mapper det. update, cfg update
[picodrive.git] / platform / gp2x / PicoDrive.man.txt
CommitLineData
6cadc2da 1[About]\r
2This is yet another Megadrive / Genesis / Sega CD / Mega CD emulator, which was written having ARM-based handheld devices in mind (such as PDAs, smartphones and handheld consoles like GP2X of course). The critical parts (renderer, 68K and Z80 cpu interpreters) and some other random code is written in ARM asm, other code is C. The base code originates from Dave's (fdave, finalburn) PicoDrive 0.30 for Pocket PC. The Sega/Mega CD code is roughly based on Stephane Dallongeville's Gens.\r
3\r
4\r
5For help / comments / questions visit GP32X boards at:\r
6http://www.gp32x.com/board/\r
7\r
8\r
9[How to make it run]\r
10Copy PicoDrive.gpe, code940.bin and mmuhack.o to any place in your filesystem (all 3 files must be in the same directory) and run PicoDrive.gpe. Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r
11\r
12If you have any problems (game does not boot, sound is glitchy, broken graphics), make sure you enable "Accurate timing", "Emulate Z80" and use "16bit accurate renderer". This way you will get the best compatibility this emulator can provide.\r
13\r
14\r
15[How to run Sega/Mega CD games]\r
16To play any game, you need BIOS files. These files must be copied to the same directory as PicoDrive.gpe. Files can be named as follows:\r
17US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r
18EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r
19JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r
20these files can also be zipped.\r
21\r
22The game must be dumped to ISO format, but BIN can be used too. If you want CD music, you must use ISO+mp3 files. Audio from BIN files won't be read at all due to SD access issues. Also BIN files are usually larger, so it's better to use ISO. ISO+mp3 files can be named similarly as for other emus.\r
23Here are some examples:\r
24\r
25SonicCD.iso\r
26SonicCD_02.mp3\r
27SonicCD_03.mp3\r
28...\r
29\r
30Sonic the Hedgehog CD (US) - Track 01.iso\r
31Sonic the Hedgehog CD (US) - Track 02.mp3\r
32Sonic the Hedgehog CD (US) - Track 03.mp3\r
33...\r
34\r
35ISO files can also be zipped (but not mp3 files, as they are already compressed). Note that this can cause very long loading times, which may take up to several minutes. File naming is similar as with uncompressed ISOs.\r
36Example:\r
37\r
38SonicCD.zip\r
39SonicCD_02.mp3\r
40SonicCD_03.mp3\r
41...\r
42\r
43Notes:\r
44If the game hangs after Sega logo, you may need to enable "better sync" and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options" submenu, and then reset the game.\r
45If FMV game performance is poor, try adjusting "ReadAhead buffer" to something like 2048K.\r
46\r
47\r
48[Configuration]\r
491. "Renderer"\r
508bit fast:\r
51This enables alternative heavily optimized tile-based renderer, which renders pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles, which is much faster. But because of the way it works it can't render any mid-frame image changes (raster effects), so it is useful only with some games.\r
52\r
53Other two are accurate line-based renderers. The 8bit is faster but does not run well with some games like Street Racer.\r
54\r
552. "Scaling"\r
56"hw" means GP2X hardware scaler, which causes no performance loss, but scaled image looks a bit blocky. "sw" means software scaling, which uses pixel averaging and may look a bit nicer, but blurry. Horizontal scaling is only for games which use so called "32 column mode" (256x224 or 256x240), and scales image width to 320 pixels. Vertical scales height to 240 for games which use height 224 (most of them).\r
57\r
583. "Accurate timing"\r
59This adds some more emulation precision, but slows the emulation down. Without this option some games do not boot (Red Zone for example), others have sound problems. This options has no effect for Sega/Mega CD emulation.\r
60\r
614. "Accurate sprites"\r
