d183a522 |
1 | #\r |
2 | PicoDrive 1.xx\r |
cc68a136 |
3 | \r |
4 | About\r |
5 | -----\r |
99823d0f |
6 | #include "../README"\r |
cc68a136 |
7 | \r |
8 | How to make it run\r |
9 | ------------------\r |
10 | \r |
7eed09b3 |
11 | #ifdef GP2X\r |
d183a522 |
12 | Extract all files to some directory on your SD and run PicoDrive.gpe from your\r |
39e5b215 |
13 | GP2X/Wiz/Caanoo menu. The same .gpe supports GP2X F100/F200, Wiz and Caanoo,\r |
14 | there is no need to use separate versions.\r |
0a051f55 |
15 | Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r |
d183a522 |
16 | Sega/Mega CD images can be in ISO/CSO+MP3/WAV or CUE+BIN formats (read below\r |
17 | for more details).\r |
7eed09b3 |
18 | #endif\r |
19 | #ifdef GIZ\r |
20 | First make sure you have homebrew-enabled Service Pack installed. Then copy\r |
21 | PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r |
22 | be in the same directory) and run PicoDrive.exe using the launcher of your choice\r |
23 | (some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in\r |
24 | the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can\r |
25 | be in .smd or .bin format and can be zipped (one ROM per zip).\r |
7eed09b3 |
26 | #endif\r |
81fda4e8 |
27 | #ifdef PSP\r |
28 | If you are running a custom firmware, just copy the whole PicoDrive directory to\r |
29 | /PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter\r |
30 | which one GAME* directory to use).\r |
31 | \r |
c6196c0f |
32 | If you are on 1.5, there is a separate KXploited version for it.\r |
81fda4e8 |
33 | #endif\r |
e59af1c9 |
34 | #ifdef PANDORA\r |
35 | Just copy the .pnd to <sd card>/pandora/menu or <sd card>/pandora/desktop.\r |
36 | #endif\r |
02ba8788 |
37 | \r |
d183a522 |
38 | This emulator has lots of options with various tweaks (for improved speed mostly),\r |
92dfd9af |
39 | but it should have best compatibility in it's default config. If suddenly you\r |
d183a522 |
40 | start getting glitches or change something and forget what, use "Restore defaults"\r |
41 | option.\r |
cc68a136 |
42 | \r |
43 | \r |
0a051f55 |
44 | How to run Sega/Mega CD games\r |
45 | -----------------------------\r |
46 | \r |
92dfd9af |
47 | To play any CD game, you need BIOS files. These files must be copied to\r |
e59af1c9 |
48 | #ifdef PANDORA\r |
92dfd9af |
49 | <sd card>/pandora/appdata/picodrive/ directory\r |
e59af1c9 |
50 | (if you run PicoDrive once it will create that directory for you).\r |
51 | #else\r |
d183a522 |
52 | the same directory as PicoDrive files.\r |
02ba8788 |
53 | #endif\r |
54 | Files can be named as follows:\r |
7eed09b3 |
55 | \r |
0a051f55 |
56 | US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r |
57 | EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r |
58 | JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r |
59 | these files can also be zipped.\r |
60 | \r |
92dfd9af |
61 | The game must be dumped to CUE+BIN or CUE+ISO format.\r |
62 | ISO/CSO+MP3/WAV is also supported, but may cause problems.\r |
63 | When using CUE/BIN, you must load .cue file from the menu, or else\r |
64 | the emu will not find audio tracks.\r |
0a051f55 |
65 | \r |
cc68a136 |
66 | \r |
0a051f55 |
67 | Other important stuff\r |
68 | ---------------------\r |
69 | \r |
92dfd9af |
70 | * Sega/Mega CD: If the background music is missing, the CD image format may be\r |
71 | wrong. Currently .cue/bin is recommended. Be aware that there are lots of bad\r |
72 | dumps on the web, and some use mp3 format for audio, which often causes\r |
73 | problems (see below).\r |
74 | * While iso/mp3 format is supported, it's not recommended to use.\r |
75 | Some of many problems with mp3 are listed below:\r |
76 | * MP3s may be named incorrectly and will not play.\r |
77 | * The game music may play too fast/too slow/out of sync, which means they\r |
