Mednafen Sony PlayStation Documentation

#

# Sony PlayStation Documentation

Last updated April 17, 2014
Valid as of 0.9.33.3

Table of Contents:

- Introduction
- Firmware/BIOS
- Multitap Usage
- Settings Reference

## Introduction

PlayStation 1 emulation is currently in a state of development. Save states, rewinding, and netplay are not currently supported.

A dual-core Phenom II or Athlon II at 3GHz or higher, or rough equivalent(in terms of single-core IPC), is recommended for running Mednafen's PlayStation 1 emulation on. For better performance, the binary should be compiled for a 64-bit target(for example, x86_64) rather than 32-bit, if available.

Enabling CD image preloading into memory via the cd.image_memcache setting is recommended, to avoid short emulator pauses and audio pops due to waiting for disk accesses to complete when the emulated CD is accessed.

PSF1 playback is supported.

## Firmware/BIOS

Place the correct BIOS image files in the correct location. DO NOT rename other revisions/regions of the BIOS to match the expected filenames, or you'll likely cause emulation glitches.

The filenames listed below are per default psx.bios_* settings.

Filename: | Purpose:
--- | ---
scph5500.bin | SCPH-5500 BIOS image. Required for Japan-region games.
scph5501.bin | SCPH-5501 BIOS image. Required for North America/US-region games. Reportedly the same as the SCPH-7003 BIOS image.
scph5502.bin | SCPH-5502 BIOS image. Required for Europe-region games.

## Multitap Usage

By default, no multitap is enabled. Be aware that if you enable multitap on PSX port 1, game view mapping will be inconsistent between games that support multitap and those that do not.

Enabling multitap on either PSX port may cause slight game slowdown. Some 1-and-2-player-only games half-support the multitap, but are apparently not coded with the multitap in mind, and may suffer from graphical glitches like screen tearing if multitap is enabled when running them.

(Virtual) Port Index to Game View Mappings for Multitap only on PSX Port 1
Port Index: | Multitap-Compatible-Game: | Multitap-Incompatible-Game: | Physical Port Name:
--- | --- | --- | ---
1 | 1 | 1 | 1A
2 | 2 | - | 1B
3 | 3 | - | 1C
4 | 4 | - | 1D
5 | 5 | 2 | 2
6 | - | - | -
7 | - | - | -
8 | - | - | -

(Virtual) Port Index to Game View Mappings for Multitap only on PSX Port 2
Port Index: | Multitap-Compatible-Game: | Multitap-Incompatible-Game: | Physical Port Name:
--- | --- | --- | ---
1 | 1 | 1 | 1
2 | 2 | 2 | 2A
3 | 3 | - | 2B
4 | 4 | - | 2C
5 | 5 | - | 2D
6 | - | - | -
7 | - | - | -
8 | - | - | -

(Virtual) Port Index to Game View Mappings for Multitap on both PSX Ports
Port Index: | Multitap-Compatible-Game: | Multitap-Incompatible-Game: | Physical Port Name:
--- | --- | --- | ---
1 | 1 | 1 | 1A
2 | 2 | - | 1B
3 | 3 | - | 1C
4 | 4 | - | 1D
5 | 5 | 2 | 2A
6 | 6 | - | 2B
7 | 7 | - | 2C
8 | 8 | - | 2D

## Settings Reference

Caution: Any settings that change emulation behavior as seen from the emulated game are shown with the setting name bolded in the table. One should be conscious of these settings if one has changed them from the default values when using network play or movies, as they can cause desychronizations if not set the same among hosts(or between the recording emulator and the playing emulator).

