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README.md
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README.md
@ -6,7 +6,7 @@ It currently runs on Linux, OSX and Windows.
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## Running
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To run this core, the "system directory" must be defined if running in RetroArch.
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The PSX BIOS must be placed there, $sysdir/SCPH550{0,1,2} for Japanese, NA and EU regions respectively.
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The PSX BIOS must be placed there, $sysdir/scph550{0,1,2} for Japanese, NA and EU regions respectively.
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Memory cards will be saved to "save directory", memory card #1 is saved using libretro's standard interface. The rest of memory cards are saved using Mednafen's standard mechanism. You might have to rename your old
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memory cards to gamename.srm. Alternatively you may just rename it from gamename.gamenamehash.0.mcr to gamename.gamenamehash.1.mcr and load them off the corresponding slot.
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@ -52,32 +52,37 @@ Note that RetroArch does not currently have .pbp database due to variability in
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## Options
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* Renderer (restart) - 'software' or 'opengl'. 'opengl' uses the OpenGL API to accelerate tasks like upscaling.
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* Renderer (restart) - 'software', 'vulkan' and 'opengl'. The last two options will enable and/or speedup enhancements like upscaling and texture filtering.
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* Software framebuffer - If off, the software renderer will skip some steps. Potential speedup. Causes bad graphics when doing framebuffer readbacks.
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* CD Image Cache - Loads the complete image in memory at startup.
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* CPU Overclock - Gets rid of memory access latency and makes all GTE instructions have 1 cycle latency.
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* Skip BIOS - Self-explanatory. Some games have issues when enabled.
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* Widescreen mode hack - If on, renders in 16:9. Works best on 3D games.
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* Adaptive smoothing - When upscaling, smooths out 2D elements while keeping 3D elements sharp. Vulkan renderer only at the moment.
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* Internal GPU resolution - Graphics upscaling.
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* Texture filtering - Self-explanatory.
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* Internal color depth - PSX had 16bpp depth, beetle-psx can go up to 32bpp.
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* Scale dithering pattern with internal resolution - Self-explanatory
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* Wireframe mode - For debug use. Shows only the outlines of polygons.
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* Texture filtering - Per-texture filtering using e.g. xBR, SABR, bilinear, etc. OpenGL only at the moment.
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* Internal color depth - PSX had 16bpp depth, beetle-psx can go up to 32bpp. OpenGL only at the moment. Vulkan always uses 32bpp.
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* Wireframe mode - For debug use. Shows only the outlines of polygons. OpenGL only.
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* Display full VRAM - Everything in VRAM is drawn on screen.
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* Dithering pattern - If off, disables the dithering pattern the PSX applies to combat color banding.
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* GTE pixel accuracy - If on, uses floating point coordinates instead of integer ones for vertex positions, to avoid the PSX poly jitter. This option does nothing at the moment.
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* Memcard 0 method - Picks the format (libretro or mednafen) used for storing memcard 0 save data.
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* Enable memory card 1 - Specifically enables memcard slot 1. Needed for game "Codename Tenka".
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* Shared memory cards (restart) - Stores everything in the same savefile. 'Memcard 0 method' needs to be set to 'libretro'.
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* PGXP operation mode - When not off, floating point coordinates will be used for vertex positions, to avoid the PSX polygon jitter. 'memory + cpu' mode can further reduce jitter at the cost of performance and geometry glitches.
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* PGXP vertex cache - Maintains a cache for vertices. May result in better performance but can result in graphics glitches in most games.
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* PGXP perspective correct texturing - Original PSX did affine texture mapping, resulting in e.g. crooked lines across walls. This fixes it.
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* Dithering pattern - If off, disables the dithering pattern the PSX applies to combat color banding. OpenGL only. Vulkan always disables the pattern.
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* Scale dithering pattern with internal resolution - Self-explanatory. OpenGL only.
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* Initial Scanline - Sets the first scanline to be drawn on screen.
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* Initial Scanline PAL - Sets the first scanline to be drawn on screen for PAL systems.
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* Last Scanline - Sets the last scanline to be drawn on screen.
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* Last Scanline PAL - Sets the last scanline to be drawn on screen for PAL systems.
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* DualShock Analog button toggle - Toggles the Analog button from DualShock controllers, if disabled analogs are always on, if enabled you can toggle their state by pressing and holding START+SELECT+L1+L2+R1+R2.
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* Port 1 PSX Enable Multitap - Enables/Disables multitap functionality on port 1.
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* Port 2 PSX Enable Multitap - Enables/Disables multitap functionality on port 2.
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* Frame duping (speedup) - Redraws/reuses the last frame if there was no new data.
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* Display internal FPS - Shows the frame rate at which the emulated PSX is drawing at.
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* Widescreen mode hack - If on, renders in 16:9. Works best on 3D games.
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* Crop Overscan - Self-explanatory.
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* Offset cropped image - Self-explanatory.
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* Additional cropping - Self-explanatory.
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* Offset cropped image - Self-explanatory.
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* Display internal FPS - Shows the frame rate at which the emulated PSX is drawing at.
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* Analog self-calibration - Monitors the max values reached by the input, using it as a calibration heuristic which then scales the analog coordinates sent to the emulator accordingly.
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For best results, rotate the sticks at max amplitude for the algorithm to get a good estimate of the scaling factor, otherwise it will adjust while playing content.
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* DualShock Analog button toggle - Toggles the Analog button from DualShock controllers, if disabled analogs are always on, if enabled you can toggle their state by pressing and holding START+SELECT+L1+L2+R1+R2.
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* Port 1: Multitap Enable - Enables/Disables multitap functionality on port 1.
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* Port 2: Multitap Enable - Enables/Disables multitap functionality on port 2.
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* CPU Overclock - Gets rid of memory access latency and makes all GTE instructions have 1 cycle latency.
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* CD Image Cache - Loads the complete image in memory at startup.
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* Skip BIOS - Self-explanatory. Some games have issues when enabled.
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* Memcard 0 method - Picks the format (libretro or mednafen) used for storing memcard 0 save data.
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* Enable memory card 1 - Specifically enables memcard slot 1. Needed for game "Codename Tenka".
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* Shared memory cards (restart) - Stores everything in the same savefile. 'Memcard 0 method' needs to be set to 'libretro'.
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