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1 | About PicoDrive\r |
2 | ---------------\r |
3 | \r |
4 | #include "../README.md"\r |
cc68a136 |
5 | \r |
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6 | \r |
7 | How to make it run\r |
8 | ------------------\r |
9 | \r |
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10 | #ifdef GENERIC\r |
11 | Extract the zip file into some directory and run PicoDrive from there.\r |
12 | #endif\r |
7eed09b3 |
13 | #ifdef GP2X\r |
d183a522 |
14 | Extract all files to some directory on your SD and run PicoDrive.gpe from your\r |
39e5b215 |
15 | GP2X/Wiz/Caanoo menu. The same .gpe supports GP2X F100/F200, Wiz and Caanoo,\r |
16 | there is no need to use separate versions.\r |
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17 | #endif\r |
18 | #ifdef GIZ\r |
19 | First make sure you have homebrew-enabled Service Pack installed. Then copy\r |
20 | PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r |
21 | be in the same directory) and run PicoDrive.exe using the launcher of your choice\r |
22 | (some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in\r |
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23 | the root of SD, etc).\r |
7eed09b3 |
24 | #endif\r |
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25 | #ifdef PSP\r |
26 | If you are running a custom firmware, just copy the whole PicoDrive directory to\r |
27 | /PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter\r |
28 | which one GAME* directory to use).\r |
81fda4e8 |
29 | #endif\r |
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30 | #ifdef PANDORA\r |
31 | Just copy the .pnd to <sd card>/pandora/menu or <sd card>/pandora/desktop.\r |
32 | #endif\r |
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33 | \r |
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34 | Then load a ROM and enjoy! Cartridge ROMs can be in various common formats and\r |
35 | can be zipped, one ROM file per zip. Certain extensions are used to detect the\r |
36 | console the ROM is for (.sg, .sc, .sms, .gg, .smd, .md, .gen, .32x, .pco).\r |
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37 | For MSU or MD+ games, load the .cue file and make sure the cartridge ROM has the\r |
38 | same name and is in the same directory. MD+ use extensions in the .cue file,\r |
39 | hence don't try to convert it to any other format.\r |
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40 | Sega/Mega CD images can be in CHD, CUE+BIN/ISO or ISO/CSO+MP3/WAV format (read\r |
41 | below for more details).\r |
42 | \r |
d183a522 |
43 | This emulator has lots of options with various tweaks (for improved speed mostly),\r |
92dfd9af |
44 | but it should have best compatibility in it's default config. If suddenly you\r |
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45 | start getting glitches or change something and forget what, use "Restore defaults"\r |
46 | option.\r |
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47 | \r |
48 | \r |
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49 | How to run Sega/Mega CD games\r |
50 | -----------------------------\r |
51 | \r |
f4ab2647 |
52 | To play any non-MSU/MD+ CD game you need BIOS files. These must be copied to\r |
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53 | #ifdef PANDORA\r |
92dfd9af |
54 | <sd card>/pandora/appdata/picodrive/ directory\r |
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55 | (if you run PicoDrive once it will create that directory for you).\r |
56 | #else\r |
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57 | #ifdef GENERIC\r |
58 | the .picodrive directory in your home directory.\r |
59 | #else\r |
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60 | the same directory as PicoDrive files.\r |
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61 | #endif\r |
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62 | #endif\r |
63 | Files must be named as follows:\r |
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64 | \r |
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65 | US: us_scd1_9210.bin, us_scd2_9306.bin, SegaCDBIOS9303.bin\r |
66 | EU: eu_mcd1_9210.bin, eu_mcd2_9303.bin, eu_mcd2_9306.bin\r |
67 | JP: jp_mcd1_9112.bin, jp_mcd1_9111.bin\r |
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68 | these files can also be zipped.\r |
69 | \r |
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70 | The game must be dumped to CHD, CUE+BIN or CUE+ISO format.\r |
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71 | ISO/CSO+MP3/WAV is also supported, but may cause problems.\r |
