f2d9ea1e |
1 | #\r |
2 | PicoDrive 1.xx\r |
c2e83bcd |
3 | \r |
4 | About\r |
5 | -----\r |
6 | \r |
c14459db |
7 | #ifdef PSP\r |
8 | This is yet another Megadrive / Genesis emulator for PSP, but with\r |
9 | Sega CD / Mega CD support. Although it has been originally written having\r |
10 | ARM CPU based devices in mind, it has now been ported to PSP too, by\r |
11 | replacing ARM specific parts with portable C code.\r |
12 | The base code originates from Dave's (fdave, finalburn) PicoDrive 0.30 for\r |
13 | Pocket PC. The Sega/Mega CD code is roughly based on Stephane Dallongeville's\r |
14 | Gens.\r |
15 | #else\r |
c2e83bcd |
16 | This is yet another Megadrive / Genesis / Sega CD / Mega CD emulator, which\r |
17 | was written having ARM-based handheld devices in mind (such as PDAs,\r |
18 | smartphones and handheld consoles like GP2X and Gizmondo of course).\r |
19 | The critical parts (renderer, 68K and Z80 cpu interpreters) and some other\r |
20 | random code is written in ARM asm, other code is C. The base code originates\r |
21 | from Dave's (fdave, finalburn) PicoDrive 0.30 for Pocket PC. The Sega/Mega CD\r |
22 | code is roughly based on Stephane Dallongeville's Gens.\r |
c14459db |
23 | #endif\r |
c2e83bcd |
24 | \r |
558d8e1f |
25 | PicoDrive is the first emulator ever to properly emulate Virtua Racing and\r |
26 | it's SVP chip.\r |
27 | \r |
c2e83bcd |
28 | \r |
29 | How to make it run\r |
30 | ------------------\r |
31 | \r |
32 | #ifdef GP2X\r |
f2d9ea1e |
33 | Extract all files to some directory on your SD and run PicoDrive.gpe from your\r |
34 | GP2X/Wiz menu. The same .gpe supports GP2X F100/F200 and Wiz, there is no need\r |
35 | to use separate versions.\r |
c2e83bcd |
36 | Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r |
f2d9ea1e |
37 | Sega/Mega CD images can be in ISO/CSO+MP3/WAV or CUE+BIN formats (read below\r |
38 | for more details).\r |
c2e83bcd |
39 | #endif\r |
40 | #ifdef GIZ\r |
41 | First make sure you have homebrew-enabled Service Pack installed. Then copy\r |
42 | PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r |
43 | be in the same directory) and run PicoDrive.exe using the launcher of your choice\r |
44 | (some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in\r |
45 | the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can\r |
46 | be in .smd or .bin format and can be zipped (one ROM per zip).\r |
c2e83bcd |
47 | #endif\r |
c14459db |
48 | #ifdef PSP\r |
49 | If you are running a custom firmware, just copy the whole PicoDrive directory to\r |
50 | /PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter\r |
51 | which one GAME* directory to use).\r |
52 | \r |
c6334564 |
53 | If you are on 1.5, there is a separate KXploited version for it.\r |
c14459db |
54 | #endif\r |
ac087c0e |
55 | #ifdef UIQ\r |
56 | Copy SIS and some ROMs to any directory in your memory stick, and install the SIS.\r |
57 | Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r |
58 | #endif\r |
59 | #ifndef UIQ\r |
60 | \r |
f2d9ea1e |
61 | This emulator has lots of options with various tweaks (for improved speed mostly),\r |
62 | but it should have best compatibility in it's default config. If suddently you\r |
63 | start getting glitches or change something and forget what, use "Restore defaults"\r |
64 | option.\r |
ac087c0e |
65 | #endif\r |
c2e83bcd |
66 | \r |
67 | \r |
68 | How to run Sega/Mega CD games\r |
69 | -----------------------------\r |
70 | \r |
ac087c0e |
71 | To play any game, you need BIOS files. These files must be copied to\r |
72 | #ifdef UIQ\r |
73 | D:\other\PicoDrive\ directory.\r |
74 | #else\r |
f2d9ea1e |
75 | the same directory as PicoDrive files.\r |
ac087c0e |
76 | #endif\r |
77 | Files can be named as follows:\r |
c2e83bcd |
78 | \r |
79 | US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r |
80 | EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r |
81 | JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r |
82 | these files can also be zipped.\r |
83 | \r |
f2d9ea1e |
84 | The game must be dumped to ISO/CSO+MP3/WAV or CUE+BIN format. When using\r |
6831c696 |
85 | CUE/BIN, you must load .cue file from the menu, or else the emu will not find\r |
86 | audio tracks.\r |
87 | CUE/BIN usually takes a lot of space, so it can be converted to cue/cso/mp3 by\r |
88 | using bin_to_cso_mp3 tool, which is included with the emulator. See readme in\r |
89 | the bin_to_cso_mp3/ directory for details.\r |
90 | \r |
91 | ISO+mp3 files can be named similarly as for other emus.\r |
c2e83bcd |
92 | Here are some examples:\r |
93 | \r |
94 | SonicCD.iso data track\r |
95 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
96 | SonicCD_03.mp3\r |
97 | ...\r |
98 | \r |
99 | Sonic the Hedgehog CD (US) - Track 01.iso\r |
100 | Sonic the Hedgehog CD (US) - Track 02.mp3\r |
101 | Sonic the Hedgehog CD (US) - Track 03.mp3\r |
102 | ...\r |
103 | \r |
1b38d64b |
104 | In case there is a .cue file with properly specified files names in it,\r |
105 | file naming doesn't matter. Just be sure to load .cue from the menu.\r |
106 | \r |
c14459db |
107 | It is very important to have the MP3s encoded at 44kHz sample rate and they\r |
108 | must be stereo, or else they will play too fast/slow or won't play at all.\r |
109 | Be sure NOT to use anything but classic mp3 format (don't use things like\r |
110 | mp3pro).\r |
111 | \r |
6d741b32 |
112 | ISO files can also be .cso compressed or zipped (but not mp3 files, as they\r |
113 | are already compressed). CSO will cause slightly longer loading times, and\r |
9039861f |
114 | is not very good for FMV games. Zipping ISOs is not recommended, as it will\r |
6d741b32 |
115 | cause very long (several minute) loading times, and make some games\r |
116 | unplayable. File naming is similar as with uncompressed ISOs.\r |
c2e83bcd |
117 | Example:\r |
118 | \r |
6d741b32 |
119 | SonicCD.cso data track\r |
c2e83bcd |
120 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
121 | SonicCD_03.mp3\r |
122 | ...\r |
123 | \r |
124 | \r |
125 | Other important stuff\r |
126 | ---------------------\r |
127 | \r |
c2e83bcd |
128 | * Sega/Mega CD: If the game hangs after Sega logo, you may need to enable\r |
129 | "better sync" and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options"\r |
130 | submenu, and then reset the game. Some other games may also require\r |
c14459db |
131 | "CDDA audio" and "PCM audio" to be enabled to work (enabled by default).\r |
132 | Incorrectly named/missing mp3s may also be the cause.\r |
133 | * Sega/Mega CD: If the background music is missing, you might have named your\r |
134 | MP3s incorrectly. Read "How to run Sega/Mega CD games" section again.\r |
6d741b32 |
135 | * Sega/Mega CD: If the game music plays too fast/too slow/out of sync, you have\r |
136 | encoded your MP3s incorrectly. You will have to re-encode and/or resample them.\r |
c14459db |
137 | PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.\r |
