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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 |
28 | \r |
29 | How to make it run\r |
30 | ------------------\r |
31 | \r |
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32 | #ifdef GP2X\r |
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33 | Copy PicoDrive.gpe, pico940_v2.bin and mmuhack.o to any place in your filesystem\r |
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34 | (all 3 files must be in the same directory) and run PicoDrive.gpe.\r |
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35 | Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r |
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36 | \r |
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37 | #endif\r |
38 | #ifdef GIZ\r |
39 | First make sure you have homebrew-enabled Service Pack installed. Then copy\r |
40 | PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r |
41 | be in the same directory) and run PicoDrive.exe using the launcher of your choice\r |
42 | (some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in\r |
43 | the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can\r |
44 | be in .smd or .bin format and can be zipped (one ROM per zip).\r |
45 | \r |
46 | #endif\r |
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47 | #ifdef PSP\r |
48 | If you are running a custom firmware, just copy the whole PicoDrive directory to\r |
49 | /PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter\r |
50 | which one GAME* directory to use).\r |
51 | \r |
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52 | If you are on 1.5, there is a separate KXploited version for it.\r |
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53 | \r |
54 | #endif\r |
55 | Note that this emulator may require some tweaking of configuration settings to run\r |
56 | some games well. For Genesis/MegaDrive, if you have any problems (game does not\r |
57 | boot, sound is glitchy, broken graphics), try to:\r |
58 | * enable "Accurate timing" (options menu)\r |
59 | #ifdef PSP\r |
60 | * enable "accurate renderer"\r |
61 | #else\r |
62 | * enable "16bit accurate renderer"\r |
63 | #endif\r |
64 | * make sure Z80 is not disabled (in "advanced options" submenu in options).\r |
65 | Some games may need to be reset after adjusting settings.\r |
66 | \r |
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67 | For possible Sega/Mega CD problems, see "Other important stuff" section below.\r |
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68 | \r |
69 | \r |
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70 | How to run Sega/Mega CD games\r |
71 | -----------------------------\r |
72 | \r |
73 | To play any game, you need BIOS files. These files must be copied to the same\r |
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74 | directory as mentioned PicoDrive files. Files can be named as follows:\r |
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75 | \r |
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76 | US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r |
77 | EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r |
78 | JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r |
79 | these files can also be zipped.\r |
80 | \r |
81 | The game must be dumped to ISO format, but BIN can be used too. If you want\r |
82 | CD music, you must use ISO+mp3 files. Audio from BIN files won't be read at\r |
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83 | all. Also BIN files are usually larger, so it's better to use ISO. ISO+mp3\r |
84 | files can be named similarly as for other emus.\r |
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85 | Here are some examples:\r |
86 | \r |
87 | SonicCD.iso data track\r |
88 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
89 | SonicCD_03.mp3\r |
90 | ...\r |
91 | \r |
92 | Sonic the Hedgehog CD (US) - Track 01.iso\r |
93 | Sonic the Hedgehog CD (US) - Track 02.mp3\r |
94 | Sonic the Hedgehog CD (US) - Track 03.mp3\r |
95 | ...\r |
96 | \r |
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97 | It is very important to have the MP3s encoded at 44kHz sample rate and they\r |
98 | must be stereo, or else they will play too fast/slow or won't play at all.\r |
99 | Be sure NOT to use anything but classic mp3 format (don't use things like\r |
100 | mp3pro).\r |
101 | \r |
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102 | ISO files can also be .cso compressed or zipped (but not mp3 files, as they\r |
103 | are already compressed). CSO will cause slightly longer loading times, and\r |
104 | is not very good for FMV games. Zipping ISOs is not recommened, as it will\r |
105 | cause very long (several minute) loading times, and make some games\r |
106 | unplayable. File naming is similar as with uncompressed ISOs.\r |
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107 | Example:\r |
108 | \r |
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109 | SonicCD.cso data track\r |
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110 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
111 | SonicCD_03.mp3\r |
112 | ...\r |
113 | \r |
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114 | \r |
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115 | Other important stuff\r |
116 | ---------------------\r |
117 | \r |
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118 | * If your Genesis/MD game hangs or has glitches, this is most likely because\r |
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119 | "Accurate timing" option is not enabled, or fast renderer is used\r |
120 | (try the accurate one), or Z80 is disabled in "advanced options".\r |
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121 | * Sega/Mega CD: If the game hangs after Sega logo, you may need to enable\r |
122 | "better sync" and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options"\r |
123 | submenu, and then reset the game. Some other games may also require\r |
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124 | "CDDA audio" and "PCM audio" to be enabled to work (enabled by default).\r |
125 | Incorrectly named/missing mp3s may also be the cause.\r |
126 | * Sega/Mega CD: If the background music is missing, you might have named your\r |
