Add PCSX2 support
Thanks to @gorshco
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# IMPORTANT: PCSX2 only looks for PCSX2_keys.ini at the inis folder.
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# You should first copy PCSX2_keys.ini.default to the inis folder, then
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# rename it to PCSX2_keys.ini, and then edit it.
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# Important: PAD bindings will override shortcuts at this file.
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# IMPORTANT: GSdx has fixed shortcuts. Make sure your shortcuts don't conflict.
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# Also, they will affect GSdx also when alt/ctrl/shift are pressed, so it's
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# best to completely avoid them at this file. GSdx uses:
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# F5 - Deinterlace modes
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# PAGE_UP - FXAA antialiasing (HW and SW)
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# PAGE_DOWN - Cycles through dither modes (HW)
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# DELETE - Software Antialiasing (AA1)
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# HOME - FX shader
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# INSERT - Hardware mipmapping
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# -----------------------------------------------------------------------------
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# The KB shortcuts can be a normal key (e.g. f or ] etc) or a combination of
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# ALT/SHIFT/CTRL and a key, separated with a - or + (e.g. m or alt+ctrl+m or
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# alt-F12). Number (key) pad names start with KP_ (e.g. KP_0 to KP_9, KP_ADD).
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# Note: If the Dev console source is enabled, keypresses (including with Alt
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# etc) will be printed to the console and could be copied to PCSX2_keys.ini .
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# List of special key names (beyond KP_0 to KP_9 and normal keys):
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# DEL DELETE BACK INS INSERT ENTER RETURN PGUP PGDN LEFT RIGHT UP DOWN HOME END
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# SPACE TAB ESC ESCAPE CANCEL CLEAR MENU PAUSE CAPITAL SELECT PRINT EXECUTE
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# SNAPSHOT HELP ADD SEPARATOR SUBTRACT DECIMAL DIVIDE NUM_LOCK SCROLL_LOCK
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# PAGEUP PAGEDOWN KP_SPACE KP_TAB KP_ENTER KP_HOME KP_LEFT KP_UP KP_RIGHT
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# KP_DOWN KP_PRIOR KP_PAGEUP KP_NEXT KP_PAGEDOWN KP_END KP_BEGIN KP_INSERT
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# KP_DELETE KP_EQUAL KP_MULTIPLY KP_ADD KP_SEPARATOR KP_SUBTRACT KP_DECIMAL
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# KP_DIVIDE WINDOWS_LEFT WINDOWS_RIGHT WINDOWS_MENU COMMAND
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# save state: freeze is save state, defrost is load state.
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States_FreezeCurrentSlot = F1
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States_DefrostCurrentSlot = F3
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States_DefrostCurrentSlotBackup = Shift-F3
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States_CycleSlotForward = F2
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States_CycleSlotBackward = Shift-F2
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Frameskip_Toggle = Shift-F4
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Framelimiter_TurboToggle = TAB
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Framelimiter_SlomoToggle = Shift-TAB
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Framelimiter_MasterToggle = F4
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FullscreenToggle = Alt-ENTER
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# Note: toggles suspend, but can resume only if the GS window is not set to hide
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# when paused (Emu options -> GS window), and when the GS window is focused.
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Sys_SuspendResume = ESC
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# Screenshot. Note: must not include shift or ctrl. With these held - it will
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# create debug GS dump. The two other shortcuts will be added automatically.
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Sys_TakeSnapshot = F8
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# Hardware/software rendering toggle
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Sys_RenderswitchToggle = F9
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Sys_LoggingToggle = F10
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# The FreezeGS function is currently disabled internally.
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Sys_FreezeGS = F11
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Sys_RecordingToggle = F12
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GSwindow_CycleAspectRatio = F6
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# Whole picture zoom in/out
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GSwindow_ZoomIn = Ctrl-KP_ADD
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GSwindow_ZoomOut = Ctrl-KP_SUBTRACT
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GSwindow_ZoomToggle = Ctrl-KP_MULTIPLY
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# Vertical stretch/squash
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GSwindow_ZoomInY = Alt-Ctrl-KP_ADD
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GSwindow_ZoomOutY = Alt-Ctrl-KP_SUBTRACT
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GSwindow_ZoomResetY = Alt-Ctrl-KP_MULTIPLY
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# Move the whole image
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GSwindow_OffsetYminus = Alt-Ctrl-UP
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GSwindow_OffsetYplus = Alt-Ctrl-DOWN
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GSwindow_OffsetXminus = Alt-Ctrl-LEFT
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GSwindow_OffsetXplus = Alt-Ctrl-RIGHT
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GSwindow_OffsetReset = Alt-Ctrl-KP_DIVIDE
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# Recording Bindings
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# Note - These are disabled if 'System > Enable Recording Tools' is disabled
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FrameAdvance = SPACE
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TogglePause = Shift-P
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InputRecordingModeToggle = Shift-R
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# Note - This is disabled if no input recording is active
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GoToFirstFrame = Shift-L
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# Save State Management
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# Note - These are disabled if 'System > Enable Recording Tools' is disabled
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States_SaveSlot0 = Shift-KP_0
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States_SaveSlot1 = Shift-KP_1
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States_SaveSlot2 = Shift-KP_2
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States_SaveSlot3 = Shift-KP_3
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States_SaveSlot4 = Shift-KP_4
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States_SaveSlot5 = Shift-KP_5
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States_SaveSlot6 = Shift-KP_6
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States_SaveSlot7 = Shift-KP_7
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States_SaveSlot8 = Shift-KP_8
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States_SaveSlot9 = Shift-KP_9
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States_LoadSlot0 = KP_0
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States_LoadSlot1 = KP_1
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States_LoadSlot2 = KP_2
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States_LoadSlot3 = KP_3
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States_LoadSlot4 = KP_4
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States_LoadSlot5 = KP_5
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States_LoadSlot6 = KP_6
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States_LoadSlot7 = KP_7
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States_LoadSlot8 = KP_8
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States_LoadSlot9 = KP_9
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.\" Copyright 2002-2017 PCSX2 Dev Team
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.\"
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.\" This is free documentation; you can redistribute it and/or
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.\" modify it under the terms of the GNU General Public License as
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.\" published by the Free Software Foundation; either version 3 of
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.\" the License, or (at your option) any later version.