138 | Badly encoded mp3s can cause various kind of problems, like noises, incorrect\r |
139 | playback speeds, not repeating music or even prevent game from starting.\r |
6d741b32 |
140 | Some games (like Snatcher) may hang in certain scenes because of this.\r |
141 | Some mp3 rippers/encoders remove silence and beginning/end of audio tracks,\r |
142 | what causes audio desyncs and/or mentioned problems.\r |
df845b39 |
143 | If you have cue/bin rip, you can use the bin_to_cso_mp3 tool (included with\r |
144 | the emulator) to make a proper iso/mp3 rip.\r |
c14459db |
145 | * Sega/Mega CD: If your games hangs at the BIOS screen (with planets shown),\r |
146 | you may be using a bad BIOS dump. Try another from a different source.\r |
147 | * Some Sega/Mega CD games don't use Z80 for anything, but they leave it active,\r |
148 | so disabling Z80 manually (in advanced options) improves performance.\r |
c2e83bcd |
149 | * Use lower bitrate for better performance (96 or 128kbps CBRs recommended).\r |
150 | #ifdef GP2X\r |
f2d9ea1e |
151 | * GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't\r |
152 | overclock as high as when using ARM920 only. For example my GP2X when run\r |
153 | singlecore can reach 280MHz, but with both cores it's about 250MHz. When\r |
154 | overclocked too much, it may start hanging and producing random noise, or\r |
155 | causing ARM940 crashes ("940 crashed" message displayed).\r |
156 | * GP2X F100/F200: Due to internal implementation mp3s must not be larger that\r |
157 | 12MB (12582912 bytes). Larger mp3s will not be fully loaded.\r |
c2e83bcd |
158 | #endif\r |
159 | \r |
160 | \r |
161 | Configuration\r |
162 | -------------\r |
163 | \r |
ac087c0e |
164 | #ifdef UIQ\r |
165 | #include "config.txt"\r |
166 | #else\r |
f2d9ea1e |
167 | @@0. "Save slot"\r |
168 | This is a slot number to use for savestates, when done by a button press outside\r |
169 | menu. This can also be configured to be changed with a button\r |
170 | (see "key configuration").\r |
c2e83bcd |
171 | \r |
f2d9ea1e |
172 | @@0. "Frameskip"\r |
173 | How many frames to skip rendering before displaying another.\r |
174 | "Auto" is recommended.\r |
117f236a |
175 | \r |
f2d9ea1e |
176 | @@0. "Region"\r |
177 | This option lets you force the game to think it is running on machine from the\r |
178 | specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r |
c2e83bcd |
179 | \r |
c2e83bcd |
180 | @@0. "Show FPS"\r |
181 | Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r |
182 | YY is the number of emulated frames per second.\r |
183 | \r |
c2e83bcd |
184 | @@0. "Enable sound"\r |
185 | Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r |
186 | see below) for this to make sense (already done by default).\r |
187 | \r |
188 | @@0. "Sound Quality"\r |
c14459db |
189 | #ifdef PSP\r |
190 | Sound sample rate, affects sound quality and emulation performance.\r |
191 | 22050Hz setting is the recommended one.\r |
192 | #else\r |
193 | Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r |
194 | #endif\r |
c2e83bcd |
195 | \r |
196 | @@0. "Confirm savestate"\r |
197 | Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r |
198 | on loading (to prevent destroying current game progress), and on both or none, when\r |
199 | using shortcut buttons (not menu) for saving/loading.\r |
200 | \r |
c2e83bcd |
201 | #ifdef GP2X\r |
202 | @@0. "GP2X CPU clocks"\r |
203 | Here you can change clocks of both GP2X's CPUs. Larger values increase performance.\r |
204 | There is no separate option for the second CPU because both CPUs use the same clock\r |
205 | source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks\r |
206 | at all (this is if you use external program to set clock).\r |
c14459db |
207 | #endif\r |
208 | #ifdef PSP\r |
209 | @@0. "CPU/bus clock"\r |
210 | This allows to change CPU and bus clocks for PSP. 333MHz is recommended.\r |
f2d9ea1e |
211 | #endif\r |
c14459db |
212 | \r |
213 | @@0. "[Display options]"\r |
214 | Enters Display options menu (see below).\r |
215 | \r |
c2e83bcd |
216 | @@0. "[Sega/Mega CD options]"\r |
217 | Enters Sega/Mega CD options menu (see below).\r |
218 | \r |
f2d9ea1e |
219 | @@0. "[Advanced options]"\r |
c2e83bcd |
220 | Enters advanced options menu (see below).\r |
221 | \r |
222 | @@0. "Save cfg as default"\r |
223 | If you save your config here it will be loaded on next ROM load, but only if there\r |
224 | is no game specific config saved (which will be loaded in that case).\r |
225 | You can press left/right to switch to a different config profile.\r |
226 | \r |
227 | @@0. "Save cfg for current game only"\r |
228 | Whenever you load current ROM again these settings will be loaded\r |
c2e83bcd |
229 | \r |
f2d9ea1e |
230 | @@0. "Restore defaults"\r |
231 | Restores all options (except controls) to defaults.\r |
c2e83bcd |
232 | \r |
c2e83bcd |
233 | \r |
f2d9ea1e |
234 | Display options\r |
235 | ---------------\r |
c2e83bcd |
236 | \r |
f2d9ea1e |
237 | @@1. "Renderer"\r |
c2e83bcd |
238 | #ifdef GP2X\r |
f2d9ea1e |
239 | 8bit fast:\r |
240 | This enables alternative heavily optimized tile-based renderer, which renders\r |
241 | pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r |
242 | which is much faster. But because of the way it works it can't render any\r |
243 | mid-frame image changes (raster effects), so it is useful only with some games.\r |
c2e83bcd |
244 | \r |
f2d9ea1e |
245 | Other two are accurate line-based renderers. The 8bit is faster but does not\r |
246 | run well with some games like Street Racer.\r |
247 | #endif\r |
248 | #ifdef GIZ\r |
249 | This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r |
250 | a bit faster for some games, but not much, because colors still need to be\r |
251 | converted to 16bit, as this is what Gizmondo requires. It also introduces\r |
252 | graphics problems for some games, so it's best to use 16bit one.\r |
253 | #endif\r |
254 | #ifdef PSP\r |
255 | This option allows to switch between fast and accurate renderers. The fast one\r |
256 | is much faster, because it draws the whole frame at a time, instead of doing it\r |
257 | line by line, like the accurate one does. But because of the way it works it\r |
258 | can't render any mid-frame image changes (raster effects), so it is useful only\r |
259 | for some games.\r |
c2e83bcd |
260 | #endif\r |
bf7e9c61 |
261 | \r |
f2d9ea1e |
262 | #ifdef GP2X\r |
263 | @@1. "Scaling"\r |
264 | "hw" means GP2X hardware scaler, which causes no performance loss, but scaled\r |
265 | image looks a bit blocky. "sw" means software scaling, which uses pixel\r |
266 | averaging and may look a bit nicer, but blurry. Horizontal scaling is only for\r |
267 | games which use so called "32 column mode" (256x224 or 256x240), and scales\r |
268 | image width to 320 pixels. Vertical scales height to 240 for games which use\r |
269 | height 224 (most of them). Note that Wiz doesn't have the hardware scaler.\r |
c2e83bcd |
270 | \r |
f2d9ea1e |