127 | MP3s incorrectly. Read "How to run Sega/Mega CD games" section again.\r |
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128 | * Sega/Mega CD: If the game music plays too fast/too slow/out of sync, you have\r |
129 | encoded your MP3s incorrectly. You will have to re-encode and/or resample them.\r |
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130 | PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.\r |
131 | Badly encoded mp3s can cause various kind of problems, like noises, incorrect\r |
132 | playback speeds, not repeating music or even prevent game from starting.\r |
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133 | Some games (like Snatcher) may hang in certain scenes because of this.\r |
134 | Some mp3 rippers/encoders remove silence and beginning/end of audio tracks,\r |
135 | what causes audio desyncs and/or mentioned problems.\r |
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136 | * Sega/Mega CD: If your games hangs at the BIOS screen (with planets shown),\r |
137 | you may be using a bad BIOS dump. Try another from a different source.\r |
138 | * Some Sega/Mega CD games don't use Z80 for anything, but they leave it active,\r |
139 | so disabling Z80 manually (in advanced options) improves performance.\r |
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140 | #ifdef GP2X\r |
141 | * Sega/Mega CD: if FMV game performance is poor, try adjusting\r |
142 | "ReadAhead buffer" to something like 2048K.\r |
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143 | * When you use both GP2X CPUs, keep in mind that you can't overclock as high as\r |
144 | when using ARM920 only. For example my GP2X when run singlecore can reach\r |
145 | 280MHz, but with both cores it's about 250MHz. When overclocked too much,\r |
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146 | it may start hanging and producing random noise, or causing ARM940 crashes\r |
147 | ("940 crashed" message displayed).\r |
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148 | #endif\r |
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149 | * Use lower bitrate for better performance (96 or 128kbps CBRs recommended).\r |
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150 | #ifdef GP2X\r |
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151 | * Due to internal implementation mp3s must not be larger that 12MB\r |
152 | (12582912 bytes). Larger mp3s will not be fully loaded.\r |
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153 | * RAM timings option is good for dualcore operation (it is disabled by\r |
154 | default because it doesn't work on every GP2X, so enable it in advanced\r |
155 | options).\r |
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156 | #endif\r |
157 | \r |
158 | \r |
159 | Configuration\r |
160 | -------------\r |
161 | \r |
162 | @@0. "Renderer"\r |
163 | #ifdef GP2X\r |
164 | 8bit fast:\r |
165 | This enables alternative heavily optimized tile-based renderer, which renders\r |
166 | pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r |
167 | which is much faster. But because of the way it works it can't render any\r |
168 | mid-frame image changes (raster effects), so it is useful only with some games.\r |
169 | \r |
170 | Other two are accurate line-based renderers. The 8bit is faster but does not\r |
171 | run well with some games like Street Racer.\r |
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172 | \r |
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173 | #endif\r |
174 | #ifdef GIZ\r |
175 | This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r |
176 | a bit faster for some games, but not much, because colors still need to be\r |
177 | converted to 16bit, as this is what Gizmondo requires. It also introduces\r |
178 | graphics problems for some games, so it's best to use 16bit one.\r |
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179 | \r |
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180 | #endif\r |
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181 | #ifdef PSP\r |
182 | This option allows to switch between fast and accurate renderers. The fast one\r |
183 | is much faster, because it draws the whole frame at a time, instead of doing it\r |
184 | line by line, like the accurate one does. But because of the way it works it\r |
185 | can't render any mid-frame image changes (raster effects), so it is useful only\r |
186 | for some games.\r |
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187 | \r |
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188 | #endif\r |
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189 | #ifdef GIZ\r |
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190 | @@0. "Scanline mode"\r |
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191 | This option was designed to work around slow framebuffer access (the Gizmondo's\r |
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192 | main bottleneck) by drawing every other line (even numbered lines only).\r |
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193 | This improves performance greatly, but looses detail.\r |
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194 | \r |
195 | #endif\r |
196 | #ifdef GP2X\r |
197 | @@0. "Scaling"\r |
198 | "hw" means GP2X hardware scaler, which causes no performance loss, but scaled\r |
199 | image looks a bit blocky. "sw" means software scaling, which uses pixel\r |
200 | averaging and may look a bit nicer, but blurry. Horizontal scaling is only for\r |
201 | games which use so called "32 column mode" (256x224 or 256x240), and scales\r |
202 | image width to 320 pixels. Vertical scales height to 240 for games which use\r |
203 | height 224 (most of them).\r |
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204 | \r |
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205 | #endif\r |
206 | #ifdef GIZ\r |
207 | @@0. "Scale low res mode"\r |
208 | The Genesis/Megadrive had several graphics modes, some of which were only 256\r |
209 | pixels wide. This option scales their width to 320 by using simple\r |
210 | pixel averaging scaling. Works only when 16bit renderer is enabled.\r |
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211 | \r |