62This option improves emulation of sprite priorities, it also enables emulation of sprite collision bit. If you see one sprite being drawn incorrectly above the other (often seen in Sonic 3D Blast), you can enable this to fix the problem. This only works with the accurate renderers (see first option).\r
63\r
645. "Show FPS"\r
65Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and YY is the number of emulated frames per second.\r
66\r
676. "Frameskip"\r
68How many frames to skip rendering before displaying another. "Auto" is recommended.\r
69\r
707. "Enable sound"\r
71Does what it says. You must enable at least YM2612 or SN76496 (in advanced options, see below) for this to make sense.\r
72\r
738. "Sound Quality"\r
74Sound rate and stereo mode. If you want 44100Hz sound, it is recommended to enable the second core (next option).\r
75\r
769. "Use ARM940 core for sound"\r
77This option causes PicoDrive to use ARM940T core (GP2X's second CPU) for sound (i.e. to generate YM2612 samples) to improve performance noticeably.\r
78\r
7910. "6 button pad"\r
80If you enable this, games will think that 6 button gamepad is connected. If you go and reconfigure your keys, you will be able to bind X,Y,Z and mode actions.\r
81\r
8211. "Region"\r
83This option lets you force the game to think it is running on machine from the specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r
84\r
8512. "Use SRAM/BRAM savestates"\r
86This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for games which are using them. SRAM is saved whenever you pause your game or exit the emulator.\r
87\r
8813. "Confirm savestate"\r
89Allows to enable confirmation on savestate saving (to prevent savestate overwrites), on loading (to prevent destroying current game progress), and on both or none.\r
90\r
b39bf06a 9114. "Save slot"\r
92This is a slot number to use for savestates. This can also be configured to be changed with a button (see "key configuration").\r
93\r
9415. "GP2X CPU clocks"\r
6cadc2da 95Here you can change clocks of both GP2X's CPUs. Larger values increase performance. There is no separate option for the second CPU because both CPUs use the same clock source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks at all (this is if you use external program to set clock).\r
96\r
b39bf06a 9716. "[Sega/Mega CD options]"\r
6cadc2da 98Enters Sega/Mega CD options menu (see below).\r
99\r
b39bf06a 10017. "[advanced options]"\r
6cadc2da 101Enters advanced options menu (see below).\r
102\r
b39bf06a 10318. "Save cfg as default"\r
6cadc2da 104If you save your config here it will be loaded on next ROM load, but only if there is no game specific config saved (which will be loaded in that case).\r
105\r
b39bf06a 10619. "Save cfg for current game only"\r
6cadc2da 107Whenever you load current ROM again these settings will be loaded (squidgehack and RAM settings will not take effect until emulator is restarted).\r
108\r
109\r
110Advanced configuration\r
111----------------------\r
112\r
113Enter [advanced options] in config menu to see these options.\r
114\r
1151. "Gamma correction"\r
116Alters image gamma through GP2X hardware. Larger values make image to look brighter, lower - darker (default is 1.0).\r
117\r
b39bf06a 1182. "A_SN's gamma curve"\r
119If this is enabled, different gamma adjustment method will be used (suggested by A_SN from gp32x boards). Basically it makes difference for dark and bright colors.\r
120\r
1213. "Perfect vsync"\r
122This one adjusts the LCD refresh rate to better match game's refresh rate and starts synchronizing rendering with it. Should make scrolling smoother and eliminate tearing.\r
123\r
1244. "Emulate Z80"\r
6cadc2da 125Enables emulation of Z80 chip, which was mostly used to drive the other sound chips. Some games do complex sync with it, so you must enable it even if you don't use sound to be able to play them.\r
126\r
b39bf06a 1275. "Emulate YM2612 (FM)"\r
