FAME + some random stuff added
[libpicofe.git] / base_readme.txt
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c2e83bcd 1#ifdef GP2X\r
2For help / comments / questions visit GP32X boards at:\r
3http://www.gp32x.com/board/\r
4\r
5#endif\r
6\r
7About\r
8-----\r
9\r
10This is yet another Megadrive / Genesis / Sega CD / Mega CD emulator, which\r
11was written having ARM-based handheld devices in mind (such as PDAs,\r
12smartphones and handheld consoles like GP2X and Gizmondo of course).\r
13The critical parts (renderer, 68K and Z80 cpu interpreters) and some other\r
14random code is written in ARM asm, other code is C. The base code originates\r
15from Dave's (fdave, finalburn) PicoDrive 0.30 for Pocket PC. The Sega/Mega CD\r
16code is roughly based on Stephane Dallongeville's Gens.\r
17\r
18\r
19How to make it run\r
20------------------\r
21\r
22#ifdef GP2X\r
23Copy 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
25Then 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
29First make sure you have homebrew-enabled Service Pack installed. Then copy\r
30PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r
31be 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
33the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can\r
34be in .smd or .bin format and can be zipped (one ROM per zip).\r
35\r
36#endif\r
37If you have any problems (game does not boot, sound is glitchy, broken graphics),\r
38make sure you enable "Accurate timing", "Emulate Z80" and use "16bit accurate\r
39renderer". This way you will get the best compatibility this emulator can\r
40provide.\r
41\r
42\r
43How to run Sega/Mega CD games\r
44-----------------------------\r
45\r
46To play any game, you need BIOS files. These files must be copied to the same\r
e86e20be 47directory as mentioned PicoDrive files. Files can be named as follows:\r
c2e83bcd 48\r
49US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r
50EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r
51JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r
52these files can also be zipped.\r
53\r
54The game must be dumped to ISO format, but BIN can be used too. If you want\r
55CD music, you must use ISO+mp3 files. Audio from BIN files won't be read at\r
56all. Also BIN files are usually larger, so it's better to use ISO. ISO+mp3\r
57files can be named similarly as for other emus.\r
58Here are some examples:\r
59\r
60SonicCD.iso data track\r
61SonicCD_02.mp3 audio track 1 (CD track 2)\r
62SonicCD_03.mp3\r
63...\r
64\r
65Sonic the Hedgehog CD (US) - Track 01.iso\r
66Sonic the Hedgehog CD (US) - Track 02.mp3\r
67Sonic the Hedgehog CD (US) - Track 03.mp3\r
68...\r
69\r
70ISO files can also be zipped (but not mp3 files, as they are already\r
71compressed). Note that this can cause very long loading times, which may\r
72take up to several minutes. File naming is similar as with uncompressed ISOs.\r
73Example:\r
74\r
75SonicCD.zip data track\r
76SonicCD_02.mp3 audio track 1 (CD track 2)\r
77SonicCD_03.mp3\r
78...\r
79\r
80\r
81Other 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
113Configuration\r
114-------------\r
115\r
116@@0. "Renderer"\r
117#ifdef GP2X\r
1188bit fast:\r
119This enables alternative heavily optimized tile-based renderer, which renders\r
120pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r
121which is much faster. But because of the way it works it can't render any\r
122mid-frame image changes (raster effects), so it is useful only with some games.\r
123\r
124Other two are accurate line-based renderers. The 8bit is faster but does not\r
125run well with some games like Street Racer.\r
126#endif\r
127#ifdef GIZ\r
128This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r
129a bit faster for some games, but not much, because colors still need to be\r
130converted to 16bit, as this is what Gizmondo requires. It also introduces\r
131graphics 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
c2e83bcd 136This option was designed to work around slow framebuffer access (the Gizmondo's\r
f3dc5a3a 137main bottleneck) by drawing every other line (even nummbered lines only).\r
138This improves performance greatly, but looses detail.\r
c2e83bcd 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
144image looks a bit blocky. "sw" means software scaling, which uses pixel\r
145averaging and may look a bit nicer, but blurry. Horizontal scaling is only for\r
146games which use so called "32 column mode" (256x224 or 256x240), and scales\r
