.02 requires PS4 3.00 and 2024-10-15 PS5 patch 1.00 requires PS5 9.40 "2016-06-14"
* SkyGunner UP9000-CUSA49210_00-SLUS203840000000 (PS5: UP9000-PPSA23535_00-SLUS203840000000) 2024-09-17 patch 1.03 requires PS4 11.52 or PS5 9.60
* SkyGunner UP9000-CUSA49210_00-SLUS203840000000 (PS5: UP9000-PPSA23535_00-SLUS203840000000) 2024-09-17 patch 1.03 requires PS4 11.52 or PS5 9.60
* Sly Raccoon (2002), Sly Cooper and the Thievius Raccoonus UP9000-CUSA47431_00-SCUS971980000000 (PS5: UP9000-PPSA21300_00-SCUS971980000000) 2024-06-11 PS4 11.50
* Sly Raccoon (2002), Sly Cooper and the Thievius Raccoonus UP9000-CUSA47431_00-SCUS971980000000 (PS5: UP9000-PPSA21300_00-SCUS971980000000) 2024-06-11 PS4 11.50
* Star Ocean Till The End Of Time UP0082-CUSA04778_00-SLUS204880000001 or JP0082-CUSA04842_00-SLPM654380000001 or EP0082-CUSA06379_00-SLES820280000001
* Star Ocean Till The End Of Time UP0082-CUSA04778_00-SLUS204880000001
* Star Wars Bounty Hunter UP1082-CUSA03472_00-SLUS204200000001 or EP1006-CUSA03493_00-SLES508310000001 2016-01-15
* Star Wars Bounty Hunter UP1082-CUSA03472_00-SLUS204200000001 or EP1006-CUSA03493_00-SLES508310000001 2016-01-15
* Star Wars Racer Revenge UP1082-CUSA03474_00-SLUS202680000001 or EP1006-CUSA03492_00-SLES503660000001 2016-01-15
* Star Wars Racer Revenge UP1082-CUSA03474_00-SLUS202680000001 2016-01-15
* STAR WARS: Jedi Starfighter UP1082-CUSA03473_00-SLUS202930000001 or EP1006-CUSA03494_00-SLES503710000001 2016-01-15
* STAR WARS: Jedi Starfighter UP1082-CUSA03473_00-SLUS202930000001 or EP1006-CUSA03494_00-SLES503710000001 2016-01-15
* STAR WARS The Clone Wars UP1082-CUSA48010_00-SLUS205100000000 (PS5: UP1082-PPSA21985_00-SLUS205100000000 or UP1082-PPSA21985_00-0384550355606536) 2024-06-11 PS4 11.50
* STAR WARS The Clone Wars UP1082-CUSA48010_00-SLUS205100000000 (PS5: UP1082-PPSA21985_00-SLUS205100000000 or UP1082-PPSA21985_00-0384550355606536) 2024-06-11 PS4 11.50
* Summoner PS2 Emulation (2000) UP4389-CUSA48889_00-SLUS200740000000 (PS5: UP4389-PPSA23124_00-SLUS200740000000 or UP4389-PPSA23124_00-EMUPS2SUMMONER00) 2024-07-16 PS4 patch 1.01 requires PS4 11.50, PS5 patch 1.02 requires PS5 9.40
* Summoner PS2 Emulation (2000) UP4389-CUSA48889_00-SLUS200740000000 (PS5: UP4389-PPSA23124_00-SLUS200740000000 or UP4389-PPSA23124_00-EMUPS2SUMMONER00) 2024-07-16 PS4 patch 1.01 requires PS4 11.50, PS5 patch 1.02 requires PS5 9.40
* The King of Fighters Collection: The Orochi Saga UP0576-CUSA03753_00-SLUS215540000001 or EP0576-CUSA04164_00-SLUS215540000001 2018-06-26
* The King of Fighters Collection: The Orochi Saga UP0576-CUSA03753_00-SLUS215540000001 2018-06-26
* The King of Fighters '98 Ultimate Match UP0576-CUSA03751_00-SLUS218160000001 or EP0576-CUSA04159_00-SLES552800000001
* The King of Fighters '98 Ultimate Match UP0576-CUSA03751_00-SLUS218160000001
* The King of Fighters 2000 UP0576-CUSA03748_00-SLUS208340000001 or UP4002-CUSA03748_00-SLUS208340000001 or EP0576-CUSA04160_00-SLUS208340000001 "2016-05-03"
* The King of Fighters 2000 UP0576-CUSA03748_00-SLUS208340000001 or UP4002-CUSA03748_00-SLUS208340000001 "2016-05-03"
* The Mark of Kri UP9000-CUSA01729_00-SCUS971400000001 or EP9000-CUSA01945_00-SCES511640000001 "2015-12-05"
* The Mark of Kri UP9000-CUSA01729_00-SCUS971400000001 "2015-12-05"
* The Warriors UP1004-CUSA03515_00-SLUS212150000001 or EP1004-CUSA03548_00-SLES534430000001 "2016-07-05"
* The Warriors UP1004-CUSA03515_00-SLUS212150000001 "2016-07-05"
