| 1 | #\r |
| 2 | PicoDrive 1.xx\r |
| 3 | \r |
| 4 | About\r |
| 5 | -----\r |
| 6 | #include "../README"\r |
| 7 | \r |
| 8 | How to make it run\r |
| 9 | ------------------\r |
| 10 | \r |
| 11 | #ifdef GP2X\r |
| 12 | Extract all files to some directory on your SD and run PicoDrive.gpe from your\r |
| 13 | GP2X/Wiz/Caanoo menu. The same .gpe supports GP2X F100/F200, Wiz and Caanoo,\r |
| 14 | there is no need to use separate versions.\r |
| 15 | Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r |
| 16 | Sega/Mega CD images can be in ISO/CSO+MP3/WAV or CUE+BIN formats (read below\r |
| 17 | for more details).\r |
| 18 | #endif\r |
| 19 | #ifdef GIZ\r |
| 20 | First make sure you have homebrew-enabled Service Pack installed. Then copy\r |
| 21 | PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r |
| 22 | be in the same directory) and run PicoDrive.exe using the launcher of your choice\r |
| 23 | (some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in\r |
| 24 | the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can\r |
| 25 | be in .smd or .bin format and can be zipped (one ROM per zip).\r |
| 26 | #endif\r |
| 27 | #ifdef PSP\r |
| 28 | If you are running a custom firmware, just copy the whole PicoDrive directory to\r |
| 29 | /PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter\r |
| 30 | which one GAME* directory to use).\r |
| 31 | \r |
| 32 | If you are on 1.5, there is a separate KXploited version for it.\r |
| 33 | #endif\r |
| 34 | #ifdef PANDORA\r |
| 35 | Just copy the .pnd to <sd card>/pandora/menu or <sd card>/pandora/desktop.\r |
| 36 | #endif\r |
| 37 | \r |
| 38 | This emulator has lots of options with various tweaks (for improved speed mostly),\r |
| 39 | but it should have best compatibility in it's default config. If suddenly you\r |
| 40 | start getting glitches or change something and forget what, use "Restore defaults"\r |
| 41 | option.\r |
| 42 | \r |
| 43 | \r |
| 44 | How to run Sega/Mega CD games\r |
| 45 | -----------------------------\r |
| 46 | \r |
| 47 | To play any CD game, you need BIOS files. These files must be copied to\r |
| 48 | #ifdef PANDORA\r |
| 49 | <sd card>/pandora/appdata/picodrive/ directory\r |
| 50 | (if you run PicoDrive once it will create that directory for you).\r |
| 51 | #else\r |
| 52 | the same directory as PicoDrive files.\r |
| 53 | #endif\r |
| 54 | Files can be named as follows:\r |
| 55 | \r |
| 56 | US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r |
| 57 | EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r |
| 58 | JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r |
| 59 | these files can also be zipped.\r |
| 60 | \r |
| 61 | The game must be dumped to CUE+BIN or CUE+ISO format.\r |
| 62 | ISO/CSO+MP3/WAV is also supported, but may cause problems.\r |
| 63 | When using CUE/BIN, you must load .cue file from the menu, or else\r |
| 64 | the emu will not find audio tracks.\r |
| 65 | \r |
| 66 | \r |
| 67 | Other important stuff\r |
| 68 | ---------------------\r |
| 69 | \r |
| 70 | * Sega/Mega CD: If the background music is missing, the CD image format may be\r |
| 71 | wrong. Currently .cue/bin is recommended. Be aware that there are lots of bad\r |
| 72 | dumps on the web, and some use mp3 format for audio, which often causes\r |
| 73 | problems (see below).\r |
| 74 | * While iso/mp3 format is supported, it's not recommended to use.\r |
| 75 | Some of many problems with mp3 are listed below:\r |
| 76 | * MP3s may be named incorrectly and will not play.\r |
| 77 | * The game music may play too fast/too slow/out of sync, which means they\r |
| 78 | are encoded incorrectly. PicoDrive is not a mp3 player, so all mp3s MUST\r |
| 79 | be encoded at 44.1kHz stereo.\r |
| 80 | * Sega/Mega CD: If your games hang at the BIOS screen (with planets shown),\r |
