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1 | #ifdef GP2X\r |
2 | For help / comments / questions visit GP32X boards at:\r |
3 | http://www.gp32x.com/board/\r |
4 | \r |
5 | #endif\r |
6 | \r |
7 | About\r |
8 | -----\r |
9 | \r |
10 | This is yet another Megadrive / Genesis / Sega CD / Mega CD emulator, which\r |
11 | was written having ARM-based handheld devices in mind (such as PDAs,\r |
12 | smartphones and handheld consoles like GP2X and Gizmondo of course).\r |
13 | The critical parts (renderer, 68K and Z80 cpu interpreters) and some other\r |
14 | random code is written in ARM asm, other code is C. The base code originates\r |
15 | from Dave's (fdave, finalburn) PicoDrive 0.30 for Pocket PC. The Sega/Mega CD\r |
16 | code is roughly based on Stephane Dallongeville's Gens.\r |
17 | \r |
18 | \r |
19 | How to make it run\r |
20 | ------------------\r |
21 | \r |
22 | #ifdef GP2X\r |
23 | Copy PicoDrive.gpe, pico940.bin and mmuhack.o to any place in your filesystem\r |
24 | (all 3 files must be in the same directory) and run PicoDrive.gpe.\r |
25 | Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r |
26 | \r |
27 | #endif\r |
28 | #ifdef GIZ\r |
29 | First make sure you have homebrew-enabled Service Pack installed. Then copy\r |
30 | PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r |
31 | be in the same directory) and run PicoDrive.exe using the launcher of your choice\r |
32 | (some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in\r |
33 | the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can\r |
34 | be in .smd or .bin format and can be zipped (one ROM per zip).\r |
35 | \r |
36 | #endif\r |
37 | If you have any problems (game does not boot, sound is glitchy, broken graphics),\r |
38 | make sure you enable "Accurate timing", "Emulate Z80" and use "16bit accurate\r |
39 | renderer". This way you will get the best compatibility this emulator can\r |
40 | provide.\r |
41 | \r |
42 | \r |
43 | How to run Sega/Mega CD games\r |
44 | -----------------------------\r |
45 | \r |
46 | To play any game, you need BIOS files. These files must be copied to the same\r |
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47 | directory as mentioned PicoDrive files. Files can be named as follows:\r |
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48 | \r |
49 | US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r |
50 | EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r |
51 | JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r |
52 | these files can also be zipped.\r |
53 | \r |
54 | The game must be dumped to ISO format, but BIN can be used too. If you want\r |
55 | CD music, you must use ISO+mp3 files. Audio from BIN files won't be read at\r |
56 | all. Also BIN files are usually larger, so it's better to use ISO. ISO+mp3\r |
57 | files can be named similarly as for other emus.\r |
58 | Here are some examples:\r |
59 | \r |
60 | SonicCD.iso data track\r |
61 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
62 | SonicCD_03.mp3\r |
63 | ...\r |
64 | \r |
65 | Sonic the Hedgehog CD (US) - Track 01.iso\r |
66 | Sonic the Hedgehog CD (US) - Track 02.mp3\r |
67 | Sonic the Hedgehog CD (US) - Track 03.mp3\r |
68 | ...\r |
69 | \r |
70 | ISO files can also be zipped (but not mp3 files, as they are already\r |
71 | compressed). Note that this can cause very long loading times, which may\r |
72 | take up to several minutes. File naming is similar as with uncompressed ISOs.\r |
73 | Example:\r |
74 | \r |
75 | SonicCD.zip data track\r |
76 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
77 | SonicCD_03.mp3\r |
78 | ...\r |
79 | \r |
80 | \r |
81 | Other important stuff\r |
82 | ---------------------\r |
83 | \r |
84 | * If your Genesis/MD game hangs or has glitches, this is most likely because\r |
85 | "Accurate timing" option is not enabled, or 8bit fast renderer is used\r |
86 | (try the 16 bit one), or Z80 is disabled in "advanced options".\r |
87 | * Sega/Mega CD: If the game hangs after Sega logo, you may need to enable\r |
88 | "better sync" and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options"\r |
89 | submenu, and then reset the game. Some other games may also require\r |
90 | "CDDA audio" and "PCM audio" to work.\r |
91 | #ifdef GP2X\r |
92 | * Sega/Mega CD: if FMV game performance is poor, try adjusting\r |
93 | "ReadAhead buffer" to something like 2048K.\r |
94 | * When you use both GP2X CPUs, keep in mind that you can't overclock as high as\r |
95 | when using ARM920 only. For example my GP2X when run singlecore can reach\r |
96 | 280MHz, but with both cores it's about 250MHz. When overclocked too much,\r |
97 | it may start hanging and producing random noise, or causing ARM940 crashes\r |
98 | ("940 crashed" message displayed).\r |
99 | #endif\r |
100 | * PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.\r |
101 | Badly encoded mp3s can cause various kind of problems, like noises, incorrect\r |