78 | are encoded incorrectly. PicoDrive is not a mp3 player, so all mp3s MUST\r |
79 | be encoded at 44.1kHz stereo.\r |
80 | * Sega/Mega CD: If your games hang at the BIOS screen (with planets shown),\r |
81 | you may be using a bad BIOS dump. Try another from a different source,\r |
82 | like dumping it from your own console.\r |
7eed09b3 |
83 | #ifdef GP2X\r |
92dfd9af |
84 | * What using mp3s, use lower bitrate for better performance (96 or 128kbps\r |
85 | CBRs recommended).\r |
d183a522 |
86 | * GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't\r |
87 | overclock as high as when using ARM920 only. For example my GP2X when run\r |
88 | singlecore can reach 280MHz, but with both cores it's about 250MHz. When\r |
89 | overclocked too much, it may start hanging and producing random noise, or\r |
90 | causing ARM940 crashes ("940 crashed" message displayed).\r |
91 | * GP2X F100/F200: Due to internal implementation mp3s must not be larger that\r |
92 | 12MB (12582912 bytes). Larger mp3s will not be fully loaded.\r |
7eed09b3 |
93 | #endif\r |
94 | \r |
95 | \r |
96 | Configuration\r |
97 | -------------\r |
98 | \r |
d183a522 |
99 | @@0. "Save slot"\r |
100 | This is a slot number to use for savestates, when done by a button press outside\r |
101 | menu. This can also be configured to be changed with a button\r |
102 | (see "key configuration").\r |
7eed09b3 |
103 | \r |
d183a522 |
104 | @@0. "Frameskip"\r |
105 | How many frames to skip rendering before displaying another.\r |
106 | "Auto" is recommended.\r |
aefb65bc |
107 | \r |
d183a522 |
108 | @@0. "Region"\r |
109 | This option lets you force the game to think it is running on machine from the\r |
110 | specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r |
7eed09b3 |
111 | \r |
7eed09b3 |
112 | @@0. "Show FPS"\r |
113 | Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r |
114 | YY is the number of emulated frames per second.\r |
115 | \r |
7eed09b3 |
116 | @@0. "Enable sound"\r |
117 | Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r |
118 | see below) for this to make sense (already done by default).\r |
119 | \r |
120 | @@0. "Sound Quality"\r |
81fda4e8 |
121 | #ifdef PSP\r |
122 | Sound sample rate, affects sound quality and emulation performance.\r |
123 | 22050Hz setting is the recommended one.\r |
124 | #else\r |
125 | Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r |
126 | #endif\r |
7eed09b3 |
127 | \r |
128 | @@0. "Confirm savestate"\r |
129 | Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r |
130 | on loading (to prevent destroying current game progress), and on both or none, when\r |
131 | using shortcut buttons (not menu) for saving/loading.\r |
132 | \r |
81fda4e8 |
133 | @@0. "[Display options]"\r |
134 | Enters Display options menu (see below).\r |
135 | \r |
7eed09b3 |
136 | @@0. "[Sega/Mega CD options]"\r |
137 | Enters Sega/Mega CD options menu (see below).\r |
138 | \r |
39e5b215 |
139 | @@0. "[32X options]"\r |
140 | Enters 32X options menu (see below).\r |
141 | \r |
d183a522 |
142 | @@0. "[Advanced options]"\r |
7eed09b3 |
143 | Enters advanced options menu (see below).\r |
144 | \r |
145 | @@0. "Save cfg as default"\r |
146 | If you save your config here it will be loaded on next ROM load, but only if there\r |
147 | is no game specific config saved (which will be loaded in that case).\r |
148 | You can press left/right to switch to a different config profile.\r |
149 | \r |
150 | @@0. "Save cfg for current game only"\r |
39e5b215 |
151 | Whenever you load current ROM again these settings will be loaded.\r |
7eed09b3 |
152 | \r |
d183a522 |
153 | @@0. "Restore defaults"\r |
154 | Restores all options (except controls) to defaults.\r |
7eed09b3 |
155 | \r |
7eed09b3 |
156 | \r |
d183a522 |
157 | Display options\r |