147image width to 320 pixels. Vertical scales height to 240 for games which use\r
148height 224 (most of them).\r
149#endif\r
150#ifdef GIZ\r
151@@0. "Scale low res mode"\r
152The Genesis/Megadrive had several graphics modes, some of which were only 256\r
153pixels wide. This option scales their width to 320 by using simple\r
154pixel averaging scaling. Works only when 16bit renderer is enabled.\r
155#endif\r
156\r
157@@0. "Accurate timing"\r
158This adds some more emulation precision, but slows the emulation down. Without\r
159this option some games do not boot (Red Zone for example), others have sound\r
160problems. This options has no effect for Sega/Mega CD emulation.\r
161\r
162@@0. "Accurate sprites"\r
163This option improves emulation of sprite priorities, it also enables emulation\r
164of sprite collision bit. If you see one sprite being drawn incorrectly above\r
165the other (often seen in Sonic 3D Blast), you can enable this to fix the problem.\r
166This only works with the accurate renderers (see first option).\r
167\r
168@@0. "Show FPS"\r
169Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r
170YY is the number of emulated frames per second.\r
171\r
172@@0. "Frameskip"\r
173How many frames to skip rendering before displaying another.\r
174"Auto" is recommended.\r
175\r
176@@0. "Enable sound"\r
177Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r
178see below) for this to make sense (already done by default).\r
179\r
180@@0. "Sound Quality"\r
181Sound rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r
182#ifdef GP2X\r
183If 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
186This 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
191If you enable this, games will think that 6 button gamepad is connected. If you\r
192go and reconfigure your keys, you will be able to bind X,Y,Z and mode actions.\r
193\r
194@@0. "Region"\r
195This option lets you force the game to think it is running on machine from the\r
196specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r
197\r
198@@0. "Use SRAM/BRAM savestates"\r
199This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r
200games which are using them. SRAM is saved whenever you pause your game or exit the\r
201emulator.\r
202\r
203@@0. "Confirm savestate"\r
204Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r
205on loading (to prevent destroying current game progress), and on both or none, when\r
206using shortcut buttons (not menu) for saving/loading.\r
207\r
208@@0. "Save slot"\r
209This is a slot number to use for savestates. This can also be configured to be\r
210changed with a button (see "key configuration").\r
211\r
212#ifdef GP2X\r
213@@0. "GP2X CPU clocks"\r
214Here you can change clocks of both GP2X's CPUs. Larger values increase performance.\r
215There is no separate option for the second CPU because both CPUs use the same clock\r
216source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks\r
217at all (this is if you use external program to set clock).\r
218\r
219#endif\r
220@@0. "[Sega/Mega CD options]"\r
221Enters Sega/Mega CD options menu (see below).\r
222\r
223@@0. "[advanced options]"\r
224Enters advanced options menu (see below).\r
225\r
226@@0. "Save cfg as default"\r
227If you save your config here it will be loaded on next ROM load, but only if there\r
228is no game specific config saved (which will be loaded in that case).\r
229You can press left/right to switch to a different config profile.\r
230\r
231@@0. "Save cfg for current game only"\r
232Whenever 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
238Advanced configuration\r
239----------------------\r
240\r
241Enter [advanced options] in config menu to see these options.\r
242\r
243#ifdef GP2X\r
244@@1. "Gamma correction"\r
245Alters image gamma through GP2X hardware. Larger values make image to look brighter,\r
246lower - darker (default is 1.0).\r
247\r
248@@1. "A_SN's gamma curve"\r
249If this is enabled, different gamma adjustment method will be used (suggested by A_SN\r
250from gp32x boards). Basically it makes difference for dark and bright colors.\r
251\r
252@@1. "Perfect vsync"\r
253This one adjusts the LCD refresh rate to better match game's refresh rate and starts\r
254synchronizing rendering with it. Should make scrolling smoother and eliminate tearing.\r
255\r
256#endif\r
257@@1. "Emulate Z80"\r
258Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r
259Some games do complex sync with it, so you must enable it even if you don't use\r
