01bc6b19 |
1 | For help / comments / questions visit GP32X boards at:\r |
2 | http://www.gp32x.com/board/\r |
3 | \r |
cc68a136 |
4 | \r |
5 | About\r |
6 | -----\r |
7 | \r |
01bc6b19 |
8 | This is yet another Megadrive / Genesis / Sega CD / Mega CD emulator, which\r |
9 | was written having ARM-based handheld devices in mind (such as PDAs,\r |
10 | smartphones and handheld consoles like GP2X of course). The critical parts\r |
11 | (renderer, 68K and Z80 cpu interpreters) and some other random code is\r |
12 | written in ARM asm, other code is C. The base code originates from Dave's\r |
13 | (fdave, finalburn) PicoDrive 0.30 for Pocket PC. The Sega/Mega CD code is\r |
14 | roughly based on Stephane Dallongeville's Gens.\r |
cc68a136 |
15 | \r |
16 | \r |
17 | How to make it run\r |
18 | ------------------\r |
19 | \r |
cc68a136 |
20 | Copy PicoDrive.gpe, code940.bin and mmuhack.o to any place in your filesystem\r |
21 | (all 3 files must be in the same directory) and run PicoDrive.gpe.\r |
0a051f55 |
22 | Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r |
cc68a136 |
23 | \r |
cc68a136 |
24 | If you have any problems (game does not boot, sound is glitchy, broken graphics),\r |
6cadc2da |
25 | make sure you enable "Accurate timing", "Emulate Z80" and use "16bit accurate\r |
26 | renderer". This way you will get the best compatibility this emulator can\r |
cc68a136 |
27 | provide.\r |
28 | \r |
29 | \r |
0a051f55 |
30 | How to run Sega/Mega CD games\r |
31 | -----------------------------\r |
32 | \r |
33 | To play any game, you need BIOS files. These files must be copied to the same\r |
34 | directory as PicoDrive.gpe. Files can be named as follows:\r |
35 | US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r |
36 | EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r |
37 | JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r |
38 | these files can also be zipped.\r |
39 | \r |
40 | The game must be dumped to ISO format, but BIN can be used too. If you want\r |
41 | CD music, you must use ISO+mp3 files. Audio from BIN files won't be read at\r |
42 | all due to SD access issues. Also BIN files are usually larger, so it's better\r |
43 | to use ISO. ISO+mp3 files can be named similarly as for other emus.\r |
44 | Here are some examples:\r |
45 | \r |
46 | SonicCD.iso data track\r |
47 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
48 | SonicCD_03.mp3\r |
49 | ...\r |
50 | \r |
51 | Sonic the Hedgehog CD (US) - Track 01.iso\r |
52 | Sonic the Hedgehog CD (US) - Track 02.mp3\r |
53 | Sonic the Hedgehog CD (US) - Track 03.mp3\r |
54 | ...\r |
55 | \r |
56 | ISO files can also be zipped (but not mp3 files, as they are already\r |
57 | compressed). Note that this can cause very long loading times, which may\r |
58 | take up to several minutes. File naming is similar as with uncompressed ISOs.\r |
59 | Example:\r |
60 | \r |
61 | SonicCD.zip data track\r |
62 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
63 | SonicCD_03.mp3\r |
64 | ...\r |
65 | \r |
6cadc2da |
66 | Notes:\r |
67 | If the game hangs after Sega logo, you may need to enable "better sync"\r |
68 | and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options" submenu, and\r |
69 | then reset the game.\r |
70 | If FMV game performance is poor, try adjusting "ReadAhead buffer" to something\r |
71 | like 2048K.\r |
72 | \r |
0a051f55 |
73 | \r |
cc68a136 |
74 | Configuration\r |
75 | -------------\r |
76 | \r |
77 | See config.txt file.\r |
78 | \r |
79 | \r |
0a051f55 |
80 | Other important stuff\r |
81 | ---------------------\r |
82 | \r |
83 | * When you use both GP2X CPUs, keep in mind that you can't overclock as high as\r |
84 | when using ARM920 only. For example my GP2X when run singlecore can reach\r |
85 | 280MHz, but with both cores it's about 250MHz. When overclocked too much,\r |
6cadc2da |
86 | it may start hanging and producing random noise, or causing ARM940 crashes\r |
87 | ("940 crashed" message displayed).\r |
0a051f55 |
88 | * PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.\r |
6cadc2da |
89 | Badly encoded mp3s can cause various kind of problems, like noises, incorrect\r |
90 | playback speeds, not repeating music or even prevent game from starting.\r |
