Editing PS2 Emulation
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| --ee-cycle-scalar || Accelerate EE cycles: (0.99 => 0.1)<br>Decelerate EE cycles: (1.1 => 5.0) || Accelerating can help improve EE-DMA sync at the cost of performance, whereas decelerating can help ensure EE is in sync with VU0-VU1 while improving performance (too much deceleration can cause stuttery fmvs.) The default value is 1.0 || --ee-cycle-scalar=1.0 | | --ee-cycle-scalar || Accelerate EE cycles: (0.99 => 0.1)<br>Decelerate EE cycles: (1.1 => 5.0) || Accelerating can help improve EE-DMA sync at the cost of performance, whereas decelerating can help ensure EE is in sync with VU0-VU1 while improving performance (too much deceleration can cause stuttery fmvs.) The default value is 1.0 || --ee-cycle-scalar=1.0 | ||
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| --ee-context-switch-cycles || | | --ee-context-switch-cycles || [Overclocking(?)] (0.99 => 0.1) <br>[Cycle skipping(?)] (1.1 => ∞ ) || Similar effect to eecyclescalar, but it is still unknown what it does. Does not work on Jak emulators || --ee-context-switch-cycles=2700? | ||
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| [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Set a function to be applied every time the PC register reaches the selected offset in the EE memory. FastForwardClock stalls the EE for an unknown non-changeable number of cycles, while AdvanceClock stalls the EE for an allocated number of cycles to push other processing units to align with the EE's speed, and temporarily allocate higher cpu power for them, which is helpful when the vu1 requires higher juice for its performance, and when the vu0 and dma channels run slower than the ee. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock | | [[--ee-hook|--ee-hook]] || AdvanceClock<br>FastForwardClock<br>Mfifodrain || Set a function to be applied every time the PC register reaches the selected offset in the EE memory. FastForwardClock stalls the EE for an unknown non-changeable number of cycles, while AdvanceClock stalls the EE for an allocated number of cycles to push other processing units to align with the EE's speed, and temporarily allocate higher cpu power for them, which is helpful when the vu1 requires higher juice for its performance, and when the vu0 and dma channels run slower than the ee. Mfifodrain is still unknown. [[--ee-hook|For more examples]] ||--ee-hook=0x0025A9F2,AdvanceClock,,500 <br>--ee-hook=0x0019F0AD,FastForwardClock | ||
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=====COP2===== | =====COP2===== | ||
<pre>VU0 Macro-mode | <pre>VU0 Macro-mode.</pre> | ||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! Command !! Values !! Notes !! Usage | ! Command !! Values !! Notes !! Usage | ||
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| --vu-xgkick-delay || Limit is between (0 => 31) || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. Can be used to repair missing graphics with 0 being the most compatible. Useful for games with GIF issues || --vu-xgkick-delay=8 | | --vu-xgkick-delay || Limit is between (0 => 31) || Delay xgkick instruction execution. PCSX2 uses 6 cycles, PS3 uses 2-8 cycles depending on the game. Can be used to repair missing graphics with 0 being the most compatible. Useful for games with GIF issues || --vu-xgkick-delay=8 | ||
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| --vu-custom-min-max || 0, 1 || 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, 1 || 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 | ||
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|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
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| --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2 | | --vu1-opt-vf00 || 0, 1, 2 || Optimization for the vf00 register. || --vu1-opt-vf00=2 | ||
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| --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy= | | --vu1-jr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jr-cache-policy=sameprog | ||
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| --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy= | | --vu1-jalr-cache-policy || newprog, sameprog, auto, new, same || PCSX2 uses newprog as default setting. Setting it into newprog has been proven to fix some crashes [https://github.com/PCSX2/pcsx2/blob/58f5a5b915915293b90e7e8f34c33f9c0424d1e8/pcsx2/x86/microVU_Misc.h#L319 Info] || --vu1-jalr-cache-policy=sameprog | ||
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|-style="background-color:#D7EF54" | |-style="background-color:#D7EF54" | ||
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| --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q. || --vu1-inst-q=1 | | --vu1-inst-q || 0, 1 || instant Q, no stalling on WAITQ, or instances of Q. || --vu1-inst-q=1 | ||
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| --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 | | --assert-path1-ad || 0, 1 || Path 1 is how the GIF takes data from VU1 via XGKICK instruction. It's unknown what this command does but it's related to VU1 || --assert-path1-ad=1 | ||
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|} | |} | ||
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| --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1 | | --vif-ignore-invalid-cmd || 0, 1 || Ignore invalid vif commands. In some cases, setting it to 1 can fix games that freeze while showing the same frame. || --vif-ignore-invalid-cmd=1 | ||
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| --vif-thread-chunk-size || | | --vif-thread-chunk-size || 1, 1000 || Unknown usage. 1024 is likely the limit. || --vif-thread-chunk-size=100 | ||