* TimeSplitters EP4062-CUSA49387_00-SLUS200900000000 (for PS5: EP4062-PPSA23799_00-SLUS200900000000 or EP4062-PPSA23799_00-TIMESPLITTERSONE) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* TimeSplitters EP4062-CUSA49387_00-SLUS200900000000 (for PS5: EP4062-PPSA23799_00-SLUS200900000000 or EP4062-PPSA23799_00-TIMESPLITTERSONE) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* TimeSplitters 2 EP4062-CUSA49392_00-SLUS203140000000 (for PS5: EP4062-PPSA23801_00-SLUS203140000000 or EP4062-PPSA23801_00-TIMESPLITTERSTWO) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* TimeSplitters 2 EP4062-CUSA49392_00-SLUS203140000000 (for PS5: EP4062-PPSA23801_00-SLUS203140000000 or EP4062-PPSA23801_00-TIMESPLITTERSTWO) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* TimeSplitters: Future Perfect EP4062-CUSA49435_00-SLUS211480000000 (for PS5: EP4062-PPSA23847_00-SLUS211480000000 or EP4062-PPSA23847_00-TIMESPLITTERS3FP) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* TimeSplitters: Future Perfect EP4062-CUSA49435_00-SLUS211480000000 (for PS5: EP4062-PPSA23847_00-SLUS211480000000 or EP4062-PPSA23847_00-TIMESPLITTERS3FP) 2024-08-20 PS4 patch 1.01 requires PS4 11.52, PS5 patch 1.00 requires PS5 9.40
* Tomb Raider: Legend UP8489-CUSA48389_00-SLUS212030000000 (PS5: UP8489-PPSA22453_00-SLUS212030000000 or UP8489-PPSA22453_00-0217126708396262) 2024-06-11 PS4 11.50
* Tomb Raider: Legend UP8489-CUSA48389_00-SLUS212030000000 (PS5: UP8489-PPSA22453_00-SLUS212030000000 or UP8489-PPSA22453_00-0217126708396262) 2024-06-11 PS4 11.50
* Twisted Metal: Black UP9000-CUSA02036_00-SCUS971010000001 or EP9000-CUSA02076_00-SCES503600000001 "2015-12-05"
* Twisted Metal: Black UP9000-CUSA02036_00-SCUS971010000001 "2015-12-05"
* War of the Monsters™ UP9000-CUSA01554_00-SCUS971970000001 or EP9000-CUSA01981_00-SCES512240000001 2015-12-05
* War of the Monsters™ UP9000-CUSA01554_00-SCUS971970000001 2015-12-05
* Wild Arms™ 3 UP9000-CUSA02197_00-SCUS972030000001 or EP9000-CUSA02273_00-SCUS972030000001 2016-05-17
* Wild Arms™ 3 UP9000-CUSA02197_00-SCUS972030000001 2016-05-17


== PS2 games available on PS4 Bluray Disc ==
== PS2 games available on PS4 Bluray Disc ==
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| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
| Art of Fighting Anthology || Similar to RECVX. It was successful in fixing "'''Coraline'''." Sometimes called "AOFA" || 2.0 ||
|-
|-
| 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, games requiring '''OPL's mode 2''' tend to have a higher chance of being playable under it. 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 || Similarly to RECVX, it is often used to fix frozen games. ||  ||  
| Fatal Fury Battle Archives: Volume 2 || Similarly to RECVX, it is often used to fix frozen games. ||  ||  
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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 GIF-accurate emus, it '''prevents Koei Tecmo games (Dynasty Warriors 5: Empires and Samurai Warriors 2) 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'''
| 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 as well as performance is much better than Jakv2's, as can be seen in the case of Spyro Enter the Dragonfly running comparatively better on it, and the Ratchet series requiring a lower EE delay amount in patches to work, 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'''
|-
|-
| 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}} || 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  
|-
|-
| --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?