Setting: | Value Type: | Possible Values: | Default Value: | Description:
--- | --- | --- | --- | ---
psx.bios_eu | string |  | scph5502.bin | Path to the Europe SCPH-5502 ROM BIOS
psx.bios_jp | string |  | scph5500.bin | Path to the Japan SCPH-5500 ROM BIOS
psx.bios_na | string |  | scph5501.bin | Path to the North America SCPH-5501 ROM BIOS SHA1 0555c6fae8906f3f09baf5988f00e55f88e9f30b
psx.dbg_level | integer | 0 through 4 | 0 | Debug printf verbosity level.
psx.input.analog_mode_ct | boolean | 0 1 | 0 | Enable analog mode combo-button alternate toggle. When enabled, instead of the configured Analog mode toggle button for the emulated DualShock, use a combination of buttons to toggle it instead. When Select, Start, and all four shoulder buttons are held down for about 1 second, the mode will toggle.
psx.input.mouse_sensitivity | real | through | 1.00 | Emulated mouse sensitivity.

psx.input.port1

enum

none
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad

gamepad

Input device for Virtual Port 1

- none - none
- gamepad - Digital Gamepad
  PlayStation digital gamepad; SCPH-1080.
- dualshock - DualShock
  DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary.
- dualanalog - Dual Analog
  Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble.
- analogjoy - Analog Joystick
  Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode.
- mouse - Mouse
- negcon - neGcon
  Namco's unconventional twisty racing-game-oriented gamepad; NPC-101.
- guncon - GunCon
  Namco's light gun; NPC-103.
- justifier - Konami Justifier
  Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the "GunCon", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D.
- dancepad - Dance Pad
  Dingo Dingo Rodeo!

psx.input.port1.gun_chairs | integer | 0x000000 through 0x1000000 | 0xFF0000 | Crosshairs color for lightgun on virtual port 1. A value of 0x1000000 disables crosshair drawing.
psx.input.port1.memcard | boolean | 0 1 | 1 | Emulate memcard on virtual port 1.

psx.input.port2

enum

none
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad

gamepad

Input device for Virtual Port 2

- none - none
- gamepad - Digital Gamepad
  PlayStation digital gamepad; SCPH-1080.
- dualshock - DualShock
  DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary.
- dualanalog - Dual Analog
  Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble.
- analogjoy - Analog Joystick
  Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode.
- mouse - Mouse
- negcon - neGcon
  Namco's unconventional twisty racing-game-oriented gamepad; NPC-101.
- guncon - GunCon
  Namco's light gun; NPC-103.
- justifier - Konami Justifier
  Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the "GunCon", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D.
- dancepad - Dance Pad
  Dingo Dingo Rodeo!

psx.input.port2.gun_chairs | integer | 0x000000 through 0x1000000 | 0x00FF00 | Crosshairs color for lightgun on virtual port 2. A value of 0x1000000 disables crosshair drawing.
psx.input.port2.memcard | boolean | 0 1 | 1 | Emulate memcard on virtual port 2.

psx.input.port3

enum

none
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad

gamepad

Input device for Virtual Port 3

- none - none
- gamepad - Digital Gamepad
  PlayStation digital gamepad; SCPH-1080.
- dualshock - DualShock
  DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary.
- dualanalog - Dual Analog
  Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble.
- analogjoy - Analog Joystick
  Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode.
- mouse - Mouse
- negcon - neGcon
  Namco's unconventional twisty racing-game-oriented gamepad; NPC-101.
- guncon - GunCon
  Namco's light gun; NPC-103.
- justifier - Konami Justifier
  Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the "GunCon", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D.
- dancepad - Dance Pad
  Dingo Dingo Rodeo!

psx.input.port3.gun_chairs | integer | 0x000000 through 0x1000000 | 0xFF00FF | Crosshairs color for lightgun on virtual port 3. A value of 0x1000000 disables crosshair drawing.
psx.input.port3.memcard | boolean | 0 1 | 1 | Emulate memcard on virtual port 3.

psx.input.port4

enum

none
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad

gamepad

Input device for Virtual Port 4

- none - none
- gamepad - Digital Gamepad
  PlayStation digital gamepad; SCPH-1080.
- dualshock - DualShock
  DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary.
- dualanalog - Dual Analog
  Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble.
- analogjoy - Analog Joystick
  Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode.
- mouse - Mouse
- negcon - neGcon
  Namco's unconventional twisty racing-game-oriented gamepad; NPC-101.
- guncon - GunCon
  Namco's light gun; NPC-103.
- justifier - Konami Justifier
  Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the "GunCon", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D.
- dancepad - Dance Pad
  Dingo Dingo Rodeo!