91 | * Use lower bitrate for better performance (96 or 128kbps CBRs recommended).\r |
e362c573 |
92 | * Due to internal implementation mp3s must not be larger that 12MB\r |
93 | (12582912 bytes). Larger mp3s will not be fully loaded.\r |
0a051f55 |
94 | * RAM timings option is good for dualcore operation (it is disabled by\r |
95 | default because it doesn't work on every GP2X, so enable it in advanced\r |
96 | options).\r |
97 | \r |
98 | \r |
99 | Cheat support\r |
100 | -------------\r |
101 | \r |
102 | To use GG/patch codes, you must type them into your favorite text editor, one\r |
103 | per line. Comments may follow code after a whitespace. Only GameGenie and\r |
104 | Genecyst patch formats are supported.\r |
105 | Examples:\r |
106 | \r |
107 | Genecyst patch (this example is for Sonic):\r |
108 | \r |
109 | 00334A:0005 Start with five lives\r |
110 | 012D24:0001 Keep invincibility until end of stage\r |
111 | 009C76:5478 each ring worth 2\r |
112 | 009C76:5678 each ring worth 3\r |
113 | ...\r |
114 | \r |
115 | Game Genie patch (for Sonic 2):\r |
116 | \r |
117 | ACLA-ATD4 Hidden palace instead of death egg in level select\r |
118 | ...\r |
119 | \r |
120 | Both GG and patch codes can be mixed in one file.\r |
121 | \r |
122 | When the file is ready, name it just like your ROM file, but with additional\r |
123 | .pat extension, making sure that case matches.\r |
124 | \r |
125 | Examples:\r |
126 | \r |
127 | ROM: Sonic.zip\r |
128 | PATCH FILE: Sonic.zip.pat\r |
129 | \r |
130 | ROM: Sonic 2.bin\r |
131 | PATCH FILE: Sonic 2.bin.pat\r |
132 | \r |
133 | Put the file into your ROMs directory. Then load the .pat file as you would\r |
134 | a ROM. Then Cheat Menu Option should appear in main menu.\r |
135 | \r |
136 | \r |
137 | What is emulated?\r |
138 | -----------------\r |
139 | \r |
140 | Genesis/MegaDrive:\r |
141 | main 68k @ 7.6MHz: yes, Cyclone core\r |
142 | z80 @ 3.6MHz: yes, DrZ80 core\r |
143 | VDP: yes, except some quirks not used by games\r |
144 | YM2612 FM: yes, optimized MAME core\r |
145 | SN76489 PSG: yes, MAME core\r |
146 | \r |
147 | Sega/Mega CD:\r |
148 | another 68k @ 12.5MHz: yes, Cyclone too\r |
6cadc2da |
149 | gfx scaling/rotation chip (custom ASIC): yes\r |
0a051f55 |
150 | PCM sound source: yes\r |
151 | CD-ROM controller: yes (mostly)\r |
152 | bram (internal backup RAM): yes\r |
153 | \r |
154 | \r |
cc68a136 |
155 | Problems / limitations\r |
156 | ----------------------\r |
157 | \r |
0a051f55 |
158 | * 32x and SVP are not emulated.\r |
cc68a136 |
159 | * Various VDP quirks (window bug, scroll size 2, etc.) are not emulated,\r |
0a051f55 |
160 | as very few games use this (if any at all).\r |
cc68a136 |
161 | * Some games don't work or have glitches because of inaccurate timing and sync\r |
162 | between the emulated chips.\r |
163 | \r |
164 | \r |
165 | Credits\r |
166 | -------\r |
167 | \r |
168 | This emulator uses code from these people/projects:\r |
169 | \r |
170 | Dave\r |
171 | Cyclone 68000 core, Pico emulation library\r |
172 | Homepage: http://www.finalburn.com/\r |
173 | \r |
174 | notaz\r |
175 | GP2X port, Cyclone 68000 hacks, lots of additional coding (see changelog).\r |
176 | \r |
177 | Reesy & FluBBa\r |
178 | DrZ80, the Z80 emulator written in ARM assembly.\r |
179 | Homepage: http://reesy.gp32x.de/\r |
180 | \r |
181 | Tatsuyuki Satoh, Jarek Burczynski, MultiArcadeMachineEmulator development\r |
182 | software implementation of Yamaha FM sound generator\r |
183 | \r |
184 | MultiArcadeMachineEmulator (MAME) development\r |
185 | Texas Instruments SN76489 / SN76496 programmable tone /noise generator\r |
186 | Homepage: http://www.mame.net/\r |
187 | \r |
0a051f55 |
188 | Stephane Dallongeville\r |
189 | Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r |
190 | \r |
191 | Helix community\r |
192 | Helix mp3 decoder\r |
193 | \r |
cc68a136 |
194 | \r |
195 | Additional thanks\r |
196 | -----------------\r |
197 | \r |
198 | * Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r |
199 | info about genesis hardware.\r |
cc68a136 |
200 | * Steve Snake for all that he has done for Genesis emulation scene.\r |
201 | * Bart Trzynadlowski for his SSFII and 68000 docs.\r |
202 | * Haze for his research (http://haze.mameworld.info).\r |