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.\"
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.\" The GNU General Public License's references to "object code"
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.\" and "executables" are to be interpreted as the output of any
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.\" document formatting or typesetting system, including
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.\" intermediate and printed output.
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.\"
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.\" This manual is distributed in the hope that it will be useful,
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.\" but WITHOUT ANY WARRANTY; without even the implied warranty of
|
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.\" MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
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.\" GNU General Public License for more details.
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.\"
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.\" You should have received a copy of the GNU General Public
|
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.\" License along with this manual; if not, see
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.\" http://www.gnu.org/licenses.
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.Dd January 10, 2017
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.Dt PCSX2 1
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.Os
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.Sh NAME
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.Nm PCSX2
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.Nd PlayStation(R)2 Console Emulator
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.Sh SYNOPSIS
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.Nm
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.Op Fl h
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.Op Fl \-cfg Ns = Ns Ar file
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.Op Fl \-cfgpath Ns = Ns Ar path
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.Op Fl \-console
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.Op Fl \-forcewiz
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.Op Fl \-portable
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.Op Fl \-profiling
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.Op Fl \-elf Ns = Ns Ar file
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.Op Fl \-irx Ns = Ns Ar file
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.Op Fl \-nogui
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.Op Fl \-noguiprompt
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.Op Fl \-nodisc
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.Op Fl \-usecd
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.Op Fl \-fullscreen
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.Op Fl \-windowed
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.Op Fl \-nohacks
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.Op Fl \-fullboot
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.Op Fl \-gamefixes Ns = Ns Ar string
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.Op Fl \-gs Ns = Ns Ar file
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.Op Fl \-pad Ns = Ns Ar file
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.Op Fl \-spu2 Ns = Ns Ar file
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.Op Fl \-cdvd Ns = Ns Ar file
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.Op Fl \-usb Ns = Ns Ar file
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.Op Fl \-fw Ns = Ns Ar file
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.Op Fl \-dev9 Ns = Ns Ar file
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.Op Ar iso
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.Sh DESCRIPTION
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.Nm
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is an open-source PlayStation 2 (AKA PS2) emulator.
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Its purpose is to emulate the PS2 hardware, using a combination of MIPS CPU
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interpreters, recompilers and a virtual machine that manages hardware states and
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PS2 memory.
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This allows you to play PS2 games on your PC, with many additional features and
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benefits.
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.Sh GENERAL OPTIONS
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.Bl -tag -width Ds
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.It Fl h , Fl \-help
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Displays the list of available command line options.
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.It Fl \-cfg Ns = Ns Ar file
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Uses
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.Ar file
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instead of PCSX2_vm.ini as the configuration file.
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It does not affect plugins.
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.It Fl \-cfgpath Ns = Ns Ar path
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Specifies
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.Ar path
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as the configuration file path.
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It affects both
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.Nm
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and the plugins.
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.It Fl \-console
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Forces the program log to be visible.
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.It Fl \-forcewiz
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Forces the First-Time Wizard to run.
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.It Fl \-portable
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Runs
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.Nm
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in portable mode.
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.It Fl \-profiling
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Makes it easier to use profiling tools.
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.El
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.Sh AUTO-RUN OPTIONS
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.Bl -tag -width Ds
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.It Ar iso
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Loads and runs
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.Ar iso
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at startup using the
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.Nm
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internal ISO loader.
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.It Fl \-elf Ns = Ns Ar file
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Executes
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.Ar file
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as an ELF image.
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.It Fl \-irx Ns = Ns Ar file
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Executes
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.Ar file
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as an IRX image.
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.It Fl \-nogui
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Disables display of the GUI while running games.
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.Nm
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will terminate when the game window is closed.
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.It Fl \-noguiprompt
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Prompt before exiting when
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.Fl \-nogui
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is used.
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.It Fl \-nodisc
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Boots with an empty DVD tray.
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Use this to boot into the PS2 system menu.
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.It Fl \-usecd
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Boots using the configured CDVD plugin instead of booting
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.Ar iso .
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.It Fl \-fullscreen
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Runs the game in fullscreen mode.
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.It Fl \-windowed
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Runs the game in windowed mode.
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.El
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.Sh COMPATIBILITY OPTIONS
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.Bl -tag -width Ds
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.It Fl \-nohacks
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Disables all speedhacks.
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.It Fl \-fullboot
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Disables the fast boot feature.
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.It Fl \-gamefixes= Ns Ar string
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Enable specific gamefixes for this session.
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.Ar string
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is a comma-separated list of gamefixes.
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.Pp
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Valid gamefixes: VuAddSub, VuClipFlag, FpuCompare, FpuMul, FpuNegDiv, XGKick,
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IpuWait, EETiming, SkipMpeg, OPHFlag, DMABusy,VIFFIFO, VIF1Stall, GIFFIFO,
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FMVinSoftware, GoemonTlb, ScarfaceIbit.
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.El
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.Sh PLUGIN OVERRIDES
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.Bl -tag -width Ds
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.It Fl \-gs Ns = Ns Ar file
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Uses
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.Ar file
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as the GS plugin.
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.It Fl \-pad Ns = Ns Ar file
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Uses
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.Ar file
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as the PAD plugin.
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.It Fl \-spu2 Ns = Ns Ar file
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Uses
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.Ar file
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as the SPU2 plugin.
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.It Fl \-cdvd Ns = Ns Ar file
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Uses
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.Ar file
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as the CDVD plugin.
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.It Fl \-usb Ns = Ns Ar file
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Uses
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.Ar file
|
||||
as the USB plugin.