psx.input.port4.gun_chairs | integer | 0x000000 through 0x1000000 | 0xFF8000 | Crosshairs color for lightgun on virtual port 4. A value of 0x1000000 disables crosshair drawing.
psx.input.port4.memcard | boolean | 0 1 | 1 | Emulate memcard on virtual port 4.

psx.input.port5

enum

none
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad

gamepad

Input device for Virtual Port 5

- none - none
- gamepad - Digital Gamepad
  PlayStation digital gamepad; SCPH-1080.
- dualshock - DualShock
  DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary.
- dualanalog - Dual Analog
  Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble.
- analogjoy - Analog Joystick
  Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode.
- mouse - Mouse
- negcon - neGcon
  Namco's unconventional twisty racing-game-oriented gamepad; NPC-101.
- guncon - GunCon
  Namco's light gun; NPC-103.
- justifier - Konami Justifier
  Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the "GunCon", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D.
- dancepad - Dance Pad
  Dingo Dingo Rodeo!

psx.input.port5.gun_chairs | integer | 0x000000 through 0x1000000 | 0xFFFF00 | Crosshairs color for lightgun on virtual port 5. A value of 0x1000000 disables crosshair drawing.
psx.input.port5.memcard | boolean | 0 1 | 1 | Emulate memcard on virtual port 5.

psx.input.port6

enum

none
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad

gamepad

Input device for Virtual Port 6

- none - none
- gamepad - Digital Gamepad
  PlayStation digital gamepad; SCPH-1080.
- dualshock - DualShock
  DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary.
- dualanalog - Dual Analog
  Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble.
- analogjoy - Analog Joystick
  Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode.
- mouse - Mouse
- negcon - neGcon
  Namco's unconventional twisty racing-game-oriented gamepad; NPC-101.
- guncon - GunCon
  Namco's light gun; NPC-103.
- justifier - Konami Justifier
  Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the "GunCon", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D.
- dancepad - Dance Pad
  Dingo Dingo Rodeo!

psx.input.port6.gun_chairs | integer | 0x000000 through 0x1000000 | 0x00FFFF | Crosshairs color for lightgun on virtual port 6. A value of 0x1000000 disables crosshair drawing.
psx.input.port6.memcard | boolean | 0 1 | 1 | Emulate memcard on virtual port 6.

psx.input.port7

enum

none
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad

gamepad

Input device for Virtual Port 7

- none - none
- gamepad - Digital Gamepad
  PlayStation digital gamepad; SCPH-1080.
- dualshock - DualShock
  DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary.
- dualanalog - Dual Analog
  Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble.
- analogjoy - Analog Joystick
  Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode.
- mouse - Mouse
- negcon - neGcon
  Namco's unconventional twisty racing-game-oriented gamepad; NPC-101.
- guncon - GunCon
  Namco's light gun; NPC-103.
- justifier - Konami Justifier
  Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the "GunCon", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D.
- dancepad - Dance Pad
  Dingo Dingo Rodeo!

psx.input.port7.gun_chairs | integer | 0x000000 through 0x1000000 | 0x0080FF | Crosshairs color for lightgun on virtual port 7. A value of 0x1000000 disables crosshair drawing.
psx.input.port7.memcard | boolean | 0 1 | 1 | Emulate memcard on virtual port 7.

