/* 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__