99823d0f |
1 | 1.91 (2013-10-) |
2 | + Added OpenDingux support (Paul Cercueil). |
3 | + Revived GP2X/Caanoo/Wiz support. |
4 | + Switched to cleaner CD controller code from Eke-Eke's Genesis Plus GX. |
5 | * Fixed overflow issue where cd emulation would break after |
6 | ~10 minutes of gameplay. |
7 | * Fixed synchronization issue where model1 CD BIOS would randomly hang. |
8 | |
9 | 1.90 (2013-09-24) |
10 | + 32X+CD emulation has been implemented. |
11 | + CD graphics processor code has been replaced with much cleaner Eke-Eke's |
12 | implementation from Genesis Plus GX. |
13 | + CD PCM code has been completely rewritten. |
14 | * Various CD compatibility issues have been solved. Hopefully no more |
15 | regressions this time. |
16 | * pandora: fixed tv-out (again), added automatic layer switching |
17 | * libretro: fixed crackling sound for some games, added some core options |
18 | * sdl: multiple joystick support has been fixed (Victor Luchits) |
19 | |
20 | 1.85 (2013-08-31) |
21 | * Lots of 32X compatibility and accuracy improvements. All commercial games |
22 | are booting now, but some still have issues. |
23 | * Fixed some regressions in MegaCD code, like hang in jap BIOS. |
24 | * Implemented pause for SMS. |
25 | * Updated UI with improvements from PCSX ReARMed. |
26 | * Frontend timing has been rewritten, should no longer slowly desync from |
27 | LCD on pandora. |
28 | * Added libretro and SDL 32/64bit ports, fixed compatibility issues with |
29 | Android, iOS. |
30 | * Various other things I forgot (it has been a while since last release..) |
31 | |
32 | 1.80 (2010-09-19) |
33 | + Added Caanoo support. Now the GP2X binary supports GP2X F100/F200, Wiz |
34 | and Caanoo. Lots of internal refactoring to support this. |
35 | + Enabled 32X and SMS code. It's still unfinished but better release something |
36 | now than wait even more (it has been in development for more then a year now |
37 | due to various other projects or simply lack of time). |
38 | + Pandora: added hardware scaler support, including ability to resize the |
39 | layer and control filtering. |
40 | + GP2X: Added basic line-doubling vertical scaling option. |
41 | * Changed the way keys are bound, no need to unbind old one any more. |
42 | * Handle MP3s with ID3 tags better (some MP3s with ID3 did not play). |
43 | * Improved shadow/hilight color levels. |
44 | * Fixed broken cheat support. |
45 | |
46 | 1.80beta2 |
47 | * Pandora: updated documentation. |
48 | |
49 | 1.80beta1 (2010-06-02) |
50 | + Added pandora port. |
51 | * Internal refactoring for 32x/SMS support. |
52 | * Move mapper database to external file. |
53 | + Added preliminary SMS emulation. |
54 | + Added emulation of 32x peripherals including VDP. More work is needed here. |
55 | + ARM: Added new SH2 recompiler for 32x. Some unification with SVP one. |
56 | - Disabled most of the above bacause I'm not yet happy with the results. |
57 | |
58 | 1.56 (2009-09-19) |
59 | * Changed sync in Sega CD emulation again. Should fix games that |
60 | broke after changes in 1.51a. |
61 | * Fixed default keys rebinding when they shouldn't. |
62 | * Fixed sram being loaded from wrong game. |
63 | * Emu should no longer hang shortly after using fast-forward. |
64 | * Fixed save states sometimes no longer showing up in save state menu. |
65 | * ARM: some asm code refactoring for slight speed improvement. |
66 | |
67 | 1.55 |
68 | + Added Wiz support. Now the same GP2X binary supports F100/F200 and Wiz. |
69 | * Changed shadow/hilight handling a bit, fixes some effects in Pirates! Gold. |
70 | * Complete input code rewrite. This fixes some limitations like not allowing |
71 | to control both players using single input device. It also allows to use |
72 | more devices (like keyboards) on Linux based devices. |
73 | * Options menu has been reordered, "restore defaults" option added. |
74 | |
75 | 1.51b |
76 | * Fixed a crash when uncompressed savestate is loaded. |
77 | * Fixed an idle loop detection related hanging problem. |
78 | * PSP: fixed another palette related regression. |
79 | * UIQ3: updated frontend for the latest emu core. |
80 | |
81 | 1.51a |
82 | * Fixed a sync problem between main and sub 68k. Should fix the hanging |
83 | problem for some games. |
84 | * ARM: fixed a crash when CD savestate is loaded just after loading ROM. |