|-
|-
| --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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|  ||  || || Game fixes || ||
|  ||  || || Game fixes || ||
|-
|-
| --ee-jit-pagefault-threshold  || {{Exclusive}} || 0-254 || {{1 Byte}} ||Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
| --ee-jit-pagefault-threshold  || || 0-254 || {{1 Byte}} ||Ignore JIT pagefaults, usually caused by data placed right after code. JIT try to recompile it, and obviously hit some bad opcodes. This command reduces the occurrence of crashes the higher it is. || --ee-jit-pagefault-threshold=40
|-
|-
| --ee-regalloc-scalar  || {{Universal}} || 0,none,ReadOnly,WriteOnly,RW || {{string}}|| Register allocation setting. Setting it to 0 may prevent crashes. ||  
| --ee-regalloc-scalar  || || 0,none,ReadOnly,WriteOnly,RW || {{string}}|| Register allocation setting. Setting it to 0 may prevent crashes. ||  
|-
|-
| --ee-block-validation  || {{Universal}} || PageProt, PageProtection, Hash, Full, none || {{String}} || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
| --ee-block-validation  || || PageProt, PageProtection, Hash, Full, none || {{String}} || way of validating that block been modified, and require recompilation. [[https://github.com/PCSX2/pcsx2/blob/4db6b287cda817345f7ed4268a8a68f9fda76f26/pcsx2/Memory.cpp#L869| Some info about PageProt way]] || --ee-block-validation=None
|-
|-
| --ee-shorthash-len  || {{Exclusive}} || inst_count/integer || || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
| --ee-shorthash-len  || || inst_count/integer || || Length of shorthash in instruction/opcode count. Require --ee-block-validation=Hash ||  
|-
|-
| --ee-const-folding  || {{Universal}} || None,Gpr,Fpu,All || {{String}} || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none  
| --ee-const-folding  || || None,Gpr,Fpu,All || {{String}} || EE constant folding. "All" seems to be the default option. || --ee-const-folding=none  
|-
|-
| --ee-ignore-segfault  || {{Exclusive}} || none, read, write, readwrite || {{String}} || Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) || --ee-ignore-segfault=readwrite
| --ee-ignore-segfault  || || none, read, write, readwrite || {{String}} || Ignore segmentation fault. Ignore rw from/to unmapped memory, known in pcsx2 as TLB miss (load.store) || --ee-ignore-segfault=readwrite
|-
|-
| --ee-native-function  || {{Exclusive}} || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328
| --ee-native-function  || || memset, memcpy, strlen, strcmp, strcasecmp, litodp, dptoli, floatdidf, fptoui, fptodp, dptofp, fabs, fabsf, ieee754_atan2f, ieee754_asinf, ieee754_acosf, ieee754_sinf, ieee754_cosf, ieee754_sqrtf, asinf, acosf, sinf, cosf, sqrtf. || || Hook mips function with HLE x64 native version. Much faster, but tricky to keep correct timings on ps2 VM. || --ee-native-function=memcpy,0x11e328
|-style="background-color:#FFAA00"
|-style="background-color:#FFAA00"
|  ||  || || Other || ||
|  ||  || || Other || ||
|-
|-
| --ee-jit-disasm  || {{Universal}} || 0 or 1 for mips and 2 for x86 || {{Semi-Binary}} || Emotion engine Just in Time disassembler mode (Likely a debug log option) || --ee-jit-disasm=1
| --ee-jit-disasm  || || 0 or 1 for mips and 2 for x86 || {{Semi-Binary}} || Emotion engine Just in Time disassembler mode (Likely a debug log option) || --ee-jit-disasm=1
|-
|-
| --ee-ignore-break  || {{Exclusive}} || 0, 1 || {{Binary}}|| Turns a BREAK instruction into a NOP Instruction. ||  
| --ee-ignore-break  || || 0, 1 || {{Binary}}|| Turns a BREAK instruction into a NOP Instruction. ||  
|-
|-
| --ee-break-as-nop  || {{Exclusive}} || 0, 1 ||{{Binary}} || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
| --ee-break-as-nop  || || 0, 1 ||{{Binary}} || Turns a BREAK instruction into a NOP Instruction. || --ee-break-as-nop=1
