Psx Bios 5501

Last updated June 12, 2021
Valid as of 1.27.1

Jan 26, 2019 Jan 26, 2019 1 min read. The Playstation 1 bios files are SCPH5500.bin, SCPH5501.bin, and SCPH5502.bin. OpenEmu on the mac is brilliant β€” you can quite comfortably play Playstation 1 games. Panafz1.bin: Panasonic FZ-1: f47264dd47fe30f73ab3c010015c155b: panafz10.bin: Panasonic FZ-10: 51f2f43ae2f3508a14d9f56597e2d3ce: panafz10-patched.bin: Panasonic FZ-10. Psx bios 5501 Quick Menu SecurityHope.com - Your Security And Technical Consultant Home Forum Security Library Process Discussion in 'Process Library' Started by Securityhope, 26 February, 2017.

Table of Contents:

SCPH-5001 / SCPH-5501 πŸ‡ΊπŸ‡Έ - North American SCPH-5500. They differ in supplies: SCPH-5001 has one controller, SCPH-5501 has two controllers and a memory card. For long time people thought that SCPH-5001 does not exist, but is mentioned in a manual to SCPH-101 (alongside SCPH-5501).

  • Introduction
  • Firmware/BIOS
  • Analog Sticks Range Issues
  • Multitap Usage
  • Default Input Mappings
    • Digital Gamepad on Virtual Port 1
  • Settings Reference

Introduction

WARNING: Save states(and by extension, state rewinding and netplay) and saved games on emulated memory cards do not mix well unless you areextremely careful. For any given game, either use save states or the game's own save system, but not both, lest you may destroy your saved games.

A dual-core Phenom II or Athlon II at 3GHz or higher, or rough equivalent(in terms of single-core IPC), is recommended forrunning Mednafen's PlayStation 1 emulation on(note that this recommendation does not apply to any unofficial ports or forks, which may have higherCPU requirements). 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, toavoid short emulator pauses and audio pops due to waiting for disk accesses to complete when the emulated CD is accessed.

Psx

PSF1 playback is supported. However, many PSF1 rips won't work properly as they are broken in various ways:

  • Contain malformed PS-EXE headers.
  • Perform unaligned halfword and word memory accesses.
  • Erroneously use load instruction target register as a source register in load delay slots.
  • Set volume too high, leading to obnoxious clipping in the emulated SPU.

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 likelycause emulation glitches(and cause confusion if you ever distribute or otherwise refer to these misnamed files).

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

An 'axis_scale' setting(named like 'psx.input.port1.dualshock.axis_scale') is provided for each possibleemulated DualShock and Dual Analog controller on each port. To work around this range issue with DualShock emulation, an 'axis_scale' setting of '1.33' isrecommended as a starting point. Smaller values(such as '1.20') may be sufficient and provide for more precise control, so try experimenting to find the ideal for your combination of gamepad and games.

Multitap Usage

By default, no multitap is enabled. Be aware that if you enable multitap on PSX port 1, game view mapping will beinconsistent 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 themultitap, but are apparently not coded with the multitap in mind, and may suffer from graphical glitches like screen tearing if multitapis 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:
1111A
22-1B
33-1C
44-1D
5522
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:
1111
2222A
33-2B
44-2C
55-2D
6---
7---
8---

Psx scph 5501 bios
(Virtual) Port Index to Game View Mappings for Multitap on both PSX Ports
Port Index:Multitap-Compatible-Game:Multitap-Incompatible-Game:Physical Port Name:
1111A
22-1B
33-1C
44-1D
5522A
66-2B
77-2C
88-2D
Bios

Default Input Mappings

Digital Gamepad on Virtual Port 1

Emulated Button:
WUp
SDown
ALeft
DRight
TabSELECT
EnterSTART
Keypad 8β–³
Keypad 2x
Keypad 4β–‘
Keypad 6β—‹
Keypad 1L1
Keypad 7L2
Keypad 3R1
Keypad 9R2

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).

Psx Scph 5501 Bios

Psx bios 5501 download

Psx Bios Download

psx.cd_sanityboolean0
1
1Enable CD (image) sanity checks.

Sanity checks are only performed on discs detected(via heuristics) to be PS1 discs. The checks primarily consist of ensuring that Q subchannel data is as expected for a typical commercially-released PS1 disc.

psx.correct_aspectboolean0
1
1Correct aspect ratio.

Disabling aspect ratio correction with this setting should be considered a hack.
If disabling it to allow for sharper pixels by also separately disabling interpolation(though using Mednafen's 'autoipsharper' OpenGL shader is usually a better option), remember to use scale factors that are multiples of 2, or else games that use high-resolution and interlaced modes will have distorted pixels.
Disabling aspect ratio correction with this setting will allow for the QuickTime movie recording feature to produce much smaller files using much less CPU time.

psx.dbg_levelinteger0 through 40Debug printf verbosity level.
psx.h_overscanboolean0
1
1Show horizontal overscan area.
psx.input.analog_mode_ctboolean0
1
0Enable 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 held down for one emulated second to toggle it instead. The specific combination is controlled via the 'psx.input.analog_mode_ct.compare' setting, which by default is Select, Start, and all four shoulder buttons.

psx.input.analog_mode_ct.compareinteger0x0000 through 0xFFFF0x0F09Compare value for analog mode combo-button alternate toggle.