85 | |
86 | 1.51 |
87 | * Improved bin_to_cso_mp3 tool, it should no longer complain about |
88 | missing lame.exe even if it's in working dir. |
89 | * Fixed a regression from 1.50, which caused slowdowns in Final Fight. |
90 | * Fixed some regressions from 1.50 related to sprite limit and palette |
91 | handling (caused graphical glitches in some games). |
92 | + Added ABC turbo actions to key config. |
93 | * Some other minor adjustments. |
94 | |
95 | 1.50 |
96 | + Added some basic support for Sega Pico, a MegaDrive-based toy. |
97 | + Added proper support for cue/bin images, including cdda playback. |
98 | .cue sheets with iso/cso/mp3/wav files listed in them are now |
99 | supported too (but 44kHz restriction still applies). |
100 | + Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg. |
101 | The tool can convert .cue/.bin Sega CD images to .cso/.mp3. |
102 | * Greatly improved Sega CD load times. |
103 | * Changed how scheduling between 68k and z80 is handled. Improves |
104 | performance for some games. Credits to Lordus for the idea. |
105 | * YM2612 state was not 100% saved, this should be better now. |
106 | * Improved renderer performance for shadow/hilight mode. |
107 | * Added a hack for YM2612 frequency overflow issue (bleep noises |
108 | in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.) |
109 | Credits to Nemesis @ spritesmind forum. Works only if sound rate |
110 | is set to 44kHz. |
111 | + Implemented some sprite rendering improvements, as suggested by |
112 | Exophase. Games with lots of sprites now perform better. |
113 | + Added better idle loop detection, based on Lordus' idea again. |
114 | - "accurate timing" option removed, as disabling it no longer |
115 | improves performance. |
116 | - "accurate sprites" was removed too, the new sprite code can |
117 | properly handle sprite priorities in all cases. |
118 | * Timers adjusted again. |
119 | * Improved .smd detection code. |
120 | * ARM: fixed a bug in DrZ80 core, which could cause problems in |
121 | some rare cases. |
122 | * ARM: fixed a problem of occasional clicks on MP3 music start. |
123 | * Minor general optimizations and menu improvements. |
124 | * Fixed a bug in Sega CD savestate loader, where the game would |
125 | sometimes crash after load. |
126 | * Fixed a crash of games using eeprom (introduced in 1.40b). |
127 | * PSP: fixed suspend/resume (hopefully for real). |
128 | |
129 | 1.40c |
130 | * Fixed a problem with sound in Marble Madness. |
131 | * GP2X: Fixed minor problem with key config. |
132 | |
133 | 1.40b |
134 | * Fixed sprite masking code. Thanks to Lordus for explaining how it works. |
135 | + Added "disable sprite limit" option. |
136 | + PSP: added black level adjustment to display options. |
137 | * Changed reset to act as 'soft' reset. |
138 | + Added detection for Puggsy (it doesn't really have sram). |
139 | * Some small timing adjustments. |
140 | |
141 | 1.40a |
142 | * GP2X: Fixed a binding problem with up and down keys. |
143 | * Default game config no longer overrides global user config. |
144 | |
145 | 1.40 |
146 | + Added support for SVP (Sega Virtua Processor) to emulate Virtua Racing, |
147 | wrote ARM recompiler and some HLE code for VR. Credits to Exophase and |
148 | Rokas for various ideas. |
149 | * Changed config file format, files are now human-readable. Game specific |
150 | configs are now held in single file (but old game config files are still |
151 | read when new one is missing). |
152 | * Fixed a bug where some key combos didn't work as expected. |
153 | * Fixed a regression in renderer (ARM ports only, some graphic glitches in |
154 | rare cases). |
155 | * Adjusted fast renderer to work with more games, including VR. |
156 | * Fixed a problem where SegaCD RAM cart data was getting lost on reset. |
157 | * GP2X: Greatly reduced SegaCD FMV game slowdowns by disabling read-ahead |
158 | in the Linux kernel and C library (thanks to Rokas and Exophase for ideas |
159 | again). Be sure to keep "ReadAhead buffer" OFF to avoid slowdowns. |
160 | + PicoDrive now comes with a game config file for some games which need |
161 | special settings, so they should now work out-of-the-box. More games will |
162 | be added with later updates. |
163 | + GP2X: Files now can be deleted by pressing A+SELECT in the file browser. |
