




Estude fácil! Tem muito documento disponível na Docsity
Ganhe pontos ajudando outros esrudantes ou compre um plano Premium
Prepare-se para as provas
Estude fácil! Tem muito documento disponível na Docsity
Prepare-se para as provas com trabalhos de outros alunos como você, aqui na Docsity
Encontra documentos específicos para os exames da tua universidade
Prepare-se com as videoaulas e exercícios resolvidos criados a partir da grade da sua Universidade
Responda perguntas de provas passadas e avalie sua preparação.
Ganhe pontos para baixar
Ganhe pontos ajudando outros esrudantes ou compre um plano Premium
Este documento detalha o formato yaml utilizado no gamedb do emulador pcsx2, incluindo informações sobre serialização, formatos de arredondamento e suavização, correções de hardware e opções de hacks de desempenho. Além disso, ele aborda a documentação do formato yaml, como serialização, opções de arredondamento, correções de hardware e hacks de desempenho.
Tipologia: Esquemas
1 / 8
Esta página não é visível na pré-visualização
Não perca as partes importantes!





GameDB Documentation 1 YAML Game Format........................................ 1 A Note on Case Sensitivity.................................... 3 Compatibility........................................... 3 Rounding Modes......................................... 3 Options for rounding.................................... 4 Clamping Modes......................................... 4 eeClampMode....................................... 4 vuClampMode....................................... 4 GS Hardware Fixes........................................ 4 GS Hardware Mipmap Fixes................................ 4 GS Hardware General Fixes................................. 5 GS Hardware Renderer Fixes................................ 5 GS Hardware Upscaling Fixes............................... 5 Game Fixes............................................ 5 Options for Game Fixes................................... 6 SpeedHacks............................................ 7 Options for SpeedHacks.................................. 7 Memory Card Filter Override................................... 7 Patches.............................................. 8 Editor Tooling........................................... 8 VSCode Integration..................................... 8
The following is an annotated and comprehensive example of everything that can be defined for a single Game entry.
SERIAL-12345: # !required! Serial number for the game, this is how games ↪ → are looked up. Case insensitive name: "A Sample Game" # !required! region: "NTSC-U" # !required! compat: 0 roundModes:
eeRoundMode: 0 vuRoundMode: 3 clampModes: eeClampMode: 0 vuClampMode: 3
↪ → or remove it! gameFixes:
- VuAddSubHack - FpuMulHack - FpuNegDivHack - XGKickHack - EETimingHack - SkipMPEGHack - OPHFlagHack - DMABusyHack - VIFFIFOHack - VIF1StallHack - GIFFIFOHack - GoemonTlbHack - IbitHack - VUSyncHack - VUOverflowHack - SoftwareRendererFMVHack
gsHWFixes: mipmap: 1 preloadFrameData: 1
speedHacks: mvuFlagSpeedHack: 0 InstantVU1SpeedHack: 0 memcardFilters: - "SERIAL-123" - "SERIAL-456"
patches: default: # Default CRC! content: |- # !required! This allows for multi-line strings in YAML, ↪ → this type preserves new-line characters comment=Sample Patch
Options for rounding
The clamp modes are also numerically based.
eeClampMode
vuClampMode
[ ] = GameDB values { } = GUI options ( ) = Default values
GS Hardware Mipmap Fixes
GS Hardware General Fixes
GS Hardware Renderer Fixes
GS Hardware Upscaling Fixes
These values are case-sensitive so take care. If you incorrectly specify a GameFix, you will get a validation error on startup. Any invalid game-fixes will be dropped from the game’s list of fixes.
- Preload TLB hack to avoid tlb miss on Goemon.
These values are in a key-value format, where the value is assumed to be an integer.
Options for SpeedHacks
By default, the FolderMemoryCard filters save games based on the game’s serial, which means that only saves whose folder names containthe game’s serial are loaded.
This works fine for the vast majority of games, but fails in some cases, for which this override is for. Examples include multi-disc games, where later games often reuse the serial of the previous disc(s),
and games that allow transfer of savedata between different games, such as importing data from a prequel. Values should be specified as a list of strings, example shown above.
The patch that corresponds to the running game’s CRC will take precedence over the default. Multiple patches using the same CRC cannot be defined and this will throw a validation error. CRCs are case-insensitive, however uppercase is preferred stylistically!
Patches should be defined as multi-line string blocks, where each line would correspond with a line in a conventional *.pnach file For more information on how to write a patch, see the following forum post
We provide a JSON Schema for the GameDB’s format. You can use this to validate the file, and assist in writing it properly.
VSCode Integration
If you use VSCode and you want it to properly lint the GameIndex.yaml file you should:
↪ → ↪ → } ,