0x0001=SELECT
0x0002=L3
0x0004=R3
0x0008=START
0x0010=D-Pad UP
0x0020=D-Pad Right
0x0040=D-Pad Down
0x0080=D-Pad Left
0x0100=L2
0x0200=R2
0x0400=L1
0x0800=R1
0x1000=β–³
0x2000=β—‹
0x4000=x
0x8000=β–‘

psx.input.mouse_sensitivityrealthrough1.00Emulated mouse sensitivity.
psx.input.port1enumnone
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
gamepadInput 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.analogjoy.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Analog Joystick on Virtual Port 1.
psx.input.port1.dualanalog.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Dual Analog on Virtual Port 1.
psx.input.port1.dualshock.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for DualShock on Virtual Port 1.
psx.input.port1.gun_chairsinteger0x000000 through 0x10000000xFF0000Crosshairs color for lightgun on virtual port 1.

A value of 0x1000000 disables crosshair drawing.

psx.input.port1.memcardboolean0
1
1Emulate memory card on virtual port 1.
psx.input.port2enumnone
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
gamepadInput 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.analogjoy.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Analog Joystick on Virtual Port 2.
psx.input.port2.dualanalog.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Dual Analog on Virtual Port 2.
psx.input.port2.dualshock.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for DualShock on Virtual Port 2.
psx.input.port2.gun_chairsinteger0x000000 through 0x10000000x00FF00Crosshairs color for lightgun on virtual port 2.

A value of 0x1000000 disables crosshair drawing.

psx.input.port2.memcardboolean0
1
1Emulate memory card on virtual port 2.
psx.input.port3enumnone
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
gamepadInput 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.analogjoy.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Analog Joystick on Virtual Port 3.
psx.input.port3.dualanalog.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Dual Analog on Virtual Port 3.
psx.input.port3.dualshock.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for DualShock on Virtual Port 3.
psx.input.port3.gun_chairsinteger0x000000 through 0x10000000xFF00FFCrosshairs color for lightgun on virtual port 3.

A value of 0x1000000 disables crosshair drawing.

psx.input.port3.memcardboolean0
1
1Emulate memory card on virtual port 3.
psx.input.port4enumnone
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
gamepadInput 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.analogjoy.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Analog Joystick on Virtual Port 4.
psx.input.port4.dualanalog.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Dual Analog on Virtual Port 4.
psx.input.port4.dualshock.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for DualShock on Virtual Port 4.
psx.input.port4.gun_chairsinteger0x000000 through 0x10000000xFF8000Crosshairs color for lightgun on virtual port 4.

A value of 0x1000000 disables crosshair drawing.

psx.input.port4.memcardboolean0
1
1Emulate memory card on virtual port 4.
psx.input.port5enumnone
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
gamepadInput 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.analogjoy.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Analog Joystick on Virtual Port 5.
psx.input.port5.dualanalog.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Dual Analog on Virtual Port 5.
psx.input.port5.dualshock.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for DualShock on Virtual Port 5.
psx.input.port5.gun_chairsinteger0x000000 through 0x10000000xFFFF00Crosshairs color for lightgun on virtual port 5.

A value of 0x1000000 disables crosshair drawing.

psx.input.port5.memcardboolean0
1
1Emulate memory card on virtual port 5.
psx.input.port6enumnone
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
gamepadInput 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.analogjoy.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Analog Joystick on Virtual Port 6.
psx.input.port6.dualanalog.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Dual Analog on Virtual Port 6.
psx.input.port6.dualshock.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for DualShock on Virtual Port 6.
psx.input.port6.gun_chairsinteger0x000000 through 0x10000000x00FFFFCrosshairs color for lightgun on virtual port 6.

A value of 0x1000000 disables crosshair drawing.

psx.input.port6.memcardboolean0
1
1Emulate memory card on virtual port 6.
psx.input.port7enumnone
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
gamepadInput 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.analogjoy.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Analog Joystick on Virtual Port 7.
psx.input.port7.dualanalog.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Dual Analog on Virtual Port 7.
psx.input.port7.dualshock.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for DualShock on Virtual Port 7.
psx.input.port7.gun_chairsinteger0x000000 through 0x10000000x0080FFCrosshairs color for lightgun on virtual port 7.

A value of 0x1000000 disables crosshair drawing.

psx.input.port7.memcardboolean0
1
1Emulate memory card on virtual port 7.
psx.input.port8enumnone
gamepad
dualshock
dualanalog
analogjoy
mouse
negcon
guncon
justifier
dancepad
gamepadInput 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.analogjoy.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Analog Joystick on Virtual Port 8.
psx.input.port8.dualanalog.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for Dual Analog on Virtual Port 8.
psx.input.port8.dualshock.axis_scalereal1.00 through 1.501.00Analog axis scale coefficient for DualShock on Virtual Port 8.
psx.input.port8.gun_chairsinteger0x000000 through 0x10000000x8000FFCrosshairs color for lightgun on virtual port 8.