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212 | #endif\r |
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213 | @@0. "Accurate timing"\r |
214 | This adds some more emulation precision, but slows the emulation down. Without\r |
215 | this option some games do not boot (Red Zone for example), others have sound\r |
216 | problems. This options has no effect for Sega/Mega CD emulation.\r |
217 | \r |
218 | @@0. "Accurate sprites"\r |
219 | This option improves emulation of sprite priorities, it also enables emulation\r |
220 | of sprite collision bit. If you see one sprite being drawn incorrectly above\r |
221 | the other (often seen in Sonic 3D Blast), you can enable this to fix the problem.\r |
222 | This only works with the accurate renderers (see first option).\r |
223 | \r |
224 | @@0. "Show FPS"\r |
225 | Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r |
226 | YY is the number of emulated frames per second.\r |
227 | \r |
228 | @@0. "Frameskip"\r |
229 | How many frames to skip rendering before displaying another.\r |
230 | "Auto" is recommended.\r |
231 | \r |
232 | @@0. "Enable sound"\r |
233 | Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r |
234 | see below) for this to make sense (already done by default).\r |
235 | \r |
236 | @@0. "Sound Quality"\r |
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237 | #ifdef PSP\r |
238 | Sound sample rate, affects sound quality and emulation performance.\r |
239 | 22050Hz setting is the recommended one.\r |
240 | #else\r |
241 | Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r |
242 | #endif\r |
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243 | #ifdef GP2X\r |
244 | If you want 44100Hz sound, it is recommended to enable the second core (next option).\r |
245 | \r |
246 | @@0. "Use ARM940 core for sound"\r |
247 | This option causes PicoDrive to use ARM940T core (GP2X's second CPU) for sound \r |
248 | (i.e. to generate YM2612 samples) to improve performance noticeably.\r |
249 | #endif\r |
250 | \r |
251 | @@0. "6 button pad"\r |
252 | If you enable this, games will think that 6 button gamepad is connected. If you\r |
253 | go and reconfigure your keys, you will be able to bind X,Y,Z and mode actions.\r |
254 | \r |
255 | @@0. "Region"\r |
256 | This option lets you force the game to think it is running on machine from the\r |
257 | specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r |
258 | \r |
259 | @@0. "Use SRAM/BRAM savestates"\r |
260 | This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r |
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261 | games which are using them. SRAM is saved whenever you enter the menu or exit the\r |
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262 | emulator.\r |
263 | \r |
264 | @@0. "Confirm savestate"\r |
265 | Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r |
266 | on loading (to prevent destroying current game progress), and on both or none, when\r |
267 | using shortcut buttons (not menu) for saving/loading.\r |
268 | \r |
269 | @@0. "Save slot"\r |
270 | This is a slot number to use for savestates. This can also be configured to be\r |
271 | changed with a button (see "key configuration").\r |
272 | \r |
273 | #ifdef GP2X\r |
274 | @@0. "GP2X CPU clocks"\r |
275 | Here you can change clocks of both GP2X's CPUs. Larger values increase performance.\r |
276 | There is no separate option for the second CPU because both CPUs use the same clock\r |
277 | source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks\r |
278 | at all (this is if you use external program to set clock).\r |
279 | \r |
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280 | #endif\r |
281 | #ifdef PSP\r |
282 | @@0. "CPU/bus clock"\r |
283 | This allows to change CPU and bus clocks for PSP. 333MHz is recommended.\r |
284 | \r |
285 | @@0. "[Display options]"\r |
286 | Enters Display options menu (see below).\r |
287 | \r |
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288 | #endif\r |
289 | @@0. "[Sega/Mega CD options]"\r |
290 | Enters Sega/Mega CD options menu (see below).\r |
291 | \r |
292 | @@0. "[advanced options]"\r |
293 | Enters advanced options menu (see below).\r |
294 | \r |
295 | @@0. "Save cfg as default"\r |
296 | If you save your config here it will be loaded on next ROM load, but only if there\r |
297 | is no game specific config saved (which will be loaded in that case).\r |
298 | You can press left/right to switch to a different config profile.\r |
299 | \r |
300 | @@0. "Save cfg for current game only"\r |
301 | Whenever you load current ROM again these settings will be loaded\r |
302 | #ifdef GP2X\r |
303 | (squidgehack and RAM settings will not take effect until emulator is restarted).\r |
304 | #endif\r |
305 | \r |
306 | \r |
307 | Advanced configuration\r |
308 | ----------------------\r |
309 | \r |
310 | Enter [advanced options] in config menu to see these options.\r |
311 | \r |
312 | #ifdef GP2X\r |
313 | @@1. "Gamma correction"\r |
314 | Alters image gamma through GP2X hardware. Larger values make image to look brighter,\r |
315 | lower - darker (default is 1.0).\r |
316 | \r |
317 | @@1. "A_SN's gamma curve"\r |
318 | If this is enabled, different gamma adjustment method will be used (suggested by A_SN\r |
319 | from gp32x boards). Basically it makes difference for dark and bright colors.\r |
320 | \r |
321 | @@1. "Perfect vsync"\r |
322 | This one adjusts the LCD refresh rate to better match game's refresh rate and starts\r |
323 | synchronizing rendering with it. Should make scrolling smoother and eliminate tearing.\r |
324 | \r |
325 | #endif\r |
326 | @@1. "Emulate Z80"\r |
327 | Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r |
328 | Some games do complex sync with it, so you must enable it even if you don't use\r |
329 | sound to be able to play them.\r |
330 | \r |
331 | @@1. "Emulate YM2612 (FM)"\r |
332 | This enables emulation of six-channel FM sound synthesizer chip, which was used to\r |
333 | produce sound effects and music.\r |
334 | \r |
335 | @@1. "Emulate SN76496 (PSG)"\r |
336 | This enables emulation of additional sound chip for additional effects.\r |
337 | \r |
338 | Note: if you change sound settings AFTER loading a ROM, you may need to reset\r |