164 | |
165 | 1.35b |
166 | * PSP: mp3 code should no longer fail on 1.5 firmware. |
167 | + PSP: added gamma adjustment option. |
168 | + Added .cso ISO format support. Useful for non-FMV games. |
169 | * It is now possile to force a region after the ROM is loaded. |
170 | * Fixed a sram bug in memhandlers (fixes Shining in the Darkness saves). |
171 | * PSP: fixed another bug in memhanlers, which crashed the emu for some games |
172 | (like NBA Jam and NHL 9x). |
173 | + PSP: added suspend/resume handling for Sega CD games. |
174 | + GP2X: added additional low volume levels for my late-night gaming sessions |
175 | (in stereo mode only). |
176 | + GP2X: added "fast forward" action in key config. Not recommended to use for |
177 | Sega CD, may case problems there. |
178 | * Some other small tweaks I forgot about. |
179 | |
180 | 1.35a |
181 | * PSP: fixed a bug which prevented to load any ROMs after testing the BIOS. |
182 | * PSP: fixed incorrect CZ80 memory map setup, which caused Z80 crashes and |
183 | graphics corruption in EU Mega CD model1 BIOS menus. |
184 | + PSP: added additional "set to 4:3 scaled" display option for convenience. |
185 | + PSP: Added an option to disable frame limitter (works only with non-auto frameskip). |
186 | |
187 | 1.35 |
188 | + PSP port added. Lots of new code for it. Integrated modified FAME/C, CZ80 cores. |
189 | + Some minor generic optimizations. |
190 | * Patched some code which was crashing under PSP, but was working in GP2X/Giz |
191 | (although it should have crashed there too). |
192 | * Readme updated. |
193 | |
194 | 1.34 |
195 | + Gizmondo port added. |
196 | + Some new optimizations in memory handlers, and for shadow/hilight mode. |
197 | + Added some hacks to make more games work without enabling "accurate timing". |
198 | * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO |
199 | emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games. |
200 | * Fixed a few games not having sound at startup. |
201 | * Updated serial EEPROM code to support more games. Thanks to EkeEke for |
202 | providing info about additional EEPROM types and game mappers. |
203 | * The above change fixed hang of NBA Jam. |
204 | * Minor adjustments to control configurator. |
205 | |
206 | 1.33 |
207 | * Updated Cyclone core to 0.0088. |
208 | + Added A r k's usbjoy fix. |
209 | + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs |
210 | emulation to it to eliminate tearing and ensure smoothest scrolling possible. |
211 | + Added an option to use A_SN's gamma curve for gamma correction (improves dark |
212 | and bright color display for mk2s). |
213 | * Sometimes stray sounds were played after loading a savestate. Fixed. |
214 | * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in |
215 | Snatcher). |
216 | * PD no longer overwrites video player code in memory, video player now can be |
217 | used after exiting PicoDrive. |
218 | * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions |
219 | if "accurate timing" was not enabled. |
220 | * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy". |
221 | Upto 10MB hacked ROMs are supported now. |
222 | + Config profiles added (press left/right when saving config). |
223 | * Changed key configuration behavior to the one from gpfce (should be more |
224 | intuitive). |
225 | + Added some skinning capabilities to the menu system with default skin by |
226 | ketchupgun. Delete skin directory if you want old behaviour. |
227 | * Some other little tweaks I forgot about. |
228 | |
229 | 1.32 |
230 | + Added some new scaling options. |
231 | + Added ability to reload CD images while game is running (needed for games |
232 | with multiple CDs, like Night Trap). |
233 | + Added RAM cart emulation. |
234 | * Fixed DMA timing emulation (caused lock-ups for some genesis games). |
235 | * Idle loop detection was picking up wrong code and causing glitches, fixed. |
236 | * The ym2612 code on 940 now can handle multiple updates per frame |
237 | (fixes Thunger Force III "seiren" level drums for example). |
238 | * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in |
239 | Popful Mail, Silpheed). |
240 | * Improved z80 timing, should fix some sound problems. |
241 | * Fixed a bug with sram register (fixes Phantasy Star 4). |