260sound to be able to play them.\r
261\r
262@@1. "Emulate YM2612 (FM)"\r
263This enables emulation of six-channel FM sound synthesizer chip, which was used to\r
264produce sound effects and music.\r
265\r
266@@1. "Emulate SN76496 (PSG)"\r
267This enables emulation of additional sound chip for additional effects.\r
268\r
269Note: if you change sound settings AFTER loading a ROM, you may need to reset\r
270game to get sound. This is because most games initialize sound chips on\r
271startup, and this data is lost when sound chips are being enabled/disabled.\r
272\r
273#ifdef GIZ\r
f3dc5a3a 274@@1. "Double buffering"\r
275Draws the display to offscreen buffer, and flips it with visible one when done.\r
276Unfortunately this causes serious tearing, unless v-sync is used (next option).\r
277\r
c2e83bcd 278@@1. "Wait for V-sync"\r
f3dc5a3a 279Waits for vertical sync before drawing (or flipping buffers, if previous option\r
280is enabled). Emulation is stopped while waiting, so this causes large performance\r
281hit.\r
c2e83bcd 282\r
283#endif\r
284@@1. "gzip savestates"\r
285This will always apply gzip compression on your savestates, allowing you to\r
286save some space and load/save time.\r
287\r
288@@1. "Don't save last used ROM"\r
289This will disable writing last used ROM to config on exit (what might cause SD\r
290card corruption according to DaveC).\r
291\r
292#ifdef GP2X\r
293@@1. "craigix's RAM timings"\r
294This overclocks the GP2X RAM chips, but may cause instability. Recommended if you\r
295use the second core for sound. Needs emulator restart to take effect.\r
296See this thread:\r
297http://www.gp32x.com/board/index.php?showtopic=32319\r
298\r
299@@1. "squidgehack"\r
300Well known way to improve the GP2X performance. You must restart the emulator\r
301for the change of this option to take effect.\r
302\r
303#endif\r
304\r
305Sega/Mega CD options \r
306--------------------\r
307\r
308@@2,@@2,@@2. "USA/EUR/JAP BIOS"\r
309These options just show if your BIOS files were correctly detected by the\r
310emulator (it shows the filename it is using). If so, you can press Start to\r
311test your BIOS.\r
312\r
313@@2. "CD LEDs"\r
314The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r
315will display them on top-left corner of the screen.\r
316\r
317@@2. "CDDA audio (using mp3s)"\r
318This option enables CD audio playback.\r
319\r
320@@2. "PCM audio"\r
321This enables 8 channel PCM sound source. It is required for some games to run,\r
322because they monitor state of this audio chip.\r
323\r
324@@2. "ReadAhead buffer"\r
325#ifdef GP2X\r
326This option is for dealing with slow SD card access in GP2X, which makes FMV\r
327games unplayable. It will allow emulator not to access SD card for longer periods\r
328of time, but it will take more time to fill the buffer.\r
329#endif\r
330#ifdef GIZ\r
331This option can prefetch more data from the CD then read by the game - not really\r
332useful 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
336Here you can enable 64K RAM cart. Format it in BIOS if you do.\r
337\r
338@@2. "Scale/Rot. fx"\r
339The 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
341used it, so it's better to disable this option, unless game really needs it.\r
342\r
343@@2. "Better sync"\r
344This option is similar to "Perfect synchro" in Gens. Some games require it to run,\r
345for example most (all?) Wolfteam games, and some other ones. Don't use it for\r
346games which don't need it, it will just slow them down.\r
347\r
348\r
349Key configuration\r
350-----------------\r
351\r
352Select "Configure controls" from the main menu. Then select "Player 1" and you will\r
353see two columns. The left column lists names of Genesis/MD controller buttons, and\r
e86e20be 354#ifdef GP2X\r
c2e83bcd 355the right GP2X ones, which are assigned to them. If you bind 2 different GP2X buttons\r
e86e20be 356#endif\r
357#ifdef GIZ\r
358the right Giz ones, which are assigned to them. If you bind 2 different Giz buttons\r
359#endif\r
c2e83bcd 360to the same action, you will get a combo (which means that you will have to press\r
361both buttons for that action to happen.\r
362\r
363\r
364Cheat support\r
365-------------\r
366\r
367To use GG/patch codes, you must type them into your favorite text editor, one\r
368per line. Comments may follow code after a whitespace. Only GameGenie and\r
369Genecyst patch formats are supported.\r
370Examples:\r
371\r
372Genecyst patch (this example is for Sonic):\r
373\r
37400334A:0005 Start with five lives\r