102 | playback speeds, not repeating music or even prevent game from starting.\r |
103 | * Use lower bitrate for better performance (96 or 128kbps CBRs recommended).\r |
104 | #ifdef GP2X\r |
105 | * Due to internal implementation mp3s must not be larger that 12MB\r |
106 | (12582912 bytes). Larger mp3s will not be fully loaded.\r |
107 | * RAM timings option is good for dualcore operation (it is disabled by\r |
108 | default because it doesn't work on every GP2X, so enable it in advanced\r |
109 | options).\r |
110 | #endif\r |
111 | \r |
112 | \r |
113 | Configuration\r |
114 | -------------\r |
115 | \r |
116 | @@0. "Renderer"\r |
117 | #ifdef GP2X\r |
118 | 8bit fast:\r |
119 | This enables alternative heavily optimized tile-based renderer, which renders\r |
120 | pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r |
121 | which is much faster. But because of the way it works it can't render any\r |
122 | mid-frame image changes (raster effects), so it is useful only with some games.\r |
123 | \r |
124 | Other two are accurate line-based renderers. The 8bit is faster but does not\r |
125 | run well with some games like Street Racer.\r |
126 | #endif\r |
127 | #ifdef GIZ\r |
128 | This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r |
129 | a bit faster for some games, but not much, because colors still need to be\r |
130 | converted to 16bit, as this is what Gizmondo requires. It also introduces\r |
131 | graphics problems for some games, so it's best to use 16bit one.\r |
132 | #endif\r |
133 | \r |
134 | #ifdef GIZ\r |
f3dc5a3a |
135 | @@0. "Scanline mode"\r |
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136 | This option was designed to work around slow framebuffer access (the Gizmondo's\r |
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137 | main bottleneck) by drawing every other line (even nummbered lines only).\r |
138 | This improves performance greatly, but looses detail.\r |
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139 | \r |
140 | #endif\r |
141 | #ifdef GP2X\r |
142 | @@0. "Scaling"\r |
143 | "hw" means GP2X hardware scaler, which causes no performance loss, but scaled\r |
144 | image looks a bit blocky. "sw" means software scaling, which uses pixel\r |
145 | averaging and may look a bit nicer, but blurry. Horizontal scaling is only for\r |
146 | games which use so called "32 column mode" (256x224 or 256x240), and scales\r |
147 | image width to 320 pixels. Vertical scales height to 240 for games which use\r |
148 | height 224 (most of them).\r |
149 | #endif\r |
150 | #ifdef GIZ\r |
151 | @@0. "Scale low res mode"\r |
152 | The Genesis/Megadrive had several graphics modes, some of which were only 256\r |
153 | pixels wide. This option scales their width to 320 by using simple\r |
154 | pixel averaging scaling. Works only when 16bit renderer is enabled.\r |
155 | #endif\r |
156 | \r |
157 | @@0. "Accurate timing"\r |
158 | This adds some more emulation precision, but slows the emulation down. Without\r |
159 | this option some games do not boot (Red Zone for example), others have sound\r |
160 | problems. This options has no effect for Sega/Mega CD emulation.\r |
161 | \r |
162 | @@0. "Accurate sprites"\r |
163 | This option improves emulation of sprite priorities, it also enables emulation\r |
164 | of sprite collision bit. If you see one sprite being drawn incorrectly above\r |
165 | the other (often seen in Sonic 3D Blast), you can enable this to fix the problem.\r |
166 | This only works with the accurate renderers (see first option).\r |
167 | \r |
168 | @@0. "Show FPS"\r |
169 | Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r |
170 | YY is the number of emulated frames per second.\r |
171 | \r |
172 | @@0. "Frameskip"\r |
173 | How many frames to skip rendering before displaying another.\r |
174 | "Auto" is recommended.\r |
175 | \r |
176 | @@0. "Enable sound"\r |
177 | Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r |
178 | see below) for this to make sense (already done by default).\r |
179 | \r |
180 | @@0. "Sound Quality"\r |
181 | Sound rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r |
182 | #ifdef GP2X\r |
183 | If you want 44100Hz sound, it is recommended to enable the second core (next option).\r |
184 | \r |
185 | @@0. "Use ARM940 core for sound"\r |
186 | This option causes PicoDrive to use ARM940T core (GP2X's second CPU) for sound \r |
187 | (i.e. to generate YM2612 samples) to improve performance noticeably.\r |
188 | #endif\r |
189 | \r |
190 | @@0. "6 button pad"\r |
191 | If you enable this, games will think that 6 button gamepad is connected. If you\r |
192 | go and reconfigure your keys, you will be able to bind X,Y,Z and mode actions.\r |
193 | \r |
194 | @@0. "Region"\r |
195 | This option lets you force the game to think it is running on machine from the\r |
196 | specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r |
197 | \r |
198 | @@0. "Use SRAM/BRAM savestates"\r |
