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1 | #ifdef GP2X\r |
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2 | For help / comments / questions visit GP32X boards at:\r |
3 | http://www.gp32x.com/board/\r |
4 | \r |
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5 | #endif\r |
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6 | \r |
7 | About\r |
8 | -----\r |
9 | \r |
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10 | #ifdef PSP\r |
11 | This is yet another Megadrive / Genesis emulator for PSP, but with\r |
12 | Sega CD / Mega CD support. Although it has been originally written having\r |
13 | ARM CPU based devices in mind, it has now been ported to PSP too, by\r |
14 | replacing ARM specific parts with portable C code.\r |
15 | The base code originates from Dave's (fdave, finalburn) PicoDrive 0.30 for\r |
16 | Pocket PC. The Sega/Mega CD code is roughly based on Stephane Dallongeville's\r |
17 | Gens.\r |
18 | #else\r |
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19 | This is yet another Megadrive / Genesis / Sega CD / Mega CD emulator, which\r |
20 | was written having ARM-based handheld devices in mind (such as PDAs,\r |
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21 | smartphones and handheld consoles like GP2X and Gizmondo of course).\r |
22 | The critical parts (renderer, 68K and Z80 cpu interpreters) and some other\r |
23 | random code is written in ARM asm, other code is C. The base code originates\r |
24 | from Dave's (fdave, finalburn) PicoDrive 0.30 for Pocket PC. The Sega/Mega CD\r |
25 | code is roughly based on Stephane Dallongeville's Gens.\r |
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26 | #endif\r |
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27 | \r |
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28 | PicoDrive is the first emulator ever to properly emulate Virtua Racing and\r |
29 | it's SVP chip.\r |
30 | \r |
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31 | \r |
32 | How to make it run\r |
33 | ------------------\r |
34 | \r |
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35 | #ifdef GP2X\r |
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36 | Copy PicoDrive.gpe, pico940_v2.bin and mmuhack.o to any place in your filesystem\r |
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37 | (all 3 files must be in the same directory) and run PicoDrive.gpe.\r |
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38 | Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r |
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39 | \r |
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40 | #endif\r |
41 | #ifdef GIZ\r |
42 | First make sure you have homebrew-enabled Service Pack installed. Then copy\r |
43 | PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r |
44 | be in the same directory) and run PicoDrive.exe using the launcher of your choice\r |
45 | (some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in\r |
46 | the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can\r |
47 | be in .smd or .bin format and can be zipped (one ROM per zip).\r |
48 | \r |
49 | #endif\r |
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50 | #ifdef PSP\r |
51 | If you are running a custom firmware, just copy the whole PicoDrive directory to\r |
52 | /PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter\r |
53 | which one GAME* directory to use).\r |
54 | \r |
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55 | If you are on 1.5, there is a separate KXploited version for it.\r |
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56 | \r |
57 | #endif\r |
58 | Note that this emulator may require some tweaking of configuration settings to run\r |
59 | some games well. For Genesis/MegaDrive, if you have any problems (game does not\r |
60 | boot, sound is glitchy, broken graphics), try to:\r |
61 | * enable "Accurate timing" (options menu)\r |
62 | #ifdef PSP\r |
63 | * enable "accurate renderer"\r |
64 | #else\r |
65 | * enable "16bit accurate renderer"\r |
66 | #endif\r |
67 | * make sure Z80 is not disabled (in "advanced options" submenu in options).\r |
68 | Some games may need to be reset after adjusting settings.\r |
69 | \r |
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70 | For possible Sega/Mega CD problems, see "Other important stuff" section below.\r |
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71 | \r |
72 | \r |
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73 | How to run Sega/Mega CD games\r |
74 | -----------------------------\r |
75 | \r |
76 | To play any game, you need BIOS files. These files must be copied to the same\r |
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77 | directory as mentioned PicoDrive files. Files can be named as follows:\r |
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78 | \r |
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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 |
84 | The game must be dumped to ISO format, but BIN can be used too. If you want\r |
85 | CD music, you must use ISO+mp3 files. Audio from BIN files won't be read at\r |
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86 | all. Also BIN files are usually larger, so it's better to use ISO. ISO+mp3\r |
87 | files can be named similarly as for other emus.\r |
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88 | Here are some examples:\r |
89 | \r |
90 | SonicCD.iso data track\r |
91 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
92 | SonicCD_03.mp3\r |
93 | ...\r |
94 | \r |
95 | Sonic the Hedgehog CD (US) - Track 01.iso\r |
96 | Sonic the Hedgehog CD (US) - Track 02.mp3\r |
97 | Sonic the Hedgehog CD (US) - Track 03.mp3\r |
98 | ...\r |
99 | \r |
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100 | It is very important to have the MP3s encoded at 44kHz sample rate and they\r |
101 | must be stereo, or else they will play too fast/slow or won't play at all.\r |
102 | Be sure NOT to use anything but classic mp3 format (don't use things like\r |
103 | mp3pro).\r |
104 | \r |
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105 | ISO files can also be .cso compressed or zipped (but not mp3 files, as they\r |
106 | are already compressed). CSO will cause slightly longer loading times, and\r |
107 | is not very good for FMV games. Zipping ISOs is not recommened, as it will\r |
108 | cause very long (several minute) loading times, and make some games\r |
109 | unplayable. File naming is similar as with uncompressed ISOs.\r |
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110 | Example:\r |
111 | \r |
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112 | SonicCD.cso data track\r |