271 | @@1. "Tearing Fix"\r |
272 | Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%\r |
273 | performance hit, but eliminates the tearing effect.\r |
c2e83bcd |
274 | \r |
f2d9ea1e |
275 | @@1. "Gamma correction"\r |
276 | F100/F200 only: Alters image gamma through GP2X hardware. Larger values make\r |
277 | image to look brighter, lower - darker (default is 1.0).\r |
c2e83bcd |
278 | \r |
f2d9ea1e |
279 | @@1. "A_SN's gamma curve"\r |
280 | F100/F200 only: If this is enabled, different gamma adjustment method will be\r |
281 | used (suggested by A_SN from gp32x boards). Intended to be used for F100, makes\r |
282 | difference for dark and bright colors.\r |
c2e83bcd |
283 | \r |
f2d9ea1e |
284 | @@1. "Perfect vsync"\r |
285 | This one adjusts the LCD refresh rate to better match game's refresh rate and\r |
286 | starts synchronizing rendering with it. Should make scrolling smoother and\r |
287 | eliminate tearing on F100/F200.\r |
288 | #endif\r |
c2e83bcd |
289 | #ifdef GIZ\r |
f2d9ea1e |
290 | @@1. "Scanline mode"\r |
291 | This option was designed to work around slow framebuffer access (the Gizmondo's\r |
292 | main bottleneck) by drawing every other line (even numbered lines only).\r |
293 | This improves performance greatly, but looses detail.\r |
294 | \r |
295 | @@1. "Scale low res mode"\r |
296 | The Genesis/Megadrive had several graphics modes, some of which were only 256\r |
297 | pixels wide. This option scales their width to 320 by using simple\r |
298 | pixel averaging scaling. Works only when 16bit renderer is enabled.\r |
299 | \r |
f3dc5a3a |
300 | @@1. "Double buffering"\r |
301 | Draws the display to offscreen buffer, and flips it with visible one when done.\r |
302 | Unfortunately this causes serious tearing, unless v-sync is used (next option).\r |
303 | \r |
c2e83bcd |
304 | @@1. "Wait for V-sync"\r |
f3dc5a3a |
305 | Waits for vertical sync before drawing (or flipping buffers, if previous option\r |
306 | is enabled). Emulation is stopped while waiting, so this causes large performance\r |
307 | hit.\r |
c2e83bcd |
308 | #endif\r |
f2d9ea1e |
309 | #ifdef PSP\r |
310 | @@1. "Scale factor"\r |
311 | This allows to resize the displayed image by using the PSP's hardware. The number is\r |
312 | used to multiply width and height of the game image to get the size of image to be\r |
313 | displayed. If you just want to make it fullscreen, just use "Set to fullscreen"\r |
314 | setting below.\r |
c2e83bcd |
315 | \r |
f2d9ea1e |
316 | @@1. "Hor. scale (for low res. games)"\r |
317 | This one works similarly as the previous setting, but can be used to apply additional\r |
318 | scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD\r |
319 | resolution.\r |
c2e83bcd |
320 | \r |
f2d9ea1e |
321 | @@1. "Hor. scale (for hi res. games)"\r |
322 | Same as above, only for higher (320 pixel wide) resolution using games.\r |
c2e83bcd |
323 | \r |
f2d9ea1e |
324 | @@1. "Bilinear filtering"\r |
325 | If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,\r |
326 | making it smoother, but blurry.\r |
327 | \r |
328 | @@1. "Gamma adjustment"\r |
329 | Color gamma can be adjusted with this.\r |
c2e83bcd |
330 | \r |
f2d9ea1e |
331 | @@1. "Black level"\r |
332 | This can be used to reduce unwanted "ghosting" effect for dark games, by making\r |
333 | black pixels brighter. Use in conjunction with "gamma adjustment" for more effect.\r |
334 | \r |
335 | @@1. "Wait for vsync"\r |
336 | Wait for the screen to finish updating before switching to next frame, to avoid tearing.\r |
337 | There are 3 options:\r |
338 | * never: don't wait for vsync.\r |
339 | * sometimes: wait only if emulator is running fast enough.\r |
340 | * always: always wait (causes emulation slowdown).\r |
341 | \r |
342 | @@1. "Set to unscaled centered"\r |
343 | Adjust the resizing options to set game image to it's original size.\r |
344 | \r |
345 | @@1. "Set to 4:3 scaled"\r |
346 | Scale the image up, but keep 4:3 aspect, by adding black borders.\r |
347 | \r |
348 | @@1. "Set to fullscreen"\r |
349 | Adjust the resizing options to make the game image fullscreen.\r |
c2e83bcd |
350 | #endif\r |
5d239ae7 |
351 | \r |
c2e83bcd |
352 | \r |
353 | Sega/Mega CD options \r |
354 | --------------------\r |
355 | \r |
c2e83bcd |
356 | @@2. "CD LEDs"\r |
357 | The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r |
358 | will display them on top-left corner of the screen.\r |
359 | \r |
61f66fe0 |
360 | @@2. "CDDA audio"\r |
c2e83bcd |
361 | This option enables CD audio playback.\r |
362 | \r |
363 | @@2. "PCM audio"\r |
364 | This enables 8 channel PCM sound source. It is required for some games to run,\r |
365 | because they monitor state of this audio chip.\r |
366 | \r |
367 | @@2. "ReadAhead buffer"\r |
f2d9ea1e |
368 | This option can prefetch more data from the CD image than requested by game\r |
88bfc63d |
369 | (to avoid accessing card later), what can improve performance in some cases.\r |
370 | #ifndef PSP\r |
371 | "OFF" is the recommended setting.\r |
c2e83bcd |
372 | #endif\r |
373 | \r |
374 | @@2. "Save RAM cart"\r |
375 | Here you can enable 64K RAM cart. Format it in BIOS if you do.\r |
376 | \r |
377 | @@2. "Scale/Rot. fx"\r |
378 | The Sega/Mega CD had scaling/rotation chip, which allows effects similar to\r |
379 | "Mode 7" effects in SNES. Unfortunately emulating it is slow, and very few games\r |
380 | used it, so it's better to disable this option, unless game really needs it.\r |
381 | \r |
382 | @@2. "Better sync"\r |
383 | This option is similar to "Perfect synchro" in Gens. Some games require it to run,\r |
384 | for example most (all?) Wolfteam games, and some other ones. Don't use it for\r |
385 | games which don't need it, it will just slow them down.\r |
386 | \r |
387 | \r |
f2d9ea1e |
388 | Advanced configuration\r |
389 | ----------------------\r |
c14459db |
390 | \r |
f2d9ea1e |
391 | @@3. "Use SRAM/BRAM savestates"\r |
392 | This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r |
393 | games which are using them. SRAM is saved whenever you enter the menu or exit the\r |
394 | emulator.\r |
c14459db |
395 | \r |
f2d9ea1e |
396 | @@3. "Disable sprite limit"\r |
397 | The MegaDrive/Genesis had a limit on how many sprites (usually smaller moving\r |
398 | objects) can be displayed on single line. This option allows to disable that\r |
399 | limit. Note that some games used this to hide unwanted things, so it is not\r |
400 | always good to enable this option.\r |
c14459db |
401 | \r |
f2d9ea1e |
402 | @@3. "Emulate Z80"\r |
403 | Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r |
404 | Some games do complex sync with it, so you must enable it even if you don't use\r |
405 | sound to be able to play them.\r |
c14459db |
406 | \r |
f2d9ea1e |
407 | @@3. "Emulate YM2612 (FM)"\r |
408 | This enables emulation of six-channel FM sound synthesizer chip, which was used to\r |
409 | produce sound effects and music.\r |
c14459db |
