pcsx2/common/include/Pcsx2Config.h

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/* Pcsx2 - Pc Ps2 Emulator
* Copyright (C) 2002-2009 Pcsx2 Team
*
* 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.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#ifndef __PCSX2CONFIG_H__
#define __PCSX2CONFIG_H__
// Hack so that you can still use this file from C (not C++), or from a plugin without access to Paths.h.
// .. and removed in favor of a less hackish approach (air)
#ifndef g_MaxPath
#define g_MaxPath 255
#endif
/////////////////////////////////////////////////////////////////////////
// Session Configuration Override Flags
//
// a handful of flags that can override user configurations for the current application session
// only. This allows us to do things like force-disable recompilers if the memory allocations
// for them fail.
struct SessionOverrideFlags
{
bool ForceDisableEErec:1;
bool ForceDisableVU0rec:1;
bool ForceDisableVU1rec:1;
};
extern SessionOverrideFlags g_Session;
//////////////////////////////////////////////////////////////////////////
// Pcsx2 User Configuration Options!
//#define PCSX2_MICROVU // Use Micro VU recs instead of Zero VU Recs
//#define PCSX2_MICROVU_ // Fully enable Micro VU recs (temporary option for now)
#define PCSX2_GSMULTITHREAD 1 // uses multi-threaded gs
#define PCSX2_EEREC 0x10
#define PCSX2_VU0REC 0x20
#define PCSX2_VU1REC 0x40
#define PCSX2_FRAMELIMIT_MASK 0xc00
#define PCSX2_FRAMELIMIT_NORMAL 0x000
#define PCSX2_FRAMELIMIT_LIMIT 0x400
#define PCSX2_FRAMELIMIT_SKIP 0x800
#define PCSX2_FRAMELIMIT_VUSKIP 0xc00
#define CHECK_MULTIGS (Config.Options&PCSX2_GSMULTITHREAD)
#define CHECK_EEREC (!g_Session.ForceDisableEErec && Config.Options&PCSX2_EEREC)
//------------ SPEED/MISC HACKS!!! ---------------
#define CHECK_EE_CYCLERATE (Config.Hacks & 0x03)
#define CHECK_IOP_CYCLERATE (Config.Hacks & 0x08)
#define CHECK_WAITCYCLE_HACK (Config.Hacks & 0x10)
#define CHECK_INTC_STAT_HACK (Config.Hacks & 0x20)
#define CHECK_ESCAPE_HACK (Config.Hacks & 0x400)
//------------ SPECIAL GAME FIXES!!! ---------------
#define CHECK_VUADDSUBHACK (Config.GameFixes & 0x1) // Special Fix for Tri-ace games, they use an encryption algorithm that requires VU addi opcode to be bit-accurate.
#define CHECK_FPUCOMPAREHACK (Config.GameFixes & 0x4) // Special Fix for Digimon Rumble Arena 2, fixes spinning/hanging on intro-menu.
#define CHECK_VUCLIPFLAGHACK (Config.GameFixes & 0x2) // Special Fix for Persona games, maybe others. It's to do with the VU clip flag (again).
#define CHECK_FPUMULHACK (Config.GameFixes & 0x8) // Special Fix for Tales of Destiny hangs.
//------------ Advanced Options!!! ---------------
#define CHECK_VU_OVERFLOW (Config.vuOptions & 0x1)
#define CHECK_VU_EXTRA_OVERFLOW (Config.vuOptions & 0x2) // If enabled, Operands are clamped before being used in the VU recs
#define CHECK_VU_SIGN_OVERFLOW (Config.vuOptions & 0x4)
#define CHECK_VU_UNDERFLOW (Config.vuOptions & 0x8)
#define CHECK_VU_EXTRA_FLAGS 0 // Always disabled now // Sets correct flags in the VU recs
#define CHECK_FPU_OVERFLOW (Config.eeOptions & 0x1)
#define CHECK_FPU_EXTRA_OVERFLOW (Config.eeOptions & 0x2) // If enabled, Operands are checked for infinities before being used in the FPU recs
#define CHECK_FPU_EXTRA_FLAGS 1 // Always enabled now // Sets D/I flags on FPU instructions
#define CHECK_FPU_FULL (Config.eeOptions & 0x4)
#define DEFAULT_eeOptions 0x01
#define DEFAULT_vuOptions 0x01
//------------ DEFAULT sseMXCSR VALUES!!! ---------------
#define DEFAULT_sseMXCSR 0xffc0 //FPU rounding > DaZ, FtZ, "chop"
#define DEFAULT_sseVUMXCSR 0xffc0 //VU rounding > DaZ, FtZ, "chop"
#define CHECK_FRAMELIMIT (Config.Options&PCSX2_FRAMELIMIT_MASK)
#define CHECK_VU0REC (!g_Session.ForceDisableVU0rec && Config.Options&PCSX2_VU0REC)
#define CHECK_VU1REC (!g_Session.ForceDisableVU1rec && (Config.Options&PCSX2_VU1REC))
// Memory Card configuration, per slot.
struct McdConfig
{
// filename of the memory card for this slot.
// If the string is empty characters long then the default is used.
char Filename[g_MaxPath];
// Enables the memory card at the emulation level. When false, games will treat this
// slot as if the memory card has been physically removed from the PS2.
bool Enabled;
};
struct PcsxConfig
{
public:
char Bios[g_MaxPath];
char GS[g_MaxPath];
char PAD1[g_MaxPath];
char PAD2[g_MaxPath];
char SPU2[g_MaxPath];
char CDVD[g_MaxPath];
char DEV9[g_MaxPath];
char USB[g_MaxPath];
char FW[g_MaxPath];
char PluginsDir[g_MaxPath];
char BiosDir[g_MaxPath];
char InisDir[g_MaxPath]; // This is intended for the program to populate, and the plugins to read. Obviously can't be saved in the config file. :)
char Lang[g_MaxPath];
McdConfig Mcd[2];
bool McdEnableNTFS; // enables NTFS compression on cards and the mcd folder.
bool McdEnableEject; // enables auto-ejection of cards after loading savestates.
u32 Options; // PCSX2_X options
bool PsxOut;
bool Profiler; // Displays profiling info to console
bool cdvdPrint; // Prints cdvd reads to console
bool closeGSonEsc; // closes the GS (and saves its state) on escape automatically.
int PsxType;
int Cdda;
int Mdec;
int Patch;
int CustomFps;
int Hacks;
int VUCycleHack;
int GameFixes;
int CustomFrameSkip;
int CustomConsecutiveFrames;
int CustomConsecutiveSkip;
u32 sseMXCSR;
u32 sseVUMXCSR;
u32 eeOptions;
u32 vuOptions;
};
extern PcsxConfig Config;
#endif // __PCSX2CONFIG_H__