203 | * Mark and Jean-loup for zlib library.\r |
204 | * Anyone else I forgot. You know who you are.\r |
205 | \r |
206 | GP2X:\r |
207 | * rlyeh and all the other people behind the minimal library.\r |
208 | * Squidge for his famous squidgehack(tm).\r |
209 | * Dzz for his ARM940 sample code.\r |
210 | * GnoStiC & Puck2099 for USB joystick support.\r |
211 | * Hermes PS2R, god_at_hell for the CpuCtrl library.\r |
212 | * craigix for supplying the GP2X hardware and making this port possible.\r |
6cadc2da |
213 | * Alex for the icon.\r |
cc68a136 |
214 | \r |
215 | Symbian:\r |
216 | * Peter van Sebille for his various open-source Symbian projects to learn from.\r |
217 | * Steve Fischer for his open-source Motorola projects.\r |
218 | * The development team behind "Symbian GCC Improvement Project"\r |
219 | (http://www.inf.u-szeged.hu/symbian-gcc/) for their updated pre-SymbianOS9\r |
220 | compile tools.\r |
221 | * AnotherGuest for all his Symbian stuff and support.\r |
222 | * Inder for the icons.\r |
223 | \r |
224 | \r |
225 | Changelog\r |
226 | ---------\r |
4e8a534c |
227 | 1.33\r |
228 | * Updated Cyclone core to 0.0088.\r |
229 | + Added A r k's usbjoy fix.\r |
230 | + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs\r |
231 | emulation to it to eliminate tearing and ensure smoothest scrolling possible.\r |
232 | + Added an option to use A_SN's camma curve for gamma correction (improves dark\r |
233 | and bright color display for mk2s).\r |
e362c573 |
234 | * Sometimes stray sounds were played after loading a savestate. Fixed.\r |
235 | * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in\r |
236 | Snatcher).\r |
237 | * PD no longer overwrites video player code in memory, video player now can be\r |
4e8a534c |
238 | used after exitting PicoDrive.\r |
239 | * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions\r |
240 | if "accurate timing" was not enabled.\r |
241 | * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".\r |
242 | Upto 10MB hacked ROMs are supported now.\r |
d524c827 |
243 | + Config profiles added (press left/right when saving config).\r |
244 | * Changed key configuration behaviour to the one from gpfce (should be more\r |
245 | intuitive).\r |
e362c573 |
246 | \r |
2433f409 |
247 | 1.32\r |
248 | + Added some new scaling options.\r |
6cadc2da |
249 | + Added ability to reload CD images while game is running (needed for games\r |
721cd396 |
250 | with multiple CDs, like Night Trap).\r |
6cadc2da |
251 | + Added RAM cart emulation.\r |
2433f409 |
252 | * Fixed DMA timing emulation (caused lock-ups for some genesis games).\r |
253 | * Idle loop detection was picking up wrong code and causing glitches, fixed.\r |
254 | * The ym2612 code on 940 now can handle multiple updates per frame\r |
255 | (fixes Thunger Force III "seiren" level drums for example).\r |
256 | * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in\r |
257 | Popful Mail, Silpheed).\r |
721cd396 |
258 | * Improved z80 timing, should fix some sound problems.\r |
259 | * Fixed a bug with sram register (fixes Phantasy Star 4).\r |
6cadc2da |
260 | * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.\r |
721cd396 |
261 | * Added code for PRG ram write protection register (Dungeon Explorer).\r |
46969540 |
262 | * The memory mode register change in 1.31 was unsafe and caused some glitches in\r |
263 | AH-3 Thunderstrike. Fixed.\r |
264 | * Fixed a file descriptor leak.\r |
6cadc2da |
265 | * Updated documentation, added Gmenu2x manual.\r |
2433f409 |
266 | \r |
c008977e |
267 | 1.31\r |
268 | * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).\r |
269 | * Fixed TAS opcode on sub-68k side (fixes Batman games).\r |
270 | * File browser now filters out mp3s, saves and some other files, which are not ROMS.\r |
271 | \r |
782f8f22 |
272 | 1.30\r |
0a051f55 |
273 | + ISO files now can be zipped. Note that this causes VERY long loading times.\r |
274 | + Added data pre-buffering support, this allows to reduce frequency of short pauses\r |
4ff2d527 |
275 | in FMV games (caused by SD access), but makes those pauses longer.\r |
0a051f55 |
276 | * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r |
7336a99a |
277 | + Properly implemented "decode" data transformation (Jaguar XJ220).\r |