339 | game to get sound. This is because most games initialize sound chips on\r |
340 | startup, and this data is lost when sound chips are being enabled/disabled.\r |
341 | \r |
342 | #ifdef GIZ\r |
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343 | @@1. "Double buffering"\r |
344 | Draws the display to offscreen buffer, and flips it with visible one when done.\r |
345 | Unfortunately this causes serious tearing, unless v-sync is used (next option).\r |
346 | \r |
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347 | @@1. "Wait for V-sync"\r |
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348 | Waits for vertical sync before drawing (or flipping buffers, if previous option\r |
349 | is enabled). Emulation is stopped while waiting, so this causes large performance\r |
350 | hit.\r |
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351 | \r |
352 | #endif\r |
353 | @@1. "gzip savestates"\r |
354 | This will always apply gzip compression on your savestates, allowing you to\r |
355 | save some space and load/save time.\r |
356 | \r |
357 | @@1. "Don't save last used ROM"\r |
358 | This will disable writing last used ROM to config on exit (what might cause SD\r |
359 | card corruption according to DaveC).\r |
360 | \r |
361 | #ifdef GP2X\r |
362 | @@1. "craigix's RAM timings"\r |
363 | This overclocks the GP2X RAM chips, but may cause instability. Recommended if you\r |
364 | use the second core for sound. Needs emulator restart to take effect.\r |
365 | See this thread:\r |
366 | http://www.gp32x.com/board/index.php?showtopic=32319\r |
367 | \r |
368 | @@1. "squidgehack"\r |
369 | Well known way to improve the GP2X performance. You must restart the emulator\r |
370 | for the change of this option to take effect.\r |
371 | \r |
372 | #endif\r |
373 | \r |
374 | Sega/Mega CD options \r |
375 | --------------------\r |
376 | \r |
377 | @@2,@@2,@@2. "USA/EUR/JAP BIOS"\r |
378 | These options just show if your BIOS files were correctly detected by the\r |
379 | emulator (it shows the filename it is using). If so, you can press Start to\r |
380 | test your BIOS.\r |
381 | \r |
382 | @@2. "CD LEDs"\r |
383 | The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r |
384 | will display them on top-left corner of the screen.\r |
385 | \r |
386 | @@2. "CDDA audio (using mp3s)"\r |
387 | This option enables CD audio playback.\r |
388 | \r |
389 | @@2. "PCM audio"\r |
390 | This enables 8 channel PCM sound source. It is required for some games to run,\r |
391 | because they monitor state of this audio chip.\r |
392 | \r |
393 | @@2. "ReadAhead buffer"\r |
394 | #ifdef GP2X\r |
395 | This option is for dealing with slow SD card access in GP2X, which makes FMV\r |
396 | games unplayable. It will allow emulator not to access SD card for longer periods\r |
397 | of time, but it will take more time to fill the buffer.\r |
398 | #endif\r |
399 | #ifdef GIZ\r |
400 | This option can prefetch more data from the CD then read by the game - not really\r |
401 | useful for Gizmondo (this is a workaround for SD access problems on GP2X port).\r |
402 | #endif\r |
403 | \r |
404 | @@2. "Save RAM cart"\r |
405 | Here you can enable 64K RAM cart. Format it in BIOS if you do.\r |
406 | \r |
407 | @@2. "Scale/Rot. fx"\r |
408 | The Sega/Mega CD had scaling/rotation chip, which allows effects similar to\r |
409 | "Mode 7" effects in SNES. Unfortunately emulating it is slow, and very few games\r |
410 | used it, so it's better to disable this option, unless game really needs it.\r |
411 | \r |
412 | @@2. "Better sync"\r |
413 | This option is similar to "Perfect synchro" in Gens. Some games require it to run,\r |
414 | for example most (all?) Wolfteam games, and some other ones. Don't use it for\r |
415 | games which don't need it, it will just slow them down.\r |
416 | \r |
417 | \r |
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418 | #ifdef PSP\r |
419 | Display options\r |
420 | ---------------\r |
421 | \r |
422 | @@3. "Scale factor"\r |
423 | This allows to resize the displayed image by using the PSP's hardware. The number is\r |
424 | used to multiply width and height of the game image to get the size of image to be\r |
425 | displayed. If you just want to make it fullscreen, just use "Set to fullscreen"\r |
426 | setting below.\r |
427 | \r |
428 | @@3. "Hor. scale (for low res. games)"\r |
429 | This one works similarly as the previous setting, but can be used to apply additional\r |
430 | scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD\r |
431 | resolution.\r |
432 | \r |
433 | @@3. "Hor. scale (for hi res. games)"\r |
434 | Same as above, only for higher (320 pixel wide) resolution using games.\r |
435 | \r |
436 | @@3. "Bilinear filtering"\r |
437 | If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,\r |
438 | making it smoother, but blurry.\r |
439 | \r |
440 | @@3. "Wait for vsync"\r |
441 | Wait for the screen to finish updating before switching to next frame, to avoid tearing.\r |
442 | There are 3 options:\r |
443 | * never: don't wait for vsync.\r |
444 | * sometimes: wait only if emulator is running fast enough.\r |
445 | * always: always wait (causes emulation slowdown).\r |
446 | \r |
447 | @@3. "Set to unscaled centered"\r |
448 | Adjust the resizing options to set game image to it's original size.\r |
449 | \r |
450 | @@3. "Set to fullscreen"\r |
451 | Adjust the resizing options to make the game image fullscreen.\r |
452 | \r |
453 | \r |
454 | #endif\r |
7eed09b3 |
455 | Key configuration\r |
456 | -----------------\r |
457 | \r |
458 | Select "Configure controls" from the main menu. Then select "Player 1" and you will\r |
459 | see two columns. The left column lists names of Genesis/MD controller buttons, and\r |
0ffa8947 |
460 | #ifdef GP2X\r |
7eed09b3 |
461 | the right GP2X ones, which are assigned to them. If you bind 2 different GP2X buttons\r |
0ffa8947 |
462 | #endif\r |
463 | #ifdef GIZ\r |
464 | the right Giz ones, which are assigned to them. If you bind 2 different Giz buttons\r |
465 | #endif\r |
81fda4e8 |
466 | #ifdef PSP\r |
467 | the right PSP ones, which are assigned to them. If you bind 2 different PSP buttons\r |
468 | #endif\r |
7eed09b3 |
469 | to the same action, you will get a combo (which means that you will have to press\r |