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113 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
114 | SonicCD_03.mp3\r |
115 | ...\r |
116 | \r |
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117 | \r |
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118 | Other important stuff\r |
119 | ---------------------\r |
120 | \r |
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121 | * If your Genesis/MD game hangs or has glitches, this is most likely because\r |
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122 | "Accurate timing" option is not enabled, or fast renderer is used\r |
123 | (try the accurate one), or Z80 is disabled in "advanced options".\r |
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124 | * Sega/Mega CD: If the game hangs after Sega logo, you may need to enable\r |
125 | "better sync" and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options"\r |
126 | submenu, and then reset the game. Some other games may also require\r |
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127 | "CDDA audio" and "PCM audio" to be enabled to work (enabled by default).\r |
128 | Incorrectly named/missing mp3s may also be the cause.\r |
129 | * Sega/Mega CD: If the background music is missing, you might have named your\r |
130 | MP3s incorrectly. Read "How to run Sega/Mega CD games" section again.\r |
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131 | * Sega/Mega CD: If the game music plays too fast/too slow/out of sync, you have\r |
132 | encoded your MP3s incorrectly. You will have to re-encode and/or resample them.\r |
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133 | PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.\r |
134 | Badly encoded mp3s can cause various kind of problems, like noises, incorrect\r |
135 | playback speeds, not repeating music or even prevent game from starting.\r |
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136 | Some games (like Snatcher) may hang in certain scenes because of this.\r |
137 | Some mp3 rippers/encoders remove silence and beginning/end of audio tracks,\r |
138 | what causes audio desyncs and/or mentioned problems.\r |
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139 | * Sega/Mega CD: If your games hangs at the BIOS screen (with planets shown),\r |
140 | you may be using a bad BIOS dump. Try another from a different source.\r |
141 | * Some Sega/Mega CD games don't use Z80 for anything, but they leave it active,\r |
142 | so disabling Z80 manually (in advanced options) improves performance.\r |
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143 | #ifdef GP2X\r |
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144 | * When you use both GP2X CPUs, keep in mind that you can't overclock as high as\r |
145 | when using ARM920 only. For example my GP2X when run singlecore can reach\r |
146 | 280MHz, but with both cores it's about 250MHz. When overclocked too much,\r |
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147 | it may start hanging and producing random noise, or causing ARM940 crashes\r |
148 | ("940 crashed" message displayed).\r |
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149 | #endif\r |
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150 | * Use lower bitrate for better performance (96 or 128kbps CBRs recommended).\r |
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151 | #ifdef GP2X\r |
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152 | * Due to internal implementation mp3s must not be larger that 12MB\r |
153 | (12582912 bytes). Larger mp3s will not be fully loaded.\r |
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154 | * RAM timings option is good for dualcore operation (it is disabled by\r |
155 | default because it doesn't work on every GP2X, so enable it in advanced\r |
156 | options).\r |
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157 | #endif\r |
158 | \r |
159 | \r |
160 | Configuration\r |
161 | -------------\r |
162 | \r |
163 | @@0. "Renderer"\r |
164 | #ifdef GP2X\r |
165 | 8bit fast:\r |
166 | This enables alternative heavily optimized tile-based renderer, which renders\r |
167 | pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r |
168 | which is much faster. But because of the way it works it can't render any\r |
169 | mid-frame image changes (raster effects), so it is useful only with some games.\r |
170 | \r |
171 | Other two are accurate line-based renderers. The 8bit is faster but does not\r |
172 | run well with some games like Street Racer.\r |
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173 | \r |
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174 | #endif\r |
175 | #ifdef GIZ\r |
176 | This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r |
177 | a bit faster for some games, but not much, because colors still need to be\r |
178 | converted to 16bit, as this is what Gizmondo requires. It also introduces\r |
179 | graphics problems for some games, so it's best to use 16bit one.\r |
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180 | \r |
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181 | #endif\r |
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182 | #ifdef PSP\r |
183 | This option allows to switch between fast and accurate renderers. The fast one\r |
184 | is much faster, because it draws the whole frame at a time, instead of doing it\r |
185 | line by line, like the accurate one does. But because of the way it works it\r |
186 | can't render any mid-frame image changes (raster effects), so it is useful only\r |
187 | for some games.\r |
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188 | \r |
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189 | #endif\r |
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190 | #ifdef GIZ\r |
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191 | @@0. "Scanline mode"\r |
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192 | This option was designed to work around slow framebuffer access (the Gizmondo's\r |
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193 | main bottleneck) by drawing every other line (even numbered lines only).\r |
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194 | This improves performance greatly, but looses detail.\r |
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195 | \r |
196 | #endif\r |
197 | #ifdef GP2X\r |
198 | @@0. "Scaling"\r |
199 | "hw" means GP2X hardware scaler, which causes no performance loss, but scaled\r |
200 | image looks a bit blocky. "sw" means software scaling, which uses pixel\r |
201 | averaging and may look a bit nicer, but blurry. Horizontal scaling is only for\r |