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72 | When using CUE/BIN, you must load .cue file from the menu, or else the emu will\r |
73 | not find audio tracks.\r |
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74 | \r |
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75 | \r |
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76 | How to run Sega Pico games\r |
77 | --------------------------\r |
78 | \r |
79 | The Pico was special in that it had a large touchpad with an associated pen, and\r |
80 | so-called storyware, a combination of a cartridge with a book with up to 6 pages\r |
81 | on which the pen could also be used.\r |
82 | \r |
83 | Most storywares used the touchpad with the pen as a pointer device, showing a\r |
84 | pointer icon on the screen when the pen was on the touchpad which could be moved\r |
85 | around. The pen has a dedicated button which was often used to select something\r |
86 | under the pointer icon, much like a mouse button.\r |
87 | However, a few games also had an overlay for the touchpad.\r |
88 | \r |
89 | PicoDrive supports displaying both the storyware pages as well as a pad overlay.\r |
90 | They must be in png format and named like the storyware ROM without the\r |
91 | extension, plus "_<n>.png" for the storyware page <n>, and "_pad.png" for a pad\r |
92 | overlay. Storyware page images should have an aspect ration of 2:1, pad images\r |
93 | should have 4:3. All images can have arbitrary resolution and are automatically\r |
94 | scaled to fit the screen.\r |
95 | \r |
96 | There are 2 menu actions for switching to pages or pad which will automatically\r |
97 | display the images if they are available. To allow for proper pen positioning\r |
7217042b |
98 | there is also a function for having the pen on the page/touchpad or not, the\r |
99 | toggle for which is mapped to the START pad button. Pen positioning is done\r |
100 | through the D-pad if the screen has been switched to either pages or pad, or by\r |
101 | mouse if physical mouse support is activated.\r |
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102 | \r |
103 | \r |
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104 | How to use the mouse\r |
105 | --------------------\r |
106 | \r |
107 | If the host system has physical mouse support, PicoDrive can use real mouse\r |
108 | input to emulate a Sega Mouse on a MegaDrive base, or to control the Pico Pen.\r |
109 | To activate this functionality, select `mouse` as the input device for one of\r |
110 | the pads. It depends on the game as to which pad should be used for mouse\r |
111 | input.\r |
112 | For Pico games, one input device should be set to `pad`, the other to `mouse`.\r |
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113 | \r |
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114 | A physical mouse can be operated in either a captured or uncaptured state,\r |
115 | selectable via the `Capture mouse` hotkey. In captured mode, mouse movements\r |
116 | for the whole screen are sent to PicoDrive; in uncaptured mode, only mouse\r |
117 | movements inside the PicoDrive window are tracked.\r |
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118 | \r |
7217042b |
119 | The physical mouse buttons are mapped as follows:\r |
120 | \r |
121 | | Physical Mouse | Sega Mouse | Pico Pen |\r |
122 | |:--------------:|:----------:|:-----------:|\r |
123 | | Left Button | B | Pen Button |\r |
124 | | Middle Button | START | Red Button |\r |
125 | | Right Button | C | Pen Up/Down |\r |
22122d3d |
126 | \r |
127 | \r |
128 | How to use keyboard input\r |
129 | -------------------------\r |
130 | \r |
131 | Both the SC-3000 and the Sega Pico support keyboard input. To activate keyboard\r |
132 | input in PicoDrive, press the "Switch keyboard" emulator hotkey while running\r |
133 | a cartridge with keyboard support. Depending on the keyboard configuration\r |
134 | settings, either the physical or the virtual keyboard can be used.\r |
135 | \r |
136 | If the physical keyboard is configured, activating the keyboard will switch off\r |
137 | all other hotkeys as well as pad functions. All keyboard input is routed to\r |
138 | the emulated keyboard, as configured in the physical keyboard mapping.\r |
139 | \r |
140 | The virtual keyboard displays an overlay when activated. The currently selected\r |
141 | key is highlighted, and the selection can be changed with the left, right, up,\r |
