Option | Switch | Description |
---|---|---|
Common options: | ||
Frame limit | Limits the frame rate to 25 or 30 FPS, depending on video mode. | |
High refresh rate | Vsync detection is tricky business. In 2D mode, when WhineCube is unable to dectect new frames, the screen is updated at a fixed rate, which defaults to one FPS. This option increases that rate to 25 or 30 FPS, depending on video mode. | |
Mute audio | /quiet | |
Wireframe | Only effective in 3D mode. Disables textures, culling, blending, z-compare and alpha-compare. | |
Flat shading | Only effective in 3D mode. | |
Force white | Only effective in 3D mode. | |
Always on top | /aot | |
Advanced emulation options: | ||
Interpreter | /interp | |
Recompiler | /rec | |
/recd | Dumps PPC disassembly of recompiled areas. Implies /rec. | |
Cache hack | /cache | A very simple memory cache implementation. This takes care of a few early demos which would not work when loaded with something other than PSUL 1.0. It may cause or fix problems in other demos, too. |
Advanced mode | /amode | Activates advanced memory translation mechanisms (BATs and page tables). For use with very advanced stuff (gc-linux). |
DMA Audio minimum buffer size | A bigger buffer means more stability but also more lag. Don't mess with this unless you know what you're doing. | |
Mount GCM on load | /gcm <file> | Loads the specified GCM file into the emulated DVD drive at startup. This works with the DVD emulation and is ignored if you've loaded a GCM for execution. |
Timing mode: | Timing affects DEC and TB registers, as well as the VI and AI. | |
Realtime | /rt | This mode acts like as much like a real Cube as possible. It may be unreliable if WhineCube runs slower than a real Cube. |
Exact, realistic | /er | The instruction count is used as base, providing the exact same results every time the program is run. This mode should emulate the relative speed between the Gekko's speed and the Cube's other timers more accurately than the other modes, but it can be very slow. |
Exact, fast | /ef | The simplest and potentially the fastest mode, but also the most inaccurate. It has some problems, especially with commercial games. |
UI options: | ||
Auto-pause | Pauses and unpauses the emulation as the window loses and gains focus. | |
Software YUYV conversion | /soft2d | For older graphics cards that don't support hardware conversion. |
Open EmuDebug output window on load | /edo | |
Show UART output | /edo_osr | Terminal output used by the official SDK. |
Debugging options: | ||
Full instruction dump | /degub | Dumps debug info for every instruction executed. Slow and spacy. |
Skip instructions | /skip%i | Skips the first %i instructions. Ex: /skip123000 |
Beep | /beep | Emits a low-pitch beep through the PC speaker when a vsync access is detected, a high beep when pad access is detected and a medium beep when recompilation starts/stops. |
Lowmem logging | /lowmem | Logs accesses to the low memory area (0 - 0x3100). Implies /interp. |
Log graphics | /glog | Logs GX and VI activities. |
Log DSP/audio | /alog | |
Log interrupts | /lint | Also logs accesses to the MSR, DEC, TB and PI registers, and page faults in advanced mode. |
Log EXI | /elog | |
Log BBA | /blog | |
Log Memcards | /mclog | |
Log SI(joypads) | /slog | |
BoUeHR | /bouehr | Break On UnEmulated Hardware or SPR access. |
Dump memory | /dumpmem | Dumps main, cache and hardware memory on exit. Does not dump ARAM. |
Dump audio | /daudio | Dumps sounds played using the DMA system. Raw 16-bit stereo PCM, big endian. |
Dump raw textures | /dtexraw | Dumps encountered GX textures. The dumps are placed in a new subdirectory which is named after the emulated program.
File names have this format: <address>_<iteration>_<gcformat><format>.raw.
|
Dump PNG textures | /dtex | Dumps textures to PNG format. Is independent of /dtexraw. |
Command-line switches: | ||
/disasm | Makes WhineCube act like a disassembler. Rather messy, but it gets the job done. | |
/clog | Logs EXI, memcard, BBA, GP and audio activity. All the hardware, that is. | |
/gfdump | Takes a screenshot of every frame, if program goes into 3D mode. |