202 | games which use so called "32 column mode" (256x224 or 256x240), and scales\r |
203 | image width to 320 pixels. Vertical scales height to 240 for games which use\r |
204 | height 224 (most of them).\r |
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205 | \r |
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206 | #endif\r |
207 | #ifdef GIZ\r |
208 | @@0. "Scale low res mode"\r |
209 | The Genesis/Megadrive had several graphics modes, some of which were only 256\r |
210 | pixels wide. This option scales their width to 320 by using simple\r |
211 | pixel averaging scaling. Works only when 16bit renderer is enabled.\r |
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212 | \r |
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213 | #endif\r |
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214 | @@0. "Accurate timing"\r |
215 | This adds some more emulation precision, but slows the emulation down. Without\r |
216 | this option some games do not boot (Red Zone for example), others have sound\r |
217 | problems. This options has no effect for Sega/Mega CD emulation.\r |
218 | \r |
219 | @@0. "Accurate sprites"\r |
220 | This option improves emulation of sprite priorities, it also enables emulation\r |
221 | of sprite collision bit. If you see one sprite being drawn incorrectly above\r |
222 | the other (often seen in Sonic 3D Blast), you can enable this to fix the problem.\r |
223 | This only works with the accurate renderers (see first option).\r |
224 | \r |
225 | @@0. "Show FPS"\r |
226 | Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r |
227 | YY is the number of emulated frames per second.\r |
228 | \r |
229 | @@0. "Frameskip"\r |
230 | How many frames to skip rendering before displaying another.\r |
231 | "Auto" is recommended.\r |
232 | \r |
233 | @@0. "Enable sound"\r |
234 | Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r |
235 | see below) for this to make sense (already done by default).\r |
236 | \r |
237 | @@0. "Sound Quality"\r |
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238 | #ifdef PSP\r |
239 | Sound sample rate, affects sound quality and emulation performance.\r |
240 | 22050Hz setting is the recommended one.\r |
241 | #else\r |
242 | Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r |
243 | #endif\r |
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244 | #ifdef GP2X\r |
245 | If you want 44100Hz sound, it is recommended to enable the second core (next option).\r |
246 | \r |
247 | @@0. "Use ARM940 core for sound"\r |
248 | This option causes PicoDrive to use ARM940T core (GP2X's second CPU) for sound \r |
249 | (i.e. to generate YM2612 samples) to improve performance noticeably.\r |
250 | #endif\r |
251 | \r |
252 | @@0. "6 button pad"\r |
253 | If you enable this, games will think that 6 button gamepad is connected. If you\r |
254 | go and reconfigure your keys, you will be able to bind X,Y,Z and mode actions.\r |
255 | \r |
256 | @@0. "Region"\r |
257 | This option lets you force the game to think it is running on machine from the\r |
258 | specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r |
259 | \r |
260 | @@0. "Use SRAM/BRAM savestates"\r |
261 | This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r |
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262 | games which are using them. SRAM is saved whenever you enter the menu or exit the\r |
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263 | emulator.\r |
264 | \r |
265 | @@0. "Confirm savestate"\r |
266 | Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r |
267 | on loading (to prevent destroying current game progress), and on both or none, when\r |
268 | using shortcut buttons (not menu) for saving/loading.\r |
269 | \r |
270 | @@0. "Save slot"\r |
271 | This is a slot number to use for savestates. This can also be configured to be\r |
272 | changed with a button (see "key configuration").\r |
273 | \r |
274 | #ifdef GP2X\r |
275 | @@0. "GP2X CPU clocks"\r |
276 | Here you can change clocks of both GP2X's CPUs. Larger values increase performance.\r |
277 | There is no separate option for the second CPU because both CPUs use the same clock\r |
278 | source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks\r |
279 | at all (this is if you use external program to set clock).\r |
280 | \r |
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281 | #endif\r |
282 | #ifdef PSP\r |
283 | @@0. "CPU/bus clock"\r |
284 | This allows to change CPU and bus clocks for PSP. 333MHz is recommended.\r |
285 | \r |
286 | @@0. "[Display options]"\r |
287 | Enters Display options menu (see below).\r |
288 | \r |
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289 | #endif\r |
290 | @@0. "[Sega/Mega CD options]"\r |
291 | Enters Sega/Mega CD options menu (see below).\r |
292 | \r |
293 | @@0. "[advanced options]"\r |
294 | Enters advanced options menu (see below).\r |
295 | \r |
296 | @@0. "Save cfg as default"\r |
297 | If you save your config here it will be loaded on next ROM load, but only if there\r |
298 | is no game specific config saved (which will be loaded in that case).\r |
299 | You can press left/right to switch to a different config profile.\r |
300 | \r |
301 | @@0. "Save cfg for current game only"\r |
302 | Whenever you load current ROM again these settings will be loaded\r |
303 | #ifdef GP2X\r |
304 | (squidgehack and RAM settings will not take effect until emulator is restarted).\r |
305 | #endif\r |
306 | \r |
307 | \r |
308 | Advanced configuration\r |
309 | ----------------------\r |
310 | \r |
311 | Enter [advanced options] in config menu to see these options.\r |
312 | \r |
313 | #ifdef GP2X\r |
314 | @@1. "Gamma correction"\r |
315 | Alters image gamma through GP2X hardware. Larger values make image to look brighter,\r |
316 | lower - darker (default is 1.0).\r |
317 | \r |
318 | @@1. "A_SN's gamma curve"\r |
319 | If this is enabled, different gamma adjustment method will be used (suggested by A_SN\r |
320 | from gp32x boards). Basically it makes difference for dark and bright colors.\r |
321 | \r |
322 | @@1. "Perfect vsync"\r |
323 | This one adjusts the LCD refresh rate to better match game's refresh rate and starts\r |
324 | synchronizing rendering with it. Should make scrolling smoother and eliminate tearing.\r |
325 | \r |
326 | #endif\r |
327 | @@1. "Emulate Z80"\r |
328 | Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r |
329 | Some games do complex sync with it, so you must enable it even if you don't use\r |
330 | sound to be able to play them.\r |
331 | \r |
332 | @@1. "Emulate YM2612 (FM)"\r |
333 | This enables emulation of six-channel FM sound synthesizer chip, which was used to\r |