199 | This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r |
200 | games which are using them. SRAM is saved whenever you pause your game or exit the\r |
201 | emulator.\r |
202 | \r |
203 | @@0. "Confirm savestate"\r |
204 | Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r |
205 | on loading (to prevent destroying current game progress), and on both or none, when\r |
206 | using shortcut buttons (not menu) for saving/loading.\r |
207 | \r |
208 | @@0. "Save slot"\r |
209 | This is a slot number to use for savestates. This can also be configured to be\r |
210 | changed with a button (see "key configuration").\r |
211 | \r |
212 | #ifdef GP2X\r |
213 | @@0. "GP2X CPU clocks"\r |
214 | Here you can change clocks of both GP2X's CPUs. Larger values increase performance.\r |
215 | There is no separate option for the second CPU because both CPUs use the same clock\r |
216 | source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks\r |
217 | at all (this is if you use external program to set clock).\r |
218 | \r |
219 | #endif\r |
220 | @@0. "[Sega/Mega CD options]"\r |
221 | Enters Sega/Mega CD options menu (see below).\r |
222 | \r |
223 | @@0. "[advanced options]"\r |
224 | Enters advanced options menu (see below).\r |
225 | \r |
226 | @@0. "Save cfg as default"\r |
227 | If you save your config here it will be loaded on next ROM load, but only if there\r |
228 | is no game specific config saved (which will be loaded in that case).\r |
229 | You can press left/right to switch to a different config profile.\r |
230 | \r |
231 | @@0. "Save cfg for current game only"\r |
232 | Whenever you load current ROM again these settings will be loaded\r |
233 | #ifdef GP2X\r |
234 | (squidgehack and RAM settings will not take effect until emulator is restarted).\r |
235 | #endif\r |
236 | \r |
237 | \r |
238 | Advanced configuration\r |
239 | ----------------------\r |
240 | \r |
241 | Enter [advanced options] in config menu to see these options.\r |
242 | \r |
243 | #ifdef GP2X\r |
244 | @@1. "Gamma correction"\r |
245 | Alters image gamma through GP2X hardware. Larger values make image to look brighter,\r |
246 | lower - darker (default is 1.0).\r |
247 | \r |
248 | @@1. "A_SN's gamma curve"\r |
249 | If this is enabled, different gamma adjustment method will be used (suggested by A_SN\r |
250 | from gp32x boards). Basically it makes difference for dark and bright colors.\r |
251 | \r |
252 | @@1. "Perfect vsync"\r |
253 | This one adjusts the LCD refresh rate to better match game's refresh rate and starts\r |
254 | synchronizing rendering with it. Should make scrolling smoother and eliminate tearing.\r |
255 | \r |
256 | #endif\r |
257 | @@1. "Emulate Z80"\r |
258 | Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r |
259 | Some games do complex sync with it, so you must enable it even if you don't use\r |
260 | sound to be able to play them.\r |
261 | \r |
262 | @@1. "Emulate YM2612 (FM)"\r |
263 | This enables emulation of six-channel FM sound synthesizer chip, which was used to\r |
264 | produce sound effects and music.\r |
265 | \r |
266 | @@1. "Emulate SN76496 (PSG)"\r |
267 | This enables emulation of additional sound chip for additional effects.\r |
268 | \r |
269 | Note: if you change sound settings AFTER loading a ROM, you may need to reset\r |
270 | game to get sound. This is because most games initialize sound chips on\r |
271 | startup, and this data is lost when sound chips are being enabled/disabled.\r |
272 | \r |
273 | #ifdef GIZ\r |
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274 | @@1. "Double buffering"\r |
275 | Draws the display to offscreen buffer, and flips it with visible one when done.\r |
276 | Unfortunately this causes serious tearing, unless v-sync is used (next option).\r |
277 | \r |
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278 | @@1. "Wait for V-sync"\r |
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279 | Waits for vertical sync before drawing (or flipping buffers, if previous option\r |
280 | is enabled). Emulation is stopped while waiting, so this causes large performance\r |
281 | hit.\r |
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282 | \r |
283 | #endif\r |
284 | @@1. "gzip savestates"\r |
285 | This will always apply gzip compression on your savestates, allowing you to\r |
286 | save some space and load/save time.\r |
287 | \r |
288 | @@1. "Don't save last used ROM"\r |
289 | This will disable writing last used ROM to config on exit (what might cause SD\r |
290 | card corruption according to DaveC).\r |
291 | \r |
292 | #ifdef GP2X\r |
293 | @@1. "craigix's RAM timings"\r |
294 | This overclocks the GP2X RAM chips, but may cause instability. Recommended if you\r |
295 | use the second core for sound. Needs emulator restart to take effect.\r |
296 | See this thread:\r |
297 | http://www.gp32x.com/board/index.php?showtopic=32319\r |
298 | \r |
299 | @@1. "squidgehack"\r |