142 | and down keys. Pressing the A button will send the selected key to the emulated\r |
143 | keyboard. Pressing B will show what the key value would be if the emulated Shift\r |
144 | key is active. The C button will move the keyboard overlay from the top of the\r |
145 | screen to the bottom and vice versa.\r |
146 | \r |
147 | All meta keys, like Shift, Ctrl, have a built-in toggle function. Pressing the\r |
148 | A button on them will toggle their state between pressed and released. Depending\r |
149 | on the state the color of the key changes slightly. Only one meta key can be\r |
150 | active at the same time.\r |
151 | \r |
152 | \r |
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153 | How to load SC-3000 tapes\r |
154 | -------------------------\r |
155 | \r |
156 | The SC-3000 microcomputer has a connector for attaching a cassette tape drive.\r |
157 | PicoDrive supports tape recordings in WAV or bitstream format. Run one of the\r |
158 | BASIC cartridges then load the tape image via the `Load tape` menu. Entering\r |
159 | the `LOAD` command using the emulated keyboard automatically starts the virtual\r |
160 | tape drive. Confirmation will usually be provided after the tape has been read.\r |
161 | \r |
162 | The virtual tape drive has an automatic start/stop feature. Tapes requiring\r |
163 | several load operations are handled without the need for user intervention.\r |
164 | \r |
165 | \r |
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166 | Other important stuff\r |
167 | ---------------------\r |
168 | \r |
92dfd9af |
169 | * Sega/Mega CD: If the background music is missing, the CD image format may be\r |
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170 | wrong. Currently .cue/bin or .chd is recommended. Be aware that there are\r |
171 | lots of bad dumps on the web, and some use mp3 format for audio, which often\r |
172 | causes problems (see below).\r |
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173 | * While iso/mp3 format is supported, it's not recommended to use.\r |
174 | Some of many problems with mp3 are listed below:\r |
175 | * MP3s may be named incorrectly and will not play.\r |
176 | * The game music may play too fast/too slow/out of sync, which means they\r |
177 | are encoded incorrectly. PicoDrive is not a mp3 player, so all mp3s MUST\r |
178 | be encoded at 44.1kHz stereo.\r |
179 | * Sega/Mega CD: If your games hang at the BIOS screen (with planets shown),\r |
180 | you may be using a bad BIOS dump. Try another from a different source,\r |
181 | like dumping it from your own console.\r |
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182 | #ifdef GP2X\r |
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183 | * When using mp3s, use lower bitrate for better performance (96 or 128kbps\r |
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184 | CBRs recommended).\r |
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185 | * GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't\r |
186 | overclock as high as when using ARM920 only. For example my GP2X when run\r |
187 | singlecore can reach 280MHz, but with both cores it's about 250MHz. When\r |
188 | overclocked too much, it may start hanging and producing random noise, or\r |
189 | causing ARM940 crashes ("940 crashed" message displayed).\r |
190 | * GP2X F100/F200: Due to internal implementation mp3s must not be larger that\r |
191 | 12MB (12582912 bytes). Larger mp3s will not be fully loaded.\r |
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192 | #endif\r |
193 | \r |
194 | \r |
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195 | Options\r |
196 | -------\r |
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197 | \r |
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198 | @@0. "Region"\r |
199 | This option lets you force the game to think it is running on machine from the\r |
200 | specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r |
7eed09b3 |
201 | \r |
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202 | @@0. "Hotkey save/load slot"\r |
203 | This is a slot number to use for savestates, when done by a button press outside\r |
204 | menu. This can also be configured to be changed with a button\r |
205 | (see "Key configuration").\r |
7eed09b3 |
206 | \r |
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207 | @@0. "Interface options"\r |
208 | Enters Interface options menu (see below).\r |
7eed09b3 |
209 | \r |
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210 | @@0. "Display options"\r |
211 | Enters Display options menu (see below).\r |