470 | both buttons for that action to happen.\r |
0a051f55 |
471 | \r |
472 | \r |
473 | Cheat support\r |
474 | -------------\r |
475 | \r |
476 | To use GG/patch codes, you must type them into your favorite text editor, one\r |
477 | per line. Comments may follow code after a whitespace. Only GameGenie and\r |
478 | Genecyst patch formats are supported.\r |
479 | Examples:\r |
480 | \r |
481 | Genecyst patch (this example is for Sonic):\r |
482 | \r |
483 | 00334A:0005 Start with five lives\r |
484 | 012D24:0001 Keep invincibility until end of stage\r |
485 | 009C76:5478 each ring worth 2\r |
486 | 009C76:5678 each ring worth 3\r |
487 | ...\r |
488 | \r |
489 | Game Genie patch (for Sonic 2):\r |
490 | \r |
491 | ACLA-ATD4 Hidden palace instead of death egg in level select\r |
492 | ...\r |
493 | \r |
494 | Both GG and patch codes can be mixed in one file.\r |
495 | \r |
496 | When the file is ready, name it just like your ROM file, but with additional\r |
497 | .pat extension, making sure that case matches.\r |
498 | \r |
499 | Examples:\r |
500 | \r |
501 | ROM: Sonic.zip\r |
502 | PATCH FILE: Sonic.zip.pat\r |
503 | \r |
504 | ROM: Sonic 2.bin\r |
505 | PATCH FILE: Sonic 2.bin.pat\r |
506 | \r |
507 | Put the file into your ROMs directory. Then load the .pat file as you would\r |
508 | a ROM. Then Cheat Menu Option should appear in main menu.\r |
509 | \r |
510 | \r |
511 | What is emulated?\r |
512 | -----------------\r |
513 | \r |
514 | Genesis/MegaDrive:\r |
81fda4e8 |
515 | #ifdef PSP\r |
516 | main 68k @ 7.6MHz: yes, FAME/C core\r |
517 | z80 @ 3.6MHz: yes, CZ80 core\r |
518 | #else\r |
0a051f55 |
519 | main 68k @ 7.6MHz: yes, Cyclone core\r |
520 | z80 @ 3.6MHz: yes, DrZ80 core\r |
81fda4e8 |
521 | #endif\r |
0a051f55 |
522 | VDP: yes, except some quirks not used by games\r |
523 | YM2612 FM: yes, optimized MAME core\r |
524 | SN76489 PSG: yes, MAME core\r |
525 | \r |
526 | Sega/Mega CD:\r |
81fda4e8 |
527 | #ifdef PSP\r |
528 | another 68k @ 12.5MHz: yes, FAME/C too\r |
529 | #else\r |
0a051f55 |
530 | another 68k @ 12.5MHz: yes, Cyclone too\r |
81fda4e8 |
531 | #endif\r |
6cadc2da |
532 | gfx scaling/rotation chip (custom ASIC): yes\r |
0a051f55 |
533 | PCM sound source: yes\r |
534 | CD-ROM controller: yes (mostly)\r |
535 | bram (internal backup RAM): yes\r |
536 | \r |
537 | \r |
cc68a136 |
538 | Problems / limitations\r |
539 | ----------------------\r |
540 | \r |
bdec53c9 |
541 | * 32x is not emulated.\r |
542 | #ifdef PSP\r |
543 | * SVP is not emulated.\r |
544 | #endif\r |
cc68a136 |
545 | * Various VDP quirks (window bug, scroll size 2, etc.) are not emulated,\r |
0a051f55 |
546 | as very few games use this (if any at all).\r |
bdec53c9 |
547 | * The emulator is not 100% accurate, so some things may not work as expected.\r |
cc68a136 |
548 | \r |
549 | \r |
550 | Credits\r |
551 | -------\r |
552 | \r |
110df09c |
553 | This emulator is made of the code from following people/projects:\r |
cc68a136 |
554 | \r |
7eed09b3 |
555 | notaz\r |
81fda4e8 |
556 | GP2X, UIQ, PSP, Gizmondo ports, CPU core hacks,\r |
7eed09b3 |
557 | lots of additional coding (see changelog).\r |
558 | Homepage: http://notaz.gp2x.de/\r |
559 | \r |
cc68a136 |
560 | Dave\r |
561 | Cyclone 68000 core, Pico emulation library\r |
562 | Homepage: http://www.finalburn.com/\r |
563 | \r |
81fda4e8 |
564 | #ifdef PSP\r |
565 | Chui\r |
566 | FAME/C 68k interpreter core\r |
567 | (based on C68K by Stephane Dallongeville)\r |
568 | \r |
569 | Stephane Dallongeville (written), NJ (optimized)\r |
570 | CZ80 Z80 interpreter core\r |
571 | \r |
572 | #else\r |
cc68a136 |
573 | Reesy & FluBBa\r |
81fda4e8 |
574 | DrZ80, the Z80 interpreter written in ARM assembly.\r |
cc68a136 |
575 | Homepage: http://reesy.gp32x.de/\r |
576 | \r |
81fda4e8 |
577 | #endif\r |
578 | Tatsuyuki Satoh, Jarek Burczynski, MAME development\r |
cc68a136 |
579 | software implementation of Yamaha FM sound generator\r |
580 | \r |
81fda4e8 |
581 | MAME development\r |
582 | Texas Instruments SN76489 / SN76496 programmable tone/noise generator\r |
cc68a136 |
583 | Homepage: http://www.mame.net/\r |
584 | \r |
0a051f55 |
585 | Stephane Dallongeville\r |
586 | Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r |
81fda4e8 |
587 | #ifdef PSP\r |
588 | \r |
589 | people @ ps2dev.org forums / PSPSDK crew\r |
590 | libaudiocodec code (by cooleyes)\r |
591 | other sample code\r |
592 | #else\r |
0a051f55 |
593 | \r |
594 | Helix community\r |
595 | Helix mp3 decoder\r |
81fda4e8 |
596 | #endif\r |
0a051f55 |
597 | \r |
cc68a136 |
598 | \r |
599 | Additional thanks\r |
600 | -----------------\r |
601 | \r |
602 | * Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r |
603 | info about genesis hardware.\r |
cc68a136 |
604 | * Steve Snake for all that he has done for Genesis emulation scene.\r |
bdec53c9 |
605 | * Tasco Deluxe for his reverse engineering work on SVP and some mappers.\r |
cc68a136 |
606 | * Bart Trzynadlowski for his SSFII and 68000 docs.\r |
607 | * Haze for his research (http://haze.mameworld.info).\r |
608 | * Mark and Jean-loup for zlib library.\r |
7eed09b3 |
609 | * ketchupgun for the skin.\r |
610 | #ifdef GP2X\r |
cc68a136 |
611 | * rlyeh and all the other people behind the minimal library.\r |
612 | * Squidge for his famous squidgehack(tm).\r |
613 | * Dzz for his ARM940 sample code.\r |
614 | * GnoStiC & Puck2099 for USB joystick support.\r |
615 | * Hermes PS2R, god_at_hell for the CpuCtrl library.\r |
a4f0cc86 |
616 | * A_SN for his gamma code.\r |
cc68a136 |
617 | * craigix for supplying the GP2X hardware and making this port possible.\r |
6cadc2da |
618 | * Alex for the icon.\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 |
bdec53c9 |
639 | 1.40\r |
640 | + Added support for SVP (Sega Virtua Processor) to emulate Virtua Racing,\r |
641 | wrote ARM recompiler and some HLE code for VR.\r |
642 | * Changed config file format, files are now human-readable. Game specific\r |
643 | configs are now held in single file (but old game config files are still\r |
644 | read).\r |
d6114368 |
645 | * Fixed a bug where some key combos didn't work as expected.\r |
646 | * Fixed a regression in renderer (some graphic glitches in rare cases).\r |
da310283 |
647 | * Adjusted fast rernderer to work with more games, including VR.\r |