300 | Well known way to improve the GP2X performance. You must restart the emulator\r |
301 | for the change of this option to take effect.\r |
302 | \r |
303 | #endif\r |
304 | \r |
305 | Sega/Mega CD options \r |
306 | --------------------\r |
307 | \r |
308 | @@2,@@2,@@2. "USA/EUR/JAP BIOS"\r |
309 | These options just show if your BIOS files were correctly detected by the\r |
310 | emulator (it shows the filename it is using). If so, you can press Start to\r |
311 | test your BIOS.\r |
312 | \r |
313 | @@2. "CD LEDs"\r |
314 | The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r |
315 | will display them on top-left corner of the screen.\r |
316 | \r |
317 | @@2. "CDDA audio (using mp3s)"\r |
318 | This option enables CD audio playback.\r |
319 | \r |
320 | @@2. "PCM audio"\r |
321 | This enables 8 channel PCM sound source. It is required for some games to run,\r |
322 | because they monitor state of this audio chip.\r |
323 | \r |
324 | @@2. "ReadAhead buffer"\r |
325 | #ifdef GP2X\r |
326 | This option is for dealing with slow SD card access in GP2X, which makes FMV\r |
327 | games unplayable. It will allow emulator not to access SD card for longer periods\r |
328 | of time, but it will take more time to fill the buffer.\r |
329 | #endif\r |
330 | #ifdef GIZ\r |
331 | This option can prefetch more data from the CD then read by the game - not really\r |
332 | useful for Gizmondo (this is a workaround for SD access problems on GP2X port).\r |
333 | #endif\r |
334 | \r |
335 | @@2. "Save RAM cart"\r |
336 | Here you can enable 64K RAM cart. Format it in BIOS if you do.\r |
337 | \r |
338 | @@2. "Scale/Rot. fx"\r |
339 | The Sega/Mega CD had scaling/rotation chip, which allows effects similar to\r |
340 | "Mode 7" effects in SNES. Unfortunately emulating it is slow, and very few games\r |
341 | used it, so it's better to disable this option, unless game really needs it.\r |
342 | \r |
343 | @@2. "Better sync"\r |
344 | This option is similar to "Perfect synchro" in Gens. Some games require it to run,\r |
345 | for example most (all?) Wolfteam games, and some other ones. Don't use it for\r |
346 | games which don't need it, it will just slow them down.\r |
347 | \r |
348 | \r |
349 | Key configuration\r |
350 | -----------------\r |
351 | \r |
352 | Select "Configure controls" from the main menu. Then select "Player 1" and you will\r |
353 | see two columns. The left column lists names of Genesis/MD controller buttons, and\r |
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354 | #ifdef GP2X\r |
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355 | the right GP2X ones, which are assigned to them. If you bind 2 different GP2X buttons\r |
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356 | #endif\r |
357 | #ifdef GIZ\r |
358 | the right Giz ones, which are assigned to them. If you bind 2 different Giz buttons\r |
359 | #endif\r |
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360 | to the same action, you will get a combo (which means that you will have to press\r |
361 | both buttons for that action to happen.\r |
362 | \r |
363 | \r |
364 | Cheat support\r |
365 | -------------\r |
366 | \r |
367 | To use GG/patch codes, you must type them into your favorite text editor, one\r |
368 | per line. Comments may follow code after a whitespace. Only GameGenie and\r |
369 | Genecyst patch formats are supported.\r |
370 | Examples:\r |
371 | \r |
372 | Genecyst patch (this example is for Sonic):\r |
373 | \r |
374 | 00334A:0005 Start with five lives\r |
375 | 012D24:0001 Keep invincibility until end of stage\r |
376 | 009C76:5478 each ring worth 2\r |
377 | 009C76:5678 each ring worth 3\r |
378 | ...\r |
379 | \r |
380 | Game Genie patch (for Sonic 2):\r |
381 | \r |
382 | ACLA-ATD4 Hidden palace instead of death egg in level select\r |
383 | ...\r |
384 | \r |
385 | Both GG and patch codes can be mixed in one file.\r |
386 | \r |
387 | When the file is ready, name it just like your ROM file, but with additional\r |
388 | .pat extension, making sure that case matches.\r |
389 | \r |
390 | Examples:\r |
391 | \r |
392 | ROM: Sonic.zip\r |
393 | PATCH FILE: Sonic.zip.pat\r |
394 | \r |
395 | ROM: Sonic 2.bin\r |
396 | PATCH FILE: Sonic 2.bin.pat\r |
397 | \r |
398 | Put the file into your ROMs directory. Then load the .pat file as you would\r |
399 | a ROM. Then Cheat Menu Option should appear in main menu.\r |
400 | \r |
401 | \r |
402 | What is emulated?\r |
403 | -----------------\r |
404 | \r |
405 | Genesis/MegaDrive:\r |
406 | main 68k @ 7.6MHz: yes, Cyclone core\r |
407 | z80 @ 3.6MHz: yes, DrZ80 core\r |
408 | VDP: yes, except some quirks not used by games\r |
409 | YM2612 FM: yes, optimized MAME core\r |
410 | SN76489 PSG: yes, MAME core\r |
411 | \r |
412 | Sega/Mega CD:\r |
413 | another 68k @ 12.5MHz: yes, Cyclone too\r |
414 | gfx scaling/rotation chip (custom ASIC): yes\r |
415 | PCM sound source: yes\r |