7eed09b3 |
212 | \r |
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213 | @@0. "Sound options"\r |
214 | Enters Sound options menu (see below).\r |
7eed09b3 |
215 | \r |
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216 | @@0. "MD/Genesis/Pico options"\r |
217 | Enters Mega Drive/Genesis/Pico options menu (see below).\r |
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218 | \r |
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219 | @@0. "Sega/Mega CD add-on"\r |
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220 | Enters Sega/Mega CD options menu (see below).\r |
221 | \r |
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222 | @@0. "32X add-on"\r |
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223 | Enters 32X options menu (see below).\r |
224 | \r |
694427be |
225 | @@0. "SG/SMS/GG options"\r |
226 | Enters SG-1000/SC-3000/Master System/Game Gear options menu (see below).\r |
227 | \r |
228 | @@0. "Advanced options"\r |
7eed09b3 |
229 | Enters advanced options menu (see below).\r |
230 | \r |
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231 | @@0. "Restore defaults"\r |
232 | Restores all options (except controls) to defaults.\r |
233 | \r |
234 | \r |
235 | Interface options\r |
236 | -----------------\r |
237 | \r |
238 | @@1. "Save global options"\r |
239 | If you save your config here it will be loaded on next ROM load, but only if\r |
240 | there is no game specific config saved (which will be loaded in that case).\r |
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241 | You can press left/right to switch to a different config profile.\r |
242 | \r |
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243 | @@1. "Save game options"\r |
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244 | Whenever you load current ROM again these settings will be loaded.\r |
7eed09b3 |
245 | \r |
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246 | @@1. "Show FPS"\r |
247 | Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r |
248 | YY is the number of emulated frames per second.\r |
249 | \r |
250 | @@1. "Confirm save/load"\r |
251 | Allows to enable confirmation on saving (to prevent savestate overwrites), on\r |
252 | loading (to prevent destroying current game progress), and on both or none, when\r |
253 | using shortcut buttons (not menu) for saving/loading.\r |
254 | \r |
255 | @@1. "Don't save last used ROM"\r |
256 | This will disable writing last used ROM to config on exit (what might cause SD\r |
257 | card corruption according to DaveC).\r |
7eed09b3 |
258 | \r |
7eed09b3 |
259 | \r |
d183a522 |
260 | Display options\r |
261 | ---------------\r |
694427be |
262 | #ifdef GENERIC\r |
263 | \r |
264 | @@2. "Video output mode"\r |
265 | SDL Window:\r |
266 | This is the default mode on portable devices, used if no overlay modes are\r |
267 | available. Window size is fixed at 320x240.\r |
268 | Video Overlay:\r |
269 | Used if hardware accelerated overlay scaling is available. Supports flexible\r |
270 | window sizes. The "2X" version has a higher color resolution but is slower.\r |
271 | #endif\r |
7eed09b3 |
272 | \r |
694427be |
273 | @@2. "Frameskip"\r |
274 | How many frames to skip rendering before displaying another.\r |
275 | "Auto" is recommended.\r |
7eed09b3 |
276 | \r |
694427be |
277 | @@2. "Max auto frameskip"\r |
278 | How many frames to skip rendering at most if Frameskip is "Auto".\r |
39e5b215 |
279 | \r |
694427be |
280 | #ifdef GENERIC\r |
281 | @@2. "Horizontal scaling"\r |
282 | This allows to resize the displayed image. "OFF" is unscaled, "software" uses\r |
283 | a smoothing filter to scale the image. "hardware" uses a hardware scaler for\r |
284 | better performance. Hardware scaling is not available on every device.\r |
39e5b215 |
285 | \r |
694427be |
286 | @@2. "Vertical scaling"\r |
287 | This allows to resize the displayed image. "OFF" is unscaled, "software" uses\r |
288 | a smoothing filter to scale the image. "hardware" uses a hardware scaler for\r |
289 | better performance. Hardware scaling is not available on every device.\r |
39e5b215 |
290 | \r |
694427be |
291 | @@2. "Scaler type"\r |
292 | Selects the filtering the software scaler will apply. "nearest" is unfiltered,\r |
293 | "bilinear" makes the image smoother but blurrier.\r |
7eed09b3 |
294 | #endif\r |
694427be |
295 | #ifdef PANDORA\r |
296 | @@2. "Filter"\r |
297 | Selects filter type used for image filtering.\r |
298 | \r |
299 | Other options allow to set up scaling, filtering and vertical sync.\r |