|-
|-
| --ee-jit-opt-debug  || {{Exclusive}} || 0, 1 || {{Binary}}|| ||
| --ee-jit-opt-debug  || || 0, 1 || {{Binary}}|| ||
|-
|-
| --ee-pc-coherency  || {{Universal}} || 0, 1 || {{Binary}}|| Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
| --ee-pc-coherency  || || 0, 1 || {{Binary}}|| Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||  
|-
|-
| --ee-insn-flush-pc  || {{Exclusive}} || 0, 1 || {{Binary}}|| Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
| --ee-insn-flush-pc  || || 0, 1 || {{Binary}}|| Flush PC register to memory on every mips opcode. Result in more accurate EE PC reg reads. ||
|-  
|-  
| --ee-inst-marking  || {{Universal}} || 0,1? || || ||
| --ee-inst-marking  || || 0,1? || || ||
|-
|-
| --ee-insn-marking  || {{Exclusive}} || 0,1? || || ||
| --ee-insn-marking  || || 0,1? || || ||
|-
|-
| --ee-kernel-hle  || {{Universal}} ||  0, 1 || {{Binary}}|| High-level emulation kernel. Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply EE kernel patches which run previously prepared x64 code instead of recompiling real code part. ||  
| --ee-kernel-hle  || ||  0, 1 || {{Binary}}|| High-level emulation kernel. Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply EE kernel patches which run previously prepared x64 code instead of recompiling real code part. ||  
|-
|-
| --ee-injection-kernel  || {{Exclusive}} || 0, 1 || {{Binary}}|| Just like --ee-kernel-hle, except using a different name. ||
| --ee-injection-kernel  || || 0, 1 || {{Binary}}|| Just like --ee-kernel-hle, except using a different name. ||
|-
|-
| --ee-injection-title  || {{Exclusive}} || 0, 1 || {{Binary}}|| Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply per title patches which run previously prepared x64 code instead of recompiling real code part. ||
| --ee-injection-title  || || 0, 1 || {{Binary}}|| Apply HLE patches (used in mast1c0re part 2 Vulnerability 2). Apply per title patches which run previously prepared x64 code instead of recompiling real code part. ||
|-
|-
| --ee-validate-kernel  || {{Universal}} || 0, 1 ||{{Binary}} || ||
| --ee-validate-kernel  || || 0, 1 ||{{Binary}} || ||
|-
|-
| --ee-regalloc-simd  || {{Universal}} || readwrite, writeonly, readonly || {{String}} || register allocation setting ||  
| --ee-regalloc-simd  || || readwrite, writeonly, readonly || {{String}} || register allocation setting ||  
|-
|-
| --ee-regalloc-preserve-scalar  || {{Universal}}||  LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || {{String}} || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
| --ee-regalloc-preserve-scalar  || ||  LoadOnly, LO, StoreOnly, SO, LoadStore,  LS || {{String}} || EE JIT Scalar/Int Regalloc Mode || --ee-regalloc-preserve-scalar=LoadStore
|-
|-
| --ee-regalloc-preserve-simd  || {{Universal}} || ReadOnly, RO, WriteOnly WO, RW || {{String}} || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
| --ee-regalloc-preserve-simd  || || ReadOnly, RO, WriteOnly WO, RW || {{String}} || EE JIT SIMD/XMM Regalloc Mode || --ee-regalloc-preserve-simd=RW
|-
|-
| --ee-static-block-links  || {{Universal}} || options Type,Type,... [Branch,Branches,JAL,COP2,All] || ||  || --ee-static-block-links=JAL,COP2
| --ee-static-block-links  || || options Type,Type,... [Branch,Branches,JAL,COP2,All] || ||  || --ee-static-block-links=JAL,COP2
|-
|-
| --vtune-ee  || {{Universal}} || Unknown || || Unknown. It likely requires command-specific string values because decimals crash the emulator. ||
| --vtune-ee  || || Unknown || || Unknown. It likely requires command-specific string values because decimals crash the emulator. ||
|-
|-
| --ee-live32  || {{Universal}} || 0,1? || || ||
| --ee-live32  || || 0,1? || || ||
|-
|-
| --ee-cache-breaks-block  || {{Universal}} || 0,1 ||{{Binary}} || End recompiler block on r5900 cache opcode. ||
