Thanks,

. I chose that game since I actually own it and wanted to see how the performance was on something that used an extra DSP or two, and the speed was about 35%. (~20 seconds for first screen to appear/disappear vs ~7 seconds on my PC).
Yeah, I've been making pretty good progress recently. Most of the work left is just adding things in gradually and bug testing/fixing.
I fixed the rom loading. I set ForceHeader to default to true, then setup ForceNoHeader to always be the opposite of ForceHeader which meant it was forcing either a header or no header, with no option to entirely disable both options. The original config code skipped over it entirely if the setting didn't exist, which prevented the problem, so I added some sanity checks.
I'm still not sure what's wrong with the graphics. I expect PCSX2 isn't emulating the behavior of the output circuits correctly, but it led me to a better workaround for the SDTV modes. If the mode is NTSC/PAL and the height is less than 448, I turn off interlacing, and turn interlacing on otherwise. It looks great but I hope there aren't any games or apps that alternate between buffer sizes a great deal as I'm not sure how stable it is if it has to toggle modes multiple times in a short time. I'm not able to test any of the other output modes, :/.
Now to work on sound *_*.
Edit:
Scanline option isn't feasible for HiRes modes, since the ps2's framebuffer is so small. I might be able to add it if the game is LoRes where adding scanlines would effectively double it to HiRes resolution.
Edit2:
Actually, the gui code uses a foreground texture as a sort of method to texturize the GUI or add things like reflections/gloss effects as an overlay. I could add that to the rendering loop, so that you could use a scanline texture to simulate a scanline filter as well as texturize the snes framebuffer...