416 | CD-ROM controller: yes (mostly)\r |
417 | bram (internal backup RAM): yes\r |
418 | \r |
419 | \r |
420 | Problems / limitations\r |
421 | ----------------------\r |
422 | \r |
423 | * 32x and SVP are not emulated.\r |
424 | * Various VDP quirks (window bug, scroll size 2, etc.) are not emulated,\r |
425 | as very few games use this (if any at all).\r |
426 | * Some games don't work or have glitches because of inaccurate timing and sync\r |
427 | between the emulated chips.\r |
428 | \r |
429 | \r |
430 | Credits\r |
431 | -------\r |
432 | \r |
433 | This emulator uses code from these people/projects:\r |
434 | \r |
435 | notaz\r |
436 | GP2X, UIQ, Gizmondo ports, Cyclone 68000 hacks,\r |
437 | lots of additional coding (see changelog).\r |
438 | Homepage: http://notaz.gp2x.de/\r |
439 | \r |
440 | Dave\r |
441 | Cyclone 68000 core, Pico emulation library\r |
442 | Homepage: http://www.finalburn.com/\r |
443 | \r |
444 | Reesy & FluBBa\r |
445 | DrZ80, the Z80 emulator written in ARM assembly.\r |
446 | Homepage: http://reesy.gp32x.de/\r |
447 | \r |
448 | Tatsuyuki Satoh, Jarek Burczynski, MultiArcadeMachineEmulator development\r |
449 | software implementation of Yamaha FM sound generator\r |
450 | \r |
451 | MultiArcadeMachineEmulator (MAME) development\r |
452 | Texas Instruments SN76489 / SN76496 programmable tone /noise generator\r |
453 | Homepage: http://www.mame.net/\r |
454 | \r |
455 | Stephane Dallongeville\r |
456 | Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r |
457 | \r |
458 | Helix community\r |
459 | Helix mp3 decoder\r |
460 | \r |
461 | \r |
462 | Additional thanks\r |
463 | -----------------\r |
464 | \r |
465 | * Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r |
466 | info about genesis hardware.\r |
467 | * Steve Snake for all that he has done for Genesis emulation scene.\r |
468 | * Bart Trzynadlowski for his SSFII and 68000 docs.\r |
469 | * Haze for his research (http://haze.mameworld.info).\r |
470 | * Mark and Jean-loup for zlib library.\r |
471 | * ketchupgun for the skin.\r |
472 | #ifdef GP2X\r |
473 | * rlyeh and all the other people behind the minimal library.\r |
474 | * Squidge for his famous squidgehack(tm).\r |
475 | * Dzz for his ARM940 sample code.\r |
476 | * GnoStiC & Puck2099 for USB joystick support.\r |
477 | * Hermes PS2R, god_at_hell for the CpuCtrl library.\r |
478 | * A_SN for his gamma code.\r |
479 | * craigix for supplying the GP2X hardware and making this port possible.\r |
480 | * Alex for the icon.\r |
481 | * All the people from gp32x boards for their support.\r |
482 | #endif\r |
483 | #ifdef GIZ\r |
484 | * Kingcdr's for the SDK and Reesy for the DLL and sound code.\r |
485 | * jens.l for supplying the Gizmondo hardware and making this port possible.\r |
486 | #endif\r |
487 | #ifdef UIQ\r |
488 | * Peter van Sebille for his various open-source Symbian projects to learn from.\r |
489 | * Steve Fischer for his open-source Motorola projects.\r |
490 | * The development team behind "Symbian GCC Improvement Project"\r |
491 | (http://www.inf.u-szeged.hu/symbian-gcc/) for their updated pre-SymbianOS9\r |
492 | compile tools.\r |
493 | * AnotherGuest for all his Symbian stuff and support.\r |
494 | * Inder for the icons.\r |
495 | #endif\r |
496 | * Anyone else I forgot. You know who you are.\r |
497 | \r |
498 | \r |
499 | Changelog\r |
500 | ---------\r |
501 | 1.34\r |
502 | + Gizmondo port added.\r |
503 | + Some new optimizations in memory handlers, and for shadow/hilight mode.\r |
504 | + Added some hacks to make more games work without enabling "accurate timing".\r |
505 | * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO\r |
506 | emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.\r |
507 | * Fixed a few games not having sound at startup.\r |
508 | * Updated serial EEPROM code to support more games. Thanks to EkeEke for\r |
509 | providing info about additional EEPROM types and game mappers.\r |
510 | * The above change fixed hang of NBA Jam.\r |
511 | * Minor adjustments to control configurator.\r |
512 | \r |
513 | 1.33\r |
514 | * Updated Cyclone core to 0.0088.\r |
515 | + Added A r k's usbjoy fix.\r |
516 | + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs\r |
517 | emulation to it to eliminate tearing and ensure smoothest scrolling possible.\r |
518 | + Added an option to use A_SN's camma curve for gamma correction (improves dark\r |
519 | and bright color display for mk2s).\r |
520 | * Sometimes stray sounds were played after loading a savestate. Fixed.\r |
521 | * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in\r |
522 | Snatcher).\r |
523 | * PD no longer overwrites video player code in memory, video player now can be\r |
524 | used after exiting PicoDrive.\r |
525 | * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions\r |
526 | if "accurate timing" was not enabled.\r |
527 | * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".\r |
528 | Upto 10MB hacked ROMs are supported now.\r |