| --ee-cache-breaks-block  || || 0,1 ||{{Binary}} || End recompiler block on r5900 cache opcode. ||
|-
|-
| --ee-evt-check-full  || {{Universal}} || 0, 1 ||{{Binary}} || Perform more accurate EE event check ||  
| --ee-evt-check-full  || || 0, 1 ||{{Binary}} || Perform more accurate EE event check ||  
|-
|-
| --ee-peephole  || {{Exclusive}} || 0, 1? || || ||
| --ee-peephole  || || 0, 1? || || ||
|-
|-
| --ee-load-rewrites  || {{Universal}} || 0,1? || || ||
| --ee-load-rewrites  || || 0,1? || || ||
|-
|-
| --ee-store-rewrites  || {{Universal}} || 0,1? || || ||
| --ee-store-rewrites  || || 0,1? || || ||
|-
|-
| --ee-precompile-trace  || {{Exclusive}} || || || ||
| --ee-precompile-trace  || || || || ||
|-
|-
| --ee-penalize-short-blocks  || {{Exclusive}} || 0, 1 ||{{Binary}} || Add cycles to short recompiled blocks? ||  
| --ee-penalize-short-blocks  || || 0, 1 ||{{Binary}} || Add cycles to short recompiled blocks? ||  
|-
|-
| --ee-mem-check-eob  || {{Universal}}  || || || EE memory check end of block ||  
| --ee-mem-check-eob  || || || || EE memory check end of block ||  
|-
|-
| --ee-insn-callmark  || {{Exclusive}} || || || ||
| --ee-insn-callmark  || || || || ||
|-  
|-  
| --ee-inline-limit-full  || {{Exclusive}} || Default = 48 || {{4 Bytes}}|| Unknown.||
| --ee-inline-limit-full  || || Default = 48 || {{4 Bytes}}|| Unknown.||
|-
|-
| --ee-inline-limit-partial  || {{Exclusive}} || Default = 14 || {{4 Bytes}}|| Unknown.||
| --ee-inline-limit-partial  || || Default = 14 || {{4 Bytes}}|| Unknown.||
|-
|-
| --ee-stlf-cycle-threshold  || {{Exclusive}} || Default = 0<br> ||{{4 Bytes}} ||Unknown.||  
| --ee-stlf-cycle-threshold  || || Default = 0<br> ||{{4 Bytes}} ||Unknown.||  
|-
|-
| --detect-idle-ee  || {{Universal}} || 0, 1 ||  {{Binary}} || || --detect-idle-ee=1
| --detect-idle-ee  || || 0, 1 ||  {{Binary}} || || --detect-idle-ee=1
|-
|-
|}
|}
Line 445: Line 446:
| --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) || style="background:#5c32a8; color:#ffffff;"|Hex combination || 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-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) || style="background:#5c32a8; color:#ffffff;"|Hex combination || Per-range clamping for the FPU in the selected memory range. || --fpu-no-clamp-range=0x1acce0,0x2acce0
| --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
Line 453: Line 454:
| --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) || style="background:#5c32a8; color:#ffffff;"|Hex combination || 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 || {{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) || style="background:#5c32a8; color:#ffffff;"|Hex combination || 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 || {{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"
Line 485: Line 486:
|  || || || Speedhacks || ||
|  || || || Speedhacks || ||
|-
|-
| --cop2-opt-flags || {{Universal}} || 0, 1 ,2 || {{Semi-Binary}} || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) setting it to 0 can in some cases improve FPU accuracy. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
| --cop2-opt-flags || || 0, 1 ,2 || {{Semi-Binary}} || Optimize flags upon recompilation (1 is safe, 2 update sticky, and mac flag on every status flag update) setting it to 0 can in some cases improve FPU accuracy. [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L280 More Info] || --cop2-opt-flags=1
|-  
|-  
| --cop2-opt-vf00 || {{Universal}} || 0, 1, 2 || {{Semi-Binary}} || Seems to be a hacky way of optimization through the vf00 register. || --cop2-opt-vf00=1
| --cop2-opt-vf00 || || 0, 1, 2 || {{Semi-Binary}} || Seems to be a hacky way of optimization through the vf00 register. || --cop2-opt-vf00=1
|-  
|-  