278 | * Integrated "better sync" code into cyclone code, what made this mode much faster.\r |
279 | * Fixed a bug related to game specific config saving.\r |
4ff2d527 |
280 | * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.\r |
48e8482f |
281 | * Fixed reset not working for some games.\r |
a4030801 |
282 | + New assembly optimized memory handlers for CD (gives at least a few fps).\r |
782f8f22 |
283 | Also re-enabled all optimizations from 0.964 release.\r |
284 | + New idle-loop detection code for sub-68k. Speeds up at least a few games.\r |
0a051f55 |
285 | \r |
286 | 1.201\r |
287 | + Added basic cheat support (GameGenie and Genecyst patches).\r |
288 | \r |
289 | 1.20\r |
290 | * Fixed a long-standing problem in audio mixing code which caused slight distortions\r |
291 | at lower sample rates.\r |
292 | * Changed the way 920 and 940 communicates (again), should be more reliable and give\r |
293 | slight performance increase.\r |
294 | * Some optimizations in audio mixing code.\r |
295 | * Some menu changes (background added, smaller font in ROM browser, savestate loader\r |
296 | now can select slots).\r |
297 | + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r |
298 | + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r |
299 | + "Cell arrange" address mapping is now emulated (Heart of the alien).\r |
300 | + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r |
301 | + "Better sync" option added (prevents some games from hanging).\r |
302 | \r |
303 | 1.14\r |
304 | + Region autodetection now can be customized.\r |
305 | * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r |
306 | * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r |
307 | * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r |
308 | * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r |
309 | + Savestates implemented for Sega/Mega CD.\r |
310 | + PCM sound added.\r |
311 | * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r |
312 | Mega CD mode (but mp3s must still be 44kHz stereo).\r |
313 | + Timer emulation added.\r |
314 | * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r |
315 | * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r |
316 | \r |
317 | 1.10\r |
318 | + GP2X: Added experimental Sega CD support.\r |
319 | + GP2X: Added partial gmv movie playback support.\r |
320 | \r |
cc68a136 |
321 | 0.964\r |
322 | * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r |
323 | happening for NTSC games and causing sound clicks.\r |
324 | * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r |
325 | should be useable and configurable).\r |
326 | + GP2X: Added save confirmation option.\r |
327 | + GP2X: Added 940 CPU crash detection.\r |
328 | + ALL: UIQ3 port added.\r |
329 | \r |
330 | 0.963\r |
331 | * GP2X: Gamma-reset-on-entering-menu bug fixed.\r |
332 | * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r |
333 | http://www.gp32x.com/board/index.php?showtopic=28490\r |
334 | \r |
335 | 0.962\r |
336 | * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r |
337 | was enabled (for example punch sound in SOR).\r |
338 | * GP2X: Limited max volume to 90, because higher values often cause distortions.\r |
339 | * GP2X: Fixed a bug with lower res scaling.\r |
340 | * GP2X: Gamma is now reset on exit.\r |
341 | \r |
342 | 0.96\r |
343 | * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r |
344 | + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r |
345 | performance increase.\r |
346 | * ALL: Accurate renderers are slightly faster now.\r |
347 | + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r |
348 | framelimitter, this should eliminate some scrolling and tearing problems.\r |
349 | * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r |
350 | + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r |
351 | + GP2X: Added ability to save config for specific games only.\r |
352 | + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r |
353 | * GP2X: Volume keys are now configurable.\r |
354 | + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r |
355 | player 2 control (currently untested).\r |
356 | * GP2X: squidgehack is now applied through kernel module (cleaner way).\r |
357 | \r |
358 | 0.95\r |