| 81 | you may be using a bad BIOS dump. Try another from a different source,\r |
| 82 | like dumping it from your own console.\r |
| 83 | #ifdef GP2X\r |
| 84 | * What using mp3s, use lower bitrate for better performance (96 or 128kbps\r |
| 85 | CBRs recommended).\r |
| 86 | * GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't\r |
| 87 | overclock as high as when using ARM920 only. For example my GP2X when run\r |
| 88 | singlecore can reach 280MHz, but with both cores it's about 250MHz. When\r |
| 89 | overclocked too much, it may start hanging and producing random noise, or\r |
| 90 | causing ARM940 crashes ("940 crashed" message displayed).\r |
| 91 | * GP2X F100/F200: Due to internal implementation mp3s must not be larger that\r |
| 92 | 12MB (12582912 bytes). Larger mp3s will not be fully loaded.\r |
| 93 | #endif\r |
| 94 | \r |
| 95 | \r |
| 96 | Configuration\r |
| 97 | -------------\r |
| 98 | \r |
| 99 | @@0. "Save slot"\r |
| 100 | This is a slot number to use for savestates, when done by a button press outside\r |
| 101 | menu. This can also be configured to be changed with a button\r |
| 102 | (see "key configuration").\r |
| 103 | \r |
| 104 | @@0. "Frameskip"\r |
| 105 | How many frames to skip rendering before displaying another.\r |
| 106 | "Auto" is recommended.\r |
| 107 | \r |
| 108 | @@0. "Region"\r |
| 109 | This option lets you force the game to think it is running on machine from the\r |
| 110 | specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r |
| 111 | \r |
| 112 | @@0. "Show FPS"\r |
| 113 | Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r |
| 114 | YY is the number of emulated frames per second.\r |
| 115 | \r |
| 116 | @@0. "Enable sound"\r |
| 117 | Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r |
| 118 | see below) for this to make sense (already done by default).\r |
| 119 | \r |
| 120 | @@0. "Sound Quality"\r |
| 121 | #ifdef PSP\r |
| 122 | Sound sample rate, affects sound quality and emulation performance.\r |
| 123 | 22050Hz setting is the recommended one.\r |
| 124 | #else\r |
| 125 | Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r |
| 126 | #endif\r |
| 127 | \r |
| 128 | @@0. "Confirm savestate"\r |
| 129 | Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r |
| 130 | on loading (to prevent destroying current game progress), and on both or none, when\r |
| 131 | using shortcut buttons (not menu) for saving/loading.\r |
| 132 | \r |
| 133 | @@0. "[Display options]"\r |
| 134 | Enters Display options menu (see below).\r |
| 135 | \r |
| 136 | @@0. "[Sega/Mega CD options]"\r |
| 137 | Enters Sega/Mega CD options menu (see below).\r |
| 138 | \r |
| 139 | @@0. "[32X options]"\r |
| 140 | Enters 32X options menu (see below).\r |
| 141 | \r |
| 142 | @@0. "[Advanced options]"\r |
| 143 | Enters advanced options menu (see below).\r |
| 144 | \r |
| 145 | @@0. "Save cfg as default"\r |
| 146 | If you save your config here it will be loaded on next ROM load, but only if there\r |
| 147 | is no game specific config saved (which will be loaded in that case).\r |
| 148 | You can press left/right to switch to a different config profile.\r |
| 149 | \r |
| 150 | @@0. "Save cfg for current game only"\r |
| 151 | Whenever you load current ROM again these settings will be loaded.\r |
| 152 | \r |
| 153 | @@0. "Restore defaults"\r |
| 154 | Restores all options (except controls) to defaults.\r |
| 155 | \r |
| 156 | \r |
| 157 | Display options\r |
| 158 | ---------------\r |
| 159 | \r |
| 160 | #ifndef PANDORA\r |
| 161 | @@1. "Renderer"\r |
| 162 | #ifdef GP2X\r |
| 163 | 8bit fast:\r |
| 164 | This enables alternative heavily optimized tile-based renderer, which renders\r |
| 165 | pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r |