psx.input.port8

enum

none
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad

gamepad

Input device for Virtual Port 8

- none - none
- gamepad - Digital Gamepad
  PlayStation digital gamepad; SCPH-1080.
- dualshock - DualShock
  DualShock gamepad; SCPH-1200. Emulation in Mednafen includes the analog mode toggle button. Rumble is emulated, but currently only supported on Linux, and MS Windows via the XInput API and XInput-compatible gamepads/joysticks. If you're having trouble getting rumble to work on Linux, see if Mednafen is printing out error messages during startup regarding /dev/input/event*, and resolve the issue(s) as necessary.
- dualanalog - Dual Analog
  Dual Analog gamepad; SCPH-1180. It is the predecessor/prototype to the more advanced DualShock. Emulated in Mednafen as forced to analog mode, and without rumble.
- analogjoy - Analog Joystick
  Flight-game-oriented dual-joystick controller; SCPH-1110. Emulated in Mednafen as forced to analog mode.
- mouse - Mouse
- negcon - neGcon
  Namco's unconventional twisty racing-game-oriented gamepad; NPC-101.
- guncon - GunCon
  Namco's light gun; NPC-103.
- justifier - Konami Justifier
  Konami's light gun; SLUH-00017. Rumored to be wrought of the coagulated rage of all who tried to shoot The Dog. If the game you want to play supports the "GunCon", you should use that instead. NOTE: Currently does not work properly when on any of ports 1B-1D and 2B-2D.
- dancepad - Dance Pad
  Dingo Dingo Rodeo!

psx.input.port8.gun_chairs | integer | 0x000000 through 0x1000000 | 0x8000FF | Crosshairs color for lightgun on virtual port 8. A value of 0x1000000 disables crosshair drawing.
psx.input.port8.memcard | boolean | 0 1 | 1 | Emulate memcard on virtual port 8.
psx.input.pport1.multitap | boolean | 0 1 | 0 | Enable multitap on PSX port 1. Makes 3 more virtual ports available. NOTE: Enabling multitap in games that don't fully support it may cause deleterious effects.
psx.input.pport2.multitap | boolean | 0 1 | 0 | Enable multitap on PSX port 2. Makes 3 more virtual ports available. NOTE: Enabling multitap in games that don't fully support it may cause deleterious effects.
psx.region_autodetect | boolean | 0 1 | 1 | Attempt to auto-detect region of game.

psx.region_default

enum

jp
na
eu

jp

Default region to use.

Used if region autodetection fails or is disabled.

- jp - Japan
- na - North America
- eu - Europe

psx.slend | integer | 0 through 239 | 239 | Last displayed scanline in NTSC mode.
psx.slendp | integer | 0 through 287 | 287 | Last displayed scanline in PAL mode.
psx.slstart | integer | 0 through 239 | 0 | First displayed scanline in NTSC mode.
psx.slstartp | integer | 0 through 287 | 0 | First displayed scanline in PAL mode.
psx.spu.resamp_quality | integer | 0 through 10 | 5 | SPU output resampler quality. 0 is lowest quality and CPU usage, 10 is highest quality and CPU usage. The resampler that this setting refers to is used for converting from 44.1KHz to the sampling rate of the host audio device Mednafen is using. Changing Mednafen's output rate, via the "sound.rate" setting, to "44100" will bypass the resampler, which will decrease CPU usage by Mednafen, and can increase or decrease audio quality, depending on various operating system and hardware factors.

Setting: | Value Type: | Possible Values: | Default Value: | Description:
--- | --- | --- | --- | ---

psx.debugger.disfontsize

enum

xsmall
small
medium
large

small

Disassembly font size.

Note: Setting the font size to larger than the default may cause text overlap in the debugger.

- xsmall - 4x5
- small - 5x7
- medium - 6x13
- large - 9x18

psx.debugger.memcharenc | string |  | shift_jis | Character encoding for the debugger's memory editor.
psx.enable | boolean | 0 1 | 1 | Enable (automatic) usage of this module.
psx.forcemono | boolean | 0 1 | 0 | Force monophonic sound output.

psx.pixshader

enum

none
autoip
autoipsharper
scale2x
sabr
ipsharper
ipxnoty
ipynotx
ipxnotysharper
ipynotxsharper

none

Enable specified OpenGL pixel shader.

Obviously, this will only work with the OpenGL "video.driver" setting, and only on cards and OpenGL implementations that support pixel shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. Bilinear interpolation is disabled with pixel shaders, and any interpolation, if present, will be noted in the description of each pixel shader.