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.It Fl \-fw Ns = Ns Ar file
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Uses
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.Ar file
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as the FW plugin.
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.It Fl \-dev9 Ns = Ns Ar file
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Uses
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.Ar file
|
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as the DEV9 plugin.
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.El
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.Sh FILES
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.Bl -tag -width Ds
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.It $XDG_CONFIG_DIR/PCSX2 or $HOME/PCSX2
|
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User configuration and data directory.
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.El
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.Sh AUTHORS
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.An PCSX2 Dev Team and many other contributors
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.Sh BUGS
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||||
Bugs can be reported by submitting an issue at the
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.Lk https://github.com/PCSX2/pcsx2/issues "PCSX2 GitHub issue tracker" .
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.Sh PCSX2 RELATED WEBSITES
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.Bl -bullet
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||||
.It
|
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.Lk http://github.com/PCSX2/pcsx2 "PCSX2 git repository"
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.It
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.Lk http://pcsx2.net "PCSX2 website"
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||||
.It
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||||
.Lk http://forums.pcsx2.net "PCSX2 forums"
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||||
.El
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disassembly view:
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ctrl+g goto
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ctrl+e edit breakpoint
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ctrl+d enable/disable breakpoint
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ctrl+b add breakpoint
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right follow branch/position memory view to accessed address
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left go back one branch level/goto pc
|
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up move cursor up one line
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down move cursor down one line
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page up move visible area up one page
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page down move visible area down one page
|
||||
f10 step over
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f11 step into
|
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tab toggle display symbols
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||||
left click select line/toggle breakpoint if line is already highlighted
|
||||
right click open context menu
|
||||
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||||
memory view:
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||||
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||||
ctrl+g goto
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||||
ctrl+b add breakpoint
|
||||
left move cursor back one byte/nibble
|
||||
right move cursor ahead one byte/nibble
|
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up move cursor up one line
|
||||
down move cursor down one line
|
||||
page up move cursor up one page
|
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page down move cursor down one page
|
||||
0-9,A-F overwrite hex nibble
|
||||
any overwrite ansi byte
|
||||
left click select byte/nibble
|
||||
right click open context menu
|
||||
ctrl+wheel zoom memory view
|
||||
esc return to previous goto address
|
||||
ctrl+v paste a hex string into memory
|
||||
|
||||
breakpoint list:
|
||||
|
||||
up select previous item
|
||||
down select next item
|
||||
delete remove selected breakpoint
|
||||
return edit selected breakpoint
|
||||
space toggle enable state of selected breakpoint
|
||||
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MainGuiPosition=488,488
|
||||
SysSettingsTabName=Cpu
|
||||
McdSettingsTabName=none
|
||||
ComponentsTabName=BIOS
|
||||
AppSettingsTabName=none
|
||||
GameDatabaseTabName=none
|
||||
LanguageId=0
|
||||
LanguageCode=default
|
||||
RecentIsoCount=20
|
||||
GzipIsoIndexTemplate=$(f).pindex.tmp
|
||||
Listbook_ImageSize=32
|
||||
Toolbar_ImageSize=24
|
||||
Toolbar_ShowLabels=enabled
|
||||
CurrentIso=
|
||||
CurrentBlockdump=
|
||||
CurrentELF=
|
||||
CurrentIRX=
|
||||
EnableSpeedHacks=enabled
|
||||
EnableGameFixes=disabled
|
||||
EnableFastBoot=enabled