d6114368 |
648 | * Fixed a problem where SegaCD RAM cart data was getting lost on reset.\r |
bdec53c9 |
649 | \r |
2445b7cb |
650 | 1.35b\r |
651 | * PSP: mp3 code should no longer fail on 1.5 firmware.\r |
652 | + PSP: added gamma adjustment option.\r |
7d0143a2 |
653 | + Added .cso ISO format support. Useful for non-FMV games.\r |
654 | * It is now possile to force a region after the ROM is loaded.\r |
2445b7cb |
655 | * Fixed a sram bug in memhandlers (fixes Shining in the Darkness saves).\r |
656 | * PSP: fixed another bug in memhanlers, which crashed the emu for some games\r |
7d0143a2 |
657 | (like NBA Jam and NHL 9x).\r |
4a32f01f |
658 | + PSP: added suspend/resume handling for Sega CD games.\r |
659 | + GP2X: added additional low volume levels for my late-night gaming sessions\r |
660 | (in stereo mode only).\r |
661 | + GP2X: added "fast forward" action in key config. Not recommended to use for\r |
662 | Sega CD, may case problems there.\r |
7d0143a2 |
663 | * Some other small tweaks I forgot about.\r |
2445b7cb |
664 | \r |
c6196c0f |
665 | 1.35a\r |
666 | * PSP: fixed a bug which prevented to load any ROMs after testing the BIOS.\r |
667 | * PSP: fixed incorrect CZ80 memory map setup, which caused Z80 crashes and\r |
668 | graphics corruption in EU Mega CD model1 BIOS menus.\r |
669 | + PSP: added additional "set to 4:3 scaled" display option for convenience.\r |
4a32f01f |
670 | + PSP: Added an option to disable frame limitter (works only with non-auto frameskip).\r |
c6196c0f |
671 | \r |
81fda4e8 |
672 | 1.35\r |
673 | + PSP port added. Lots of new code for it. Integrated modified FAME/C, CZ80 cores.\r |
674 | + Some minor generic optimizations.\r |
675 | * Patched some code which was crashing under PSP, but was working in GP2X/Giz\r |
676 | (although it should have crashed there too).\r |
677 | * Readme updated.\r |
678 | \r |
1dceadae |
679 | 1.34\r |
7eed09b3 |
680 | + Gizmondo port added.\r |
e849512f |
681 | + Some new optimizations in memory handlers, and for shadow/hilight mode.\r |
682 | + Added some hacks to make more games work without enabling "accurate timing".\r |
e849512f |
683 | * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO\r |
684 | emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.\r |
5f8c85be |
685 | * Fixed a few games not having sound at startup.\r |
1dceadae |
686 | * Updated serial EEPROM code to support more games. Thanks to EkeEke for\r |
687 | providing info about additional EEPROM types and game mappers.\r |
688 | * The above change fixed hang of NBA Jam.\r |
45499284 |
689 | * Minor adjustments to control configurator.\r |
e849512f |
690 | \r |
4e8a534c |
691 | 1.33\r |
692 | * Updated Cyclone core to 0.0088.\r |
693 | + Added A r k's usbjoy fix.\r |
694 | + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs\r |
695 | emulation to it to eliminate tearing and ensure smoothest scrolling possible.\r |
696 | + Added an option to use A_SN's camma curve for gamma correction (improves dark\r |
697 | and bright color display for mk2s).\r |
e362c573 |
698 | * Sometimes stray sounds were played after loading a savestate. Fixed.\r |
699 | * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in\r |
700 | Snatcher).\r |
701 | * PD no longer overwrites video player code in memory, video player now can be\r |
767bf1ad |
702 | used after exiting PicoDrive.\r |
4e8a534c |
703 | * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions\r |
704 | if "accurate timing" was not enabled.\r |
705 | * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".\r |
706 | Upto 10MB hacked ROMs are supported now.\r |
d524c827 |
707 | + Config profiles added (press left/right when saving config).\r |
767bf1ad |
708 | * Changed key configuration behavior to the one from gpfce (should be more\r |
d524c827 |
709 | intuitive).\r |
a12e0116 |
710 | + Added some skinning capabilities to the menu system with default skin by\r |
a4f0cc86 |
711 | ketchupgun. Delete skin directory if you want old behaviour.\r |
767bf1ad |
712 | * Some other little tweaks I forgot about.\r |
e362c573 |
713 | \r |
2433f409 |
714 | 1.32\r |
715 | + Added some new scaling options.\r |
6cadc2da |
716 | + Added ability to reload CD images while game is running (needed for games\r |
721cd396 |
717 | with multiple CDs, like Night Trap).\r |
6cadc2da |
718 | + Added RAM cart emulation.\r |
2433f409 |
719 | * Fixed DMA timing emulation (caused lock-ups for some genesis games).\r |
720 | * Idle loop detection was picking up wrong code and causing glitches, fixed.\r |
721 | * The ym2612 code on 940 now can handle multiple updates per frame\r |
722 | (fixes Thunger Force III "seiren" level drums for example).\r |
723 | * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in\r |
724 | Popful Mail, Silpheed).\r |
721cd396 |
725 | * Improved z80 timing, should fix some sound problems.\r |
726 | * Fixed a bug with sram register (fixes Phantasy Star 4).\r |
6cadc2da |
727 | * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.\r |
721cd396 |
728 | * Added code for PRG ram write protection register (Dungeon Explorer).\r |
46969540 |
729 | * The memory mode register change in 1.31 was unsafe and caused some glitches in\r |
730 | AH-3 Thunderstrike. Fixed.\r |
731 | * Fixed a file descriptor leak.\r |
6cadc2da |
732 | * Updated documentation, added Gmenu2x manual.\r |
2433f409 |
733 | \r |
c008977e |
734 | 1.31\r |
735 | * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).\r |
736 | * Fixed TAS opcode on sub-68k side (fixes Batman games).\r |
737 | * File browser now filters out mp3s, saves and some other files, which are not ROMS.\r |
738 | \r |
782f8f22 |
739 | 1.30\r |
0a051f55 |
740 | + ISO files now can be zipped. Note that this causes VERY long loading times.\r |
741 | + Added data pre-buffering support, this allows to reduce frequency of short pauses\r |
4ff2d527 |
742 | in FMV games (caused by SD access), but makes those pauses longer.\r |
0a051f55 |
743 | * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r |
7336a99a |
744 | + Properly implemented "decode" data transformation (Jaguar XJ220).\r |
745 | * Integrated "better sync" code into cyclone code, what made this mode much faster.\r |
746 | * Fixed a bug related to game specific config saving.\r |