359 | * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r |
360 | + GP2X: Added command line support\r |
361 | + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r |
362 | * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r |
363 | had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r |
364 | etc.).\r |
365 | + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r |
366 | default.\r |
367 | \r |
368 | 0.945\r |
369 | + GP2X: Added frame limiter for frameskipped modes.\r |
370 | * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r |
371 | * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r |
372 | high memory and had no effect).\r |
373 | \r |
374 | 0.94\r |
375 | + Added GP2X port.\r |
376 | * Improved interrupt timing, Mazin Saga and Burning Force now works.\r |
377 | * Rewritten renderer code to better suit GP2X, should be faster on other\r |
378 | ports too.\r |
379 | + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r |
380 | + Added some protection device faking, used by some unlicensed games like\r |
381 | Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r |
382 | + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r |
383 | \r |
384 | 0.93\r |
385 | * Fixed a problem with P900/P910 key configuration in FC mode.\r |
386 | * Improved shadow/hilight mode emulation. Still not perfect, but should be\r |
387 | enough for most games.\r |
388 | + Save state slots added.\r |
389 | + Region selector added.\r |
390 | \r |
391 | 0.92\r |
392 | VDP changes:\r |
393 | * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r |
394 | Super Hang-On and some other problems in other games).\r |
395 | * HV counter emulation is now much more accurate. Fixes the Asterix games,\r |
396 | line in Road Rash 3, etc.\r |
397 | * Minor sprite and layer scroll masking bugs fixed.\r |
398 | + Added partial interlace mode renderer (Sonic 2 vs mode)\r |
399 | * Fixed a crash in both renderers when certain size window layers were used.\r |
400 | + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r |
401 | effects are still unemulated.\r |
402 | + Sprite emulation is more accurate, sprite limit is emulated.\r |
403 | + Added "accurate sprites" option, which always draws sprites in correct\r |
404 | order and emulates sprite collision bit, but is significantly slower.\r |
405 | \r |
406 | Emulation changes:\r |
407 | * Improved interrupt handling, added deferred interrupt emulation\r |
408 | (Lemmings, etc).\r |
409 | + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r |
410 | Megaman - The Wily Wars and many EA sports games like NBA Jam).\r |
411 | + Implemented ROM banking for Super Street Fighter II - The New Challengers\r |
412 | * Updated to the latest version of DrZ80 core, integrated memory handlers\r |
413 | in it for better performance. A noticeable performance increase, but save\r |
414 | states may not work from the previous version (you can only use them with\r |
415 | sound disabled in that case).\r |
416 | + SRAM word read handler was using incorrect byte order, fixed.\r |
417 | \r |
418 | Changes in Cyclone 0.0086:\r |
419 | + Added missing CHK opcode handler (used by SeaQuest DSV).\r |
420 | + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r |
421 | memory write-back phase is ignored (but can be enabled in config.h if needed).\r |
422 | + Added missing NBCD and TRAPV opcode handlers.\r |
423 | + Added missing addressing mode for CMP/EOR.\r |
424 | + Added some minor optimizations.\r |
425 | - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r |
426 | + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r |
427 | + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r |
428 | * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r |
429 | + Added Uninitialized Interrupt emulation.\r |
430 | + Altered timing for about half of opcodes to match Musashi's.\r |
431 | \r |
432 | 0.80\r |
433 | * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r |
434 | increase (depends on game).\r |
435 | * Optimized 32-column renderer not to render tiles offscreen, games which\r |
436 | use 32-column display (like Shining Force) run ~50% faster.\r |
437 | + Added new "Alternative renderer", which gives another ~30-45% performance\r |