| 166 | which is much faster. But because of the way it works it can't render any\r |
| 167 | mid-frame image changes (raster effects), so it is useful only with some games.\r |
| 168 | \r |
| 169 | Other two are accurate line-based renderers. The 8bit is faster but does not\r |
| 170 | run well with some games like Street Racer.\r |
| 171 | \r |
| 172 | #endif\r |
| 173 | #ifdef GIZ\r |
| 174 | This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r |
| 175 | a bit faster for some games, but not much, because colors still need to be\r |
| 176 | converted to 16bit, as this is what Gizmondo requires. It also introduces\r |
| 177 | graphics problems for some games, so it's best to use 16bit one.\r |
| 178 | \r |
| 179 | #endif\r |
| 180 | #ifdef PSP\r |
| 181 | This option allows to switch between fast and accurate renderers. The fast one\r |
| 182 | is much faster, because it draws the whole frame at a time, instead of doing it\r |
| 183 | line by line, like the accurate one does. But because of the way it works it\r |
| 184 | can't render any mid-frame image changes (raster effects), so it is useful only\r |
| 185 | for some games.\r |
| 186 | \r |
| 187 | #endif\r |
| 188 | #endif\r |
| 189 | #ifdef GP2X\r |
| 190 | @@1. "Tearing Fix"\r |
| 191 | Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%\r |
| 192 | performance hit, but eliminates the tearing effect.\r |
| 193 | \r |
| 194 | @@1. "Gamma correction"\r |
| 195 | F100/F200 only: Alters image gamma through GP2X hardware. Larger values make\r |
| 196 | image to look brighter, lower - darker (default is 1.0).\r |
| 197 | \r |
| 198 | @@1. "Vsync"\r |
| 199 | This one adjusts the LCD refresh rate to better match game's refresh rate and\r |
| 200 | starts synchronizing rendering with it. Should make scrolling smoother and\r |
| 201 | eliminate tearing on F100/F200.\r |
| 202 | #endif\r |
| 203 | #ifdef GIZ\r |
| 204 | @@1. "Scanline mode"\r |
| 205 | This option was designed to work around slow framebuffer access (the Gizmondo's\r |
| 206 | main bottleneck) by drawing every other line (even numbered lines only).\r |
| 207 | This improves performance greatly, but looses detail.\r |
| 208 | \r |
| 209 | @@1. "Scale low res mode"\r |
| 210 | The Genesis/Megadrive had several graphics modes, some of which were only 256\r |
| 211 | pixels wide. This option scales their width to 320 by using simple\r |
| 212 | pixel averaging scaling. Works only when 16bit renderer is enabled.\r |
| 213 | \r |
| 214 | @@1. "Double buffering"\r |
| 215 | Draws the display to offscreen buffer, and flips it with visible one when done.\r |
| 216 | Unfortunately this causes serious tearing, unless v-sync is used (next option).\r |
| 217 | \r |
| 218 | @@1. "Wait for V-sync"\r |
| 219 | Waits for vertical sync before drawing (or flipping buffers, if previous option\r |
| 220 | is enabled). Emulation is stopped while waiting, so this causes large performance\r |
| 221 | hit.\r |
| 222 | #endif\r |
| 223 | #ifdef PSP\r |
| 224 | @@1. "Scale factor"\r |
| 225 | This allows to resize the displayed image by using the PSP's hardware. The number is\r |
| 226 | used to multiply width and height of the game image to get the size of image to be\r |
| 227 | displayed. If you just want to make it fullscreen, just use "Set to fullscreen"\r |
| 228 | setting below.\r |
| 229 | \r |
| 230 | @@1. "Hor. scale (for low res. games)"\r |
| 231 | This one works similarly as the previous setting, but can be used to apply additional\r |
| 232 | scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD\r |
| 233 | resolution.\r |
| 234 | \r |
| 235 | @@1. "Hor. scale (for hi res. games)"\r |
| 236 | Same as above, only for higher (320 pixel wide) resolution using games.\r |
| 237 | \r |
| 238 | @@1. "Bilinear filtering"\r |