334 | produce sound effects and music.\r |
335 | \r |
336 | @@1. "Emulate SN76496 (PSG)"\r |
337 | This enables emulation of additional sound chip for additional effects.\r |
338 | \r |
339 | Note: if you change sound settings AFTER loading a ROM, you may need to reset\r |
340 | game to get sound. This is because most games initialize sound chips on\r |
341 | startup, and this data is lost when sound chips are being enabled/disabled.\r |
342 | \r |
343 | #ifdef GIZ\r |
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344 | @@1. "Double buffering"\r |
345 | Draws the display to offscreen buffer, and flips it with visible one when done.\r |
346 | Unfortunately this causes serious tearing, unless v-sync is used (next option).\r |
347 | \r |
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348 | @@1. "Wait for V-sync"\r |
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349 | Waits for vertical sync before drawing (or flipping buffers, if previous option\r |
350 | is enabled). Emulation is stopped while waiting, so this causes large performance\r |
351 | hit.\r |
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352 | \r |
353 | #endif\r |
354 | @@1. "gzip savestates"\r |
355 | This will always apply gzip compression on your savestates, allowing you to\r |
356 | save some space and load/save time.\r |
357 | \r |
358 | @@1. "Don't save last used ROM"\r |
359 | This will disable writing last used ROM to config on exit (what might cause SD\r |
360 | card corruption according to DaveC).\r |
361 | \r |
362 | #ifdef GP2X\r |
363 | @@1. "craigix's RAM timings"\r |
364 | This overclocks the GP2X RAM chips, but may cause instability. Recommended if you\r |
365 | use the second core for sound. Needs emulator restart to take effect.\r |
366 | See this thread:\r |
367 | http://www.gp32x.com/board/index.php?showtopic=32319\r |
368 | \r |
369 | @@1. "squidgehack"\r |
370 | Well known way to improve the GP2X performance. You must restart the emulator\r |
371 | for the change of this option to take effect.\r |
372 | \r |
373 | #endif\r |
374 | \r |
375 | Sega/Mega CD options \r |
376 | --------------------\r |
377 | \r |
378 | @@2,@@2,@@2. "USA/EUR/JAP BIOS"\r |
379 | These options just show if your BIOS files were correctly detected by the\r |
380 | emulator (it shows the filename it is using). If so, you can press Start to\r |
381 | test your BIOS.\r |
382 | \r |
383 | @@2. "CD LEDs"\r |
384 | The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r |
385 | will display them on top-left corner of the screen.\r |
386 | \r |
387 | @@2. "CDDA audio (using mp3s)"\r |
388 | This option enables CD audio playback.\r |
389 | \r |
390 | @@2. "PCM audio"\r |
391 | This enables 8 channel PCM sound source. It is required for some games to run,\r |
392 | because they monitor state of this audio chip.\r |
393 | \r |
394 | @@2. "ReadAhead buffer"\r |
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395 | This option can prefetch more data from the CD image then requested by game\r |
396 | (to avoid accessing card later), what can improve performance in some cases.\r |
397 | #ifndef PSP\r |
398 | "OFF" is the recommended setting.\r |
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399 | #endif\r |
400 | \r |
401 | @@2. "Save RAM cart"\r |
402 | Here you can enable 64K RAM cart. Format it in BIOS if you do.\r |
403 | \r |
404 | @@2. "Scale/Rot. fx"\r |
405 | The Sega/Mega CD had scaling/rotation chip, which allows effects similar to\r |
406 | "Mode 7" effects in SNES. Unfortunately emulating it is slow, and very few games\r |
407 | used it, so it's better to disable this option, unless game really needs it.\r |
408 | \r |
409 | @@2. "Better sync"\r |
410 | This option is similar to "Perfect synchro" in Gens. Some games require it to run,\r |
411 | for example most (all?) Wolfteam games, and some other ones. Don't use it for\r |
412 | games which don't need it, it will just slow them down.\r |
413 | \r |
414 | \r |
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415 | #ifdef PSP\r |
416 | Display options\r |
417 | ---------------\r |
418 | \r |
419 | @@3. "Scale factor"\r |
420 | This allows to resize the displayed image by using the PSP's hardware. The number is\r |
421 | used to multiply width and height of the game image to get the size of image to be\r |
422 | displayed. If you just want to make it fullscreen, just use "Set to fullscreen"\r |
423 | setting below.\r |
424 | \r |
425 | @@3. "Hor. scale (for low res. games)"\r |
426 | This one works similarly as the previous setting, but can be used to apply additional\r |
427 | scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD\r |
428 | resolution.\r |
429 | \r |
430 | @@3. "Hor. scale (for hi res. games)"\r |
431 | Same as above, only for higher (320 pixel wide) resolution using games.\r |
432 | \r |
433 | @@3. "Bilinear filtering"\r |
434 | If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,\r |
435 | making it smoother, but blurry.\r |
436 | \r |
437 | @@3. "Wait for vsync"\r |
438 | Wait for the screen to finish updating before switching to next frame, to avoid tearing.\r |
439 | There are 3 options:\r |
440 | * never: don't wait for vsync.\r |
441 | * sometimes: wait only if emulator is running fast enough.\r |
442 | * always: always wait (causes emulation slowdown).\r |
443 | \r |
444 | @@3. "Set to unscaled centered"\r |
445 | Adjust the resizing options to set game image to it's original size.\r |
446 | \r |
447 | @@3. "Set to fullscreen"\r |
448 | Adjust the resizing options to make the game image fullscreen.\r |
449 | \r |
450 | \r |
451 | #endif\r |
7eed09b3 |
452 | Key configuration\r |
453 | -----------------\r |
454 | \r |
455 | Select "Configure controls" from the main menu. Then select "Player 1" and you will\r |
456 | see two columns. The left column lists names of Genesis/MD controller buttons, and\r |
0ffa8947 |
457 | #ifdef GP2X\r |
7eed09b3 |
458 | the right GP2X ones, which are assigned to them. If you bind 2 different GP2X buttons\r |
0ffa8947 |
459 | #endif\r |
460 | #ifdef GIZ\r |
461 | the right Giz ones, which are assigned to them. If you bind 2 different Giz buttons\r |
462 | #endif\r |
81fda4e8 |
463 | #ifdef PSP\r |
464 | the right PSP ones, which are assigned to them. If you bind 2 different PSP buttons\r |
465 | #endif\r |
7eed09b3 |
466 | to the same action, you will get a combo (which means that you will have to press\r |
467 | both buttons for that action to happen.\r |
0a051f55 |
468 | \r |
469 | \r |
470 | Cheat support\r |
471 | -------------\r |
472 | \r |
473 | To use GG/patch codes, you must type them into your favorite text editor, one\r |
