Editing PS2 Emulation

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| --ee-context-switch-cycles  || {{Exclusive}} || Accelerate cycles (359 => 0) <br>Decelerate cycles (361 => ∞ ) || {{4 Bytes}}||Its effects are mysterious. Possibly delays EE startup when starting new tasks. 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 (359 => 0) <br>Decelerate cycles (361 => ∞ ) || {{4 Bytes}}||Its effects are mysterious. Possibly delays EE startup when starting new tasks. 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?
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| --ee-hook  || {{Variable}} || AdvanceClock<br>FastForwardClock<br>MfifoDrain<br>ForceEOB<br>SO3_AudioRequest<br>SO3_AudioWriteBack || 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. AdvanceClock stalls the EE for a specified amount of cycles (in decimals), while FastForwardClock behaves similarly. They are commonly used on CTC2 instructions. FastoForwardClock can be used on any offset. However, some offsets are ignored by AdvanceClock - it could be that this function only works on instructions reached after processing a branch instruction, likely specifically designed to work at both the start or end of a branch instruction (a loop). 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 at the end of a branch instruction (when it's false).<pre>
| --ee-hook  || {{Variable}} || AdvanceClock<br>FastForwardClock<br>MfifoDrain<br>ForceEOB || 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. AdvanceClock stalls the EE for a specified amount of cycles (in decimals), while FastForwardClock behaves similarly. They are commonly used on CTC2 instructions. FastoForwardClock can be used on any offset. However, some offsets are ignored by AdvanceClock - it could be that this function only works on instructions reached after processing a branch instruction, likely specifically designed to work at both the start or end of a branch instruction (a loop). 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 at the end of a branch instruction (when it's false).<pre>
Advanceclock usage example:
Advanceclock usage example:


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