ab61cff7 |
300 | #endif\r |
d183a522 |
301 | #ifdef GP2X\r |
694427be |
302 | @@2. "Gamma correction"\r |
d183a522 |
303 | F100/F200 only: Alters image gamma through GP2X hardware. Larger values make\r |
304 | image to look brighter, lower - darker (default is 1.0).\r |
7eed09b3 |
305 | \r |
694427be |
306 | @@2. "Horizontal scaling"\r |
307 | This allows to resize the displayed image. "OFF" is unscaled, "software" uses\r |
308 | a smoothing filter to scale the image. F100/F200 only: "hardware" uses a\r |
309 | hardware scaler for better performance.\r |
310 | \r |
311 | @@2. "Vertical scaling"\r |
312 | This allows to resize the displayed image. "OFF" is unscaled, "software" uses\r |
313 | a smoothing filter to scale the image. F100/F200 only: "hardware" uses a\r |
314 | hardware scaler for better performance.\r |
315 | \r |
316 | @@2. "Tearing Fix"\r |
317 | Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%\r |
318 | performance hit, but eliminates the tearing effect.\r |
319 | \r |
320 | @@2. "Vsync"\r |
d183a522 |
321 | This one adjusts the LCD refresh rate to better match game's refresh rate and\r |
322 | starts synchronizing rendering with it. Should make scrolling smoother and\r |
323 | eliminate tearing on F100/F200.\r |
324 | #endif\r |
7eed09b3 |
325 | #ifdef GIZ\r |
694427be |
326 | @@2. "Scanline mode"\r |
d183a522 |
327 | This option was designed to work around slow framebuffer access (the Gizmondo's\r |
328 | main bottleneck) by drawing every other line (even numbered lines only).\r |
329 | This improves performance greatly, but looses detail.\r |
330 | \r |
694427be |
331 | @@2. "Scale low res mode"\r |
332 | The Genesis/Mega Drive had several graphics modes, some of which were only 256\r |
d183a522 |
333 | pixels wide. This option scales their width to 320 by using simple\r |
334 | pixel averaging scaling. Works only when 16bit renderer is enabled.\r |
335 | \r |
694427be |
336 | @@2. "Double buffering"\r |
c77ca79e |
337 | Draws the display to offscreen buffer, and flips it with visible one when done.\r |
338 | Unfortunately this causes serious tearing, unless v-sync is used (next option).\r |
339 | \r |
694427be |
340 | @@2. "Wait for V-sync"\r |
c77ca79e |
341 | Waits for vertical sync before drawing (or flipping buffers, if previous option\r |
342 | is enabled). Emulation is stopped while waiting, so this causes large performance\r |
343 | hit.\r |
7eed09b3 |
344 | #endif\r |
d183a522 |
345 | #ifdef PSP\r |
694427be |
346 | @@2. "Horizontal scaling"\r |
347 | This allows to resize the displayed image by using the PSP's hardware. "OFF" is\r |
348 | unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses\r |
349 | the full screen width.\r |
7eed09b3 |
350 | \r |
694427be |
351 | @@2. "Vertical scaling"\r |
352 | This allows to resize the displayed image by using the PSP's hardware. "OFF" is\r |
353 | unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses\r |
354 | the full screen height.\r |
7eed09b3 |
355 | \r |
694427be |
356 | @@2. "Scaler type"\r |
357 | Selects the filtering the PSP hardware will apply for scaling. "Bilinear" makes\r |
358 | the image smoother but blurrier.\r |
d183a522 |
359 | \r |
694427be |
360 | @@2. "Gamma adjustment"\r |
d183a522 |
361 | Color gamma can be adjusted with this.\r |
7eed09b3 |
362 | \r |
694427be |
363 | @@2. "Black level"\r |
d183a522 |
364 | This can be used to reduce unwanted "ghosting" effect for dark games, by making\r |
694427be |
365 | black pixels brighter. Use together with "gamma adjustment" for more effect.\r |
366 | \r |
367 | @@2. "Wait for v-sync"\r |
368 | If enabled, wait for the screen to finish updating before switching to next\r |
369 | frame, to avoid tearing.\r |
370 | #endif\r |
d183a522 |
371 | \r |
d183a522 |
372 | \r |
694427be |
373 | Sound options\r |
374 | -------------\r |
d183a522 |
375 | \r |
694427be |
376 | @@3. "Enable sound"\r |
377 | Does what it says.\r |
d183a522 |
378 | \r |
694427be |
379 | @@3. "Sound Quality"\r |
380 | #ifdef PSP\r |
381 | Sound sample rate. Lower rates improve performance but sound quality is lower.\r |
382 | 22050Hz setting is the recommended one.\r |
383 | #else\r |
384 | Sound sample rate and stereo mode. Lower rates improve performance but sound\r |
385 | quality is lower.\r |
7eed09b3 |
386 | #endif\r |
694427be |
387 | \r |
388 | @@3. "Sound filter"\r |
389 | Enables a low pass filter, similar to filtering in the real Mega Drive hardware.\r |
390 | \r |
391 | @@3. "Filter strength"\r |
392 | Controls the sound filter. Higher values have more impact.\r |
