switch Cyclone to submodule on it's own git repo
[picodrive.git] / platform / uiq2 / _out / readme.txt
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cc68a136 1\r
2About\r
3-----\r
4\r
5PicodriveN is another port of PicoDrive, Dave's Megadrive / Genesis\r
6emulator for Pocket PC. This version is based on PicoDrive 0.030 and is\r
7made for Symbian UIQ devices. It is alternative version to another port by\r
8AnotherGuest / Someone and is not based on it (so it has a little\r
9different name). It also has full sound support (starting\r
10from version 0.70) .\r
11\r
12\r
13Features\r
14--------\r
15\r
16* Good compatibility (> 90%)\r
17* Improved Cyclone 68000 core.\r
18* Zipped ROMs and savestates.\r
19* SRAM support, including serial SRAM.\r
20* Game screen rotation with many render modes (like 'centered' and 'fit').\r
21* Selectable frameskip.\r
22* Configurable keys and touchpad.\r
23* Flip-closed mode for SE phones.\r
24* Full sound support.\r
25\r
26\r
27Problems / limitations\r
28----------------------\r
29\r
30* 32x, Sega CD, SVP are not emulated.\r
31* Various VDP quirks (window bug, scroll size 2, etc.) are not emulated,\r
32 as very few games use this.\r
33* Some games don't work or have glitches because of inaccurate sync.\r
34\r
35\r
36Configuration\r
37-------------\r
38\r
391. Keys:\r
40\r
41If it looks confusing to you, check this tutorial first:\r
42http://notaz.atspace.com/pico_tut/\r
43\r
44There are no default settings.\r
45When you start key configuration mode, black screen with dark-red squares will\r
46appear. Also there will be little 'control' on the right with the function\r
47name in it, and arrows on the corners of it. You can tap on these corners to\r
48select a function. You can also tap on these squares to bind that function to\r
49them. This way you can associate touchpad areas with game-controls or functions.\r
50I also made a small square in every corner of the screen to be used as a virtual\r
51button for some function, like save state. You can bind it as you like. To\r
52bind phone buttons, simply select the function you need, and press a button\r
53you want. To unbind any key or touchpad area, simply push or tap it again.\r
54To configure flip-closed mode, enter configuration mode and close flip.\r
55\r
56When finished, select 'done' and press any key. You can also hold 'Power'\r
57button for a while to exit (seems to work on PXXX only).\r
58\r
59You need to bind 'pause emu' function to be able exit game when ROM is loaded.\r
60You can also exit game by holding 'power' button (possibly 'end' for motorola\r
61users (?)).\r
62\r
632. Main Settings:\r
64\r
65Here you can set the orientation of screen and the drawing mode. The "fit"\r
66option will scale the image so it fully fits in the screen, but some detail\r
67will be lost. "center" displays the game at the center of the screen, but\r
68non-fitting parts are not visible then (better for RPG games with lots of\r
69text, which becomes unreadable in 'fit' mode). "fit2" was meant for Pxxx FC\r
70gaming and will always use 208x146 for P800 and 208x208 for all other phones.\r
71\r
72"Fast renderer" enables faster rendering method, but it works only with some\r
73games (some other have serious glitches or even hang).\r
74\r
75"Accurate timing" is needed for some games to run (like Red Zone). It should\r
76be kept off for all other games, because it slows emulation down. Some games\r
77also need this option for proper sound, so enable this if game has any\r
78glitches.\r
79\r
80"Accurate sprites" fixes sprite priority problems, for example if game\r
81character is in front of or behind some object it should not be, this option\r
82should fix it. This option does not work in "Fast renderer" mode.\r
83\r
84"Show FPS" shows game frames per second in format XX/YY, where XX is the\r
85number of frames shown per previous second, and YY is the number of frames\r
86emulated, but not necessarily shown. By calculating YY-XX you get the number\r
87of skipped frames per second.\r
88\r
893. Sound settings:\r
90\r
91Sound emulation is very picky on CPU power (in most cases sound alone uses\r
92more CPU power than everything else altogether), but it is still possible to\r
93play some games. When using sound, the recommended display modes are "fit 0"\r
94and "fit 180", because these are the fastest ones. Also try "Alternative\r
95renderer", but it might cause graphical glitches. You must use auto frameskip\r