410 | \r |
f2d9ea1e |
411 | @@3. "Emulate SN76496 (PSG)"\r |
412 | This enables emulation of PSG (programmable sound generation) sound chip for\r |
413 | additional effects.\r |
bf7e9c61 |
414 | \r |
f2d9ea1e |
415 | Note: if you change sound settings AFTER loading a ROM, you may need to reset\r |
416 | game to get sound. This is because most games initialize sound chips on\r |
417 | startup, and this data is lost when sound chips are being enabled/disabled.\r |
bf7e9c61 |
418 | \r |
f2d9ea1e |
419 | @@3. "gzip savestates"\r |
420 | This will always apply gzip compression on your savestates, allowing you to\r |
421 | save some space and load/save time.\r |
c14459db |
422 | \r |
f2d9ea1e |
423 | @@3. "Don't save last used ROM"\r |
424 | This will disable writing last used ROM to config on exit (what might cause SD\r |
425 | card corruption according to DaveC).\r |
c14459db |
426 | \r |
f2d9ea1e |
427 | @@3. "Disable idle loop patching"\r |
428 | Idle loop patching is used to improve performance, but may cause compatibility\r |
429 | problems in some rare cases. Try disabling this if your game has problems.\r |
5d239ae7 |
430 | \r |
f2d9ea1e |
431 | @@3. "Disable frame limiter"\r |
432 | This allows games to run faster then 50/60fps, useful for benchmarking.\r |
f2d9ea1e |
433 | \r |
434 | #ifdef GP2X\r |
435 | @@3. "Use ARM940 core for sound"\r |
436 | F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)\r |
437 | for sound (i.e. to generate YM2612 samples) to improve performance noticeably.\r |
438 | It also decodes MP3s in Sega/Mega CD mode.\r |
439 | \r |
440 | @@3. "RAM overclock"\r |
441 | This overclocks the GP2X RAM chips for improved performance, but may cause\r |
442 | instability. Keep it enabled if it doesn't cause problems.\r |
c14459db |
443 | \r |
f2d9ea1e |
444 | @@3. "MMU hack"\r |
445 | Makes framebuffer bufferable for improved performance. There are no drawbacks\r |
446 | so it should be left enabled.\r |
c14459db |
447 | \r |
f2d9ea1e |
448 | @@3. "SVP dynarec"\r |
449 | This enables dynamic recompilation for SVP chip emulated for Virtua Racing game,\r |
450 | what improves it's emulation performance greatly.\r |
c14459db |
451 | #endif\r |
f2d9ea1e |
452 | \r |
453 | \r |
c2e83bcd |
454 | Key configuration\r |
455 | -----------------\r |
456 | \r |
457 | Select "Configure controls" from the main menu. Then select "Player 1" and you will\r |
458 | see two columns. The left column lists names of Genesis/MD controller buttons, and\r |
e86e20be |
459 | #ifdef GP2X\r |
c2e83bcd |
460 | the right GP2X ones, which are assigned to them. If you bind 2 different GP2X buttons\r |
e86e20be |
461 | #endif\r |
462 | #ifdef GIZ\r |
463 | the right Giz ones, which are assigned to them. If you bind 2 different Giz buttons\r |
464 | #endif\r |
c14459db |
465 | #ifdef PSP\r |
466 | the right PSP ones, which are assigned to them. If you bind 2 different PSP buttons\r |
467 | #endif\r |
c2e83bcd |
468 | to the same action, you will get a combo (which means that you will have to press\r |
6589c840 |
469 | both buttons for that action to happen).\r |
470 | \r |
471 | There is also option to enable 6 button pad (will allow you to configure XYZ\r |
f2d9ea1e |
472 | buttons), and an option to set turbo rate (in Hz) for turbo buttons.\r |
ac087c0e |
473 | #endif\r |
61f66fe0 |
474 | #ifndef UIQ\r |
c2e83bcd |
475 | \r |
476 | \r |
477 | Cheat support\r |
478 | -------------\r |
479 | \r |
480 | To use GG/patch codes, you must type them into your favorite text editor, one\r |
481 | per line. Comments may follow code after a whitespace. Only GameGenie and\r |
482 | Genecyst patch formats are supported.\r |
483 | Examples:\r |
484 | \r |
485 | Genecyst patch (this example is for Sonic):\r |
486 | \r |
487 | 00334A:0005 Start with five lives\r |
488 | 012D24:0001 Keep invincibility until end of stage\r |
489 | 009C76:5478 each ring worth 2\r |
490 | 009C76:5678 each ring worth 3\r |
491 | ...\r |
492 | \r |
493 | Game Genie patch (for Sonic 2):\r |
494 | \r |
495 | ACLA-ATD4 Hidden palace instead of death egg in level select\r |
496 | ...\r |
497 | \r |
498 | Both GG and patch codes can be mixed in one file.\r |
499 | \r |
500 | When the file is ready, name it just like your ROM file, but with additional\r |
501 | .pat extension, making sure that case matches.\r |
502 | \r |
503 | Examples:\r |
504 | \r |
505 | ROM: Sonic.zip\r |
506 | PATCH FILE: Sonic.zip.pat\r |
507 | \r |
508 | ROM: Sonic 2.bin\r |
509 | PATCH FILE: Sonic 2.bin.pat\r |
510 | \r |
511 | Put the file into your ROMs directory. Then load the .pat file as you would\r |
512 | a ROM. Then Cheat Menu Option should appear in main menu.\r |
61f66fe0 |
513 | #endif\r |
c2e83bcd |
514 | \r |
515 | \r |
516 | What is emulated?\r |
517 | -----------------\r |
518 | \r |
519 | Genesis/MegaDrive:\r |
c14459db |
520 | #ifdef PSP\r |
521 | main 68k @ 7.6MHz: yes, FAME/C core\r |
522 | z80 @ 3.6MHz: yes, CZ80 core\r |
523 | #else\r |
c2e83bcd |
524 | main 68k @ 7.6MHz: yes, Cyclone core\r |
525 | z80 @ 3.6MHz: yes, DrZ80 core\r |
c14459db |
526 | #endif\r |
f2d9ea1e |
527 | VDP: yes, except some quirks and modes not used by games\r |
c2e83bcd |
528 | YM2612 FM: yes, optimized MAME core\r |
529 | SN76489 PSG: yes, MAME core\r |
558d8e1f |
530 | SVP chip: yes! This is first emu to ever do this.\r |
531 | Some in-cart mappers are supported too.\r |
c2e83bcd |
532 | \r |
533 | Sega/Mega CD:\r |
c14459db |
534 | #ifdef PSP\r |
535 | another 68k @ 12.5MHz: yes, FAME/C too\r |
536 | #else\r |
c2e83bcd |
537 | another 68k @ 12.5MHz: yes, Cyclone too\r |
c14459db |
538 | #endif\r |
c2e83bcd |
539 | gfx scaling/rotation chip (custom ASIC): yes\r |
540 | PCM sound source: yes\r |
541 | CD-ROM controller: yes (mostly)\r |
542 | bram (internal backup RAM): yes\r |
543 | \r |
544 | \r |
545 | Problems / limitations\r |
546 | ----------------------\r |
547 | \r |
8e708f92 |
548 | * 32x is not emulated.\r |
549 | #ifdef PSP\r |
558d8e1f |
550 | * SVP emulation is terribly slow.\r |
8e708f92 |
551 | #endif\r |
f2d9ea1e |
552 | * Various VDP modes and quirks (window bug, scroll size 2, etc.) are not\r |
553 | emulated, as very few games use this (if any at all).\r |
8e708f92 |
554 | * The emulator is not 100% accurate, so some things may not work as expected.\r |
f2d9ea1e |
555 | * The FM sound core doesn't support all features and has some accuracy issues.\r |
c2e83bcd |
556 | \r |
557 | \r |
558 | Credits\r |
559 | -------\r |
560 | \r |
fe9e3b25 |
561 | This emulator is made of the code from following people/projects:\r |
c2e83bcd |
562 | \r |
563 | notaz\r |
c14459db |
564 | GP2X, UIQ, PSP, Gizmondo ports, CPU core hacks,\r |
c2e83bcd |
565 | lots of additional coding (see changelog).\r |
566 | Homepage: http://notaz.gp2x.de/\r |
567 | \r |
f2d9ea1e |
568 | fDave\r |
569 | one who started it all:\r |
570 | Cyclone 68000 core and PicoDrive itself\r |
c2e83bcd |
571 | \r |
c14459db |
572 | #ifdef PSP\r |
573 | Chui\r |