393 | \r |
394 | \r |
395 | Mega Drive/Genesis/Pico options\r |
396 | -------------------------------\r |
397 | #ifndef PANDORA\r |
398 | \r |
399 | @@4. "Renderer"\r |
400 | #ifdef GP2X\r |
401 | 8bit fast:\r |
402 | This enables alternative heavily optimized tile-based renderer, which renders\r |
403 | pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r |
404 | which is much faster. But because of the way it works it can't render any\r |
405 | mid-frame image changes (raster effects), so it is useful only with some games.\r |
406 | \r |
407 | Other two are accurate line-based renderers. The 8bit is faster but does not\r |
408 | run well with some games like Street Racer.\r |
ab61cff7 |
409 | #endif\r |
694427be |
410 | #ifdef GIZ\r |
411 | This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r |
412 | a bit faster for some games, but not much, because colors still need to be\r |
413 | converted to 16bit, as this is what Gizmondo requires. It also introduces\r |
414 | graphics problems for some games, so it's best to use 16bit one.\r |
415 | #endif\r |
416 | #ifdef PSP\r |
417 | This option allows to switch between fast and accurate renderers. The fast one\r |
418 | is much faster, because it draws the whole frame at a time, instead of doing it\r |
419 | line by line, like the accurate one does. But because of the way it works it\r |
420 | can't render any mid-frame image changes (raster effects), so it is useful only\r |
421 | for some games.\r |
422 | #endif\r |
423 | #endif\r |
424 | \r |
425 | @@4. "FM audio"\r |
426 | This enables emulation of six-channel FM sound synthesizer chip, which was used\r |
427 | to produce sound effects and music.\r |
84100c0f |
428 | \r |
694427be |
429 | @@4. "FM filter"\r |
430 | This filter makes the sound output more accurate, but it is slower, especially\r |
431 | for lower sound rates.\r |
7eed09b3 |
432 | \r |
694427be |
433 | @@4. "FM DAC noise"\r |
434 | Makes the sound output more like a first model Mega Drive/Genesis if enabled.\r |
435 | Later models had an improved FM chip without the DAC noise.\r |
7eed09b3 |
436 | \r |
694427be |
437 | \r |
438 | Sega/Mega CD add-on\r |
439 | -------------------\r |
440 | \r |
441 | @@5. "Save RAM cart"\r |
442 | Here you can enable 64K RAM cart. Format it in BIOS if you do.\r |
443 | \r |
444 | @@5. "CD LEDs"\r |
7eed09b3 |
445 | The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r |
446 | will display them on top-left corner of the screen.\r |
447 | \r |
694427be |
448 | @@5. "CDDA audio"\r |
7eed09b3 |
449 | This option enables CD audio playback.\r |
450 | \r |
694427be |
451 | @@5. "PCM audio"\r |
7eed09b3 |
452 | This enables 8 channel PCM sound source. It is required for some games to run,\r |
453 | because they monitor state of this audio chip.\r |
454 | \r |
7eed09b3 |
455 | \r |
694427be |
456 | 32X add-on\r |
457 | ----------\r |
7eed09b3 |
458 | \r |
694427be |
459 | @@6. "32X renderer"\r |
39e5b215 |
460 | This currently only affects how the Genesis/MD layers are rendered, which is\r |
461 | same as "Renderer" in display options.\r |
462 | \r |
694427be |
463 | @@6. "PWM audio"\r |
39e5b215 |
464 | Emulates PWM sound portion of 32X hardware. Disabling this may greatly improve\r |
465 | performance for games that dedicate one of SD2s for sound, but will cause\r |
466 | missing sound effects and instruments.\r |
467 | \r |
694427be |
468 | @@6. "PWM IRQ optimization"\r |
469 | Enabling this may improve performance, but may also introduce sound glitches.\r |
39e5b215 |
470 | \r |
471 | \r |
694427be |
472 | SG/Master System/Game Gear options\r |
473 | ----------------------------------\r |
81fda4e8 |
474 | \r |
694427be |
475 | @@7. "System"\r |
476 | Selects which of the Sega 8 bit systems is emulated. "auto" is recommended.\r |
81fda4e8 |
477 | \r |
694427be |
478 | @@7. "Cartridge mapping"\r |
479 | Some cartridges have hardware to enable additional capabilities, e.g. mapping\r |
480 | excess ROM storage or acessing a battery backed RAM storage. "auto" is\r |
481 | recommended, but in some rare cases it may be needed to manually select this.\r |
81fda4e8 |
482 | \r |
694427be |
483 | @@7. "Game Gear LCD ghosting"\r |
484 | The Game Gear LCD display had a very noticeable inertia for image changes. This\r |
485 | setting enables emulating the effect, with "weak" being recommended.\r |
81fda4e8 |
486 | \r |
694427be |
487 | @@7. "FM sound unit"\r |
488 | The Japanese Master System (aka Mark III) has an extension slot for an FM sound\r |