158 | ---------------\r |
7eed09b3 |
159 | \r |
ab61cff7 |
160 | #ifndef PANDORA\r |
d183a522 |
161 | @@1. "Renderer"\r |
7eed09b3 |
162 | #ifdef GP2X\r |
d183a522 |
163 | 8bit fast:\r |
164 | This enables alternative heavily optimized tile-based renderer, which renders\r |
165 | pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r |
166 | which is much faster. But because of the way it works it can't render any\r |
167 | mid-frame image changes (raster effects), so it is useful only with some games.\r |
7eed09b3 |
168 | \r |
d183a522 |
169 | Other two are accurate line-based renderers. The 8bit is faster but does not\r |
170 | run well with some games like Street Racer.\r |
39e5b215 |
171 | \r |
d183a522 |
172 | #endif\r |
173 | #ifdef GIZ\r |
174 | This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r |
175 | a bit faster for some games, but not much, because colors still need to be\r |
176 | converted to 16bit, as this is what Gizmondo requires. It also introduces\r |
177 | graphics problems for some games, so it's best to use 16bit one.\r |
39e5b215 |
178 | \r |
d183a522 |
179 | #endif\r |
180 | #ifdef PSP\r |
181 | This option allows to switch between fast and accurate renderers. The fast one\r |
182 | is much faster, because it draws the whole frame at a time, instead of doing it\r |
183 | line by line, like the accurate one does. But because of the way it works it\r |
184 | can't render any mid-frame image changes (raster effects), so it is useful only\r |
185 | for some games.\r |
39e5b215 |
186 | \r |
7eed09b3 |
187 | #endif\r |
ab61cff7 |
188 | #endif\r |
d183a522 |
189 | #ifdef GP2X\r |
d183a522 |
190 | @@1. "Tearing Fix"\r |
191 | Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%\r |
192 | performance hit, but eliminates the tearing effect.\r |
7eed09b3 |
193 | \r |
d183a522 |
194 | @@1. "Gamma correction"\r |
195 | F100/F200 only: Alters image gamma through GP2X hardware. Larger values make\r |
196 | image to look brighter, lower - darker (default is 1.0).\r |
7eed09b3 |
197 | \r |
39e5b215 |
198 | @@1. "Vsync"\r |
d183a522 |
199 | This one adjusts the LCD refresh rate to better match game's refresh rate and\r |
200 | starts synchronizing rendering with it. Should make scrolling smoother and\r |
201 | eliminate tearing on F100/F200.\r |
202 | #endif\r |
7eed09b3 |
203 | #ifdef GIZ\r |
d183a522 |
204 | @@1. "Scanline mode"\r |
205 | This option was designed to work around slow framebuffer access (the Gizmondo's\r |
206 | main bottleneck) by drawing every other line (even numbered lines only).\r |
207 | This improves performance greatly, but looses detail.\r |
208 | \r |
209 | @@1. "Scale low res mode"\r |
210 | The Genesis/Megadrive had several graphics modes, some of which were only 256\r |
211 | pixels wide. This option scales their width to 320 by using simple\r |
212 | pixel averaging scaling. Works only when 16bit renderer is enabled.\r |
213 | \r |
c77ca79e |
214 | @@1. "Double buffering"\r |
215 | Draws the display to offscreen buffer, and flips it with visible one when done.\r |
216 | Unfortunately this causes serious tearing, unless v-sync is used (next option).\r |
217 | \r |
7eed09b3 |
218 | @@1. "Wait for V-sync"\r |
c77ca79e |
219 | Waits for vertical sync before drawing (or flipping buffers, if previous option\r |
220 | is enabled). Emulation is stopped while waiting, so this causes large performance\r |
221 | hit.\r |
7eed09b3 |
222 | #endif\r |
d183a522 |
223 | #ifdef PSP\r |
224 | @@1. "Scale factor"\r |
225 | This allows to resize the displayed image by using the PSP's hardware. The number is\r |
226 | used to multiply width and height of the game image to get the size of image to be\r |
227 | displayed. If you just want to make it fullscreen, just use "Set to fullscreen"\r |
228 | setting below.\r |