574 | FAME/C 68k interpreter core\r |
575 | (based on C68K by Stephane Dallongeville)\r |
576 | \r |
577 | Stephane Dallongeville (written), NJ (optimized)\r |
578 | CZ80 Z80 interpreter core\r |
579 | \r |
580 | #else\r |
c2e83bcd |
581 | Reesy & FluBBa\r |
c14459db |
582 | DrZ80, the Z80 interpreter written in ARM assembly.\r |
c2e83bcd |
583 | Homepage: http://reesy.gp32x.de/\r |
584 | \r |
c14459db |
585 | #endif\r |
586 | Tatsuyuki Satoh, Jarek Burczynski, MAME development\r |
c2e83bcd |
587 | software implementation of Yamaha FM sound generator\r |
588 | \r |
c14459db |
589 | MAME development\r |
590 | Texas Instruments SN76489 / SN76496 programmable tone/noise generator\r |
c2e83bcd |
591 | Homepage: http://www.mame.net/\r |
592 | \r |
593 | Stephane Dallongeville\r |
594 | Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r |
c14459db |
595 | #ifdef PSP\r |
596 | \r |
597 | people @ ps2dev.org forums / PSPSDK crew\r |
598 | libaudiocodec code (by cooleyes)\r |
599 | other sample code\r |
600 | #else\r |
c2e83bcd |
601 | \r |
602 | Helix community\r |
603 | Helix mp3 decoder\r |
c14459db |
604 | #endif\r |
c2e83bcd |
605 | \r |
606 | \r |
607 | Additional thanks\r |
608 | -----------------\r |
609 | \r |
610 | * Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r |
611 | info about genesis hardware.\r |
612 | * Steve Snake for all that he has done for Genesis emulation scene.\r |
8e708f92 |
613 | * Tasco Deluxe for his reverse engineering work on SVP and some mappers.\r |
c2e83bcd |
614 | * Bart Trzynadlowski for his SSFII and 68000 docs.\r |
615 | * Haze for his research (http://haze.mameworld.info).\r |
260f1bcc |
616 | * Lordus, Exophase and Rokas for various ideas.\r |
617 | * Nemesis for his YM2612 research.\r |
c2e83bcd |
618 | * Mark and Jean-loup for zlib library.\r |
619 | * ketchupgun for the skin.\r |
620 | #ifdef GP2X\r |
621 | * rlyeh and all the other people behind the minimal library.\r |
622 | * Squidge for his famous squidgehack(tm).\r |
623 | * Dzz for his ARM940 sample code.\r |
c2e83bcd |
624 | * A_SN for his gamma code.\r |
625 | * craigix for supplying the GP2X hardware and making this port possible.\r |
626 | * Alex for the icon.\r |
627 | * All the people from gp32x boards for their support.\r |
628 | #endif\r |
629 | #ifdef GIZ\r |
630 | * Kingcdr's for the SDK and Reesy for the DLL and sound code.\r |
631 | * jens.l for supplying the Gizmondo hardware and making this port possible.\r |
632 | #endif\r |
633 | #ifdef UIQ\r |
634 | * Peter van Sebille for his various open-source Symbian projects to learn from.\r |
635 | * Steve Fischer for his open-source Motorola projects.\r |
636 | * The development team behind "Symbian GCC Improvement Project"\r |
637 | (http://www.inf.u-szeged.hu/symbian-gcc/) for their updated pre-SymbianOS9\r |
638 | compile tools.\r |
639 | * AnotherGuest for all his Symbian stuff and support.\r |
640 | * Inder for the icons.\r |
641 | #endif\r |
642 | * Anyone else I forgot. You know who you are.\r |
643 | \r |
644 | \r |
645 | Changelog\r |
646 | ---------\r |
5354c909 |
647 | 1.56\r |
648 | * Changed sync in Sega CD emulation again. Should fix games that\r |
649 | broke after changes in 1.51a.\r |
650 | * Fixed default keys rebinding when they shouldn't.\r |
651 | * Fixed sram being loaded from wrong game.\r |
652 | * Emu should no longer hang shortly after using fast-forward.\r |
653 | * Fixed save states sometimes no longer showing up in save state menu.\r |
654 | * ARM: some asm code refactoring for slight speed improvement.\r |
655 | \r |
f2d9ea1e |
656 | 1.55\r |
657 | + Added Wiz support. Now the same GP2X binary supports F100/F200 and Wiz.\r |
658 | * Changed shadow/hilight handling a bit, fixes some effects in Pirates! Gold.\r |
659 | * Complete input code rewrite. This fixes some limitations like not allowing\r |
660 | to control both players using single input device. It also allows to use\r |
661 | more devices (like keyboards) on Linux based devices.\r |
662 | * Options menu has been reordered, "restore defaults" option added.\r |
663 | \r |
5d239ae7 |
664 | 1.51b\r |
665 | * Fixed a crash when uncompressed savestate is loaded.\r |
666 | * Fixed an idle loop detection related hanging problem.\r |
667 | * PSP: fixed another palette related regression.\r |
ac087c0e |
668 | * UIQ3: updated frontend for the latest emu core.\r |
5d239ae7 |
669 | \r |
e9a13365 |
670 | 1.51a\r |
671 | * Fixed a sync problem between main and sub 68k. Should fix the hanging\r |
672 | problem for some games.\r |
0022091e |
673 | * ARM: fixed a crash when CD savestate is loaded just after loading ROM.\r |
e9a13365 |
674 | \r |
6589c840 |
675 | 1.51\r |
860b26f4 |
676 | * Improved bin_to_cso_mp3 tool, it should no longer complain about\r |
677 | missing lame.exe even if it's in working dir.\r |
678 | * Fixed a regression from 1.50, which caused slowdowns in Final Fight.\r |
679 | * Fixed some regressions from 1.50 related to sprite limit and palette\r |
680 | handling (caused graphical glitches in some games).\r |
6589c840 |
681 | + Added ABC turbo actions to key config.\r |
860b26f4 |
682 | * Some other minor adjustments.\r |
683 | \r |
df845b39 |
684 | 1.50\r |
685 | + Added some basic support for Sega Pico, a MegaDrive-based toy.\r |
6831c696 |
686 | + Added proper support for cue/bin images, including cdda playback.\r |
df845b39 |
687 | .cue sheets with iso/cso/mp3/wav files listed in them are now\r |
688 | supported too (but 44kHz restriction still applies).\r |
689 | + Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg.\r |
690 | The tool can convert .cue/.bin Sega CD images to .cso/.mp3.\r |
9039861f |
691 | * Greatly improved Sega CD load times.\r |
df845b39 |
692 | * Changed how scheduling between 68k and z80 is handled. Improves\r |
693 | performance for some games. Credits to Lordus for the idea.\r |
694 | * YM2612 state was not 100% saved, this should be better now.\r |
695 | * Improved renderer performance for shadow/hilight mode.\r |
696 | * Added a hack for YM2612 frequency overflow issue (bleep noises\r |
697 | in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.)\r |
4b811a8a |
698 | Credits to Nemesis @ spritesmind forum. Works only if sound rate\r |
df845b39 |
699 | is set to 44kHz.\r |
700 | + Implemented some sprite rendering improvements, as suggested by\r |
701 | Exophase. Games with lots of sprites now perform better.\r |
702 | + Added better idle loop detection, based on Lordus' idea again.\r |
9039861f |
703 | - "accurate timing" option removed, as disabling it no longer\r |
df845b39 |
704 | improves performance.\r |
9039861f |
705 | - "accurate sprites" was removed too, the new sprite code can\r |
df845b39 |
706 | properly handle sprite priorities in all cases.\r |
707 | * Timers adjusted again.\r |
708 | * Improved .smd detection code.\r |
709 | * ARM: fixed a bug in DrZ80 core, which could cause problems in\r |
710 | some rare cases.\r |