|
||||
EnablePresets=enabled
|
||||
PresetIndex=1
|
||||
AskOnBoot=disabled
|
||||
McdCompressNTFS=enabled
|
||||
CdvdSource=ISO
|
||||
[wxWindows]
|
||||
[wxWindows/FontMapper]
|
||||
[wxWindows/FontMapper/Charsets]
|
||||
UTF-8=-1
|
||||
[wxWindows/FontMapper/Charsets/Aliases]
|
||||
UTF-8=
|
||||
[MemoryCards]
|
||||
Slot1_Enable=enabled
|
||||
Slot1_Filename=Mcd001.ps2
|
||||
Slot2_Enable=enabled
|
||||
Slot2_Filename=Mcd002.ps2
|
||||
Multitap1_Slot2_Enable=disabled
|
||||
Multitap1_Slot2_Filename=Mcd-Multitap1-Slot02.ps2
|
||||
Multitap1_Slot3_Enable=disabled
|
||||
Multitap1_Slot3_Filename=Mcd-Multitap1-Slot03.ps2
|
||||
Multitap1_Slot4_Enable=disabled
|
||||
Multitap1_Slot4_Filename=Mcd-Multitap1-Slot04.ps2
|
||||
Multitap2_Slot2_Enable=disabled
|
||||
Multitap2_Slot2_Filename=Mcd-Multitap2-Slot02.ps2
|
||||
Multitap2_Slot3_Enable=disabled
|
||||
Multitap2_Slot3_Filename=Mcd-Multitap2-Slot03.ps2
|
||||
Multitap2_Slot4_Enable=disabled
|
||||
Multitap2_Slot4_Filename=Mcd-Multitap2-Slot04.ps2
|
||||
[ProgramLog]
|
||||
Visible=enabled
|
||||
AutoDock=enabled
|
||||
DisplayPosition=1519,488
|
||||
DisplaySize=680,560
|
||||
FontSize=8
|
||||
Theme=Default
|
||||
[Folders]
|
||||
UseDefaultBios=enabled
|
||||
UseDefaultSnapshots=enabled
|
||||
UseDefaultSavestates=enabled
|
||||
UseDefaultMemoryCards=enabled
|
||||
UseDefaultLogs=enabled
|
||||
UseDefaultLangs=enabled
|
||||
UseDefaultPluginsFolder=enabled
|
||||
UseDefaultCheats=enabled
|
||||
UseDefaultCheatsWS=enabled
|
||||
Bios=bios
|
||||
Snapshots=snaps
|
||||
Savestates=sstates
|
||||
MemoryCards=memcards
|
||||
Logs=logs
|
||||
Langs=Langs
|
||||
Cheats=cheats
|
||||
CheatsWS=cheats_ws
|
||||
PluginsFolder=plugins
|
||||
RunIso=\\Documents\\PCSX2
|
||||
RunELF=\\Documents\\PCSX2
|
||||
RunDisc=
|
||||
[Filenames]
|
||||
GS=GSdx32-AVX2.dll
|
||||
BIOS=SCPH-70004.BIN
|
||||
[GSWindow]
|
||||
CloseOnEsc=enabled
|
||||
DefaultToFullscreen=disabled
|
||||
AlwaysHideMouse=disabled
|
||||
DisableResizeBorders=disabled
|
||||
DisableScreenSaver=enabled
|
||||
WindowSize=640,480
|
||||
WindowPos=-1,-1
|
||||
IsMaximized=disabled
|
||||
IsFullscreen=disabled
|
||||
EnableVsyncWindowFlag=disabled
|
||||
IsToggleFullscreenOnDoubleClick=enabled
|
||||
AspectRatio=4:3
|
||||
FMVAspectRatioSwitch=Off
|
||||
Zoom=100.00
|
||||
[Framerate]
|
||||
NominalScalar=1.00
|
||||
TurboScalar=2.00
|
||||
SlomoScalar=0.50
|
||||
SkipOnLimit=disabled
|
||||
SkipOnTurbo=disabled
|
||||
[InputRecording]
|
||||
VirtualPadPosition=-1,-1
|
||||
[Capture]
|
||||
EnableAudio=enabled
|
||||
[UiTemplates]
|
||||
LimiterUnlimited=Max
|
||||
LimiterTurbo=Turbo
|
||||
LimiterSlowmo=Slowmo
|
||||
LimiterNormal=Normal
|
||||
OutputFrame=Frame
|
||||
OutputField=Field
|
||||
OutputProgressive=Progressive
|
||||
OutputInterlaced=Interlaced
|
||||
Paused=<PAUSED>
|
||||
TitleTemplate=Slot: ${slot} | Speed: ${speed} (${vfps}) | ${videomode} | Limiter: ${limiter} | ${gsdx} | ${omodei} | ${cpuusage}
|
||||
RecordingTemplate=Slot: ${slot} | Frame: ${frame}/${maxFrame} | Rec. Mode: ${mode} | Speed: ${speed} (${vfps}) | Limiter: ${limiter}
|
||||
[ConsoleLogSources]
|
||||
Devel=disabled
|
||||
.EEout=enabled
|
||||
.IOPout=enabled
|
||||
.EErecPerf=disabled
|
||||
.ELF=disabled
|
||||
.SysEvents=disabled
|
||||
.p\&xThread=disabled
|
||||
.SYSout=disabled
|
||||
.Input\ Recording=disabled
|
||||
.Controller\ Info=disabled
|
||||
[TraceLogSources]
|
||||
.SIF=disabled
|
||||
EE.Bios=disabled
|
||||
EE.Memory=disabled
|
||||
EE.Disasm.R5900=disabled
|
||||
EE.Disasm.COP0=disabled
|
||||
EE.Disasm.FPU=disabled
|
||||
EE.Disasm.VUmacro=disabled
|
||||
EE.Disasm.Cache=disabled
|
||||
EE.Registers.HwRegs=disabled
|
||||
EE.Registers.UnknownRegs=disabled
|
||||
EE.Registers.DmaRegs=disabled
|
||||
EE.Registers.IPU=disabled
|
||||
EE.GIFtags=disabled
|
||||
EE.VIFcodes=disabled
|
||||
EE.MSKPATH3=disabled
|
||||
EE.Events.DmaCtrl=disabled
|
||||
EE.Events.Counters=disabled
|
||||
EE.Events.MFIFO=disabled
|
||||
EE.Events.VIF=disabled
|
||||
EE.Events.GIF=disabled
|
||||
IOP.Bios=disabled
|
||||
IOP.Memorycards=disabled
|
||||
IOP.Pad=disabled
|
||||
IOP.Disasm.R3000A=disabled
|
||||
IOP.Disasm.Memory=disabled
|
||||
IOP.Registers.HwRegs=disabled
|
||||
IOP.Registers.UnknownRegs=disabled
|
||||
IOP.Registers.DmaRegs=disabled
|
||||
IOP.Events.DmaCrl=disabled
|
||||
IOP.Events.Counters=disabled
|
||||
IOP.Events.CDVD=disabled
|
||||
IOP.Events.MDEC=disabled
|
||||
[TraceLogSources/IOP.Disasm.COP2]
|
||||
GPU=disabled
|
||||
@@ -0,0 +1,98 @@
|
||||
[EmuCore]
|
||||
CdvdVerboseReads=disabled
|
||||
CdvdDumpBlocks=disabled
|
||||
CdvdShareWrite=disabled
|
||||
EnablePatches=enabled
|
||||
EnableCheats=disabled
|
||||
EnableIPC=disabled
|
||||
EnableWideScreenPatches=disabled
|
||||
EnableRecordingTools=disabled
|
||||
ConsoleToStdio=disabled
|
||||
HostFs=disabled
|
||||
FullBootConfig=disabled
|
||||
BackupSavestate=enabled
|
||||
McdEnableEjection=enabled
|
||||
McdFolderAutoManage=enabled
|
||||
MultitapPort0_Enabled=disabled
|
||||
MultitapPort1_Enabled=disabled
|
||||
[EmuCore/Speedhacks]
|
||||
EECycleRate=0
|
||||
EECycleSkip=0
|
||||