| --cop2-const-prop || {{Universal}} || 0, 1 || {{Binary}} || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
| --cop2-const-prop || || 0, 1 || {{Binary}} || Disables or enables constant propagation. Can Be Used as speedhack for COP2 hungry games when set to 1 [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L312 More info] || --cop2-const-prop=1
|-  
|-  
| --cop2-di-bits || {{Universal}} || 0, 1 || {{Binary}} || 0 to skip setting invalid, and div by Zero flags in status register, and therefore improve performance. Can be used as a speedhack to skip costly calculations. || --cop2-di-bits=0
| --cop2-di-bits || || 0, 1 || {{Binary}} || 0 to skip setting invalid, and div by Zero flags in status register, and therefore improve performance. Can be used as a speedhack to skip costly calculations. || --cop2-di-bits=0
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
|  || || || Game fixes || ||
|  || || || Game fixes || ||
|-
|-
| --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 || ||  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) || style="background:#5c32a8; color:#ffffff;"|Hex combination|| 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-accurate-range || || 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) || style="background:#5c32a8; color:#ffffff;"|Hex combination || Per-range clamping for COP2. || --cop2-no-clamp-range=0x123456,0x134567
| --cop2-no-clamp-range || || 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) || style="background:#5c32a8; color:#ffffff;"|Hex combination || 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-range|| || 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 || || 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-addsub|| {{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|| ||  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) || style="background:#5c32a8; color:#ffffff;"|Hex combination || 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
| --cop2-accurate-addsub-range|| || 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 || || 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 || || 0, 1 || {{Binary}} || instant Q, no stalling on VWAITQ, or instances of Q. Crashes some games when enabled. ||
|-  
|-  
| --cop2-inst-p || {{Universal}} || 0, 1 || {{Binary}} || instant P, no stalling on VWAITP, or instances of P. ||
| --cop2-inst-p || || 0, 1 || {{Binary}} || instant P, no stalling on VWAITP, or instances of P. ||
|-  
|-  
| --cop2-use-rcp || {{Universal}} || 0, 1 || {{Binary}} || Enables SSE RCP. Disabled by default ||
| --cop2-use-rcp || || 0, 1 || {{Binary}} || Enables SSE RCP. Disabled by default ||
|-  
|-  
| --cop2-use-rsqrt ||  {{Universal}} || 0, 1 || {{Binary}} || Enables SSE RSQRT || --cop2-use-rsqrt=0
| --cop2-use-rsqrt||  || 0, 1 || {{Binary}} || Enables SSE RSQRT || --cop2-use-rsqrt=0
|-  
|-  
| --cop2-clamp-operands ||  {{Universal}} || 0, 1 || {{Binary}} || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
| --cop2-clamp-operands||  || 0, 1 || {{Binary}} || Affects the COP2's clamping behavior|| --cop2-clamp-operands=1
|-  
|-  
| --cop2-clamp-results || {{Universal}} || 0, 1 || {{Binary}} || Affects the COP2's clamping behavior  || --cop2-clamp-results=1
| --cop2-clamp-results || || 0, 1 || {{Binary}} || Affects the COP2's clamping behavior  || --cop2-clamp-results=1
|-  
|-  
|}
|}
Line 541: Line 542:
| --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, 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
|-
|-
|-style="background-color:#D7EF54"
|-style="background-color:#D7EF54"
Line 550: Line 551:
| --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. 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]||
|-  
|-  
| --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
Line 575: Line 576:
