mirror of https://github.com/PCSX2/pcsx2.git
152 lines
5.8 KiB
C++
152 lines
5.8 KiB
C++
/* Pcsx2 - Pc Ps2 Emulator
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* Copyright (C) 2002-2009 Pcsx2 Team
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program 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 License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#ifndef __PCSX2CONFIG_H__
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#define __PCSX2CONFIG_H__
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// Hack so that you can still use this file from C (not C++), or from a plugin without access to Paths.h.
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#ifdef PLUGIN_ONLY
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#define g_MaxPath 255
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#else
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#include "Paths.h"
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#endif
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/////////////////////////////////////////////////////////////////////////
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// Session Configuration Override Flags
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//
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// a handful of flags that can override user configurations for the current application session
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// only. This allows us to do things like force-disable recompilers if the memory allocations
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// for them fail.
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struct SessionOverrideFlags
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{
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bool ForceDisableEErec:1;
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bool ForceDisableVU0rec:1;
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bool ForceDisableVU1rec:1;
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};
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extern SessionOverrideFlags g_Session;
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//////////////////////////////////////////////////////////////////////////
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// Pcsx2 User Configuration Options!
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//#define PCSX2_MICROVU // Use Micro VU recs instead of Zero VU Recs
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#define PCSX2_GSMULTITHREAD 1 // uses multi-threaded gs
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#define PCSX2_EEREC 0x10
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#define PCSX2_VU0REC 0x20
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#define PCSX2_VU1REC 0x40
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#define PCSX2_FRAMELIMIT_MASK 0xc00
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#define PCSX2_FRAMELIMIT_NORMAL 0x000
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#define PCSX2_FRAMELIMIT_LIMIT 0x400
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#define PCSX2_FRAMELIMIT_SKIP 0x800
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#define PCSX2_FRAMELIMIT_VUSKIP 0xc00
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#define CHECK_MULTIGS (Config.Options&PCSX2_GSMULTITHREAD)
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#define CHECK_EEREC (!g_Session.ForceDisableEErec && Config.Options&PCSX2_EEREC)
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//------------ SPEED/MISC HACKS!!! ---------------
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#define CHECK_EE_CYCLERATE (Config.Hacks & 0x03)
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#define CHECK_IOP_CYCLERATE (Config.Hacks & 0x08)
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#define CHECK_WAITCYCLE_HACK (Config.Hacks & 0x10)
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#define CHECK_INTC_STAT_HACK (Config.Hacks & 0x20)
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#define CHECK_ESCAPE_HACK (Config.Hacks & 0x400)
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//------------ SPECIAL GAME FIXES!!! ---------------
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#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.
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#define CHECK_FPUCOMPAREHACK (Config.GameFixes & 0x4) // Special Fix for Digimon Rumble Arena 2, fixes spinning/hanging on intro-menu.
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#define CHECK_VUCLIPFLAGHACK (Config.GameFixes & 0x2) // Special Fix for Persona games, maybe others. It's to do with the VU clip flag (again).
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#define CHECK_FPUMULHACK (Config.GameFixes & 0x8) // Special Fix for Tales of Destiny hangs.
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//------------ Advanced Options!!! ---------------
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#define CHECK_VU_OVERFLOW (Config.vuOptions & 0x1)
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#define CHECK_VU_EXTRA_OVERFLOW (Config.vuOptions & 0x2) // If enabled, Operands are clamped before being used in the VU recs
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#define CHECK_VU_SIGN_OVERFLOW (Config.vuOptions & 0x4)
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#define CHECK_VU_UNDERFLOW (Config.vuOptions & 0x8)
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#define CHECK_VU_EXTRA_FLAGS 0 // Always disabled now // Sets correct flags in the VU recs
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#define CHECK_FPU_OVERFLOW (Config.eeOptions & 0x1)
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#define CHECK_FPU_EXTRA_OVERFLOW (Config.eeOptions & 0x2) // If enabled, Operands are checked for infinities before being used in the FPU recs
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#define CHECK_FPU_EXTRA_FLAGS 1 // Always enabled now // Sets D/I flags on FPU instructions
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#define CHECK_FPU_FULL (Config.eeOptions & 0x4)
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#define DEFAULT_eeOptions 0x01
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#define DEFAULT_vuOptions 0x01
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//------------ DEFAULT sseMXCSR VALUES!!! ---------------
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#define DEFAULT_sseMXCSR 0x7fc0 //FPU rounding, DaZ, "chop" - Note: Dont enable FtZ by default, it breaks games! E.g. Enthusia (Refraction)
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#define DEFAULT_sseVUMXCSR 0x7fc0 //VU rounding, DaZ, "chop"
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#define CHECK_FRAMELIMIT (Config.Options&PCSX2_FRAMELIMIT_MASK)
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#define CHECK_VU0REC (!g_Session.ForceDisableVU0rec && Config.Options&PCSX2_VU0REC)
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#define CHECK_VU1REC (!g_Session.ForceDisableVU1rec && (Config.Options&PCSX2_VU1REC))
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// Memory Card configuration, per slot.
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struct McdConfig
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{
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// filename of the memory card for this slot.
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// If the string is empty characters long then the default is used.
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char Filename[g_MaxPath];
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// Enables the memory card at the emulation level. When false, games will treat this
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// slot as if the memory card has been physically removed from the PS2.
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bool Enabled;
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};
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struct PcsxConfig
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{
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public:
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char Bios[g_MaxPath];
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char GS[g_MaxPath];
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char PAD1[g_MaxPath];
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char PAD2[g_MaxPath];
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char SPU2[g_MaxPath];
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char CDVD[g_MaxPath];
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char DEV9[g_MaxPath];
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char USB[g_MaxPath];
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char FW[g_MaxPath];
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char PluginsDir[g_MaxPath];
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char BiosDir[g_MaxPath];
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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. :)
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char Lang[g_MaxPath];
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McdConfig Mcd[2];
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bool McdEnableNTFS; // enables NTFS compression on cards and the mcd folder.
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bool McdEnableEject; // enables auto-ejection of cards after loading savestates.
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u32 Options; // PCSX2_X options
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bool PsxOut;
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bool Profiler; // Displays profiling info to console
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bool cdvdPrint; // Prints cdvd reads to console
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bool closeGSonEsc; // closes the GS (and saves its state) on escape automatically.
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int PsxType;
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int Cdda;
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int Mdec;
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int Patch;
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int CustomFps;
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int Hacks;
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int GameFixes;
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int CustomFrameSkip;
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int CustomConsecutiveFrames;
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int CustomConsecutiveSkip;
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u32 sseMXCSR;
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u32 sseVUMXCSR;
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u32 eeOptions;
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u32 vuOptions;
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};
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extern PcsxConfig Config;
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#endif // __PCSX2CONFIG_H__
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