529 | + Config profiles added (press left/right when saving config).\r |
530 | * Changed key configuration behavior to the one from gpfce (should be more\r |
531 | intuitive).\r |
532 | + Added some skinning capabilities to the menu system with default skin by\r |
533 | ketchupgun. Delete skin directory if you want old behaviour.\r |
534 | * Some other little tweaks I forgot about.\r |
535 | \r |
536 | 1.32\r |
537 | + Added some new scaling options.\r |
538 | + Added ability to reload CD images while game is running (needed for games\r |
539 | with multiple CDs, like Night Trap).\r |
540 | + Added RAM cart emulation.\r |
541 | * Fixed DMA timing emulation (caused lock-ups for some genesis games).\r |
542 | * Idle loop detection was picking up wrong code and causing glitches, fixed.\r |
543 | * The ym2612 code on 940 now can handle multiple updates per frame\r |
544 | (fixes Thunger Force III "seiren" level drums for example).\r |
545 | * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in\r |
546 | Popful Mail, Silpheed).\r |
547 | * Improved z80 timing, should fix some sound problems.\r |
548 | * Fixed a bug with sram register (fixes Phantasy Star 4).\r |
549 | * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.\r |
550 | * Added code for PRG ram write protection register (Dungeon Explorer).\r |
551 | * The memory mode register change in 1.31 was unsafe and caused some glitches in\r |
552 | AH-3 Thunderstrike. Fixed.\r |
553 | * Fixed a file descriptor leak.\r |
554 | * Updated documentation, added Gmenu2x manual.\r |
555 | \r |
556 | 1.31\r |
557 | * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).\r |
558 | * Fixed TAS opcode on sub-68k side (fixes Batman games).\r |
559 | * File browser now filters out mp3s, saves and some other files, which are not ROMS.\r |
560 | \r |
561 | 1.30\r |
562 | + ISO files now can be zipped. Note that this causes VERY long loading times.\r |
563 | + Added data pre-buffering support, this allows to reduce frequency of short pauses\r |
564 | in FMV games (caused by SD access), but makes those pauses longer.\r |
565 | * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r |
566 | + Properly implemented "decode" data transformation (Jaguar XJ220).\r |
567 | * Integrated "better sync" code into cyclone code, what made this mode much faster.\r |
568 | * Fixed a bug related to game specific config saving.\r |
569 | * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.\r |
570 | * Fixed reset not working for some games.\r |
571 | + New assembly optimized memory handlers for CD (gives at least a few fps).\r |
572 | Also re-enabled all optimizations from 0.964 release.\r |
573 | + New idle-loop detection code for sub-68k. Speeds up at least a few games.\r |
574 | \r |
575 | 1.201\r |
576 | + Added basic cheat support (GameGenie and Genecyst patches).\r |
577 | \r |
578 | 1.20\r |
579 | * Fixed a long-standing problem in audio mixing code which caused slight distortions\r |
580 | at lower sample rates.\r |
581 | * Changed the way 920 and 940 communicates (again), should be more reliable and give\r |
582 | slight performance increase.\r |
583 | * Some optimizations in audio mixing code.\r |
584 | * Some menu changes (background added, smaller font in ROM browser, savestate loader\r |
585 | now can select slots).\r |
586 | + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r |
587 | + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r |
588 | + "Cell arrange" address mapping is now emulated (Heart of the alien).\r |
589 | + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r |
590 | + "Better sync" option added (prevents some games from hanging).\r |
591 | \r |
592 | 1.14\r |
593 | + Region autodetection now can be customized.\r |
594 | * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r |
595 | * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r |
596 | * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r |
597 | * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r |
598 | + Savestates implemented for Sega/Mega CD.\r |
599 | + PCM sound added.\r |
600 | * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r |
601 | Mega CD mode (but mp3s must still be 44kHz stereo).\r |
602 | + Timer emulation added.\r |
603 | * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r |
604 | * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r |
605 | \r |
606 | 1.10\r |
607 | + GP2X: Added experimental Sega CD support.\r |
608 | + GP2X: Added partial gmv movie playback support.\r |
609 | \r |
610 | 0.964\r |
611 | * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r |
612 | happening for NTSC games and causing sound clicks.\r |
613 | * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r |
614 | should be useable and configurable).\r |
615 | + GP2X: Added save confirmation option.\r |
616 | + GP2X: Added 940 CPU crash detection.\r |
617 | + ALL: UIQ3 port added.\r |
618 | \r |
619 | 0.963\r |