7eed09b3 |
229 | \r |
d183a522 |
230 | @@1. "Hor. scale (for low res. games)"\r |
231 | This one works similarly as the previous setting, but can be used to apply additional\r |
232 | scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD\r |
233 | resolution.\r |
7eed09b3 |
234 | \r |
d183a522 |
235 | @@1. "Hor. scale (for hi res. games)"\r |
236 | Same as above, only for higher (320 pixel wide) resolution using games.\r |
7eed09b3 |
237 | \r |
d183a522 |
238 | @@1. "Bilinear filtering"\r |
239 | If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,\r |
240 | making it smoother, but blurry.\r |
241 | \r |
242 | @@1. "Gamma adjustment"\r |
243 | Color gamma can be adjusted with this.\r |
7eed09b3 |
244 | \r |
d183a522 |
245 | @@1. "Black level"\r |
246 | This can be used to reduce unwanted "ghosting" effect for dark games, by making\r |
247 | black pixels brighter. Use in conjunction with "gamma adjustment" for more effect.\r |
248 | \r |
ab61cff7 |
249 | @@1. "Wait for v-sync"\r |
d183a522 |
250 | Wait for the screen to finish updating before switching to next frame, to avoid tearing.\r |
251 | There are 3 options:\r |
252 | * never: don't wait for vsync.\r |
253 | * sometimes: wait only if emulator is running fast enough.\r |
254 | * always: always wait (causes emulation slowdown).\r |
255 | \r |
256 | @@1. "Set to unscaled centered"\r |
257 | Adjust the resizing options to set game image to it's original size.\r |
258 | \r |
259 | @@1. "Set to 4:3 scaled"\r |
260 | Scale the image up, but keep 4:3 aspect, by adding black borders.\r |
261 | \r |
262 | @@1. "Set to fullscreen"\r |
263 | Adjust the resizing options to make the game image fullscreen.\r |
7eed09b3 |
264 | #endif\r |
ab61cff7 |
265 | #ifdef PANDORA\r |
39e5b215 |
266 | Allows to set up scaling, filtering and vertical sync.\r |
ab61cff7 |
267 | #endif\r |
84100c0f |
268 | \r |
7eed09b3 |
269 | \r |
270 | Sega/Mega CD options \r |
271 | --------------------\r |
272 | \r |
7eed09b3 |
273 | @@2. "CD LEDs"\r |
274 | The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r |
275 | will display them on top-left corner of the screen.\r |
276 | \r |
f8af9634 |
277 | @@2. "CDDA audio"\r |
7eed09b3 |
278 | This option enables CD audio playback.\r |
279 | \r |
280 | @@2. "PCM audio"\r |
281 | This enables 8 channel PCM sound source. It is required for some games to run,\r |
282 | because they monitor state of this audio chip.\r |
283 | \r |
7eed09b3 |
284 | @@2. "Save RAM cart"\r |
285 | Here you can enable 64K RAM cart. Format it in BIOS if you do.\r |
286 | \r |
287 | @@2. "Scale/Rot. fx"\r |
288 | The Sega/Mega CD had scaling/rotation chip, which allows effects similar to\r |
92dfd9af |
289 | "Mode 7" effects in SNES. On slow systems like GP2X, disabling may improve\r |
290 | performance but cause graphical glitches.\r |
7eed09b3 |
291 | \r |
292 | \r |
39e5b215 |
293 | 32X options\r |
294 | -----------\r |
295 | \r |
296 | @@3. "32X enabled"\r |
297 | Enables emulation of addon. Option only takes effect when ROM is reloaded.\r |
298 | \r |
299 | #ifdef GP2X\r |
300 | @@3. "32X renderer"\r |
301 | This currently only affects how the Genesis/MD layers are rendered, which is\r |
302 | same as "Renderer" in display options.\r |
303 | \r |
304 | #endif\r |
305 | @@3. "PWM sound"\r |
306 | Emulates PWM sound portion of 32X hardware. Disabling this may greatly improve\r |
307 | performance for games that dedicate one of SD2s for sound, but will cause\r |
308 | missing sound effects and instruments.\r |
309 | \r |
310 | @@3. "Master SH2 cycles" / "Slave SH2 cycles"\r |
311 | This allows underclocking the 32X CPUs for better emulation performance. The\r |
312 | number has the same meaning as cycles in DOSBox, which is cycles per millisecond.\r |
313 | Underclocking too much may cause various in-game glitches.\r |