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| --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0 | | --detect-idle-vif || 0, 1 || Enabled by default. Unknown function || --detect-idle-vif=0 | ||
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<br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml] | <br>[https://raw.githubusercontent.com/PCSX2/pcsx2/master/bin/resources/GameIndex.yaml Current Gameindex.yaml] | ||
<br>[https://github.com/Scalerize/Pcsx2-gameindexes Old Gameindex.yaml files] | |||
{| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | {| cellspacing="0" cellpadding="2" border="1" class="wikitable" style="text-align: center;" | ||
! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#c300ff|#000000}}PS4 !! Notes | ! {{cellcolors|#00d6f2|#000000}}PCSX2 !! {{cellcolors|#c300ff|#000000}}PS4 !! Notes | ||
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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 || | ||
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| Resident Evil – Code: Veronica || Fixes games like '''Jackie chan Adventures | | Resident Evil – Code: Veronica || Fixes games like '''Jackie chan Adventures, Pac-man World 3, Yu-Gi-Oh: Capsule monsters, SpongeBob's Atlantis SquarePantis''' freezing at the splash screen. Often referred to as "RECVX" || 1.7 || '''Fatal Fury,''' '''Redfaction,''' '''AOFA.''' | ||
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| Fatal Fury Battle Archives: Volume 2 || The emulator with the closest VU0-EE sync on the PS4; setting eecyclescalar to 5 on this emulator will enable some VU0 sync demanding games to run on the PS4. || || | | Fatal Fury Battle Archives: Volume 2 || The emulator with the closest VU0-EE sync on the PS4; setting eecyclescalar to 5 on this emulator will enable some VU0 sync demanding games to run on the PS4. || || | ||
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===Emulator related regs=== | ===Emulator related regs=== | ||
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! {{cellcolors|#7698FF|#000000}}"Fake" | ! {{cellcolors|#7698FF|#000000}}"Fake" register !! Address !! Notes | ||
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| (?) || 0x1000000360 || Locking the value seems to cause a crash. | | (?) || 0x1000000360 || Locking the value seems to cause a crash. | ||
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|} | |} | ||
=== | --------------------------------------------------------------------------------------------------------------------------------- | ||
===VU0f-VU0i=== | |||
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|} | |} | ||
=== | |||
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===VU1f-VU1i=== | |||
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|VIF1 runs too fast || Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others || Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command || Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible | |VIF1 runs too fast || Urban reign, Avatar, Parappa 2, Eternal Poison, Soul Calibur 2, Soul Calibur 3, Others || Using LUA's SchedulerDelayEvent command or Using CLI'S vif1-instant-xfer command || Sony wanted to improve the performance, which is the reason VIF1 is instant. The lua's command can be customizable to set the delay period, the cli can't, therefore lua's command is much more compatible | ||
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|Reading VU TPC registers returns wrong values || Street Fighter 3 EX(VU0), R: Racing Revolution(VU0), Spiderman 3 (VU0, in T-Bit handler...), Edge of Reality games(VU1) || Patches in lua. || In this emu TPC | |Reading VU TPC registers returns wrong values || Street Fighter 3 EX(VU0), R: Racing Revolution(VU0), Spiderman 3 (VU0, in T-Bit handler...), Edge of Reality games(VU1) || Patches in lua. || In this emu TPC store full address which is wrong. Real hardware keep there addr >> 3. Worth to note that EoR games read VU1 TPC in nasty way, accessing 0x43A0(VU1 TPC) from COP2 code. | ||
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|VIF command interrupts handled before VIFn_CODE is updated. || Onimusha Blade Warriors || Fixed by patch in intr handler. || This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically | |VIF command interrupts handled before VIFn_CODE is updated. || Onimusha Blade Warriors || Fixed by patch in intr handler. || This is very specific case because Onimusha check VIFn_CODE register in interrupt handler and do nothing if code is not 0x80 (NOP with I). But VIFn_CODE seems to be updated after interrupt is handled. This practically make everything out of sync later as interrupts are happening, but handler do nothing about them. | ||
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| IPU emulation inaccuracy || Burnout 3, Tony Hawk's Underground, Onimusha Dawn of Dreams || ? || | | IPU emulation inaccuracy || Burnout 3, Tony Hawk's Underground, Onimusha Dawn of Dreams || ? || | ||
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| CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region | | CDVD register 0x1F402038 (KeysValid) return wrong result. || Every "SCCS" game || Patches in lua. || Likely specific to NTSC-C releases, because that region use special SDK. Issue make cdvdman stuck on any request because it thinks that cdvd key is invalid. | ||
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| Lack of CDVD error handling || Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. || Patches in lua if needed. || One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code. | | Lack of CDVD error handling || Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. || Patches in lua if needed. || One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code. |