fastCDVD=disabled
|
||||
IntcStat=enabled
|
||||
WaitLoop=enabled
|
||||
vuFlagHack=enabled
|
||||
vuThread=disabled
|
||||
vu1Instant=enabled
|
||||
[EmuCore/CPU]
|
||||
FPU.DenormalsAreZero=enabled
|
||||
FPU.FlushToZero=enabled
|
||||
FPU.Roundmode=3
|
||||
VU.DenormalsAreZero=enabled
|
||||
VU.FlushToZero=enabled
|
||||
VU.Roundmode=3
|
||||
[EmuCore/CPU/Recompiler]
|
||||
EnableEE=enabled
|
||||
EnableIOP=enabled
|
||||
EnableEECache=disabled
|
||||
EnableVU0=enabled
|
||||
EnableVU1=enabled
|
||||
UseMicroVU0=enabled
|
||||
UseMicroVU1=enabled
|
||||
vuOverflow=enabled
|
||||
vuExtraOverflow=disabled
|
||||
vuSignOverflow=disabled
|
||||
vuUnderflow=disabled
|
||||
fpuOverflow=enabled
|
||||
fpuExtraOverflow=disabled
|
||||
fpuFullMode=disabled
|
||||
StackFrameChecks=disabled
|
||||
PreBlockCheckEE=disabled
|
||||
PreBlockCheckIOP=disabled
|
||||
[EmuCore/GS]
|
||||
SynchronousMTGS=disabled
|
||||
VsyncQueueSize=2
|
||||
FrameLimitEnable=enabled
|
||||
FrameSkipEnable=disabled
|
||||
VsyncEnable=0
|
||||
LimitScalar=1.00
|
||||
FramerateNTSC=59.94
|
||||
FrameratePAL=50.00
|
||||
FramesToDraw=2
|
||||
FramesToSkip=2
|
||||
[EmuCore/Gamefixes]
|
||||
VuAddSubHack=disabled
|
||||
FpuCompareHack=disabled
|
||||
FpuMulHack=disabled
|
||||
FpuNegDivHack=disabled
|
||||
XgKickHack=disabled
|
||||
IPUWaitHack=disabled
|
||||
EETimingHack=disabled
|
||||
SkipMPEGHack=disabled
|
||||
OPHFlagHack=disabled
|
||||
DMABusyHack=disabled
|
||||
VIFFIFOHack=disabled
|
||||
VIF1StallHack=disabled
|
||||
GIFFIFOHack=disabled
|
||||
GoemonTlbHack=disabled
|
||||
ScarfaceIbit=disabled
|
||||
CrashTagTeamRacingIbit=disabled
|
||||
VU0KickstartHack=disabled
|
||||
[EmuCore/Profiler]
|
||||
Enabled=disabled
|
||||
RecBlocks_EE=enabled
|
||||
RecBlocks_IOP=enabled
|
||||
RecBlocks_VU0=enabled
|
||||
RecBlocks_VU1=enabled
|
||||
[EmuCore/Debugger]
|
||||
ShowDebuggerOnStart=disabled
|
||||
AlignMemoryWindowStart=enabled
|
||||
FontWidth=8
|
||||
FontHeight=12
|
||||
WindowWidth=1316
|
||||
WindowHeight=2060
|
||||
MemoryViewBytesPerRow=16
|
||||
[EmuCore/TraceLog]
|
||||
Enabled=disabled
|
||||
EE.bitset=0
|
||||
IOP.bitset=0
|
||||
Binary file not shown.
Binary file not shown.
@@ -0,0 +1 @@
|
||||
RunWizard=0
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,195 @@
|
||||
/*===============================================================================*\
|
||||
|######################## [GSdx FX Suite v2.40] ########################|
|
||||
|########################## By Asmodean ##########################|
|
||||
|| ||
|
||||
|| This program is free software; you can redistribute it and/or ||
|
||||
|| modify it under the terms of the GNU General Public License ||
|
||||
|| as published by the Free Software Foundation; either version 2 ||
|
||||
|| of the License, or (at your option) any later version. ||
|
||||
|| ||
|
||||
|| This program is distributed in the hope that it will be useful, ||
|
||||
|| but WITHOUT ANY WARRANTY; without even the implied warranty of ||
|
||||
|| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ||
|
||||
|| GNU General Public License for more details. (c)2016 ||
|
||||
|| ||
|
||||
|#################################################################################|
|
||||
\*===============================================================================*/
|
||||
//#NOTICE: GSdx FX is not compatible with GSdx9. Use GSdx OGL or DX10/11.
|
||||
|
||||
/*------------------------------------------------------------------------------
|
||||
[DEFINITIONS & ON/OFF OPTIONS]
|
||||
------------------------------------------------------------------------------*/
|
||||
|
||||
//--------------------------#[CHOOSE EFFECTS]#--------------------------------\\
|
||||
|
||||
//#[ANTIALIASING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Use gsdx fx antialiasing OR filtering. Not both together.
|
||||
#define UHQ_FXAA 0 //# High Quality Fast Approximate Anti Aliasing. If GSdx's internal FXAA is also enabled, this equals FXAA2x.[3D]
|
||||
|
||||
//#[FS SCALING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Only enable one type of filtering at one time. Use post antialiasing OR FS filtering, not both.
|
||||
#define BILINEAR_FILTERING 0 //# Bilinear Fullscreen Texture Filtering. BiLinear filtering - light to medium filtering of textures.[2D]
|
||||
#define BICUBIC_FILTERING 0 //# Bicubic Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures.[2D]
|
||||
#define GAUSSIAN_FILTERING 0 //# Gaussian Fullscreen Texture Filtering. Gaussian filtering - strong to extra strong filtering of textures.[2D]
|
||||
#define BICUBLIC_SCALER 0 //# Bicubic Interpolation Scaling. Uses BCS on up scaling, and downsampling of games, for smoother scaling.
|
||||
#define LANCZOS_SCALER 0 //# Lanczos Interpolation Scaling. Uses Lanczos on up scaling, and downsampling of games for smoother scaling.
|
||||
|
||||
//#[LIGHTING & COLOUR] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. [For High Dynamic Range(HDR) use Bloom & Tonemapping together]
|
||||
#define BLENDED_BLOOM 1 //# High Quality SP Bloom. Soft lighting with blending techniques, for a natural looking bloom.