711 | * ARM: fixed a problem of occasional clicks on MP3 music start.\r |
712 | * Minor general optimizations and menu improvements.\r |
713 | * Fixed a bug in Sega CD savestate loader, where the game would\r |
714 | sometimes crash after load.\r |
6831c696 |
715 | * Fixed a crash of games using eeprom (introduced in 1.40b).\r |
4b811a8a |
716 | * PSP: fixed suspend/resume (hopefully for real).\r |
6831c696 |
717 | \r |
de2b4cdb |
718 | 1.40c\r |
719 | * Fixed a problem with sound in Marble Madness.\r |
720 | * GP2X: Fixed minor problem with key config.\r |
721 | \r |
960a8e27 |
722 | 1.40b\r |
723 | * Fixed sprite masking code. Thanks to Lordus for explaining how it works.\r |
724 | + Added "disable sprite limit" option.\r |
725 | + PSP: added black level adjustment to display options.\r |
726 | * Changed reset to act as 'soft' reset.\r |
727 | + Added detection for Puggsy (it doesn't really have sram).\r |
728 | * Some small timing adjustments.\r |
729 | \r |
558d8e1f |
730 | 1.40a\r |
960a8e27 |
731 | * GP2X: Fixed a binding problem with up and down keys.\r |
558d8e1f |
732 | * Default game config no longer overrides global user config.\r |
733 | \r |
8e708f92 |
734 | 1.40\r |
735 | + Added support for SVP (Sega Virtua Processor) to emulate Virtua Racing,\r |
88bfc63d |
736 | wrote ARM recompiler and some HLE code for VR. Credits to Exophase and\r |
737 | Rokas for various ideas.\r |
8e708f92 |
738 | * Changed config file format, files are now human-readable. Game specific\r |
739 | configs are now held in single file (but old game config files are still\r |
88bfc63d |
740 | read when new one is missing).\r |
a5365695 |
741 | * Fixed a bug where some key combos didn't work as expected.\r |
960a8e27 |
742 | * Fixed a regression in renderer (ARM ports only, some graphic glitches in\r |
743 | rare cases).\r |
88bfc63d |
744 | * Adjusted fast renderer to work with more games, including VR.\r |
a5365695 |
745 | * Fixed a problem where SegaCD RAM cart data was getting lost on reset.\r |
960a8e27 |
746 | * GP2X: Greatly reduced SegaCD FMV game slowdowns by disabling read-ahead\r |
747 | in the Linux kernel and C library (thanks to Rokas and Exophase for ideas\r |
748 | again). Be sure to keep "ReadAhead buffer" OFF to avoid slowdowns.\r |
88bfc63d |
749 | + PicoDrive now comes with a game config file for some games which need\r |
750 | special settings, so they should now work out-of-the-box. More games will\r |
751 | be added with later updates.\r |
960a8e27 |
752 | + GP2X: Files now can be deleted by pressing A+SELECT in the file browser.\r |
8e708f92 |
753 | \r |
93c0d147 |
754 | 1.35b\r |
755 | * PSP: mp3 code should no longer fail on 1.5 firmware.\r |
756 | + PSP: added gamma adjustment option.\r |
426ecc58 |
757 | + Added .cso ISO format support. Useful for non-FMV games.\r |
758 | * It is now possile to force a region after the ROM is loaded.\r |
93c0d147 |
759 | * Fixed a sram bug in memhandlers (fixes Shining in the Darkness saves).\r |
760 | * PSP: fixed another bug in memhanlers, which crashed the emu for some games\r |
426ecc58 |
761 | (like NBA Jam and NHL 9x).\r |
0480e6c9 |
762 | + PSP: added suspend/resume handling for Sega CD games.\r |
763 | + GP2X: added additional low volume levels for my late-night gaming sessions\r |
764 | (in stereo mode only).\r |
765 | + GP2X: added "fast forward" action in key config. Not recommended to use for\r |
766 | Sega CD, may case problems there.\r |
426ecc58 |
767 | * Some other small tweaks I forgot about.\r |
93c0d147 |
768 | \r |
c6334564 |
769 | 1.35a\r |
770 | * PSP: fixed a bug which prevented to load any ROMs after testing the BIOS.\r |
771 | * PSP: fixed incorrect CZ80 memory map setup, which caused Z80 crashes and\r |
772 | graphics corruption in EU Mega CD model1 BIOS menus.\r |
773 | + PSP: added additional "set to 4:3 scaled" display option for convenience.\r |
0480e6c9 |
774 | + PSP: Added an option to disable frame limitter (works only with non-auto frameskip).\r |
c6334564 |
775 | \r |
c14459db |
776 | 1.35\r |
777 | + PSP port added. Lots of new code for it. Integrated modified FAME/C, CZ80 cores.\r |
778 | + Some minor generic optimizations.\r |
779 | * Patched some code which was crashing under PSP, but was working in GP2X/Giz\r |
780 | (although it should have crashed there too).\r |
781 | * Readme updated.\r |
782 | \r |
c2e83bcd |
783 | 1.34\r |
784 | + Gizmondo port added.\r |
785 | + Some new optimizations in memory handlers, and for shadow/hilight mode.\r |
786 | + Added some hacks to make more games work without enabling "accurate timing".\r |
787 | * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO\r |
788 | emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.\r |
789 | * Fixed a few games not having sound at startup.\r |
790 | * Updated serial EEPROM code to support more games. Thanks to EkeEke for\r |
791 | providing info about additional EEPROM types and game mappers.\r |
792 | * The above change fixed hang of NBA Jam.\r |
793 | * Minor adjustments to control configurator.\r |
794 | \r |
795 | 1.33\r |
796 | * Updated Cyclone core to 0.0088.\r |
797 | + Added A r k's usbjoy fix.\r |
798 | + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs\r |
799 | emulation to it to eliminate tearing and ensure smoothest scrolling possible.\r |
f2d9ea1e |
800 | + Added an option to use A_SN's gamma curve for gamma correction (improves dark\r |
c2e83bcd |
801 | and bright color display for mk2s).\r |
802 | * Sometimes stray sounds were played after loading a savestate. Fixed.\r |
803 | * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in\r |
804 | Snatcher).\r |
805 | * PD no longer overwrites video player code in memory, video player now can be\r |
806 | used after exiting PicoDrive.\r |
807 | * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions\r |
808 | if "accurate timing" was not enabled.\r |
809 | * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".\r |
810 | Upto 10MB hacked ROMs are supported now.\r |
811 | + Config profiles added (press left/right when saving config).\r |
812 | * Changed key configuration behavior to the one from gpfce (should be more\r |
813 | intuitive).\r |
814 | + Added some skinning capabilities to the menu system with default skin by\r |
815 | ketchupgun. Delete skin directory if you want old behaviour.\r |
816 | * Some other little tweaks I forgot about.\r |
817 | \r |
818 | 1.32\r |
819 | + Added some new scaling options.\r |
820 | + Added ability to reload CD images while game is running (needed for games\r |
821 | with multiple CDs, like Night Trap).\r |
822 | + Added RAM cart emulation.\r |
823 | * Fixed DMA timing emulation (caused lock-ups for some genesis games).\r |
824 | * Idle loop detection was picking up wrong code and causing glitches, fixed.\r |
825 | * The ym2612 code on 940 now can handle multiple updates per frame\r |
826 | (fixes Thunger Force III "seiren" level drums for example).\r |
827 | * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in\r |