489 | unit. Some games made use of this for providing better music and effects.\r |
490 | Disabling this improves performance for games using the FM unit, and usually\r |
491 | means falling back to the non-FM sound.\r |
81fda4e8 |
492 | \r |
22122d3d |
493 | @@7. "SMS palette in TMS modes"\r |
494 | The Master System graphics chip can emulate the TMS grafic modes used in MSX and\r |
495 | SG-1000 games, but it is using a color palette which is much darker and the\r |
496 | colours aren't a good match. This option uses the original color palette of the\r |
497 | TMS graphics chip, which gives better results for MSX/SG-1000 ports.\r |
651b1a25 |
498 | \r |
694427be |
499 | Advanced options\r |
500 | ----------------\r |
651b1a25 |
501 | \r |
694427be |
502 | @@8. "Disable frame limiter"\r |
503 | This allows games to run faster then 50/60fps, useful for benchmarking.\r |
81fda4e8 |
504 | \r |
694427be |
505 | @@8. "Disable sprite limit"\r |
506 | The Mega Drive/Genesis had a limit on how many sprites (usually smaller moving\r |
507 | objects) can be displayed on single line. This option allows to disable that\r |
508 | limit. Note that some games used this to hide unwanted things, so it is not\r |
509 | always good to enable this option.\r |
81fda4e8 |
510 | \r |
694427be |
511 | @@8. "Disable idle loop patching"\r |
d183a522 |
512 | Idle loop patching is used to improve performance, but may cause compatibility\r |
513 | problems in some rare cases. Try disabling this if your game has problems.\r |
84100c0f |
514 | \r |
694427be |
515 | @@8. "Emulate Game Gear LCD"\r |
516 | Disabling this option displays the full Game Gear VDP image with the normally\r |
517 | invisible borders.\r |
518 | \r |
519 | @@8. "Enable dynarecs"\r |
520 | This enables dynamic recompilation for SH2 and SVP CPU code, which is improving\r |
521 | emulation performance greatly. SVP dynarec is only available on 32 bit ARM CPUs.\r |
d183a522 |
522 | \r |
694427be |
523 | @@8. "Master SH2 cycles" / "Slave SH2 cycles"\r |
524 | This allows underclocking the 32X CPUs for better emulation performance. The\r |
525 | number has the same meaning as cycles in DOSBox, which is cycles per millisecond.\r |
526 | Underclocking too much may cause various in-game glitches.\r |
d183a522 |
527 | #ifdef GP2X\r |
694427be |
528 | \r |
529 | @@8. "Use ARM940 core for sound"\r |
d183a522 |
530 | F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)\r |
531 | for sound (i.e. to generate YM2612 samples) to improve performance noticeably.\r |
532 | It also decodes MP3s in Sega/Mega CD mode.\r |
92dfd9af |
533 | #endif\r |
d183a522 |
534 | \r |
535 | \r |
7eed09b3 |
536 | Key configuration\r |
537 | -----------------\r |
538 | \r |
22122d3d |
539 | Select "Configure controls" from the options menu. The "Player <n>" entry allows\r |
540 | for selecting a player with the left/right buttons. Then selecting "Player <n>"\r |
694427be |
541 | will display 2 columns. The left column lists names of Genesis/MD controller\r |
542 | buttons, the right column shows which key on your handheld is assigned to it.\r |
f0f0d2df |
543 | \r |
694427be |
544 | There is also option to enable 6 button pads (will allow you to configure XYZ\r |
d183a522 |
545 | buttons), and an option to set turbo rate (in Hz) for turbo buttons.\r |
0a051f55 |
546 | \r |
694427be |
547 | Players 3 and 4 can only be used if a 4 player adapter is selected for input\r |
548 | device 1, and the game is supporting this. Only 3 button pads are currently\r |
549 | supported in 4 player mode.\r |
550 | \r |
0a051f55 |
551 | \r |
22122d3d |
552 | Keyboard configuration\r |
553 | ----------------------\r |
554 | \r |
555 | The SC-3000 and the Sega Pico can use a keyboard as input device. Select\r |
556 | "Configure controls" to configure keyboard support in PicoDrive. The "Keyboard"\r |
557 | entry allows choosing the keyboard type by using the left/right buttons. The\r |
558 | virtual keyboard doesn't need any configuration. For configuring the physical\r |
559 | keyboard mapping, select "Keyboard" when the physical keyboard is selected.\r |
560 | \r |
561 | Physical host keyboard keys are mapped 1:1 on emulated keyboard keys. Only the\r |
562 | unmodified base keys (like A, 1 etc) can be mapped. Don't use Shift, Ctrl or\r |
563 | Alt when changing the mapping, as it won't work. The default mapping matches\r |
564 | a standard American PC104 keyboard.\r |
565 | \r |
566 | \r |
0a051f55 |
567 | Cheat support\r |
568 | -------------\r |
569 | \r |