|
||||
#define SCENE_TONEMAPPING 1 //# HDR Scene Tonemapping. Layered component conversion, and applies scene tone mapping.
|
||||
#define COLOR_CORRECTION 0 //# Component Color Correction. Colorspace conversion, with correction curves, and multiple palette types.
|
||||
#define CROSS_PROCESSING 0 //# Filmic Cross Processing. Alters the tone of the scene, crossing the game's color set, with another.
|
||||
#define GAMMA_CORRECTION 0 //# RGB Gamma Correction. Fixed expansion to variable compression gamma correction curve.
|
||||
#define PIXEL_VIBRANCE 0 //# Pixel Vibrance. Intelligently adjusts pixel vibrance depending on original color saturation.
|
||||
#define COLOR_GRADING 0 //# Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones.
|
||||
#define TEXTURE_SHARPEN 0 //# Bicubic Texture Unsharpen Mask. Looks similar to a negative texture LOD bias. Enhances texture fidelity.
|
||||
#define CURVE_CONTRAST 0 //# S-Curve Scene Contrast Enhancement. Locally adjusts contrast using a four-point cubic bezier spline.
|
||||
#define CEL_SHADING 0 //# PX Cel Shading. Simulates the look of animation/toon. Typically best suited for animated style games.
|
||||
#define PAINT_SHADING 0 //# Paint Shading. Creates the effect of a painted scene. Adapted from ENB series, it's pretty performance heavy.
|
||||
#define COLOR_TEMPERATURE 0 //# White Point Temperature. Changes the temperature of the image from D65 white point reference.
|
||||
|
||||
//#[TV EMU TECHNIQUES] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. These effects are typically used to simulated older TVs/CRT etc.
|
||||
#define LOTTES_CRT 0 //# Timothy Lottes CRT emulation effect. Similar to scanlines, but with more control options. Ported by request.
|
||||
#define SCANLINES 0 //# Scanlines to simulate the look of a CRT TV. Typically suited to sprite games. Note: Works best at Native Res.
|
||||
#define VIGNETTE 0 //# Darkens the edges of the screen, to make it look more like it was shot with a camera lens.
|
||||
#define DEBANDING 0 //# Applies a debanding effect, to minimize banding artifacts. Which is usually very prevalent in skyboxes (for example).
|
||||
#define SP_DITHERING 0 //# Subpixel Dithering to simulate more colors than your monitor can display. Smoothes gradiants, this can reduce color banding.
|
||||
#define PX_BORDER 0 //# Creates a pixel border, as a workaround for the bright edge that using hardware antialiasing(MSAA) can cause. (Ported by request from SFX).
|
||||
|
||||
/*------------------------------------------------------------------------------
|
||||
[EFFECT CONFIG OPTIONS]
|
||||
------------------------------------------------------------------------------*/
|
||||
|
||||
//##[UHQ_FXAA]
|
||||
#define FxaaSubpixMax 0.00 //[0.00 to 1.00] Amount of subpixel aliasing removal. Higher values: softer. Lower values: sharper. 0.00: Edge only.
|
||||
#define FxaaQuality 4 //[1|2|3|4] Overall Fxaa quality preset (pixel coverage). 1: Low, 2: Medium, 3: High, 4: Ultra.
|
||||
#define FxaaEarlyExit 1 //[0 or 1] Use Fxaa early exit pathing. When enabled: Only luma edge pixels are antialiased. When disabled: the entire scene is antialiased(FSAA).
|
||||
|
||||
//##[BILINEAR_FILTERING]
|
||||
#define FilterStrength 1.00 //[0.10 to 1.50] Bilinear filtering strength. Controls the overall strength of the filtering.
|
||||
#define OffsetAmount 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off.
|
||||
|
||||
//##[BICUBIC_FILTERING]
|
||||
#define Interpolation Triangular //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger filtering.
|
||||
#define BicubicStrength 0.75 //[0.10 to 1.50] Bicubic filtering strength. Controls the overall strength of the filtering.
|
||||
#define PixelOffset 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off.
|
||||
|
||||
//##[GAUSSIAN_FILTERING]
|
||||
#define FilterAmount 1.00 //[0.10 to 1.50] Gaussian filtering strength. Controls the overall strength of the filtering.
|
||||
#define GaussianSpread 0.75 //[0.50 to 4.00] The filtering spread & offset levels. Controls the sampling spread of the filtering.
|
||||
|
||||
//##[BLENDED BLOOM]
|
||||
#define BloomType BlendGlow //[BlendGlow, BlendAddGlow, BlendAddLight, BlendScreen, BlendLuma, BlendOverlay] The type of blended bloom. Light<->Dark.
|
||||
#define BloomStrength 0.220 //[0.000 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type.
|
||||
#define BlendStrength 1.000 //[0.000 to 1.000] Strength of the blending. This is a modifier based on bloom. 1.0 equates to 100% strength.
|
||||
#define BloomDefocus 2.000 //[1.000 to 4.000] The initial bloom defocus value. Increases the softness of light, bright objects, etc.
|
||||
#define BloomWidth 3.200 //[1.000 to 8.000] Width of the bloom. Adjusts the width of the spread and soft glow. Scales with BloomStrength.
|
||||
#define BloomReds 0.040 //[0.000 to 1.000] Red channel correction of the bloom. Raising will increase the bloom of reds.
|
||||
#define BloomGreens 0.030 //[0.000 to 1.000] Green channel correction of the bloom. Raising will increase the bloom of greens.
|
||||
#define BloomBlues 0.020 //[0.000 to 1.000] Blue channel correction of the bloom. Raising will increase the bloom of blues.
|
||||
|
||||
//##[SCENE TONEMAPPING]
|
||||
#define TonemapType 1 //[0|1|2|3] The base tone mapping operator. 0 is LDR, 1 is HDR(original), 2 & 3 are Filmic HDR(slight grading).