828 | Popful Mail, Silpheed).\r |
829 | * Improved z80 timing, should fix some sound problems.\r |
830 | * Fixed a bug with sram register (fixes Phantasy Star 4).\r |
831 | * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.\r |
832 | * Added code for PRG ram write protection register (Dungeon Explorer).\r |
833 | * The memory mode register change in 1.31 was unsafe and caused some glitches in\r |
834 | AH-3 Thunderstrike. Fixed.\r |
835 | * Fixed a file descriptor leak.\r |
836 | * Updated documentation, added Gmenu2x manual.\r |
837 | \r |
838 | 1.31\r |
839 | * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).\r |
840 | * Fixed TAS opcode on sub-68k side (fixes Batman games).\r |
841 | * File browser now filters out mp3s, saves and some other files, which are not ROMS.\r |
842 | \r |
843 | 1.30\r |
844 | + ISO files now can be zipped. Note that this causes VERY long loading times.\r |
845 | + Added data pre-buffering support, this allows to reduce frequency of short pauses\r |
846 | in FMV games (caused by SD access), but makes those pauses longer.\r |
847 | * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r |
848 | + Properly implemented "decode" data transformation (Jaguar XJ220).\r |
849 | * Integrated "better sync" code into cyclone code, what made this mode much faster.\r |
850 | * Fixed a bug related to game specific config saving.\r |
851 | * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.\r |
852 | * Fixed reset not working for some games.\r |
853 | + New assembly optimized memory handlers for CD (gives at least a few fps).\r |
854 | Also re-enabled all optimizations from 0.964 release.\r |
855 | + New idle-loop detection code for sub-68k. Speeds up at least a few games.\r |
856 | \r |
857 | 1.201\r |
858 | + Added basic cheat support (GameGenie and Genecyst patches).\r |
859 | \r |
860 | 1.20\r |
861 | * Fixed a long-standing problem in audio mixing code which caused slight distortions\r |
862 | at lower sample rates.\r |
863 | * Changed the way 920 and 940 communicates (again), should be more reliable and give\r |
864 | slight performance increase.\r |
865 | * Some optimizations in audio mixing code.\r |
866 | * Some menu changes (background added, smaller font in ROM browser, savestate loader\r |
867 | now can select slots).\r |
868 | + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r |
869 | + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r |
870 | + "Cell arrange" address mapping is now emulated (Heart of the alien).\r |
871 | + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r |
872 | + "Better sync" option added (prevents some games from hanging).\r |
873 | \r |
874 | 1.14\r |
875 | + Region autodetection now can be customized.\r |
876 | * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r |
877 | * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r |
878 | * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r |
879 | * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r |
880 | + Savestates implemented for Sega/Mega CD.\r |
881 | + PCM sound added.\r |
882 | * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r |
883 | Mega CD mode (but mp3s must still be 44kHz stereo).\r |
884 | + Timer emulation added.\r |
885 | * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r |
886 | * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r |
887 | \r |
888 | 1.10\r |
889 | + GP2X: Added experimental Sega CD support.\r |
890 | + GP2X: Added partial gmv movie playback support.\r |
891 | \r |
892 | 0.964\r |
893 | * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r |
894 | happening for NTSC games and causing sound clicks.\r |
895 | * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r |
896 | should be useable and configurable).\r |
897 | + GP2X: Added save confirmation option.\r |
898 | + GP2X: Added 940 CPU crash detection.\r |
899 | + ALL: UIQ3 port added.\r |
900 | \r |
901 | 0.963\r |
902 | * GP2X: Gamma-reset-on-entering-menu bug fixed.\r |
903 | * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r |
904 | http://www.gp32x.com/board/index.php?showtopic=28490\r |
905 | \r |
906 | 0.962\r |
907 | * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r |
908 | was enabled (for example punch sound in SOR).\r |
909 | * GP2X: Limited max volume to 90, because higher values often cause distortions.\r |
910 | * GP2X: Fixed a bug with lower res scaling.\r |
911 | * GP2X: Gamma is now reset on exit.\r |
912 | \r |
913 | 0.96\r |
914 | * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r |
915 | + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r |
916 | performance increase.\r |
917 | * ALL: Accurate renderers are slightly faster now.\r |
918 | + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r |
919 | framelimitter, this should eliminate some scrolling and tearing problems.\r |
920 | * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r |
921 | + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r |
922 | + GP2X: Added ability to save config for specific games only.\r |
923 | + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r |
924 | * GP2X: Volume keys are now configurable.\r |
925 | + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r |
926 | player 2 control (currently untested).\r |
927 | * GP2X: squidgehack is now applied through kernel module (cleaner way).\r |
928 | \r |
929 | 0.95\r |
930 | * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r |
931 | + GP2X: Added command line support\r |
932 | + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r |
933 | * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r |
934 | had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r |
935 | etc.).\r |
936 | + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r |
937 | default.\r |
938 | \r |
939 | 0.945\r |
940 | + GP2X: Added frame limiter for frameskipped modes.\r |
941 | * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r |
942 | * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r |
943 | high memory and had no effect).\r |
944 | \r |
945 | 0.94\r |
946 | + Added GP2X port.\r |
947 | * Improved interrupt timing, Mazin Saga and Burning Force now works.\r |
948 | * Rewritten renderer code to better suit GP2X, should be faster on other\r |
949 | ports too.\r |
950 | + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r |
951 | + Added some protection device faking, used by some unlicensed games like\r |
952 | Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r |
953 | + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r |
954 | \r |
955 | 0.93\r |
956 | * Fixed a problem with P900/P910 key configuration in FC mode.\r |
957 | * Improved shadow/hilight mode emulation. Still not perfect, but should be\r |
958 | enough for most games.\r |
959 | + Save state slots added.\r |
960 | + Region selector added.\r |
961 | \r |
962 | 0.92\r |
963 | VDP changes:\r |
964 | * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r |