242 | * ROM loader was incorrectly identifying some ROMs as invalid. Fixed. |
243 | * Added code for PRG ram write protection register (Dungeon Explorer). |
244 | * The memory mode register change in 1.31 was unsafe and caused some glitches in |
245 | AH-3 Thunderstrike. Fixed. |
246 | * Fixed a file descriptor leak. |
247 | * Updated documentation, added Gmenu2x manual. |
248 | |
249 | 1.31 |
250 | * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30). |
251 | * Fixed TAS opcode on sub-68k side (fixes Batman games). |
252 | * File browser now filters out mp3s, saves and some other files, which are not ROMS. |
253 | |
254 | 1.30 |
255 | + ISO files now can be zipped. Note that this causes VERY long loading times. |
256 | + Added data pre-buffering support, this allows to reduce frequency of short pauses |
257 | in FMV games (caused by SD access), but makes those pauses longer. |
258 | * Fixed PCM DMA transfers (intro FMV in Popful Mail). |
259 | + Properly implemented "decode" data transformation (Jaguar XJ220). |
260 | * Integrated "better sync" code into cyclone code, what made this mode much faster. |
261 | * Fixed a bug related to game specific config saving. |
262 | * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed. |
263 | * Fixed reset not working for some games. |
264 | + New assembly optimized memory handlers for CD (gives at least a few fps). |
265 | Also re-enabled all optimizations from 0.964 release. |
266 | + New idle-loop detection code for sub-68k. Speeds up at least a few games. |
267 | |
268 | 1.201 |
269 | + Added basic cheat support (GameGenie and Genecyst patches). |
270 | |
271 | 1.20 |
272 | * Fixed a long-standing problem in audio mixing code which caused slight distortions |
273 | at lower sample rates. |
274 | * Changed the way 920 and 940 communicates (again), should be more reliable and give |
275 | slight performance increase. |
276 | * Some optimizations in audio mixing code. |
277 | * Some menu changes (background added, smaller font in ROM browser, savestate loader |
278 | now can select slots). |
279 | + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark). |
280 | + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish). |
281 | + "Cell arrange" address mapping is now emulated (Heart of the alien). |
282 | + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics). |
283 | + "Better sync" option added (prevents some games from hanging). |
284 | |
285 | 1.14 |
286 | + Region autodetection now can be customized. |
287 | * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed. |
288 | * BRAM is now automatically formatted (no need to enter BIOS menu and format any more). |
289 | * Games now can be reset, CDDA music no longer breaks after loading another ISO. |
290 | * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play. |
291 | + Savestates implemented for Sega/Mega CD. |
292 | + PCM sound added. |
293 | * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in |
294 | Mega CD mode (but mp3s must still be 44kHz stereo). |
295 | + Timer emulation added. |
296 | * CDC DMA tansfers fixed. Snatcher and probably some more games now boot. |
297 | * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games. |
298 | |
299 | 1.10 |
300 | + GP2X: Added experimental Sega CD support. |
301 | + GP2X: Added partial gmv movie playback support. |
302 | |
303 | 0.964 (2006-12-03) |
304 | * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was |
305 | happening for NTSC games and causing sound clicks. |
306 | * GP2X: Redone key config to better support USB joysticks (now multiple joysticks |
307 | should be useable and configurable). |
308 | + GP2X: Added save confirmation option. |
309 | + GP2X: Added 940 CPU crash detection. |
310 | + ALL: UIQ3 port added. |
311 | |
312 | 0.963 |
313 | * GP2X: Gamma-reset-on-entering-menu bug fixed. |
314 | * GP2X: Recompiled PicoDrive with gcc profiling option set as described here: |
315 | http://www.gp32x.com/board/index.php?showtopic=28490 |
316 | |
317 | 0.962 |
318 | * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation |
319 | was enabled (for example punch sound in SOR). |
320 | * GP2X: Limited max volume to 90, because higher values often cause distortions. |
321 | * GP2X: Fixed a bug with lower res scaling. |
322 | * GP2X: Gamma is now reset on exit. |
323 | |
324 | 0.96 |