570 | To use GG/patch codes, you must type them into your favorite text editor, one\r |
571 | per line. Comments may follow code after a whitespace. Only GameGenie and\r |
572 | Genecyst patch formats are supported.\r |
573 | Examples:\r |
574 | \r |
575 | Genecyst patch (this example is for Sonic):\r |
576 | \r |
577 | 00334A:0005 Start with five lives\r |
578 | 012D24:0001 Keep invincibility until end of stage\r |
579 | 009C76:5478 each ring worth 2\r |
580 | 009C76:5678 each ring worth 3\r |
581 | ...\r |
582 | \r |
583 | Game Genie patch (for Sonic 2):\r |
584 | \r |
585 | ACLA-ATD4 Hidden palace instead of death egg in level select\r |
586 | ...\r |
587 | \r |
588 | Both GG and patch codes can be mixed in one file.\r |
589 | \r |
590 | When the file is ready, name it just like your ROM file, but with additional\r |
591 | .pat extension, making sure that case matches.\r |
592 | \r |
593 | Examples:\r |
594 | \r |
595 | ROM: Sonic.zip\r |
596 | PATCH FILE: Sonic.zip.pat\r |
597 | \r |
598 | ROM: Sonic 2.bin\r |
599 | PATCH FILE: Sonic 2.bin.pat\r |
600 | \r |
601 | Put the file into your ROMs directory. Then load the .pat file as you would\r |
602 | a ROM. Then Cheat Menu Option should appear in main menu.\r |
603 | \r |
604 | \r |
605 | What is emulated?\r |
606 | -----------------\r |
607 | \r |
694427be |
608 | SG-1000/SC-3000/Master System/Game Gear:\r |
609 | z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core\r |
610 | VDP: yes, all SG/SMS/GG modes, except some quirks not used by games\r |
611 | YM2413 FM: yes, digital-sound-antiques core\r |
0a051f55 |
612 | SN76489 PSG: yes, MAME core\r |
39e5b215 |
613 | Some in-cart mappers are also supported.\r |
0a051f55 |
614 | \r |
694427be |
615 | Genesis/Mega Drive:\r |
616 | main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core\r |
617 | z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core\r |
618 | VDP: yes, except some quirks and mode 4, not used by games\r |
619 | YM2612 FM: yes, optimized MAME core\r |
620 | SN76489 PSG: yes, MAME core\r |
621 | SVP chip: yes! This is first emu to ever do this\r |
622 | Pico PCM: yes, MAME core\r |
623 | Some Mega Drive/Genesis in-cart mappers are also supported.\r |
624 | \r |
0a051f55 |
625 | Sega/Mega CD:\r |
694427be |
626 | another 68k @ 12.5MHz: yes, Cyclone or FAME/C too\r |
6cadc2da |
627 | gfx scaling/rotation chip (custom ASIC): yes\r |
0a051f55 |
628 | PCM sound source: yes\r |
629 | CD-ROM controller: yes (mostly)\r |
630 | bram (internal backup RAM): yes\r |
694427be |
631 | RAM cart: yes\r |
0a051f55 |
632 | \r |
39e5b215 |
633 | 32X:\r |
694427be |
634 | 2x SH2 @ 23MHz: yes, MAME core or custom recompiler\r |
39e5b215 |
635 | Super VDP: yes\r |
636 | PWM: yes\r |
637 | \r |
694427be |
638 | Pico:\r |
639 | main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core\r |
640 | VDP: yes, except some quirks and mode 4, not used by games\r |
641 | SN76489 PSG: yes, MAME core\r |
642 | ADPCM: yes, MAME core\r |
62e763ec |
643 | Pico Pen: yes\r |
644 | Pico Storyware pages: yes\r |
645 | Pico pad overlays: yes\r |
694427be |
646 | \r |
0a051f55 |
647 | \r |
cc68a136 |
648 | Problems / limitations\r |
649 | ----------------------\r |
650 | \r |
bdec53c9 |
651 | #ifdef PSP\r |
a39b7867 |
652 | * SVP emulation is terribly slow.\r |
bdec53c9 |
653 | #endif\r |
d183a522 |
654 | * Various VDP modes and quirks (window bug, scroll size 2, etc.) are not\r |
694427be |
655 | perfectly emulated, as very few games use this (if any at all).\r |
656 | * The emulator is designed for speed and not 100% accurate, so some things may\r |
657 | not work as expected.\r |
d183a522 |
658 | * The FM sound core doesn't support all features and has some accuracy issues.\r |
cc68a136 |
659 | \r |
660 | \r |
99823d0f |
661 | Changelog\r |
694427be |
662 | ---------\r |
cc68a136 |
663 | \r |
99823d0f |
664 | #include "../ChangeLog"\r |
7eed09b3 |
665 | \r |
81fda4e8 |
666 | \r |
99823d0f |
667 | Credits\r |
668 | -------\r |
cc68a136 |
669 | \r |
99823d0f |
670 | This emulator is made of the code from following people/projects:\r |
cc68a136 |
671 | \r |
99823d0f |
672 | #include "../AUTHORS"\r |
cc68a136 |
673 | \r |
674 | \r |
cff531af |
675 | License\r |
676 | -------\r |
677 | \r |
694427be |
678 | This program and its code is released under the terms of MAME license:\r |
99823d0f |
679 | #include "../COPYING"\r |
0a051f55 |
680 | \r |
694427be |
681 | SEGA/Master System/Game Gear/Genesis/Mega Drive/SEGA CD/Mega CD/32X/Pico are\r |
682 | trademarks of Sega Enterprises Ltd.\r |
0a051f55 |
683 | \r |