|
||||
#define TonemapMask 0 //[0 or 1] Enables an ALU tone masking curve. Produces a nice cinematic look. Suits some games more than others.
|
||||
#define MaskStrength 0.25 //[0.000 to 1.000] Strength of the tone masking. Higher for a stronger effect. This is a dependency of TonemapMask.
|
||||
#define ToneAmount 0.300 //[0.050 to 1.000] Tonemap strength (tone correction). Higher for stronger tone mapping, lower for lighter.
|
||||
#define BlackLevels 0.060 //[0.000 to 1.000] Black level balance (shadow correction). Increase to deepen blacks, lower to lighten them.
|
||||
#define Exposure 1.000 //[0.100 to 2.000] White correction (brightness). Higher values for more scene exposure, lower for less.
|
||||
#define Luminance 1.000 //[0.100 to 2.000] Luminance average (luminance correction). Higher values will lower scene luminance average.
|
||||
#define WhitePoint 1.000 //[0.100 to 2.000] Whitepoint average (wp lum correction). Higher values will lower the maximum scene white point.
|
||||
|
||||
//##[COLOR CORRECTION]
|
||||
#define CorrectionPalette 1 //[1|2|3|4|5] The colorspace palette type. 1: RGB, 2: YXY, 3: XYZ, 4: HSV, 5: YUV. Each one will produce a different combination of shades & hues.
|
||||
#define ChannelR 1.20 //[0.00 to 8.00] R(1), Y(2), X(3), H(4), Y(5) component channel varies with the colorspace used. Higher values increase correction strength.
|
||||
#define ChannelG 1.60 //[0.00 to 8.00] G(1), X(2), Y(3), S(4), U(5) component channel varies with the colorspace used. Higher values increase correction strength.
|
||||
#define ChannelB 1.80 //[0.00 to 8.00] B(1), Y(2), Z(3), V(4), V(5) component channel varies with the colorspace used. Higher values increase correction strength.
|
||||
#define PaletteStrength 2.00 //[0.00 to 4.00] The interpolated strength ratio between the base color, and the corrected color. Raise to increase saturation.
|
||||
|
||||
//##[CROSS PROCESSING]
|
||||
#define FilmicProcess 1 //[1|2|3] The color conversion type for the cross process. 1: cool, 2: warm, 3: dusk. You can achieve different results with each.
|
||||
#define RedShift 0.50 //[0.10 to 1.00] Red color component shift of the filmic processing. Alters the red balance of the shift.
|
||||
#define GreenShift 0.50 //[0.10 to 1.00] Green color component shift of the filmic processing. Alters the green balance of the shift.
|
||||
#define BlueShift 0.50 //[0.10 to 1.00] Blue color component shift of the filmic processing. Alters the blue balance of the shift.
|
||||
#define ShiftRatio 0.50 //[0.10 to 2.00] The blending ratio for the base color and the color shift. Higher for a stronger effect.
|
||||
|
||||
//##[TEXTURE SHARPEN]
|
||||
#define SharpenStrength 0.75 //[0.10 to 2.00] Strength of the texture sharpening effect. This is the maximum strength that will be used.
|
||||
#define SharpenClamp 0.015 //[0.005 to 0.500] Reduces the clamping/limiting on the maximum amount of sharpening each pixel recieves. Raise this to reduce the clamping.
|
||||
#define SharpenBias 1.20 //[0.50 to 4.00] Sharpening edge bias. Lower values for clean subtle sharpen, and higher values for a deeper textured sharpen.
|
||||
#define DebugSharpen 0 //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. Best to disable other effects, to see edge detection clearly.
|
||||
|
||||
//##[PIXEL VIBRANCE]
|
||||
#define Vibrance 0.10 //[-1.00 to 1.00] Overall vibrance strength. Locally adjusts the vibrance of pixels depending on their original saturation.
|
||||
#define RedVibrance 1.00 //[-8.00 to 8.00] Red channel coefficient of the vibrance strength. Adjusting the vibrance of the red channel independently.
|
||||
#define GreenVibrance 1.00 //[-8.00 to 8.00] Green channel coefficient of the vibrance strength. Adjusting the vibrance of the green channel independently.
|
||||
#define BlueVibrance 1.00 //[-8.00 to 8.00] Blue channel coefficient of the vibrance strength. Adjusting the vibrance of the blue channel independently.
|
||||
|
||||
//##[COLOR_GRADING]
|
||||
#define RedGrading 1.20 //[0.00 to 3.00] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones.
|
||||
#define GreenGrading 1.10 //[0.00 to 3.00] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones.
|
||||
#define BlueGrading 1.10 //[0.00 to 3.00] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones.
|
||||
#define GradingStrength 0.25 //[0.00 to 1.00] The overall max strength of the colour grading effect. Raise to increase, lower to decrease the amount.
|
||||
#define Correlation 1.00 //[0.10 to 1.00] Correlation between the base colour, and the grading influence. Lower = more of the scene is graded, Higher = less of the scene is graded.
|
||||
|
||||
//##[COLOR TEMPERATURE]
|
||||
#define White_Point 6500.0 //[2000.0 to 12000.0] Temperature value given in Kelvin. A typical CRT has a target white point temperature of D93 (9300K)
|
||||
|
||||
//##[CEL SHADING]
|
||||
#define EdgeStrength 1.00 //[0.00 to 4.00] Overall strength of the cel edge outline effect. Affects the overall density. 0.00: no outlines.
|
||||
#define EdgeFilter 0.75 //[0.10 to 2.00] Filters out fainter cel edges. Use it for balancing the cel edge density. EG: for faces, foliage, etc.
|
||||
#define EdgeThickness 1.20 //[0.50 to 2.00] Thickness of the cel edges. Increase for thicker outlining. Note: when downsampling, raise this to keep the same thickness.
|
||||
#define UseYuvLuma 0 //[0 or 1] Uses YUV luma calculations, or base color luma calculations. Yuv luma can produce a better shaded look.