4ff2d527 |
747 | * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.\r |
48e8482f |
748 | * Fixed reset not working for some games.\r |
a4030801 |
749 | + New assembly optimized memory handlers for CD (gives at least a few fps).\r |
782f8f22 |
750 | Also re-enabled all optimizations from 0.964 release.\r |
751 | + New idle-loop detection code for sub-68k. Speeds up at least a few games.\r |
0a051f55 |
752 | \r |
753 | 1.201\r |
754 | + Added basic cheat support (GameGenie and Genecyst patches).\r |
755 | \r |
756 | 1.20\r |
757 | * Fixed a long-standing problem in audio mixing code which caused slight distortions\r |
758 | at lower sample rates.\r |
759 | * Changed the way 920 and 940 communicates (again), should be more reliable and give\r |
760 | slight performance increase.\r |
761 | * Some optimizations in audio mixing code.\r |
762 | * Some menu changes (background added, smaller font in ROM browser, savestate loader\r |
763 | now can select slots).\r |
764 | + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r |
765 | + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r |
766 | + "Cell arrange" address mapping is now emulated (Heart of the alien).\r |
767 | + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r |
768 | + "Better sync" option added (prevents some games from hanging).\r |
769 | \r |
770 | 1.14\r |
771 | + Region autodetection now can be customized.\r |
772 | * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r |
773 | * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r |
774 | * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r |
775 | * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r |
776 | + Savestates implemented for Sega/Mega CD.\r |
777 | + PCM sound added.\r |
778 | * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r |
779 | Mega CD mode (but mp3s must still be 44kHz stereo).\r |
780 | + Timer emulation added.\r |
781 | * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r |
782 | * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r |
783 | \r |
784 | 1.10\r |
785 | + GP2X: Added experimental Sega CD support.\r |
786 | + GP2X: Added partial gmv movie playback support.\r |
787 | \r |
cc68a136 |
788 | 0.964\r |
789 | * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r |
790 | happening for NTSC games and causing sound clicks.\r |
791 | * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r |
792 | should be useable and configurable).\r |
793 | + GP2X: Added save confirmation option.\r |
794 | + GP2X: Added 940 CPU crash detection.\r |
795 | + ALL: UIQ3 port added.\r |
796 | \r |
797 | 0.963\r |
798 | * GP2X: Gamma-reset-on-entering-menu bug fixed.\r |
799 | * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r |
800 | http://www.gp32x.com/board/index.php?showtopic=28490\r |
801 | \r |
802 | 0.962\r |
803 | * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r |
804 | was enabled (for example punch sound in SOR).\r |
805 | * GP2X: Limited max volume to 90, because higher values often cause distortions.\r |
806 | * GP2X: Fixed a bug with lower res scaling.\r |
807 | * GP2X: Gamma is now reset on exit.\r |
808 | \r |
809 | 0.96\r |
810 | * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r |
811 | + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r |
812 | performance increase.\r |
813 | * ALL: Accurate renderers are slightly faster now.\r |
814 | + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r |
815 | framelimitter, this should eliminate some scrolling and tearing problems.\r |
816 | * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r |
817 | + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r |
818 | + GP2X: Added ability to save config for specific games only.\r |
819 | + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r |
820 | * GP2X: Volume keys are now configurable.\r |
821 | + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r |
822 | player 2 control (currently untested).\r |
823 | * GP2X: squidgehack is now applied through kernel module (cleaner way).\r |
824 | \r |
825 | 0.95\r |
826 | * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r |
827 | + GP2X: Added command line support\r |
828 | + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r |
829 | * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r |
830 | had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r |
831 | etc.).\r |
832 | + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r |
833 | default.\r |
834 | \r |
835 | 0.945\r |
836 | + GP2X: Added frame limiter for frameskipped modes.\r |
837 | * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r |
838 | * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r |
839 | high memory and had no effect).\r |
840 | \r |
841 | 0.94\r |
842 | + Added GP2X port.\r |
843 | * Improved interrupt timing, Mazin Saga and Burning Force now works.\r |
844 | * Rewritten renderer code to better suit GP2X, should be faster on other\r |
845 | ports too.\r |
846 | + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r |
847 | + Added some protection device faking, used by some unlicensed games like\r |
848 | Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r |
849 | + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r |
850 | \r |
851 | 0.93\r |
852 | * Fixed a problem with P900/P910 key configuration in FC mode.\r |
853 | * Improved shadow/hilight mode emulation. Still not perfect, but should be\r |
854 | enough for most games.\r |
855 | + Save state slots added.\r |
856 | + Region selector added.\r |
857 | \r |
858 | 0.92\r |
859 | VDP changes:\r |
860 | * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r |
861 | Super Hang-On and some other problems in other games).\r |
862 | * HV counter emulation is now much more accurate. Fixes the Asterix games,\r |
863 | line in Road Rash 3, etc.\r |
864 | * Minor sprite and layer scroll masking bugs fixed.\r |
865 | + Added partial interlace mode renderer (Sonic 2 vs mode)\r |
866 | * Fixed a crash in both renderers when certain size window layers were used.\r |
867 | + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r |
868 | effects are still unemulated.\r |
869 | + Sprite emulation is more accurate, sprite limit is emulated.\r |