438 | increase (in addition to mentioned above), but works only with some games,\r |
439 | because it is missing some features (it uses tile-based renderering\r |
440 | instead of default line-based and disables H-ints).\r |
441 | + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r |
442 | P800 and 208x208 for all other phones.\r |
443 | + Added volume control for Motorolas (experimental).\r |
444 | \r |
445 | VDP changes:\r |
446 | + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r |
447 | Stormer and others).\r |
448 | + Added sprite masking (hiding), adds some speed.\r |
449 | + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r |
450 | special stage are now playable.\r |
451 | + Added column based vertical scrolling (Gunstar Heroes battleship level,\r |
452 | Sonic and Knuckles lava boss, etc).\r |
453 | \r |
454 | Emulation changes:\r |
455 | + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r |
456 | be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r |
457 | still need it (International Superstar Soccer Deluxe).\r |
458 | * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r |
459 | Earthworm Jim play better, more games play sound.\r |
460 | * I/O registers now remember their values (needed for Pirates! Gold)\r |
461 | + Added support for 6 button pad.\r |
462 | \r |
463 | Changes in Cyclone 0.0083wip:\r |
464 | + Added missing CHK opcode (used by SeaQuest DSV).\r |
465 | + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r |
466 | is ignored (but is enabled for other systems).\r |
467 | \r |
468 | Backported stuff from Snes9x:\r |
469 | * Fixed Pxxx jog up/down which were not working in game.\r |
470 | + Added an option to gzip save states to save space.\r |
471 | + The emulator now pauses whenever it is loosing focus, so it will now pause\r |
472 | when alarm/ponecall/battery low/... windows come up.\r |
473 | - Removed 'pause on phonecall' feature, as it is no longer needed.\r |
474 | + Video fix for asian A1000s.\r |
475 | \r |
476 | 0.70\r |
477 | * Started using tools from "Symbian GCC Improvement Project", which give\r |
478 | considerable speed increase (~4fps in "center 90" mode).\r |
479 | * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r |
480 | "center 90" mode).\r |
481 | * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r |
482 | and are faster.\r |
483 | * Minor stability improvements (emulator is less likely to crash).\r |
484 | + Added some background for OSD text for better readability.\r |
485 | + Added Pal/NTSC detection. This is needed for proper sound speed.\r |
486 | + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r |
487 | it faster.\r |
488 | + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r |
489 | a bit weird. Could be a little faster, so made some changes too.\r |
490 | + Implemented SN76489 emu from the MAME project.\r |
491 | + Added two separate sound output methods (mediaserver and cmaudiofb) with\r |
492 | autodetection (needs testing).\r |
493 | * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r |
494 | fixes Contra and some other games.\r |
495 | \r |
496 | 0.301\r |
497 | Launcher:\r |
498 | * Launcher now starts emulation process from current directory,\r |
499 | not from hardcoded paths.\r |
500 | * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r |
501 | \r |
502 | 0.30\r |
503 | Initial release.\r |
504 | \r |
505 | \r |
506 | Disclaimer\r |
507 | ----------\r |
508 | \r |
509 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r |
510 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r |
511 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r |
512 | ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r |
513 | LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r |
514 | CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r |
515 | SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r |
516 | INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r |
517 | CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r |
518 | ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r |
519 | POSSIBILITY OF SUCH DAMAGE. \r |
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520 | \r |
521 | SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r |
522 | Sega Enterprises Ltd.\r |
523 | \r |