6cadc2da 128This enables emulation of six-channel FM sound synthesizer chip, which was used to produce sound effects and music.\r
129\r
b39bf06a 1306. "Emulate SN76496 (PSG)"\r
6cadc2da 131This enables emulation of additional sound chip for additional effects.\r
132\r
133Note: if you change sound settings AFTER loading a ROM, you may need to reset game to get sound. This is because most games initialize sound chips on startup, and this data is lost when sound chips are being enabled/disabled.\r
134\r
b39bf06a 1357. "gzip savestates"\r
6cadc2da 136This will always apply gzip compression on your savestates, allowing you to save some space and load/save time.\r
137\r
b39bf06a 1388. "Don't save last used ROM"\r
6cadc2da 139This will disable writing last used ROM to config on exit (what might cause SD card corruption according to DaveC).\r
140\r
b39bf06a 1419. "craigix's RAM timings"\r
6cadc2da 142This overclocks the GP2X RAM chips, but may cause instability. Recommended if you use the second core for sound. Needs emulator restart to take effect.\r
143See this thread:\r
144http://www.gp32x.com/board/index.php?showtopic=32319\r
145\r
b39bf06a 14610. "squidgehack"\r
6cadc2da 147Well known way to improve the GP2X performance. You must restart the emulator for the change of this option to take effect.\r
148\r
149\r
150Sega/Mega CD options \r
151--------------------\r
152\r
1531,2,3. "USA/EUR/JAP BIOS"\r
154These options just show if your BIOS files were correctly detected by the emulator (it shows the filename it is using). If so, you can press Start to test your BIOS.\r
155\r
1564. "CD LEDs"\r
157The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option will display them on top-left corner of the screen.\r
158\r
1595. "CDDA audio (using mp3s)"\r
160This option enables CD audio playback.\r
161\r
1626. "PCM audio"\r
163This enables 8 channel PCM sound source. It is required for some games to run, because they monitor state of this audio chip.\r
164\r
1657. "ReadAhead buffer"\r
166This option is for dealing with slow SD card access in GP2X, which makes FMV games unplayable. It will allow emulator not to access SD card for longer periods of time, but it will take more time to fill the buffer.\r
167\r
1688. "Save RAM cart"\r
169Here you can enable 64K RAM cart. Format it in BIOS if you do.\r
170\r
1719. "Scale/Rot. fx"\r
172The Sega/Mega CD had scaling/rotation chip, which allows effects similar to "Mode 7" effects in SNES. Unfortunately emulating it is slow, and very few games used it, so it's better to disable this option, unless game really needs it.\r
173\r
17410. "Better sync"\r
175This option is similar to "Perfect synchro" in Gens. Some games require it to run, for example most (all?) Wolfteam games, and some other ones. Don't use it for games which don't need it, it will just slow them down.\r
176\r
177\r
178Key configuration\r
179-----------------\r
180\r
b39bf06a 181Select "Configure controls" from the main menu. Then select "Player 1" and you will see two columns. The left column lists names of Genesis/MD controller buttons, and the right GP2X ones, which are assigned to them. If you bind 2 different GP2X buttons to the same action, you will get a combo (which means that you will have to press both buttons for that action to happen.\r
6cadc2da 182\r
183\r
184[Other important stuff]\r
185When you use both GP2X CPUs, keep in mind that you can't overclock as high as when using ARM920 only. For example my GP2X when run singlecore can reach 280MHz, but with both cores it's about 250MHz. When overclocked too much, it may start hanging and producing random noise, or causing ARM940 crashes ("940 crashed" message displayed).\r
186\r
187PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo. Badly encoded mp3s can cause various kind of problems, like noises, incorrect playback speeds, not repeating music or even prevent game from starting. Use lower bitrate for better performance (96 or 128kbps CBRs recommended). Due to internal implementation mp3s must not be larger that ~15MB (15548416 bytes). Larger mp3s will not be fully loaded.\r