314 | \r |
315 | \r |
d183a522 |
316 | Advanced configuration\r |
317 | ----------------------\r |
81fda4e8 |
318 | \r |
39e5b215 |
319 | @@4. "Use SRAM/BRAM savestates"\r |
d183a522 |
320 | This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r |
321 | games which are using them. SRAM is saved whenever you enter the menu or exit the\r |
322 | emulator.\r |
81fda4e8 |
323 | \r |
39e5b215 |
324 | @@4. "Disable sprite limit"\r |
d183a522 |
325 | The MegaDrive/Genesis had a limit on how many sprites (usually smaller moving\r |
326 | objects) can be displayed on single line. This option allows to disable that\r |
327 | limit. Note that some games used this to hide unwanted things, so it is not\r |
328 | always good to enable this option.\r |
81fda4e8 |
329 | \r |
39e5b215 |
330 | @@4. "Emulate Z80"\r |
d183a522 |
331 | Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r |
332 | Some games do complex sync with it, so you must enable it even if you don't use\r |
333 | sound to be able to play them.\r |
81fda4e8 |
334 | \r |
39e5b215 |
335 | @@4. "Emulate YM2612 (FM)"\r |
d183a522 |
336 | This enables emulation of six-channel FM sound synthesizer chip, which was used to\r |
337 | produce sound effects and music.\r |
81fda4e8 |
338 | \r |
39e5b215 |
339 | @@4. "Emulate SN76496 (PSG)"\r |
d183a522 |
340 | This enables emulation of PSG (programmable sound generation) sound chip for\r |
341 | additional effects.\r |
651b1a25 |
342 | \r |
d183a522 |
343 | Note: if you change sound settings AFTER loading a ROM, you may need to reset\r |
344 | game to get sound. This is because most games initialize sound chips on\r |
345 | startup, and this data is lost when sound chips are being enabled/disabled.\r |
651b1a25 |
346 | \r |
39e5b215 |
347 | @@4. "gzip savestates"\r |
d183a522 |
348 | This will always apply gzip compression on your savestates, allowing you to\r |
349 | save some space and load/save time.\r |
81fda4e8 |
350 | \r |
39e5b215 |
351 | @@4. "Don't save last used ROM"\r |
d183a522 |
352 | This will disable writing last used ROM to config on exit (what might cause SD\r |
353 | card corruption according to DaveC).\r |
81fda4e8 |
354 | \r |
39e5b215 |
355 | @@4. "Disable idle loop patching"\r |
d183a522 |
356 | Idle loop patching is used to improve performance, but may cause compatibility\r |
357 | problems in some rare cases. Try disabling this if your game has problems.\r |
84100c0f |
358 | \r |
39e5b215 |
359 | @@4. "Disable frame limiter"\r |
d183a522 |
360 | This allows games to run faster then 50/60fps, useful for benchmarking.\r |
d183a522 |
361 | \r |
362 | #ifdef GP2X\r |
39e5b215 |
363 | @@4. "Use ARM940 core for sound"\r |
d183a522 |
364 | F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)\r |
365 | for sound (i.e. to generate YM2612 samples) to improve performance noticeably.\r |
366 | It also decodes MP3s in Sega/Mega CD mode.\r |
367 | \r |
92dfd9af |
368 | #endif\r |
74e770b1 |
369 | @@4. "Enable dynarecs"\r |
370 | This enables dynamic recompilation for SH2 and SVP CPU code,\r |
371 | what improves emulation performance greatly.\r |
d183a522 |
372 | \r |
373 | \r |
7eed09b3 |
374 | Key configuration\r |
375 | -----------------\r |
376 | \r |
377 | Select "Configure controls" from the main menu. Then select "Player 1" and you will\r |
378 | see two columns. The left column lists names of Genesis/MD controller buttons, and\r |
ab61cff7 |
379 | the right column your handheld ones, which are assigned.\r |
f0f0d2df |
380 | \r |
381 | There is also option to enable 6 button pad (will allow you to configure XYZ\r |
d183a522 |
382 | buttons), and an option to set turbo rate (in Hz) for turbo buttons.\r |
0a051f55 |
383 | \r |
384 | \r |
385 | Cheat support\r |
386 | -------------\r |
387 | \r |