474 | per line. Comments may follow code after a whitespace. Only GameGenie and\r |
475 | Genecyst patch formats are supported.\r |
476 | Examples:\r |
477 | \r |
478 | Genecyst patch (this example is for Sonic):\r |
479 | \r |
480 | 00334A:0005 Start with five lives\r |
481 | 012D24:0001 Keep invincibility until end of stage\r |
482 | 009C76:5478 each ring worth 2\r |
483 | 009C76:5678 each ring worth 3\r |
484 | ...\r |
485 | \r |
486 | Game Genie patch (for Sonic 2):\r |
487 | \r |
488 | ACLA-ATD4 Hidden palace instead of death egg in level select\r |
489 | ...\r |
490 | \r |
491 | Both GG and patch codes can be mixed in one file.\r |
492 | \r |
493 | When the file is ready, name it just like your ROM file, but with additional\r |
494 | .pat extension, making sure that case matches.\r |
495 | \r |
496 | Examples:\r |
497 | \r |
498 | ROM: Sonic.zip\r |
499 | PATCH FILE: Sonic.zip.pat\r |
500 | \r |
501 | ROM: Sonic 2.bin\r |
502 | PATCH FILE: Sonic 2.bin.pat\r |
503 | \r |
504 | Put the file into your ROMs directory. Then load the .pat file as you would\r |
505 | a ROM. Then Cheat Menu Option should appear in main menu.\r |
506 | \r |
507 | \r |
508 | What is emulated?\r |
509 | -----------------\r |
510 | \r |
511 | Genesis/MegaDrive:\r |
81fda4e8 |
512 | #ifdef PSP\r |
513 | main 68k @ 7.6MHz: yes, FAME/C core\r |
514 | z80 @ 3.6MHz: yes, CZ80 core\r |
515 | #else\r |
0a051f55 |
516 | main 68k @ 7.6MHz: yes, Cyclone core\r |
517 | z80 @ 3.6MHz: yes, DrZ80 core\r |
81fda4e8 |
518 | #endif\r |
0a051f55 |
519 | VDP: yes, except some quirks not used by games\r |
520 | YM2612 FM: yes, optimized MAME core\r |
521 | SN76489 PSG: yes, MAME core\r |
a39b7867 |
522 | SVP chip: yes! This is first emu to ever do this.\r |
523 | Some in-cart mappers are supported too.\r |
0a051f55 |
524 | \r |
525 | Sega/Mega CD:\r |
81fda4e8 |
526 | #ifdef PSP\r |
527 | another 68k @ 12.5MHz: yes, FAME/C too\r |
528 | #else\r |
0a051f55 |
529 | another 68k @ 12.5MHz: yes, Cyclone too\r |
81fda4e8 |
530 | #endif\r |
6cadc2da |
531 | gfx scaling/rotation chip (custom ASIC): yes\r |
0a051f55 |
532 | PCM sound source: yes\r |
533 | CD-ROM controller: yes (mostly)\r |
534 | bram (internal backup RAM): yes\r |
535 | \r |
536 | \r |
cc68a136 |
537 | Problems / limitations\r |
538 | ----------------------\r |
539 | \r |
bdec53c9 |
540 | * 32x is not emulated.\r |
541 | #ifdef PSP\r |
a39b7867 |
542 | * SVP emulation is terribly slow.\r |
bdec53c9 |
543 | #endif\r |
cc68a136 |
544 | * Various VDP quirks (window bug, scroll size 2, etc.) are not emulated,\r |
0a051f55 |
545 | as very few games use this (if any at all).\r |
bdec53c9 |
546 | * The emulator is not 100% accurate, so some things may not work as expected.\r |
cc68a136 |
547 | \r |
548 | \r |
549 | Credits\r |
550 | -------\r |
551 | \r |
110df09c |
552 | This emulator is made of the code from following people/projects:\r |
cc68a136 |
553 | \r |
7eed09b3 |
554 | notaz\r |
81fda4e8 |
555 | GP2X, UIQ, PSP, Gizmondo ports, CPU core hacks,\r |
7eed09b3 |
556 | lots of additional coding (see changelog).\r |
557 | Homepage: http://notaz.gp2x.de/\r |
558 | \r |
cc68a136 |
559 | Dave\r |
560 | Cyclone 68000 core, Pico emulation library\r |
561 | Homepage: http://www.finalburn.com/\r |
562 | \r |
81fda4e8 |
563 | #ifdef PSP\r |
564 | Chui\r |
565 | FAME/C 68k interpreter core\r |
566 | (based on C68K by Stephane Dallongeville)\r |
567 | \r |
568 | Stephane Dallongeville (written), NJ (optimized)\r |
569 | CZ80 Z80 interpreter core\r |
570 | \r |
571 | #else\r |
cc68a136 |
572 | Reesy & FluBBa\r |
81fda4e8 |
573 | DrZ80, the Z80 interpreter written in ARM assembly.\r |
cc68a136 |
574 | Homepage: http://reesy.gp32x.de/\r |
575 | \r |
81fda4e8 |
576 | #endif\r |
577 | Tatsuyuki Satoh, Jarek Burczynski, MAME development\r |
cc68a136 |
578 | software implementation of Yamaha FM sound generator\r |
579 | \r |
81fda4e8 |
580 | MAME development\r |
581 | Texas Instruments SN76489 / SN76496 programmable tone/noise generator\r |
cc68a136 |
582 | Homepage: http://www.mame.net/\r |
583 | \r |
0a051f55 |
584 | Stephane Dallongeville\r |
585 | Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r |
81fda4e8 |
586 | #ifdef PSP\r |
587 | \r |
588 | people @ ps2dev.org forums / PSPSDK crew\r |
589 | libaudiocodec code (by cooleyes)\r |
590 | other sample code\r |
591 | #else\r |
0a051f55 |
592 | \r |
593 | Helix community\r |
594 | Helix mp3 decoder\r |
81fda4e8 |
595 | #endif\r |
0a051f55 |
596 | \r |
cc68a136 |
597 | \r |
598 | Additional thanks\r |
599 | -----------------\r |
600 | \r |
601 | * Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r |
602 | info about genesis hardware.\r |
cc68a136 |
603 | * Steve Snake for all that he has done for Genesis emulation scene.\r |
bdec53c9 |
604 | * Tasco Deluxe for his reverse engineering work on SVP and some mappers.\r |
cc68a136 |
605 | * Bart Trzynadlowski for his SSFII and 68000 docs.\r |
606 | * Haze for his research (http://haze.mameworld.info).\r |
607 | * Mark and Jean-loup for zlib library.\r |
7eed09b3 |
608 | * ketchupgun for the skin.\r |
609 | #ifdef GP2X\r |
cc68a136 |
610 | * rlyeh and all the other people behind the minimal library.\r |
611 | * Squidge for his famous squidgehack(tm).\r |
612 | * Dzz for his ARM940 sample code.\r |
613 | * GnoStiC & Puck2099 for USB joystick support.\r |
614 | * Hermes PS2R, god_at_hell for the CpuCtrl library.\r |
a4f0cc86 |
615 | * A_SN for his gamma code.\r |
cc68a136 |
616 | * craigix for supplying the GP2X hardware and making this port possible.\r |
6cadc2da |
617 | * Alex for the icon.\r |
381eea9b |
618 | * Exophase, Rokas and Lordus for various ideas.\r |
a4f0cc86 |
619 | * All the people from gp32x boards for their support.\r |
7eed09b3 |
620 | #endif\r |
621 | #ifdef GIZ\r |
622 | * Kingcdr's for the SDK and Reesy for the DLL and sound code.\r |
623 | * jens.l for supplying the Gizmondo hardware and making this port possible.\r |
624 | #endif\r |
625 | #ifdef UIQ\r |
cc68a136 |
626 | * Peter van Sebille for his various open-source Symbian projects to learn from.\r |
627 | * Steve Fischer for his open-source Motorola projects.\r |
628 | * The development team behind "Symbian GCC Improvement Project"\r |
629 | (http://www.inf.u-szeged.hu/symbian-gcc/) for their updated pre-SymbianOS9\r |
630 | compile tools.\r |
631 | * AnotherGuest for all his Symbian stuff and support.\r |
632 | * Inder for the icons.\r |
7eed09b3 |
633 | #endif\r |
634 | * Anyone else I forgot. You know who you are.\r |
cc68a136 |
635 | \r |
636 | \r |
637 | Changelog\r |
638 | ---------\r |
a39b7867 |
639 | 1.40a\r |
640 | * Fixed a binding problem with up and down keys.\r |
641 | * Default game config no longer overrides global user config.\r |