A value of 0x1000000 disables crosshair drawing.

psx.input.port8.memcardboolean0
1
1Emulate memory card on virtual port 8.
psx.input.pport1.multitapboolean0
1
0Enable 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.multitapboolean0
1
0Enable 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_autodetectboolean0
1
1Attempt to auto-detect region of game.
psx.region_defaultenumjp
na
eu
jpDefault region to use.

Used if region autodetection fails or is disabled.

  • jp - Japan

  • na - North America

  • eu - Europe
psx.slendinteger0 through 239239Last displayed scanline in NTSC mode.
psx.slendpinteger0 through 287287Last displayed scanline in PAL mode.
psx.slstartinteger0 through 2390First displayed scanline in NTSC mode.
psx.slstartpinteger0 through 2870First displayed scanline in PAL mode.
psx.spu.resamp_qualityinteger0 through 105SPU 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' may bypass the resampler, which can decrease CPU usage by Mednafen, and can increase or decrease audio quality, depending on various operating system and hardware factors.

5501

Firmware Is Missing Scph 5501 Retroarch

psx.enableboolean0
1
1Enable (automatic) usage of this module.
psx.forcemonoboolean0
1
0Force monophonic sound output.
psx.scanlinesinteger-100 through 1000Enable scanlines with specified opacity.

Opacity is specified in %; IE a value of '100' will give entirely black scanlines.
Negative values are the same as positive values for non-interlaced video, but for interlaced video will cause the scanlines to be overlaid over the previous(if the video.deinterlacer setting is set to 'weave', the default) field's lines.

psx.shaderenumnone
autoip
autoipsharper
scale2x
sabr
ipsharper
ipxnoty
ipynotx
ipxnotysharper
ipynotxsharper
goat
noneEnable specified OpenGL shader.

Obviously, this will only work with the OpenGL 'video.driver' setting, and only on cards and OpenGL implementations that support shaders, otherwise you will get a black screen, or Mednafen may display an error message when starting up. When a shader is enabled, the '.videoip' setting is ignored.

  • 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'.

  • goat - Simple approximation of a color TV CRT look.
    Intended for fullscreen modes with a vertical resolution of around 1000 to 1500 pixels. Doesn't simulate halation and electron beam energy distribution nuances.
psx.shader.goat.fprogboolean0
1
0Force interlaced video to be treated as progressive.

When disabled, the default, the 'video.deinterlacer' setting is effectively ignored with respect to what appears on the screen, unless it's set to 'blend' or 'blend_rg'. When enabled, it may be prudent to disable the scanlines effect controlled by the *.goat.slen setting, or else the scanline effect may look objectionable.

psx.shader.goat.hdivreal-2.00 through 2.000.50Constant RGB horizontal divergence.
psx.shader.goat.patenumgoatron
borg
slenderman
goatronMask pattern.
  • goatron - Goatron
    Brightest.

  • borg - Borg
    Darkest.

  • slenderman - Slenderman
    Spookiest?
psx.shader.goat.slenboolean0
1
1Enable scanlines effect.
psx.shader.goat.tpreal0.00 through 1.000.50Transparency of otherwise-opaque mask areas.
psx.shader.goat.vdivreal-2.00 through 2.000.50Constant RGB vertical divergence.
psx.specialenumnone
hq2x
hq3x
hq4x
scale2x
scale3x
scale4x
2xsai
super2xsai
supereagle
nn2x
nn3x
nn4x
nny2x
nny3x
nny4x
noneEnable 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.stretchenum0
full
aspect
aspect_int
aspect_mult2
aspect_mult2Stretch 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.tblurboolean0
1
0Enable video temporal blur(50/50 previous/current frame by default).
psx.tblur.accumboolean0
1
0Accumulate color data rather than discarding it.
psx.tblur.accum.amountreal0 through 10050Blur amount in accumulation mode, specified in percentage of accumulation buffer to mix with the current frame.
psx.videoipenum0
1
x
y
1Enable (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.xresinteger0 through 655360Full-screen horizontal resolution.

A value of '0' will cause the current desktop horizontal resolution to be used.

psx.xscalereal0.01 through 2563.000000Scaling factor for the X axis in windowed mode.
psx.xscalefsreal0.01 through 2561.000000Scaling factor for the X axis in fullscreen mode.

For this setting to have any effect, the '.stretch' setting must be set to '0'.

psx.yresinteger0 through 655360Full-screen vertical resolution.

A value of '0' will cause the current desktop vertical resolution to be used.

psx.yscalereal0.01 through 2563.000000Scaling factor for the Y axis in windowed mode.
psx.yscalefsreal0.01 through 2561.000000Scaling factor for the Y axis in fullscreen mode.

For this setting to have any effect, the '.stretch' setting must be set to '0'.

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