- none - None/Disabled
- autoip - Auto Interpolation
  Will automatically interpolate on each axis if the corresponding effective scaling factor is not an integer.
- autoipsharper - Sharper Auto Interpolation
  Same as "autoip", but when interpolation is done, it is done in a manner that will reduce blurriness if possible.
- scale2x - Scale2x
- sabr - SABR v3.0
  GPU-intensive.
- ipsharper - Sharper bilinear interpolation.
- ipxnoty - Linear interpolation on X axis only.
- ipynotx - Linear interpolation on Y axis only.
- ipxnotysharper - Sharper version of "ipxnoty".
- ipynotxsharper - Sharper version of "ipynotx".

psx.scanlines | integer | 0 through 100 | 0 | Enable scanlines with specified opacity. Opacity is specified in %; IE a value of "100" will give entirely black scanlines.

psx.special

enum

none
hq2x
hq3x
hq4x
scale2x
scale3x
scale4x
2xsai
super2xsai
supereagle
nn2x
nn3x
nn4x
nny2x
nny3x
nny4x

none

Enable specified special video scaler.

The destination rectangle is NOT altered by this setting, so if you have xscale and yscale set to "2", and try to use a 3x scaling filter like hq3x, the image is not going to look that great. The nearest-neighbor scalers are intended for use with bilinear interpolation enabled, at high resolutions(such as 1280x1024; nn2x(or nny2x) + bilinear interpolation + fullscreen stretching at this resolution looks quite nice).

- none - None/Disabled
- hq2x - hq2x
- hq3x - hq3x
- hq4x - hq4x
- scale2x - scale2x
- scale3x - scale3x
- scale4x - scale4x
- 2xsai - 2xSaI
- super2xsai - Super 2xSaI
- supereagle - Super Eagle
- nn2x - Nearest-neighbor 2x
- nn3x - Nearest-neighbor 3x
- nn4x - Nearest-neighbor 4x
- nny2x - Nearest-neighbor 2x, y axis only
- nny3x - Nearest-neighbor 3x, y axis only
- nny4x - Nearest-neighbor 4x, y axis only

psx.stretch

enum

0
full
aspect
aspect_int
aspect_mult2

aspect_mult2

Stretch to fill screen.

- 0 - Disabled
- full - Full
  Full-screen stretch, disregarding aspect ratio.
- aspect - Aspect Preserve
  Full-screen stretch as far as the aspect ratio(in this sense, the equivalent xscalefs == yscalefs) can be maintained.
- aspect_int - Aspect Preserve + Integer Scale
  Full-screen stretch, same as "aspect" except that the equivalent xscalefs and yscalefs are rounded down to the nearest integer.
- aspect_mult2 - Aspect Preserve + Integer Multiple-of-2 Scale
  Full-screen stretch, same as "aspect_int", but rounds down to the nearest multiple of 2.

psx.tblur | boolean | 0 1 | 0 | Enable video temporal blur(50/50 previous/current frame by default).
psx.tblur.accum | boolean | 0 1 | 0 | Accumulate color data rather than discarding it.
psx.tblur.accum.amount | real | 0 through 100 | 50 | Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame.

psx.videoip

enum

0
1
x
y

1

Enable (bi)linear interpolation.

- 0 - Disabled
- 1 - Bilinear
- x - Linear (X)
  Interpolation only on the X axis.
- y - Linear (Y)
  Interpolation only on the Y axis.

psx.xres | integer | 0 through 65536 | 0 | Full-screen horizontal resolution. A value of "0" will cause the desktop horizontal resolution to be used.
psx.xscale | real | 0.01 through 256 | 3.000000 | Scaling factor for the X axis in windowed mode.
psx.xscalefs | real | 0.01 through 256 | 1.000000 | Scaling factor for the X axis in fullscreen mode. For this settings to have any effect, the ".stretch" setting must be set to "0".
psx.yres | integer | 0 through 65536 | 0 | Full-screen vertical resolution. A value of "0" will cause the desktop vertical resolution to be used.
psx.yscale | real | 0.01 through 256 | 3.000000 | Scaling factor for the Y axis in windowed mode.
psx.yscalefs | real | 0.01 through 256 | 1.000000 | Scaling factor for the Y axis in fullscreen mode. For this settings to have any effect, the ".stretch" setting must be set to "0".