| --vtune-vu  || {{Universal}} || ? || ? ||
| --vtune-vu  || {{Universal}} || ? || ? ||
|-  
|-  
| --vu-jit-disasm  || {{Universal}} || 0, 1, 2 || {{Semi-Binary}} || ? || --vu-jit-disasm=1
| --vu-jit-disasm  || {{Universal}} || 0, 1, 2 || ? || || --vu-jit-disasm=1
|-  
|-  
| --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 || ||  ? ||  
|-  
|-  
|}
|}
Line 590: Line 591:
|  || || Speedhacks || ||  ||
|  || || Speedhacks || ||  ||
|-
|-
| --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.
Line 598: Line 599:
'-' 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}} || Default value = 1<br> 0, 1 || {{binary}} ||  0 Skips setting invalid, and Divides by zero flags in status register. A speedhack that vastly improves performance; 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 || {{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
Line 615: Line 616:
| --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 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
|-  
|-  
| --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) ||  || Values must not exceed 0x800 ||
|-
|-
| --vu1-accurate-addsub-range ||  {{Exclusive}} || vu1 memory offset start,end (0x0 - 0x800) || style="background:#5c32a8; color:#ffffff;"|Hex combination || 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-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) || style="background:#5c32a8; color:#ffffff;"|Hex combination || 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-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
Line 655: Line 656:
|  || || Speedhacks || || ||
|  || || Speedhacks || || ||
|-
|-
| --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.
Line 677: Line 678:
|  || || Game fixes || || ||
|  || || Game fixes || || ||
|-
|-
| --vu0-clamp-range ||  {{Exclusive}} || start, end offset (0x0 - 0x200) ||  style="background:#5c32a8; color:#ffffff;"|Hex combination || per range clamping for VU0. Strangely, it rejects offsets higher than 0x200. || --vu0-clamp-range=0x100,0x120
| --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) || style="background:#5c32a8; color:#ffffff;"|Hex combination || 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-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) ||  style="background:#5c32a8; color:#ffffff;"|Hex combination || 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. ||
| --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"
Line 746: Line 747:
|-
|-
| --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
|-
|}
=====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
|-
|-
|}
|}
Line 778: Line 768:
|  || || GS features || || ||
|  || || GS features || || ||
|-
|-
| --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
|-  
|-  
| --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  
Line 843: Line 833:
| --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}} || Unknown. Used by Samurai Shodown Anthology. ||--gs-h2l-accurate-hash=1
| --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 ||  {{4 Bytes}} || A zoom in setting in the x direction || --gs-scanout-offsetx=27
| --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 || {{4 Bytes}} || A zoom in setting in the y direction || --gs-scanout-offsety=27
| --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
Line 857: Line 847:
|  || || Other || || ||
|  || || Other || || ||
|-
|-
| --framelimit-mode || {{Universal}} ||  slowest,slower,slow,<br>normal<br>fast,fastest,turbo || {{string}} || Standalone Framelimiter|| --framelimit-mode=fast
| --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
|-
|-
| --framelimit-fps || {{Universal}} ||  FPS/float || {{float}} || framelimiter || --framelimit-fps=0.8
| --framelimit-fps || {{Universal}} ||  FPS/float || || framelimiter || --framelimit-fps=0.8