325 | * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm. |
326 | + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large |
327 | performance increase. |
328 | * ALL: Accurate renderers are slightly faster now. |
329 | + GP2X: Using quadruple buffering instead of doublebuffer now, also updated |
330 | framelimitter, this should eliminate some scrolling and tearing problems. |
331 | * GP2X: Fixed some flickering issues of 8bit accurate renderer. |
332 | + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options). |
333 | + GP2X: Added ability to save config for specific games only. |
334 | + GP2X: Gamma control added (using GP2X's hardware capabilities for this). |
335 | * GP2X: Volume keys are now configurable. |
336 | + GP2X: GnoStiC added USB joystick support, I made it possible to use it for |
337 | player 2 control (currently untested). |
338 | * GP2X: squidgehack is now applied through kernel module (cleaner way). |
339 | |
340 | 0.95 |
341 | * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games. |
342 | + GP2X: Added command line support |
343 | + GP2X: Added optional hardware scaling for lower-res games like Shining Force. |
344 | * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which |
345 | had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level, |
346 | etc.). |
347 | + ALL: Added another accurate 8-bit renderer which is slightly faster and made it |
348 | default. |
349 | |
350 | 0.945 |
351 | + GP2X: Added frame limiter for frameskipped modes. |
352 | * GP2X: Increased brightness a bit (unused pixel bits now also contain data). |
353 | * GP2X: Suidgehack was not applied correctly (was applied before allocating some |
354 | high memory and had no effect). |
355 | |
356 | 0.94 |
357 | + Added GP2X port. |
358 | * Improved interrupt timing, Mazin Saga and Burning Force now works. |
359 | * Rewritten renderer code to better suit GP2X, should be faster on other |
360 | ports too. |
361 | + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze). |
362 | + Added some protection device faking, used by some unlicensed games like |
363 | Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again) |
364 | + Added primitive Virtua Racing SVP faking, so menus can be seen now. |
365 | |
366 | 0.93 |
367 | * Fixed a problem with P900/P910 key configuration in FC mode. |
368 | * Improved shadow/hilight mode emulation. Still not perfect, but should be |
369 | enough for most games. |
370 | + Save state slots added. |
371 | + Region selector added. |
372 | |
373 | 0.92 |
374 | VDP changes: |
375 | * VDP emulation is now more accurate (fixes flickering in Chase HQ II, |
376 | Super Hang-On and some other problems in other games). |
377 | * HV counter emulation is now much more accurate. Fixes the Asterix games, |
378 | line in Road Rash 3, etc. |
379 | * Minor sprite and layer scroll masking bugs fixed. |
380 | + Added partial interlace mode renderer (Sonic 2 vs mode) |
381 | * Fixed a crash in both renderers when certain size window layers were used. |
382 | + Added emulation of shadow/hilight operator sprites. Other shadow/hilight |
383 | effects are still unemulated. |
384 | + Sprite emulation is more accurate, sprite limit is emulated. |
385 | + Added "accurate sprites" option, which always draws sprites in correct |
386 | order and emulates sprite collision bit, but is significantly slower. |
387 | |
388 | Emulation changes: |
389 | * Improved interrupt handling, added deferred interrupt emulation |
390 | (Lemmings, etc). |
391 | + Added serial EEPROM SRAM support (Wonder Boy in Monster World, |
392 | Megaman - The Wily Wars and many EA sports games like NBA Jam). |
393 | + Implemented ROM banking for Super Street Fighter II - The New Challengers |
394 | * Updated to the latest version of DrZ80 core, integrated memory handlers |
395 | in it for better performance. A noticeable performance increase, but save |
396 | states may not work from the previous version (you can only use them with |
397 | sound disabled in that case). |
398 | + SRAM word read handler was using incorrect byte order, fixed. |
399 | |
400 | Changes in Cyclone 0.0086: |
401 | + Added missing CHK opcode handler (used by SeaQuest DSV). |
402 | + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis, |
403 | memory write-back phase is ignored (but can be enabled in config.h if needed). |