870 | + Added "accurate sprites" option, which always draws sprites in correct\r |
871 | order and emulates sprite collision bit, but is significantly slower.\r |
872 | \r |
873 | Emulation changes:\r |
874 | * Improved interrupt handling, added deferred interrupt emulation\r |
875 | (Lemmings, etc).\r |
876 | + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r |
877 | Megaman - The Wily Wars and many EA sports games like NBA Jam).\r |
878 | + Implemented ROM banking for Super Street Fighter II - The New Challengers\r |
879 | * Updated to the latest version of DrZ80 core, integrated memory handlers\r |
880 | in it for better performance. A noticeable performance increase, but save\r |
881 | states may not work from the previous version (you can only use them with\r |
882 | sound disabled in that case).\r |
883 | + SRAM word read handler was using incorrect byte order, fixed.\r |
884 | \r |
885 | Changes in Cyclone 0.0086:\r |
886 | + Added missing CHK opcode handler (used by SeaQuest DSV).\r |
887 | + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r |
888 | memory write-back phase is ignored (but can be enabled in config.h if needed).\r |
889 | + Added missing NBCD and TRAPV opcode handlers.\r |
890 | + Added missing addressing mode for CMP/EOR.\r |
891 | + Added some minor optimizations.\r |
892 | - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r |
893 | + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r |
894 | + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r |
895 | * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r |
896 | + Added Uninitialized Interrupt emulation.\r |
897 | + Altered timing for about half of opcodes to match Musashi's.\r |
898 | \r |
899 | 0.80\r |
900 | * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r |
901 | increase (depends on game).\r |
902 | * Optimized 32-column renderer not to render tiles offscreen, games which\r |
903 | use 32-column display (like Shining Force) run ~50% faster.\r |
904 | + Added new "Alternative renderer", which gives another ~30-45% performance\r |
905 | increase (in addition to mentioned above), but works only with some games,\r |
906 | because it is missing some features (it uses tile-based renderering\r |
907 | instead of default line-based and disables H-ints).\r |
908 | + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r |
909 | P800 and 208x208 for all other phones.\r |
910 | + Added volume control for Motorolas (experimental).\r |
911 | \r |
912 | VDP changes:\r |
913 | + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r |
914 | Stormer and others).\r |
915 | + Added sprite masking (hiding), adds some speed.\r |
916 | + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r |
917 | special stage are now playable.\r |
918 | + Added column based vertical scrolling (Gunstar Heroes battleship level,\r |
919 | Sonic and Knuckles lava boss, etc).\r |
920 | \r |
921 | Emulation changes:\r |
922 | + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r |
923 | be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r |
924 | still need it (International Superstar Soccer Deluxe).\r |
925 | * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r |
926 | Earthworm Jim play better, more games play sound.\r |
927 | * I/O registers now remember their values (needed for Pirates! Gold)\r |
928 | + Added support for 6 button pad.\r |
929 | \r |
930 | Changes in Cyclone 0.0083wip:\r |
931 | + Added missing CHK opcode (used by SeaQuest DSV).\r |
932 | + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r |
933 | is ignored (but is enabled for other systems).\r |
934 | \r |
935 | Backported stuff from Snes9x:\r |
936 | * Fixed Pxxx jog up/down which were not working in game.\r |
937 | + Added an option to gzip save states to save space.\r |
938 | + The emulator now pauses whenever it is loosing focus, so it will now pause\r |
939 | when alarm/ponecall/battery low/... windows come up.\r |
940 | - Removed 'pause on phonecall' feature, as it is no longer needed.\r |
941 | + Video fix for asian A1000s.\r |
942 | \r |
943 | 0.70\r |
944 | * Started using tools from "Symbian GCC Improvement Project", which give\r |
945 | considerable speed increase (~4fps in "center 90" mode).\r |
946 | * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r |
947 | "center 90" mode).\r |
948 | * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r |
949 | and are faster.\r |
950 | * Minor stability improvements (emulator is less likely to crash).\r |
951 | + Added some background for OSD text for better readability.\r |
952 | + Added Pal/NTSC detection. This is needed for proper sound speed.\r |
953 | + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r |
954 | it faster.\r |
955 | + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r |
956 | a bit weird. Could be a little faster, so made some changes too.\r |
957 | + Implemented SN76489 emu from the MAME project.\r |
958 | + Added two separate sound output methods (mediaserver and cmaudiofb) with\r |
959 | autodetection (needs testing).\r |
960 | * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r |
961 | fixes Contra and some other games.\r |
962 | \r |
963 | 0.301\r |
964 | Launcher:\r |
965 | * Launcher now starts emulation process from current directory,\r |
966 | not from hardcoded paths.\r |
967 | * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r |
968 | \r |
969 | 0.30\r |
970 | Initial release.\r |
971 | \r |
972 | \r |
973 | Disclaimer\r |
974 | ----------\r |
975 | \r |
976 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r |
977 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r |
978 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r |
979 | ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r |
980 | LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r |
981 | CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r |
982 | SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r |
983 | INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r |
984 | CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r |
985 | ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r |
986 | POSSIBILITY OF SUCH DAMAGE. \r |
0a051f55 |
987 | \r |
988 | SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r |
989 | Sega Enterprises Ltd.\r |
990 | \r |