620 | * GP2X: Gamma-reset-on-entering-menu bug fixed.\r |
621 | * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r |
622 | http://www.gp32x.com/board/index.php?showtopic=28490\r |
623 | \r |
624 | 0.962\r |
625 | * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r |
626 | was enabled (for example punch sound in SOR).\r |
627 | * GP2X: Limited max volume to 90, because higher values often cause distortions.\r |
628 | * GP2X: Fixed a bug with lower res scaling.\r |
629 | * GP2X: Gamma is now reset on exit.\r |
630 | \r |
631 | 0.96\r |
632 | * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r |
633 | + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r |
634 | performance increase.\r |
635 | * ALL: Accurate renderers are slightly faster now.\r |
636 | + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r |
637 | framelimitter, this should eliminate some scrolling and tearing problems.\r |
638 | * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r |
639 | + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r |
640 | + GP2X: Added ability to save config for specific games only.\r |
641 | + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r |
642 | * GP2X: Volume keys are now configurable.\r |
643 | + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r |
644 | player 2 control (currently untested).\r |
645 | * GP2X: squidgehack is now applied through kernel module (cleaner way).\r |
646 | \r |
647 | 0.95\r |
648 | * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r |
649 | + GP2X: Added command line support\r |
650 | + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r |
651 | * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r |
652 | had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r |
653 | etc.).\r |
654 | + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r |
655 | default.\r |
656 | \r |
657 | 0.945\r |
658 | + GP2X: Added frame limiter for frameskipped modes.\r |
659 | * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r |
660 | * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r |
661 | high memory and had no effect).\r |
662 | \r |
663 | 0.94\r |
664 | + Added GP2X port.\r |
665 | * Improved interrupt timing, Mazin Saga and Burning Force now works.\r |
666 | * Rewritten renderer code to better suit GP2X, should be faster on other\r |
667 | ports too.\r |
668 | + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r |
669 | + Added some protection device faking, used by some unlicensed games like\r |
670 | Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r |
671 | + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r |
672 | \r |
673 | 0.93\r |
674 | * Fixed a problem with P900/P910 key configuration in FC mode.\r |
675 | * Improved shadow/hilight mode emulation. Still not perfect, but should be\r |
676 | enough for most games.\r |
677 | + Save state slots added.\r |
678 | + Region selector added.\r |
679 | \r |
680 | 0.92\r |
681 | VDP changes:\r |
682 | * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r |
683 | Super Hang-On and some other problems in other games).\r |
684 | * HV counter emulation is now much more accurate. Fixes the Asterix games,\r |
685 | line in Road Rash 3, etc.\r |
686 | * Minor sprite and layer scroll masking bugs fixed.\r |
687 | + Added partial interlace mode renderer (Sonic 2 vs mode)\r |
688 | * Fixed a crash in both renderers when certain size window layers were used.\r |
689 | + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r |
690 | effects are still unemulated.\r |
691 | + Sprite emulation is more accurate, sprite limit is emulated.\r |
692 | + Added "accurate sprites" option, which always draws sprites in correct\r |
693 | order and emulates sprite collision bit, but is significantly slower.\r |
694 | \r |
695 | Emulation changes:\r |
696 | * Improved interrupt handling, added deferred interrupt emulation\r |
697 | (Lemmings, etc).\r |
698 | + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r |
699 | Megaman - The Wily Wars and many EA sports games like NBA Jam).\r |
700 | + Implemented ROM banking for Super Street Fighter II - The New Challengers\r |
701 | * Updated to the latest version of DrZ80 core, integrated memory handlers\r |
702 | in it for better performance. A noticeable performance increase, but save\r |
703 | states may not work from the previous version (you can only use them with\r |
704 | sound disabled in that case).\r |
705 | + SRAM word read handler was using incorrect byte order, fixed.\r |
706 | \r |
707 | Changes in Cyclone 0.0086:\r |
708 | + Added missing CHK opcode handler (used by SeaQuest DSV).\r |
709 | + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r |
710 | memory write-back phase is ignored (but can be enabled in config.h if needed).\r |
711 | + Added missing NBCD and TRAPV opcode handlers.\r |
712 | + Added missing addressing mode for CMP/EOR.\r |
713 | + Added some minor optimizations.\r |