375012D24:0001 Keep invincibility until end of stage\r
376009C76:5478 each ring worth 2\r
377009C76:5678 each ring worth 3\r
378...\r
379\r
380Game Genie patch (for Sonic 2):\r
381\r
382ACLA-ATD4 Hidden palace instead of death egg in level select\r
383...\r
384\r
385Both GG and patch codes can be mixed in one file.\r
386\r
387When 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
390Examples:\r
391\r
392ROM: Sonic.zip\r
393PATCH FILE: Sonic.zip.pat\r
394\r
395ROM: Sonic 2.bin\r
396PATCH FILE: Sonic 2.bin.pat\r
397\r
398Put the file into your ROMs directory. Then load the .pat file as you would\r
399a ROM. Then Cheat Menu Option should appear in main menu.\r
400\r
401\r
402What is emulated?\r
403-----------------\r
404\r
405Genesis/MegaDrive:\r
406main 68k @ 7.6MHz: yes, Cyclone core\r
407z80 @ 3.6MHz: yes, DrZ80 core\r
408VDP: yes, except some quirks not used by games\r
409YM2612 FM: yes, optimized MAME core\r
410SN76489 PSG: yes, MAME core\r
411\r
412Sega/Mega CD:\r
413another 68k @ 12.5MHz: yes, Cyclone too\r
414gfx scaling/rotation chip (custom ASIC): yes\r
415PCM sound source: yes\r
416CD-ROM controller: yes (mostly)\r
417bram (internal backup RAM): yes\r
418\r
419\r
420Problems / 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
430Credits\r
431-------\r
432\r
433This emulator uses code from these people/projects:\r
434\r
435notaz\r
436GP2X, UIQ, Gizmondo ports, Cyclone 68000 hacks,\r
437lots of additional coding (see changelog).\r
438Homepage: http://notaz.gp2x.de/\r
439\r
440Dave\r
441Cyclone 68000 core, Pico emulation library\r
442Homepage: http://www.finalburn.com/\r
443\r
444Reesy & FluBBa\r
445DrZ80, the Z80 emulator written in ARM assembly.\r
446Homepage: http://reesy.gp32x.de/\r
447\r
448Tatsuyuki Satoh, Jarek Burczynski, MultiArcadeMachineEmulator development\r
449software implementation of Yamaha FM sound generator\r
450\r
451MultiArcadeMachineEmulator (MAME) development\r
452Texas Instruments SN76489 / SN76496 programmable tone /noise generator\r
453Homepage: http://www.mame.net/\r
454\r
455Stephane Dallongeville\r
456Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r
457\r
458Helix community\r
459Helix mp3 decoder\r
460\r
461\r
462Additional 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
499Changelog\r
500---------\r
5011.34\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
5131.33\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
5361.32\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
5561.31\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
5611.30\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
5751.201\r
576 + Added basic cheat support (GameGenie and Genecyst patches).\r
577\r
5781.20\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
5921.14\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
6061.10\r
607 + GP2X: Added experimental Sega CD support.\r
608 + GP2X: Added partial gmv movie playback support.\r
609\r
6100.964\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
6190.963\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
6240.962\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
6310.96\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
6470.95\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
6570.945\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
6630.94\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
6730.93\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
6800.92\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
7210.80\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
7650.70\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
7850.301\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
7910.30\r
792 Initial release.\r
793\r
794\r
795Disclaimer\r
796----------\r
797\r
798THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r
799AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r
800IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r
801ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r
802LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r
803CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r
804SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r
805INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r
806CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r
807ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r
808POSSIBILITY OF SUCH DAMAGE. \r
809\r
810SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r
811Sega Enterprises Ltd.\r
812\r