188\r
189RAM timings option is good for dualcore operation (it is disabled by default because it doesn't work on every GP2X, so enable it in advanced options).\r
190\r
191\r
192[Cheat support]\r
193To use GG/patch codes, you must type them into your favorite text editor, one per line. Comments may follow code after a whitespace. Only GameGenie and Genecyst patch formats are supported.\r
194Examples:\r
195\r
196Genecyst patch (this example is for Sonic):\r
197\r
19800334A:0005 Start with five lives\r
199012D24:0001 Keep invincibility until end of stage\r
200009C76:5478 each ring worth 2\r
201009C76:5678 each ring worth 3\r
202...\r
203\r
204Game Genie patch (for Sonic 2):\r
205\r
206ACLA-ATD4 Hidden palace instead of death egg in level select\r
207...\r
208\r
209Both GG and patch codes can be mixed in one file.\r
210\r
211When the file is ready, name it just like your ROM file, but with additional .pat extension, making sure that case matches.\r
212\r
213Examples:\r
214\r
215ROM: Sonic.zip\r
216PATCH FILE: Sonic.zip.pat\r
217\r
218ROM: Sonic 2.bin\r
219PATCH FILE: Sonic 2.bin.pat\r
220\r
221Put the file into your ROMs directory. Then load the .pat file as you would a ROM. Then Cheat Menu Option should appear in main menu.\r
222\r
223\r
224[What is emulated?]\r
225Genesis/MegaDrive:\r
226main 68k @ 7.6MHz: yes, Cyclone core\r
227z80 @ 3.6MHz: yes, DrZ80 core\r
228VDP: yes, except some quirks not used by games\r
229YM2612 FM: yes, optimized MAME core\r
230SN76489 PSG: yes, MAME core\r
231\r
232Sega/Mega CD:\r
233another 68k @ 12.5MHz: yes, Cyclone too\r
234gfx scaling/rotation chip (custom ASIC): yes\r
235PCM sound source: yes\r
236CD-ROM controller: yes (mostly)\r
237bram (internal backup RAM): yes\r
238RAM cartridge: yes\r
239\r
240\r
241[Problems / limitations]\r
242* 32x and SVP are not emulated.\r
243* Various VDP quirks (window bug, scroll size 2, etc.) are not emulated, as very few games use this (if any at all).\r
244* Some games don't work or have glitches because of inaccurate timing and sync between the emulated chips.\r
245\r
246\r
247[Credits]\r
248This emulator uses code from these people/projects:\r
249\r
250Dave\r
251Cyclone 68000 core, Pico emulation library\r
252Homepage: http://www.finalburn.com/\r
253\r
254notaz\r
255GP2X port, Cyclone 68000 hacks, lots of additional coding (see changelog).\r
256\r
257Reesy & FluBBa\r
258DrZ80, the Z80 emulator written in ARM assembly.\r
259Homepage: http://reesy.gp32x.de/\r
260\r
261Tatsuyuki Satoh, Jarek Burczynski, MultiArcadeMachineEmulator development software implementation of Yamaha FM sound generator\r
262\r
263MultiArcadeMachineEmulator (MAME) development\r
264Texas Instruments SN76489 / SN76496 programmable tone /noise generator\r
265Homepage: http://www.mame.net/\r
266\r
267Stephane Dallongeville\r
268Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r
269\r
270Helix community\r
271Helix mp3 decoder\r
272\r
273\r
274[Additional thanks]\r
275* Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful info about genesis hardware.\r
276* Steve Snake for all that he has done for Genesis emulation scene.\r
277* Bart Trzynadlowski for his SSFII and 68000 docs.\r
278* Haze for his research (http://haze.mameworld.info).\r
279* Mark and Jean-loup for zlib library.\r
280* rlyeh and all the other people behind the minimal library.\r
281* Squidge for his famous squidgehack(tm).\r
282* Dzz for his ARM940 sample code.\r
283* GnoStiC & Puck2099 for USB joystick support.\r
284* Hermes PS2R, god_at_hell for the CpuCtrl library.\r
285* craigix for supplying the GP2X hardware and making this port possible.\r
286* Alex for the icon.\r
287* Anyone else I forgot. You know who you are.\r
288\r
289\r
290[Disclaimer]\r
291THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. \r
292\r
293SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of Sega Enterprises Ltd.\r
294\r