965 | Super Hang-On and some other problems in other games).\r |
966 | * HV counter emulation is now much more accurate. Fixes the Asterix games,\r |
967 | line in Road Rash 3, etc.\r |
968 | * Minor sprite and layer scroll masking bugs fixed.\r |
969 | + Added partial interlace mode renderer (Sonic 2 vs mode)\r |
970 | * Fixed a crash in both renderers when certain size window layers were used.\r |
971 | + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r |
972 | effects are still unemulated.\r |
973 | + Sprite emulation is more accurate, sprite limit is emulated.\r |
974 | + Added "accurate sprites" option, which always draws sprites in correct\r |
975 | order and emulates sprite collision bit, but is significantly slower.\r |
976 | \r |
977 | Emulation changes:\r |
978 | * Improved interrupt handling, added deferred interrupt emulation\r |
979 | (Lemmings, etc).\r |
980 | + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r |
981 | Megaman - The Wily Wars and many EA sports games like NBA Jam).\r |
982 | + Implemented ROM banking for Super Street Fighter II - The New Challengers\r |
983 | * Updated to the latest version of DrZ80 core, integrated memory handlers\r |
984 | in it for better performance. A noticeable performance increase, but save\r |
985 | states may not work from the previous version (you can only use them with\r |
986 | sound disabled in that case).\r |
987 | + SRAM word read handler was using incorrect byte order, fixed.\r |
988 | \r |
989 | Changes in Cyclone 0.0086:\r |
990 | + Added missing CHK opcode handler (used by SeaQuest DSV).\r |
991 | + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r |
992 | memory write-back phase is ignored (but can be enabled in config.h if needed).\r |
993 | + Added missing NBCD and TRAPV opcode handlers.\r |
994 | + Added missing addressing mode for CMP/EOR.\r |
995 | + Added some minor optimizations.\r |
996 | - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r |
997 | + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r |
998 | + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r |
999 | * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r |
1000 | + Added Uninitialized Interrupt emulation.\r |
1001 | + Altered timing for about half of opcodes to match Musashi's.\r |
1002 | \r |
1003 | 0.80\r |
1004 | * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r |
1005 | increase (depends on game).\r |
1006 | * Optimized 32-column renderer not to render tiles offscreen, games which\r |
1007 | use 32-column display (like Shining Force) run ~50% faster.\r |
1008 | + Added new "Alternative renderer", which gives another ~30-45% performance\r |
1009 | increase (in addition to mentioned above), but works only with some games,\r |
f2d9ea1e |
1010 | because it is missing some features (it uses tile-based rendering\r |
c2e83bcd |
1011 | instead of default line-based and disables H-ints).\r |
1012 | + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r |
1013 | P800 and 208x208 for all other phones.\r |
1014 | + Added volume control for Motorolas (experimental).\r |
1015 | \r |
1016 | VDP changes:\r |
1017 | + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r |
1018 | Stormer and others).\r |
1019 | + Added sprite masking (hiding), adds some speed.\r |
1020 | + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r |
1021 | special stage are now playable.\r |
1022 | + Added column based vertical scrolling (Gunstar Heroes battleship level,\r |
1023 | Sonic and Knuckles lava boss, etc).\r |
1024 | \r |
1025 | Emulation changes:\r |
1026 | + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r |
1027 | be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r |
1028 | still need it (International Superstar Soccer Deluxe).\r |
1029 | * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r |
1030 | Earthworm Jim play better, more games play sound.\r |
1031 | * I/O registers now remember their values (needed for Pirates! Gold)\r |
1032 | + Added support for 6 button pad.\r |
1033 | \r |
1034 | Changes in Cyclone 0.0083wip:\r |
1035 | + Added missing CHK opcode (used by SeaQuest DSV).\r |
1036 | + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r |
1037 | is ignored (but is enabled for other systems).\r |
1038 | \r |
1039 | Backported stuff from Snes9x:\r |
1040 | * Fixed Pxxx jog up/down which were not working in game.\r |
1041 | + Added an option to gzip save states to save space.\r |
1042 | + The emulator now pauses whenever it is loosing focus, so it will now pause\r |
1043 | when alarm/ponecall/battery low/... windows come up.\r |
1044 | - Removed 'pause on phonecall' feature, as it is no longer needed.\r |
1045 | + Video fix for asian A1000s.\r |
1046 | \r |
1047 | 0.70\r |
1048 | * Started using tools from "Symbian GCC Improvement Project", which give\r |
1049 | considerable speed increase (~4fps in "center 90" mode).\r |
1050 | * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r |
1051 | "center 90" mode).\r |
1052 | * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r |
1053 | and are faster.\r |
1054 | * Minor stability improvements (emulator is less likely to crash).\r |
1055 | + Added some background for OSD text for better readability.\r |
1056 | + Added Pal/NTSC detection. This is needed for proper sound speed.\r |
1057 | + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r |
1058 | it faster.\r |
1059 | + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r |
1060 | a bit weird. Could be a little faster, so made some changes too.\r |
1061 | + Implemented SN76489 emu from the MAME project.\r |
1062 | + Added two separate sound output methods (mediaserver and cmaudiofb) with\r |
1063 | autodetection (needs testing).\r |
1064 | * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r |
1065 | fixes Contra and some other games.\r |
1066 | \r |
1067 | 0.301\r |
1068 | Launcher:\r |
1069 | * Launcher now starts emulation process from current directory,\r |
1070 | not from hardcoded paths.\r |
1071 | * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r |
1072 | \r |
1073 | 0.30\r |
1074 | Initial release.\r |
1075 | \r |
1076 | \r |
1077 | Disclaimer\r |
1078 | ----------\r |
1079 | \r |
1080 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r |
1081 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r |
1082 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r |
1083 | ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r |
1084 | LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r |
1085 | CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r |
1086 | SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r |
1087 | INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r |
1088 | CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r |
1089 | ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r |
1090 | POSSIBILITY OF SUCH DAMAGE. \r |
1091 | \r |
1092 | SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r |
1093 | Sega Enterprises Ltd.\r |
1094 | \r |