388 | To use GG/patch codes, you must type them into your favorite text editor, one\r |
389 | per line. Comments may follow code after a whitespace. Only GameGenie and\r |
390 | Genecyst patch formats are supported.\r |
391 | Examples:\r |
392 | \r |
393 | Genecyst patch (this example is for Sonic):\r |
394 | \r |
395 | 00334A:0005 Start with five lives\r |
396 | 012D24:0001 Keep invincibility until end of stage\r |
397 | 009C76:5478 each ring worth 2\r |
398 | 009C76:5678 each ring worth 3\r |
399 | ...\r |
400 | \r |
401 | Game Genie patch (for Sonic 2):\r |
402 | \r |
403 | ACLA-ATD4 Hidden palace instead of death egg in level select\r |
404 | ...\r |
405 | \r |
406 | Both GG and patch codes can be mixed in one file.\r |
407 | \r |
408 | When the file is ready, name it just like your ROM file, but with additional\r |
409 | .pat extension, making sure that case matches.\r |
410 | \r |
411 | Examples:\r |
412 | \r |
413 | ROM: Sonic.zip\r |
414 | PATCH FILE: Sonic.zip.pat\r |
415 | \r |
416 | ROM: Sonic 2.bin\r |
417 | PATCH FILE: Sonic 2.bin.pat\r |
418 | \r |
419 | Put the file into your ROMs directory. Then load the .pat file as you would\r |
420 | a ROM. Then Cheat Menu Option should appear in main menu.\r |
421 | \r |
422 | \r |
423 | What is emulated?\r |
424 | -----------------\r |
425 | \r |
426 | Genesis/MegaDrive:\r |
81fda4e8 |
427 | #ifdef PSP\r |
428 | main 68k @ 7.6MHz: yes, FAME/C core\r |
429 | z80 @ 3.6MHz: yes, CZ80 core\r |
430 | #else\r |
0a051f55 |
431 | main 68k @ 7.6MHz: yes, Cyclone core\r |
432 | z80 @ 3.6MHz: yes, DrZ80 core\r |
81fda4e8 |
433 | #endif\r |
d183a522 |
434 | VDP: yes, except some quirks and modes not used by games\r |
0a051f55 |
435 | YM2612 FM: yes, optimized MAME core\r |
436 | SN76489 PSG: yes, MAME core\r |
a39b7867 |
437 | SVP chip: yes! This is first emu to ever do this.\r |
39e5b215 |
438 | Some in-cart mappers are also supported.\r |
0a051f55 |
439 | \r |
440 | Sega/Mega CD:\r |
81fda4e8 |
441 | #ifdef PSP\r |
442 | another 68k @ 12.5MHz: yes, FAME/C too\r |
443 | #else\r |
0a051f55 |
444 | another 68k @ 12.5MHz: yes, Cyclone too\r |
81fda4e8 |
445 | #endif\r |
6cadc2da |
446 | gfx scaling/rotation chip (custom ASIC): yes\r |
0a051f55 |
447 | PCM sound source: yes\r |
448 | CD-ROM controller: yes (mostly)\r |
449 | bram (internal backup RAM): yes\r |
450 | \r |
39e5b215 |
451 | 32X:\r |
452 | 2x SH2 @ 23MHz: yes, custom recompiler\r |
453 | Super VDP: yes\r |
454 | PWM: yes\r |
455 | \r |
0a051f55 |
456 | \r |
cc68a136 |
457 | Problems / limitations\r |
458 | ----------------------\r |
459 | \r |
bdec53c9 |
460 | #ifdef PSP\r |
a39b7867 |
461 | * SVP emulation is terribly slow.\r |
bdec53c9 |
462 | #endif\r |
d183a522 |
463 | * Various VDP modes and quirks (window bug, scroll size 2, etc.) are not\r |
464 | emulated, as very few games use this (if any at all).\r |
bdec53c9 |
465 | * The emulator is not 100% accurate, so some things may not work as expected.\r |
d183a522 |
466 | * The FM sound core doesn't support all features and has some accuracy issues.\r |
cc68a136 |
467 | \r |
468 | \r |
99823d0f |
469 | Changelog\r |
cc68a136 |
470 | -------\r |
471 | \r |
99823d0f |
472 | #include "../ChangeLog"\r |
7eed09b3 |
473 | \r |
81fda4e8 |
474 | \r |
99823d0f |
475 | Credits\r |
476 | -------\r |
cc68a136 |
477 | \r |
99823d0f |
478 | This emulator is made of the code from following people/projects:\r |
cc68a136 |
479 | \r |
99823d0f |
480 | #include "../AUTHORS"\r |
cc68a136 |
481 | \r |
482 | \r |
cff531af |
483 | License\r |
484 | -------\r |
485 | \r |
486 | This program and it's code is released under the terms of MAME license:\r |
99823d0f |
487 | #include "../COPYING"\r |
0a051f55 |
488 | \r |
489 | SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r |
490 | Sega Enterprises Ltd.\r |
491 | \r |