714 | - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r |
715 | + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r |
716 | + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r |
717 | * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r |
718 | + Added Uninitialized Interrupt emulation.\r |
719 | + Altered timing for about half of opcodes to match Musashi's.\r |
720 | \r |
721 | 0.80\r |
722 | * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r |
723 | increase (depends on game).\r |
724 | * Optimized 32-column renderer not to render tiles offscreen, games which\r |
725 | use 32-column display (like Shining Force) run ~50% faster.\r |
726 | + Added new "Alternative renderer", which gives another ~30-45% performance\r |
727 | increase (in addition to mentioned above), but works only with some games,\r |
728 | because it is missing some features (it uses tile-based renderering\r |
729 | instead of default line-based and disables H-ints).\r |
730 | + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r |
731 | P800 and 208x208 for all other phones.\r |
732 | + Added volume control for Motorolas (experimental).\r |
733 | \r |
734 | VDP changes:\r |
735 | + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r |
736 | Stormer and others).\r |
737 | + Added sprite masking (hiding), adds some speed.\r |
738 | + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r |
739 | special stage are now playable.\r |
740 | + Added column based vertical scrolling (Gunstar Heroes battleship level,\r |
741 | Sonic and Knuckles lava boss, etc).\r |
742 | \r |
743 | Emulation changes:\r |
744 | + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r |
745 | be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r |
746 | still need it (International Superstar Soccer Deluxe).\r |
747 | * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r |
748 | Earthworm Jim play better, more games play sound.\r |
749 | * I/O registers now remember their values (needed for Pirates! Gold)\r |
750 | + Added support for 6 button pad.\r |
751 | \r |
752 | Changes in Cyclone 0.0083wip:\r |
753 | + Added missing CHK opcode (used by SeaQuest DSV).\r |
754 | + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r |
755 | is ignored (but is enabled for other systems).\r |
756 | \r |
757 | Backported stuff from Snes9x:\r |
758 | * Fixed Pxxx jog up/down which were not working in game.\r |
759 | + Added an option to gzip save states to save space.\r |
760 | + The emulator now pauses whenever it is loosing focus, so it will now pause\r |
761 | when alarm/ponecall/battery low/... windows come up.\r |
762 | - Removed 'pause on phonecall' feature, as it is no longer needed.\r |
763 | + Video fix for asian A1000s.\r |
764 | \r |
765 | 0.70\r |
766 | * Started using tools from "Symbian GCC Improvement Project", which give\r |
767 | considerable speed increase (~4fps in "center 90" mode).\r |
768 | * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r |
769 | "center 90" mode).\r |
770 | * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r |
771 | and are faster.\r |
772 | * Minor stability improvements (emulator is less likely to crash).\r |
773 | + Added some background for OSD text for better readability.\r |
774 | + Added Pal/NTSC detection. This is needed for proper sound speed.\r |
775 | + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r |
776 | it faster.\r |
777 | + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r |
778 | a bit weird. Could be a little faster, so made some changes too.\r |
779 | + Implemented SN76489 emu from the MAME project.\r |
780 | + Added two separate sound output methods (mediaserver and cmaudiofb) with\r |
781 | autodetection (needs testing).\r |
782 | * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r |
783 | fixes Contra and some other games.\r |
784 | \r |
785 | 0.301\r |
786 | Launcher:\r |
787 | * Launcher now starts emulation process from current directory,\r |
788 | not from hardcoded paths.\r |
789 | * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r |
790 | \r |
791 | 0.30\r |
792 | Initial release.\r |
793 | \r |
794 | \r |
795 | Disclaimer\r |
796 | ----------\r |
797 | \r |
798 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r |
799 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r |
800 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r |
801 | ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r |
802 | LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r |
803 | CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r |
804 | SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r |
805 | INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r |
806 | CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r |
807 | ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r |
808 | POSSIBILITY OF SUCH DAMAGE. \r |
809 | \r |
810 | SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r |
811 | Sega Enterprises Ltd.\r |
812 | \r |