Editing PS2 Emulation

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| 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 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'''
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| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''', and Veggietales crashing, as well as Bratz The Movie from freezing. || 0.1 ||  
| Destroy All Humans! || Fixed '''Tenchu: Fatal Shadows'''' from crashing, Veggietales, and Bratz The Movie from freezing. || 0.1 ||  
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| Destroy All Humans! 2 ||  || 0.7 ||  
| Destroy All Humans! 2 ||  || 0.7 ||  
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|  || || || Speedhacks / Desync Fixes|| ||
|  || || || Speedhacks / Desync Fixes|| ||
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| --ee-cycle-scalar  || {{Universal}} ||Slowest cycles speed: 5.0<br>Normal cycles speed: 1.0<br>Fastest cycles speed: 0.1 || {{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}} || 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  
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| --ee-context-switch-cycles  || {{Exclusive}} || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || {{4 Bytes}}||Its effects are mysterious. Possibly configures how many CPU cycles the emulator should run before switching between different tasks or threads. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues. It bears no effect on VU timing, but it may alter the core's timing with some DMA channels. || --ee-context-switch-cycles=2700?
| --ee-context-switch-cycles  || {{Exclusive}} || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || {{4 Bytes}}||Its effects are mysterious. Possibly configures how many CPU cycles the emulator should run before switching between different tasks or threads. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues. It bears no effect on VU timing. || --ee-context-switch-cycles=2700?
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| --ee-hook  || {{Variable}} || AdvanceClock<br>FastForwardClock<br>Mfifodrain || style="background:#212d9c; color:#ffffff;|4 Byte hex (offset),string,4 Byte hex (opcode),4 Byte Decimals (advanceclock value)|| Runs the specified functionality each time a selected EE offset is reached. FastForwardClock and AdvanceClock help fix core sync issues, but can be used as a speedhack. It is believed that AdvanceClock stalls the EE for a specified amount of cycles, while FastForwardClock behaves similarly. They are commonly used on the offset directly succeeding an affected CTC2 instruction. For a mysterious reason, some offsets are ignored by AdvanceClock - it could be that this function only works on instructions 2 cycles ahead of a branch, likely specifically designed to work at both the start or end of a branch. However, this is only the case for old emulators like King Of Fighters 2000 and War Of The Monsters. Newer ones such as Jak operate differently, where AdvanceClock only works 2 cycles ahead at the end of a branch instruction.<pre>
| --ee-hook  || {{Variable}} || AdvanceClock<br>FastForwardClock<br>Mfifodrain || 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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==== [https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS] ====
==== [https://www.psdevwiki.com/ps2/Graphics_Synthesizer GS] ====


<pre>"GS" stands for Graphics Synthesizer. It is the PlayStation®2's co-processor that is responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes). In rare cases, these commands may help fix crashes and slowdowns.</pre>
<pre>"GS" stands for Graphics Synthesizer. It is the PlayStation®2's co-processor that is responsible for rendering the graphics (but is also used by some games for additional calculations and other purposes)</pre>


{| 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;"
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| --gs-use-mipmap || {{Universal}} || Default = 0<br>Values = 0, 1 || {{binary}} || Enables mipmapping support. Can be used to fix graphics. Needs --gs-kernel-cl="mipmap" for full mipmapping support. If upscaling, however, --gs-kernel-cl-up="mipmap2x2" is also needed. It works best on War of the Monsters emulator, as can be seen in the Ratchet series' mipmapping issues responding only to this emu's mipmapping functionality.|| --gs-use-mipmap=1
| --gs-use-mipmap || {{Universal}} || 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
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| --gs-use-deferred-l2h || {{Universal}} || 0, 1 || {{binary}} || Delay option for L2H (local to host, GS to EE). It may fix freezes when set to 0, as was seen in Star Wars - Battlefront 2. || --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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| --gs-use-clut-merge || {{Universal}} || 0, 1 ||  {{binary}} || Enabling CLUT merging helps improve how the emulator processes textures that use indexed color palettes. It ensures more accurate emulation of the PS2’s color handling. It sometimes restores missing graphical elements, and fix texture flickering (prominently flickering shadows or UI elements).  It prevents Spyro's shadow from flickering in Enter the Dragonfly. Enabling it is the accurate, albeit slow option. || --gs-use-clut-merge=1
| --gs-use-clut-merge || {{Universal}} || 0, 1 ||  {{binary}} || Enabling CLUT merging helps improve how the emulator processes textures that use indexed color palettes. It ensures more accurate emulation of the PS2’s color handling. It sometimes restores missing graphical elements, and fix texture flickering (prominently flickering shadows or UI elements).  It prevents Spyro's shadow from flickering in Enter the Dragonfly. Enabling it is the accurate, albeit slow option. || --gs-use-clut-merge=1
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| --pcr0-delta-hack || {{Exclusive}} || 0<br>Default=1.0<br>400000.0 || {{float}} || A scalar that modifies delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. || --pcr0-delta-hack=1.0
| --pcr0-delta-hack || {{Exclusive}} || 0<br>Default=1.0<br>400000.0 || {{float}} || A scalar that modifies delta of pcr0 when reading it from MFC0. Some games rely on good performance counters accuracy (Spyro ANB cutscenes), and since emulator don't implement most events, hack it is. || --pcr0-delta-hack=1.0
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| --jitproc-use-aslr || || || {{binary}} ||Disables compiler process ASLR, useful for easier debugging, as the compiler process will be always on fixed address. Theoretically useful for mast1c0re, but to change it you need to be already in... || --jitproc-use-aslr=0
| --jitproc-use-aslr || || || ||Disables compiler process ASLR, useful for easier debugging, as the compiler process will be always on fixed address. Theoretically useful for mast1c0re, but to change it you need to be already in... || --jitproc-use-aslr=0
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| --verbose-deci2 || {{Exclusive}} || 0, 1 || {{Binary}} || ||
| --verbose-deci2 || {{Exclusive}} || 0, 1 || {{Binary}} || ||
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| --detect-idle-chcr|| {{universal}} || 0, 1 || {{Binary}} || Enabled by default, 0 disables it  || --detect-idle-chcr=0
| --detect-idle-chcr|| {{universal}} || 0, 1 || {{Binary}} || Enabled by default, 0 disables it  || --detect-idle-chcr=0
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| --rom || {{universal}} || || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working ||  --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"
| --rom || || || location of the bios that's inside of the fpkg || Could allow to use custom bios, though still not working ||  --rom="PS20220WD20050620.crack" or --rom="/roms/PS20220WD20050620.crack"
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| --cop1 || {{universal}} || jit, trans || {{string}} || ?  ||
| --cop1 || {{universal}} || jit, trans || {{string}} || ?  ||
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| Unknown IOP issues || Genji - Dawn of the Samurai, Wild Arms 4 ||  A number of issues can be at play here; IOP's cycle speed, for example, is 2x overclocked, CDVD's read speed and the SIF's speed are unknown.||  
| Unknown IOP issues || Genji - Dawn of the Samurai, Wild Arms 4 ||  A number of issues can be at play here; IOP's cycle speed, for example, is 2x overclocked, CDVD's read speed and the SIF's speed are unknown.||  
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| Unknown GS crashes || Star Wars - Battlefront II ||  Different combinations of GS commands. ||
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