96when using sound, or else you will get stuttering sound. Also, it is\r
97recommended to exit all other non-vital apps (you can use SMan for this),\r
98disable bluetooth and any other devices your phone may have. I also noticed\r
99that simply connecting the phone battery charger strangely slows everything\r
100down.\r
101\r
102"Enable sound" tries to enable sound output on your device, but that alone is\r
103not enough to get sound. You need to enable the sound chips below:\r
104"Z80" is secondary CPU in genesis and is mostly used to control the other 2\r
105sound chips. So if you disable Z80, sound will be lost in most games, with\r
106some exceptions like Sonic1. It is possible to use Z80 for other things,\r
107some games do that and Z80 must be enabled to run them at all.\r
108"YM2612" is a fairly complex Frequency Modulation (FM) sound synthesis chip.\r
109It was the main sound output device in genesis and is horrible CPU hog when\r
110is tried to be emulated in software. Disabling it gives large speed\r
111improvement, but most of the sound is lost.\r
112"SN76496" is programmable sound generator (PSG) chip, used for various sound\r
113effects and music elements.\r
114The lowest setting is audio quality setting, which should be left set to\r
115"8000Hz mono", because other choces slow everything down terribly and\r
116are left for testing and possibly for use in other ports to faster future\r
117devices with faster CPUs.\r
118\r
119Note: if you change sound settings AFTER loading a ROM, you may need to reset\r
120game to get sound. This is because most games initialize sound chips on\r
121startup, and this data is lost when sound chips are being enabled/disabled.\r
122\r
1234. Misc:\r
124\r
125"6 button pad" will enable 6 button gamepad emulation and will add additional\r
126X, Y, Z and MODE actions to key configuration.\r
127Note: if you enable this, games may detect that and use different button\r
128configuration, for example A ("high punch") will change to "low punch" in\r
129Mortal Kombat and you will need to bind X for "high punch".\r
130\r
131"gzip save states" enables gzip (similar to ordinary zip, but a little\r
132different) compression on your save states to save space. The compression\r
133ratio is 50-90%, so it's worth to enable this.\r
134\r
135"Use SRAM saves" option enables emulation of batery-backed save RAM some game\r
136cartridges had. RPG games used it alot, but there were some others too, like\r
137Sonic 3. If this is enabled, <ROMname>.srm files are generated when you exit\r
138the emulator or load another ROM. Format is compatible with other popular\r
139emulators (like Gens and Fusion).\r
140\r
141\r
1425. Frameskip:\r
143\r
144"Auto" option tries to run the game in it's original speed by skipping next\r
145 frame if the previous was rendered too slow.\r
146"0" displays every frame, thus game runs very slow.\r
147"1" skips every other frame. Use this for a game which is smoother, but a bit\r
148 too slow (actually depends on display mode you use).\r
149"2" also makes the game smoother, but it will be too fast in most areas.\r
150"4","8" is way too fast and is useful for skiping intros, etc.\r
151\r
152\r
153\r
154Credits\r
155-------\r
156\r
157This emulator uses code from these people/projects:\r
158\r
159Dave\r
160Cyclone 68000 core, Pico emulation library\r
161Homepage: http://www.finalburn.com/\r
162E-mail: david(atsymbol)finalburn.com\r
163\r
164notaz\r
165UIQ port, Cyclone 68000 hacks, some additional coding (see changelog).\r
166Homepage: http://notaz.atspace.com/\r
167E-mail: notasas(atsymbol)gmail.com\r
168\r
169Reesy & FluBBa\r
170DrZ80, the Z80 emulator written in ARM assembly.\r
171Homepage: http://reesy.gp32x.de/\r
172E-mail: drsms_reesy(atsymbol)yahoo.co.uk\r
173\r
174Tatsuyuki Satoh, Jarek Burczynski, MultiArcadeMachineEmulator development\r
175software implementation of Yamaha FM sound generator\r
176\r
177MultiArcadeMachineEmulator (MAME) development\r
178Texas Instruments SN76489 / SN76496 programmable tone /noise generator\r
179Homepage: http://www.mame.net/\r
180\r
181\r
182Additional thanks\r
183-----------------\r
184\r
185* Peter van Sebille for ECompXL and his various open-source Symbian projects\r
186 to learn from.\r
187* Steve Fischer for his open-source Motorola projects.\r
188* Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r
189 info about genesis hardware.\r
190