Editing PS2 Emulation
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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: 5.0<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 | ||
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| --ee-context-switch-cycles || {{Exclusive}} || Accelerate cycles (360 => 0) <br>Decelerate cycles (361 => ∞ ) || {{4 Bytes}}||Its effects are mysterious. Possibly configures how many CPU cycles the emulator should run before switching between different tasks or threads. Does not work on Jak emulators. Default value is 360. Seems to be useful for Bee Movie, Metal Gear Solid 3, as well as others with IPU issues. It bears no effect on VU timing | | --ee-context-switch-cycles || {{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 | | --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> | ||
Advanceclock usage example: | Advanceclock usage example: | ||
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| --gs-flush-ad-xyz || {{Exclusive}} || always, safe, safeZwrite, off, 0 || {{string}} || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe | | --gs-flush-ad-xyz || {{Exclusive}} || always, safe, safeZwrite, off, 0 || {{string}} || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe | ||
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| --gs-force-bilinear || {{Universal}} || 0, 1 || {{binary}} || Forces bilinear filtering, can fix ghosting problems in some cases, and corrects positioning between pixels. Recommended for most games except the ones using 2D images, as it could | | --gs-force-bilinear || {{Universal}} || 0, 1 || {{binary}} || Forces bilinear filtering, can fix ghosting problems in some cases, and corrects positioning between pixels. Recommended for most games except the ones using 2D images, as it could possibly break games that rely on nearest filtering. || --gs-force-bilinear=1 | ||
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|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
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| --gs-fieldswap-delay || {{Universal}} || Default = 0<br>Highest = 254 || {{1 Byte}} || Wait longer than usual to change field. In essence, it blurs/sharpens image. || | | --gs-fieldswap-delay || {{Universal}} || Default = 0<br>Highest = 254 || {{1 Byte}} || Wait longer than usual to change field. In essence, it blurs/sharpens image. || | ||
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| --gs-uv-shift-pointsampling || {{Exclusive}} || 0, 1 || {{binary}} || It is used on games like | | --gs-uv-shift-pointsampling || {{Exclusive}} || 0, 1 || {{binary}} || It is used on games like manhunt. || --gs-uv-shift-pointsampling=1 | ||
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| --gs-render-tile-threshold || {{Exclusive}} || Lowest = 0<br>Default = 4294967295 || {{4 Bytes}} || Unknown. Used by Psychonauts|| --gs-render-tile-threshold=300000 | | --gs-render-tile-threshold || {{Exclusive}} || Lowest = 0<br>Default = 4294967295 || {{4 Bytes}} || Unknown. Used by Psychonauts|| --gs-render-tile-threshold=300000 | ||
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| Bad timing || Unavailable || Ape Escape 3 || Sudden burst of in-game speed at some random points in the map || Unavailable | | Bad timing || Unavailable || Ape Escape 3 || Sudden burst of in-game speed at some random points in the map || Unavailable | ||
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| ? || vu0RoundMode: 2 || Ape Escape 3 || The character's buster malforms when spawning anew || #11386 | | ? || vu0RoundMode: 2 || Ape Escape 3 || The character's buster malforms when spawning anew || #11386 | ||
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* [https://archive.org/details/sony-playstation-2-manuals-scea Archive of official manuals of PS2 Classic for PS4 games hosted on Amazon AWS (2022-09-21)] | * [https://archive.org/details/sony-playstation-2-manuals-scea Archive of official manuals of PS2 Classic for PS4 games hosted on Amazon AWS (2022-09-21)] | ||
* [https://pastebin.com/Y3mpv5QE List of official manuals of PS2 Classic for PS4 games hosted on Amazon AWS (2020-04-12)] | |||
* [https://psi-rockin.github.io/ps2tek/ PS2 Hardware Documentation] | * [https://psi-rockin.github.io/ps2tek/ PS2 Hardware Documentation] | ||
* [https://pastebin.com/yf802Up3 Graphics Synthetizer title fix guide] | * [https://pastebin.com/yf802Up3 Graphics Synthetizer title fix guide] | ||
* [https://www.psdevwiki.com/ps3/PS2_Custom_Configs PS3 custom configs] | |||
* [http://www.psx-place.com/threads/research-ps2-emulator-configuration-on-ps4.16131/ A place for research and sharing successful configurations for the emulator] | |||
* [https://www.psdevwiki.com/ps4/Talk:PS2_Classics_Emulator_Compatibility_List Configuration examples] | |||
* [https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables] | * [https://www.romhacking.net/utilities/692/ PS2DIS, a very helpful tool for debugging executables] | ||
* [https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games] | * [https://forums.pcsx2.net/Thread-Fixing-unplayable-games A thread filled with patches for ps2 games] |