642 | \r |
bdec53c9 |
643 | 1.40\r |
644 | + Added support for SVP (Sega Virtua Processor) to emulate Virtua Racing,\r |
2d2247c2 |
645 | wrote ARM recompiler and some HLE code for VR. Credits to Exophase and\r |
646 | Rokas for various ideas.\r |
bdec53c9 |
647 | * Changed config file format, files are now human-readable. Game specific\r |
648 | configs are now held in single file (but old game config files are still\r |
2d2247c2 |
649 | read when new one is missing).\r |
d6114368 |
650 | * Fixed a bug where some key combos didn't work as expected.\r |
651 | * Fixed a regression in renderer (some graphic glitches in rare cases).\r |
2d2247c2 |
652 | * Adjusted fast renderer to work with more games, including VR.\r |
d6114368 |
653 | * Fixed a problem where SegaCD RAM cart data was getting lost on reset.\r |
2d2247c2 |
654 | * Greatly reduced SegaCD FMV game slowdowns by disabling read-ahead in the\r |
655 | Linux kernel and C library (thanks to Rokas and Exophase for ideas again).\r |
656 | Be sure to keep "ReadAhead buffer" OFF to avoid slowdowns.\r |
657 | + PicoDrive now comes with a game config file for some games which need\r |
658 | special settings, so they should now work out-of-the-box. More games will\r |
659 | be added with later updates.\r |
1b13dae0 |
660 | + Files now can be deleted by pressing A+SELECT in the file browser.\r |
bdec53c9 |
661 | \r |
2445b7cb |
662 | 1.35b\r |
663 | * PSP: mp3 code should no longer fail on 1.5 firmware.\r |
664 | + PSP: added gamma adjustment option.\r |
7d0143a2 |
665 | + Added .cso ISO format support. Useful for non-FMV games.\r |
666 | * It is now possile to force a region after the ROM is loaded.\r |
2445b7cb |
667 | * Fixed a sram bug in memhandlers (fixes Shining in the Darkness saves).\r |
668 | * PSP: fixed another bug in memhanlers, which crashed the emu for some games\r |
7d0143a2 |
669 | (like NBA Jam and NHL 9x).\r |
4a32f01f |
670 | + PSP: added suspend/resume handling for Sega CD games.\r |
671 | + GP2X: added additional low volume levels for my late-night gaming sessions\r |
672 | (in stereo mode only).\r |
673 | + GP2X: added "fast forward" action in key config. Not recommended to use for\r |
674 | Sega CD, may case problems there.\r |
7d0143a2 |
675 | * Some other small tweaks I forgot about.\r |
2445b7cb |
676 | \r |
c6196c0f |
677 | 1.35a\r |
678 | * PSP: fixed a bug which prevented to load any ROMs after testing the BIOS.\r |
679 | * PSP: fixed incorrect CZ80 memory map setup, which caused Z80 crashes and\r |
680 | graphics corruption in EU Mega CD model1 BIOS menus.\r |
681 | + PSP: added additional "set to 4:3 scaled" display option for convenience.\r |
4a32f01f |
682 | + PSP: Added an option to disable frame limitter (works only with non-auto frameskip).\r |
c6196c0f |
683 | \r |
81fda4e8 |
684 | 1.35\r |
685 | + PSP port added. Lots of new code for it. Integrated modified FAME/C, CZ80 cores.\r |
686 | + Some minor generic optimizations.\r |
687 | * Patched some code which was crashing under PSP, but was working in GP2X/Giz\r |
688 | (although it should have crashed there too).\r |
689 | * Readme updated.\r |
690 | \r |
1dceadae |
691 | 1.34\r |
7eed09b3 |
692 | + Gizmondo port added.\r |
e849512f |
693 | + Some new optimizations in memory handlers, and for shadow/hilight mode.\r |
694 | + Added some hacks to make more games work without enabling "accurate timing".\r |
e849512f |
695 | * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO\r |
696 | emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.\r |
5f8c85be |
697 | * Fixed a few games not having sound at startup.\r |
1dceadae |
698 | * Updated serial EEPROM code to support more games. Thanks to EkeEke for\r |
699 | providing info about additional EEPROM types and game mappers.\r |
700 | * The above change fixed hang of NBA Jam.\r |
45499284 |
701 | * Minor adjustments to control configurator.\r |
e849512f |
702 | \r |
4e8a534c |
703 | 1.33\r |
704 | * Updated Cyclone core to 0.0088.\r |
705 | + Added A r k's usbjoy fix.\r |
706 | + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs\r |
707 | emulation to it to eliminate tearing and ensure smoothest scrolling possible.\r |
708 | + Added an option to use A_SN's camma curve for gamma correction (improves dark\r |
709 | and bright color display for mk2s).\r |
e362c573 |
710 | * Sometimes stray sounds were played after loading a savestate. Fixed.\r |
711 | * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in\r |
712 | Snatcher).\r |
713 | * PD no longer overwrites video player code in memory, video player now can be\r |
767bf1ad |
714 | used after exiting PicoDrive.\r |
4e8a534c |
715 | * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions\r |
716 | if "accurate timing" was not enabled.\r |
717 | * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".\r |
718 | Upto 10MB hacked ROMs are supported now.\r |
d524c827 |
719 | + Config profiles added (press left/right when saving config).\r |
767bf1ad |
720 | * Changed key configuration behavior to the one from gpfce (should be more\r |
d524c827 |
721 | intuitive).\r |
a12e0116 |
722 | + Added some skinning capabilities to the menu system with default skin by\r |
a4f0cc86 |
723 | ketchupgun. Delete skin directory if you want old behaviour.\r |
767bf1ad |
724 | * Some other little tweaks I forgot about.\r |
e362c573 |
725 | \r |
2433f409 |
726 | 1.32\r |
727 | + Added some new scaling options.\r |
6cadc2da |
728 | + Added ability to reload CD images while game is running (needed for games\r |
721cd396 |
729 | with multiple CDs, like Night Trap).\r |
6cadc2da |
730 | + Added RAM cart emulation.\r |
2433f409 |
731 | * Fixed DMA timing emulation (caused lock-ups for some genesis games).\r |
732 | * Idle loop detection was picking up wrong code and causing glitches, fixed.\r |
733 | * The ym2612 code on 940 now can handle multiple updates per frame\r |
734 | (fixes Thunger Force III "seiren" level drums for example).\r |
735 | * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in\r |
736 | Popful Mail, Silpheed).\r |
721cd396 |
737 | * Improved z80 timing, should fix some sound problems.\r |
738 | * Fixed a bug with sram register (fixes Phantasy Star 4).\r |
6cadc2da |
739 | * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.\r |
721cd396 |
740 | * Added code for PRG ram write protection register (Dungeon Explorer).\r |
46969540 |
741 | * The memory mode register change in 1.31 was unsafe and caused some glitches in\r |
742 | AH-3 Thunderstrike. Fixed.\r |
743 | * Fixed a file descriptor leak.\r |
6cadc2da |
744 | * Updated documentation, added Gmenu2x manual.\r |
2433f409 |
745 | \r |
c008977e |
746 | 1.31\r |