|-
|-
| --gs-hdr-support || {{Exclusive}} || 0, 1? || {{binary}} ||  ? ||  
| --gs-hdr-support || {{Exclusive}} || 0, 1? || {{binary}} ||  ? ||  
Line 881: Line 871:
| --iop-tight-slice-count || {{Exclusive}} || Fastest = 0<br>Default = 8<br>Slowest=65534 || {{4 Bytes}} || Seems to slow down the iop the higher the value. Can be used to fix CDVD timing issues. || --iop-tight-slice-count=12
| --iop-tight-slice-count || {{Exclusive}} || Fastest = 0<br>Default = 8<br>Slowest=65534 || {{4 Bytes}} || Seems to slow down the iop the higher the value. Can be used to fix CDVD timing issues. || --iop-tight-slice-count=12
|-
|-
| --iop-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) || IOP native hook, Sony uses it on their official release of Red Dead Revolver. It helps fix timing issues. It runs the specified functionality each time a selected IOP offset is reached. FastForwardClock and AdvanceClock help fix core sync issues. It is believed that AdvanceClock stalls the IOP for a specified amount of cycles, while FastForwardClock behaves similarly. 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 (on newer emus, only the end of a branch works). Mfifodrain is still unknown. || --iop-hook=0x0086ac,FastForwardClock
| --iop-hook || {{Variable}} || AdvanceClock<br>FastForwardClock<br>Mfifodrain || 4 Byte hex (offset),string,4 Byte hex (opcode),4 Byte Decimals (advanceclock value) || IOP native hook, Sony uses it on their official release of Red Dead Revolver. It helps fix timing issues. It runs the specified functionality each time a selected IOP offset is reached. FastForwardClock and AdvanceClock help fix core sync issues. It is believed that AdvanceClock stalls the IOP for a specified amount of cycles, while FastForwardClock behaves similarly. 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 (on newer emus, only the end of a branch works). Mfifodrain is still unknown. || --iop-hook=0x0086ac,FastForwardClock
|-
|-
| --iop-block-validation || {{Universal}} || IsC, ShortHash, Hash || {{string}} || Way of validating that block been modified, and require recompilation. Other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
| --iop-block-validation || {{Universal}} || IsC, ShortHash, Hash || {{string}} || Way of validating that block been modified, and require recompilation. Other Possible values include PageProt, None, PageProtection || --iop-block-validation=IsC
Line 932: Line 922:
{| 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  
Line 967: Line 959:
| {{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  || Works similar.
| {{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 || Works similar.
| {{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> || Works similar.
| {{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> || Works similar.
| {{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 ||
Line 2,158: Line 2,150:
|  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  || ||    {{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 ??
Line 4,003: Line 3,995:
* [https://github.com/florinsdistortedvision/ps2-classics-emus Most base emulators for PS2 Classics released on PS4 by florinsdistortedvision]
* [https://github.com/florinsdistortedvision/ps2-classics-emus Most base emulators for PS2 Classics released on PS4 by florinsdistortedvision]
* [https://github.com/Zcor3x/Playstation-2-Classics-PS4 Most base emulators for PS2 Classics released on PS4 by Zcor3x]
* [https://github.com/Zcor3x/Playstation-2-Classics-PS4 Most base emulators for PS2 Classics released on PS4 by Zcor3x]
* [https://blog.eu.playstation.com/2018/05/01/12-ps2-classics-hit-ps-now-this-month-heres-why-should-play-them/]


{{Reverse Engineering}}
{{Reverse Engineering}}
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