404 | + Added missing NBCD and TRAPV opcode handlers. |
405 | + Added missing addressing mode for CMP/EOR. |
406 | + Added some minor optimizations. |
407 | - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes. |
408 | + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR. |
409 | + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers. |
410 | * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi. |
411 | + Added Uninitialized Interrupt emulation. |
412 | + Altered timing for about half of opcodes to match Musashi's. |
413 | |
414 | 0.80 |
415 | * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance |
416 | increase (depends on game). |
417 | * Optimized 32-column renderer not to render tiles offscreen, games which |
418 | use 32-column display (like Shining Force) run ~50% faster. |
419 | + Added new "Alternative renderer", which gives another ~30-45% performance |
420 | increase (in addition to mentioned above), but works only with some games, |
421 | because it is missing some features (it uses tile-based rendering |
422 | instead of default line-based and disables H-ints). |
423 | + Added "fit2" display mode for all FC gamers. It always uses 208x146 for |
424 | P800 and 208x208 for all other phones. |
425 | + Added volume control for Motorolas (experimental). |
426 | |
427 | VDP changes: |
428 | + Added support for vertical window (used by Vapor Trail, Mercs, GRIND |
429 | Stormer and others). |
430 | + Added sprite masking (hiding), adds some speed. |
431 | + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast |
432 | special stage are now playable. |
433 | + Added column based vertical scrolling (Gunstar Heroes battleship level, |
434 | Sonic and Knuckles lava boss, etc). |
435 | |
436 | Emulation changes: |
437 | + Re-added and improved Z80 faking when Z80 is disabled. Many games now can |
438 | be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some |
439 | still need it (International Superstar Soccer Deluxe). |
440 | * Improved ym2612 timers, Outrun music plays at correct speed, voices in |
441 | Earthworm Jim play better, more games play sound. |
442 | * I/O registers now remember their values (needed for Pirates! Gold) |
443 | + Added support for 6 button pad. |
444 | |
445 | Changes in Cyclone 0.0083wip: |
446 | + Added missing CHK opcode (used by SeaQuest DSV). |
447 | + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase |
448 | is ignored (but is enabled for other systems). |
449 | |
450 | Backported stuff from Snes9x: |
451 | * Fixed Pxxx jog up/down which were not working in game. |
452 | + Added an option to gzip save states to save space. |
453 | + The emulator now pauses whenever it is loosing focus, so it will now pause |
454 | when alarm/ponecall/battery low/... windows come up. |
455 | - Removed 'pause on phonecall' feature, as it is no longer needed. |
456 | + Video fix for asian A1000s. |
457 | |
458 | 0.70 |
459 | * Started using tools from "Symbian GCC Improvement Project", which give |
460 | considerable speed increase (~4fps in "center 90" mode). |
461 | * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in |
462 | "center 90" mode). |
463 | * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better |
464 | and are faster. |
465 | * Minor stability improvements (emulator is less likely to crash). |
466 | + Added some background for OSD text for better readability. |
467 | + Added Pal/NTSC detection. This is needed for proper sound speed. |
468 | + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make |
469 | it faster. |
470 | + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds |
471 | a bit weird. Could be a little faster, so made some changes too. |
472 | + Implemented SN76489 emu from the MAME project. |
473 | + Added two separate sound output methods (mediaserver and cmaudiofb) with |
474 | autodetection (needs testing). |
475 | * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs), |
476 | fixes Contra and some other games. |
477 | |
478 | 0.301 |
479 | Launcher: |
480 | * Launcher now starts emulation process from current directory, |
481 | not from hardcoded paths. |
482 | * Improved 'pause on call' feature, should hopefully work with Motorola phones. |
483 | |
484 | 0.30 (2006-01-07) |
485 | Initial release based on fDave's code. |