747 | * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).\r |
748 | * Fixed TAS opcode on sub-68k side (fixes Batman games).\r |
749 | * File browser now filters out mp3s, saves and some other files, which are not ROMS.\r |
750 | \r |
782f8f22 |
751 | 1.30\r |
0a051f55 |
752 | + ISO files now can be zipped. Note that this causes VERY long loading times.\r |
753 | + Added data pre-buffering support, this allows to reduce frequency of short pauses\r |
4ff2d527 |
754 | in FMV games (caused by SD access), but makes those pauses longer.\r |
0a051f55 |
755 | * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r |
7336a99a |
756 | + Properly implemented "decode" data transformation (Jaguar XJ220).\r |
757 | * Integrated "better sync" code into cyclone code, what made this mode much faster.\r |
758 | * Fixed a bug related to game specific config saving.\r |
4ff2d527 |
759 | * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.\r |
48e8482f |
760 | * Fixed reset not working for some games.\r |
a4030801 |
761 | + New assembly optimized memory handlers for CD (gives at least a few fps).\r |
782f8f22 |
762 | Also re-enabled all optimizations from 0.964 release.\r |
763 | + New idle-loop detection code for sub-68k. Speeds up at least a few games.\r |
0a051f55 |
764 | \r |
765 | 1.201\r |
766 | + Added basic cheat support (GameGenie and Genecyst patches).\r |
767 | \r |
768 | 1.20\r |
769 | * Fixed a long-standing problem in audio mixing code which caused slight distortions\r |
770 | at lower sample rates.\r |
771 | * Changed the way 920 and 940 communicates (again), should be more reliable and give\r |
772 | slight performance increase.\r |
773 | * Some optimizations in audio mixing code.\r |
774 | * Some menu changes (background added, smaller font in ROM browser, savestate loader\r |
775 | now can select slots).\r |
776 | + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r |
777 | + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r |
778 | + "Cell arrange" address mapping is now emulated (Heart of the alien).\r |
779 | + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r |
780 | + "Better sync" option added (prevents some games from hanging).\r |
781 | \r |
782 | 1.14\r |
783 | + Region autodetection now can be customized.\r |
784 | * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r |
785 | * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r |
786 | * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r |
787 | * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r |
788 | + Savestates implemented for Sega/Mega CD.\r |
789 | + PCM sound added.\r |
790 | * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r |
791 | Mega CD mode (but mp3s must still be 44kHz stereo).\r |
792 | + Timer emulation added.\r |
793 | * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r |
794 | * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r |
795 | \r |
796 | 1.10\r |
797 | + GP2X: Added experimental Sega CD support.\r |
798 | + GP2X: Added partial gmv movie playback support.\r |
799 | \r |
cc68a136 |
800 | 0.964\r |
801 | * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r |
802 | happening for NTSC games and causing sound clicks.\r |
803 | * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r |
804 | should be useable and configurable).\r |
805 | + GP2X: Added save confirmation option.\r |
806 | + GP2X: Added 940 CPU crash detection.\r |
807 | + ALL: UIQ3 port added.\r |
808 | \r |
809 | 0.963\r |
810 | * GP2X: Gamma-reset-on-entering-menu bug fixed.\r |
811 | * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r |
812 | http://www.gp32x.com/board/index.php?showtopic=28490\r |
813 | \r |
814 | 0.962\r |
815 | * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r |
816 | was enabled (for example punch sound in SOR).\r |
817 | * GP2X: Limited max volume to 90, because higher values often cause distortions.\r |
818 | * GP2X: Fixed a bug with lower res scaling.\r |
819 | * GP2X: Gamma is now reset on exit.\r |
820 | \r |
821 | 0.96\r |
822 | * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r |
823 | + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r |
824 | performance increase.\r |
825 | * ALL: Accurate renderers are slightly faster now.\r |
826 | + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r |
827 | framelimitter, this should eliminate some scrolling and tearing problems.\r |
828 | * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r |
829 | + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r |
830 | + GP2X: Added ability to save config for specific games only.\r |
831 | + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r |
832 | * GP2X: Volume keys are now configurable.\r |
833 | + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r |
834 | player 2 control (currently untested).\r |
835 | * GP2X: squidgehack is now applied through kernel module (cleaner way).\r |
836 | \r |
837 | 0.95\r |
838 | * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r |
839 | + GP2X: Added command line support\r |
840 | + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r |
841 | * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r |
842 | had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r |
843 | etc.).\r |
844 | + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r |
845 | default.\r |
846 | \r |
847 | 0.945\r |
848 | + GP2X: Added frame limiter for frameskipped modes.\r |
849 | * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r |
850 | * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r |
851 | high memory and had no effect).\r |
852 | \r |
853 | 0.94\r |
854 | + Added GP2X port.\r |
855 | * Improved interrupt timing, Mazin Saga and Burning Force now works.\r |
856 | * Rewritten renderer code to better suit GP2X, should be faster on other\r |
857 | ports too.\r |
858 | + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r |
859 | + Added some protection device faking, used by some unlicensed games like\r |
860 | Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r |
861 | + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r |
862 | \r |
863 | 0.93\r |
864 | * Fixed a problem with P900/P910 key configuration in FC mode.\r |
865 | * Improved shadow/hilight mode emulation. Still not perfect, but should be\r |
866 | enough for most games.\r |
867 | + Save state slots added.\r |
868 | + Region selector added.\r |
869 | \r |
870 | 0.92\r |
871 | VDP changes:\r |
872 | * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r |
873 | Super Hang-On and some other problems in other games).\r |
874 | * HV counter emulation is now much more accurate. Fixes the Asterix games,\r |
875 | line in Road Rash 3, etc.\r |