|
||||
#define ColorRounding 0 //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others.
|
||||
|
||||
//##[PAINT SHADING]
|
||||
#define PaintMethod 2 //[1 or 2] The algorithm used for paint effect. 1: water painting, 2: oil painting. You may want to readjust the radius between the two.
|
||||
#define PaintRadius 4 //[2 to 8] Radius of the painted effect, increasing the radius also requires longer loops, so higher values require more performance.
|
||||
#define PaintStrength 1.00 //[0.00 to 1.00] The overall interpolated strength of the paint effect. Where 1.0 equates to 100% strength.
|
||||
|
||||
//##[CURVE_CONTRAST]
|
||||
#define CurveType 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
|
||||
#define CurvesContrast 0.35 //[0.00 to 2.00] The amount of contrast you want. Controls the overall strength of the texture sharpening.
|
||||
|
||||
//##[GAMMA_CORRECTION]
|
||||
#define Gamma 2.20 //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2)
|
||||
|
||||
//##[LOTTES_CRT]
|
||||
#define MaskingType 1 //[1|2|3|4] The type of CRT shadow masking used. 1: compressed TV style, 2: Aperture-grille, 3: Stretched VGA style, 4: VGA style.
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#define CRTSizeX 512.0 //[128 to 2048] A workaround for arbitrary render target scaling. Either set it to a fixed width, or set it to screenSize.x
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#define CRTSizeY 448.0 //[128 to 2048] A workaround for arbitrary render target scaling. Either set it to a fixed height, or set it to screenSize.y
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#define ScanBrightness -8.00 //[-16.0 to 1.0] The overall brightness of the scanline effect. Lower for darker, higher for brighter.
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#define FilterCRTAmount -1.00 //[-4.0 to 1.0] The amount of filtering used, to replicate the TV CRT look. Lower for less, higher for more.
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#define HorizontalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the horizontal (x) axis of the screen. Use small increments.
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#define VerticalWarp 0.00 //[0.0 to 0.1] The distortion warping effect for the verticle (y) axis of the screen. Use small increments.
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#define MaskAmountDark 0.80 //[0.0 to 1.0] The value of the dark masking line effect used. Lower for darker lower end masking, higher for brighter.
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#define MaskAmountLight 1.50 //[0.0 to 2.0] The value of the light masking line effect used. Lower for darker higher end masking, higher for brighter.
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#define ResolutionScale 2.00 //[0.1 to 4.0] The scale of the image resolution. Lowering this can give off a nice retro TV look. Raising it can clear up the image.
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||||
#define MaskResolutionScale 0.80 //[0.1 to 2.0] The scale of the CRT mask resolution. Use this for balancing the scanline mask scale for difference resolution scaling.
|
||||
#define UseShadowMask 1 //[0 or 1] Enables, or disables the use of the CRT shadow mask. 0 is disabled, 1 is enabled.
|
||||
|
||||
//##[SCANLINES]
|
||||
#define ScanlineType 0 //[0|1|2] The type & orientation of the scanlines. 0 is x(horizontal), 1 is y(vertical), 2 is both(xy)
|
||||
#define ScanlineScale 0.50 //[0.20 to 2.00] The scaling & thickness of the scanlines. Changing this can help with PCSX2 IR scaling problems.
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||||
#define ScanlineIntensity 0.18 //[0.10 to 1.00] The intensity of the scanlines. Defaults: 0.18 for ScanlineType 0|1|2, 0.50 for ScanlineType 3.
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||||
#define ScanlineBrightness 1.02 //[0.50 to 2.00] The brightness of the scanlines. Defaults: 2.00 for ScanlineType 0|1|2, 1.50 for ScanlineType 3.
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||||
|
||||
//##[VIGNETTE]
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||||
#define VignetteRatio 1.77 //[0.15 to 6.00] Sets the espect ratio of the vignette. 1.77 for 16:9, 1.60 for 16:10, 1.33 for 4:3, 1.00 for 1:1.
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||||
#define VignetteRadius 1.10 //[0.50 to 3.00] Radius of the vignette effect. Lower values for stronger radial effect from center
|
||||
#define VignetteAmount 0.25 //[0.00 to 1.00] Strength of black edge occlusion. Increase for higher strength, decrease for lower.
|
||||
#define VignetteSlope 12 //[2|4|8|10|12|16] How far away from the center the vignetting will start.
|
||||
|
||||
//##[SUBPIXEL DITHERING]
|
||||
#define DitherMethod 2 //[1 or 2] 1: Ordered grid dithering(faster), 2: random dithering(higher quality). Hardware dithering is also enabled by default.
|
||||
#define ShowMethod 0 //[0 or 1] Shows the dithering method, based of the type of dithering selected. Useful for debugging, and confirmation of working order.
|
||||
|
||||
//##[DEBANDING]
|
||||
#define DebandRadius 32.0 //[0.0 to 1024.0] Sampling radius, higher values will reduce further banding but might also reduce details.
|
||||
#define DebandThreshold 0.017 //[0.000 to 0.100] Threshold, higher values will reduce further banding but might also reduce details and increase noise.
|
||||
#define DebandSampleCount 4 //[1 to 8] Sample count, higher values are better. But also have a higher performance cost.
|
||||
#define DebandOffsetMode 3 //[1|2|3] 1 = cross (axis aligned, fast), 2 = diagonal (45 degrees, slower), 3 = box (fully random, slower).
|
||||
#define DebandDithering 1 //[0|1|2|3] Additional dithering options to smoothen the output. 0 = No dithering 1 = Ordered dithering, 2 = Random dithering, 3 = Iestyn's RGB dither (Valve).
|
||||
|
||||
//##[PX_BORDER]
|
||||
#define BorderWidth float2(2, 2) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels.
|
||||
#define BorderColor float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white.
|
||||
|
||||
//[END OF USER OPTIONS]
|
||||
Reference in New Issue
Block a user