876 | * Minor sprite and layer scroll masking bugs fixed.\r |
877 | + Added partial interlace mode renderer (Sonic 2 vs mode)\r |
878 | * Fixed a crash in both renderers when certain size window layers were used.\r |
879 | + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r |
880 | effects are still unemulated.\r |
881 | + Sprite emulation is more accurate, sprite limit is emulated.\r |
882 | + Added "accurate sprites" option, which always draws sprites in correct\r |
883 | order and emulates sprite collision bit, but is significantly slower.\r |
884 | \r |
885 | Emulation changes:\r |
886 | * Improved interrupt handling, added deferred interrupt emulation\r |
887 | (Lemmings, etc).\r |
888 | + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r |
889 | Megaman - The Wily Wars and many EA sports games like NBA Jam).\r |
890 | + Implemented ROM banking for Super Street Fighter II - The New Challengers\r |
891 | * Updated to the latest version of DrZ80 core, integrated memory handlers\r |
892 | in it for better performance. A noticeable performance increase, but save\r |
893 | states may not work from the previous version (you can only use them with\r |
894 | sound disabled in that case).\r |
895 | + SRAM word read handler was using incorrect byte order, fixed.\r |
896 | \r |
897 | Changes in Cyclone 0.0086:\r |
898 | + Added missing CHK opcode handler (used by SeaQuest DSV).\r |
899 | + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r |
900 | memory write-back phase is ignored (but can be enabled in config.h if needed).\r |
901 | + Added missing NBCD and TRAPV opcode handlers.\r |
902 | + Added missing addressing mode for CMP/EOR.\r |
903 | + Added some minor optimizations.\r |
904 | - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r |
905 | + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r |
906 | + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r |
907 | * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r |
908 | + Added Uninitialized Interrupt emulation.\r |
909 | + Altered timing for about half of opcodes to match Musashi's.\r |
910 | \r |
911 | 0.80\r |
912 | * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r |
913 | increase (depends on game).\r |
914 | * Optimized 32-column renderer not to render tiles offscreen, games which\r |
915 | use 32-column display (like Shining Force) run ~50% faster.\r |
916 | + Added new "Alternative renderer", which gives another ~30-45% performance\r |
917 | increase (in addition to mentioned above), but works only with some games,\r |
918 | because it is missing some features (it uses tile-based renderering\r |
919 | instead of default line-based and disables H-ints).\r |
920 | + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r |
921 | P800 and 208x208 for all other phones.\r |
922 | + Added volume control for Motorolas (experimental).\r |
923 | \r |
924 | VDP changes:\r |
925 | + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r |
926 | Stormer and others).\r |
927 | + Added sprite masking (hiding), adds some speed.\r |
928 | + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r |
929 | special stage are now playable.\r |
930 | + Added column based vertical scrolling (Gunstar Heroes battleship level,\r |
931 | Sonic and Knuckles lava boss, etc).\r |
932 | \r |
933 | Emulation changes:\r |
934 | + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r |
935 | be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r |
936 | still need it (International Superstar Soccer Deluxe).\r |
937 | * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r |
938 | Earthworm Jim play better, more games play sound.\r |
939 | * I/O registers now remember their values (needed for Pirates! Gold)\r |
940 | + Added support for 6 button pad.\r |
941 | \r |
942 | Changes in Cyclone 0.0083wip:\r |
943 | + Added missing CHK opcode (used by SeaQuest DSV).\r |
944 | + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r |
945 | is ignored (but is enabled for other systems).\r |
946 | \r |
947 | Backported stuff from Snes9x:\r |
948 | * Fixed Pxxx jog up/down which were not working in game.\r |
949 | + Added an option to gzip save states to save space.\r |
950 | + The emulator now pauses whenever it is loosing focus, so it will now pause\r |
951 | when alarm/ponecall/battery low/... windows come up.\r |
952 | - Removed 'pause on phonecall' feature, as it is no longer needed.\r |
953 | + Video fix for asian A1000s.\r |
954 | \r |
955 | 0.70\r |
956 | * Started using tools from "Symbian GCC Improvement Project", which give\r |
957 | considerable speed increase (~4fps in "center 90" mode).\r |
958 | * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r |
959 | "center 90" mode).\r |
960 | * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r |
961 | and are faster.\r |
962 | * Minor stability improvements (emulator is less likely to crash).\r |
963 | + Added some background for OSD text for better readability.\r |
964 | + Added Pal/NTSC detection. This is needed for proper sound speed.\r |
965 | + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r |
966 | it faster.\r |
967 | + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r |
968 | a bit weird. Could be a little faster, so made some changes too.\r |
969 | + Implemented SN76489 emu from the MAME project.\r |
970 | + Added two separate sound output methods (mediaserver and cmaudiofb) with\r |
971 | autodetection (needs testing).\r |
972 | * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r |
973 | fixes Contra and some other games.\r |
974 | \r |
975 | 0.301\r |
976 | Launcher:\r |
977 | * Launcher now starts emulation process from current directory,\r |
978 | not from hardcoded paths.\r |
979 | * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r |
980 | \r |
981 | 0.30\r |
982 | Initial release.\r |
983 | \r |
984 | \r |
985 | Disclaimer\r |
986 | ----------\r |
987 | \r |
988 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r |
989 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r |
990 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r |
991 | ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r |
992 | LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r |
993 | CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r |
994 | SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r |
995 | INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r |
996 | CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r |
997 | ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r |
998 | POSSIBILITY OF SUCH DAMAGE. \r |
0a051f55 |
999 | \r |
1000 | SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r |
1001 | Sega Enterprises Ltd.\r |
1002 | \r |