| 239 | If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,\r |
| 240 | making it smoother, but blurry.\r |
| 241 | \r |
| 242 | @@1. "Gamma adjustment"\r |
| 243 | Color gamma can be adjusted with this.\r |
| 244 | \r |
| 245 | @@1. "Black level"\r |
| 246 | This can be used to reduce unwanted "ghosting" effect for dark games, by making\r |
| 247 | black pixels brighter. Use in conjunction with "gamma adjustment" for more effect.\r |
| 248 | \r |
| 249 | @@1. "Wait for v-sync"\r |
| 250 | Wait for the screen to finish updating before switching to next frame, to avoid tearing.\r |
| 251 | There are 3 options:\r |
| 252 | * never: don't wait for vsync.\r |
| 253 | * sometimes: wait only if emulator is running fast enough.\r |
| 254 | * always: always wait (causes emulation slowdown).\r |
| 255 | \r |
| 256 | @@1. "Set to unscaled centered"\r |
| 257 | Adjust the resizing options to set game image to it's original size.\r |
| 258 | \r |
| 259 | @@1. "Set to 4:3 scaled"\r |
| 260 | Scale the image up, but keep 4:3 aspect, by adding black borders.\r |
| 261 | \r |
| 262 | @@1. "Set to fullscreen"\r |
| 263 | Adjust the resizing options to make the game image fullscreen.\r |
| 264 | #endif\r |
| 265 | #ifdef PANDORA\r |
| 266 | Allows to set up scaling, filtering and vertical sync.\r |
| 267 | #endif\r |
| 268 | \r |
| 269 | \r |
| 270 | Sega/Mega CD options \r |
| 271 | --------------------\r |
| 272 | \r |
| 273 | @@2. "CD LEDs"\r |
| 274 | The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r |
| 275 | will display them on top-left corner of the screen.\r |
| 276 | \r |
| 277 | @@2. "CDDA audio"\r |
| 278 | This option enables CD audio playback.\r |
| 279 | \r |
| 280 | @@2. "PCM audio"\r |
| 281 | This enables 8 channel PCM sound source. It is required for some games to run,\r |
| 282 | because they monitor state of this audio chip.\r |
| 283 | \r |
| 284 | @@2. "ReadAhead buffer"\r |
| 285 | This option can prefetch more data from the CD image than requested by game\r |
| 286 | (to avoid accessing card later), what can improve performance in some cases.\r |
| 287 | #ifndef PSP\r |
| 288 | "OFF" is the recommended setting.\r |
| 289 | #endif\r |
| 290 | \r |
| 291 | @@2. "Save RAM cart"\r |
| 292 | Here you can enable 64K RAM cart. Format it in BIOS if you do.\r |
| 293 | \r |
| 294 | @@2. "Scale/Rot. fx"\r |
| 295 | The Sega/Mega CD had scaling/rotation chip, which allows effects similar to\r |
| 296 | "Mode 7" effects in SNES. On slow systems like GP2X, disabling may improve\r |
| 297 | performance but cause graphical glitches.\r |
| 298 | \r |
| 299 | \r |
| 300 | 32X options\r |
| 301 | -----------\r |
| 302 | \r |
| 303 | @@3. "32X enabled"\r |
| 304 | Enables emulation of addon. Option only takes effect when ROM is reloaded.\r |
| 305 | \r |
| 306 | #ifdef GP2X\r |
| 307 | @@3. "32X renderer"\r |
| 308 | This currently only affects how the Genesis/MD layers are rendered, which is\r |
| 309 | same as "Renderer" in display options.\r |
| 310 | \r |
| 311 | #endif\r |
| 312 | @@3. "PWM sound"\r |
| 313 | Emulates PWM sound portion of 32X hardware. Disabling this may greatly improve\r |
| 314 | performance for games that dedicate one of SD2s for sound, but will cause\r |
| 315 | missing sound effects and instruments.\r |
| 316 | \r |
| 317 | @@3. "Master SH2 cycles" / "Slave SH2 cycles"\r |
| 318 | This allows underclocking the 32X CPUs for better emulation performance. The\r |
| 319 | number has the same meaning as cycles in DOSBox, which is cycles per millisecond.\r |
| 320 | Underclocking too much may cause various in-game glitches.\r |
| 321 | \r |
| 322 | \r |
| 323 | Advanced configuration\r |
| 324 | ----------------------\r |
| 325 | \r |
| 326 | @@4. "Use SRAM/BRAM savestates"\r |
| 327 | This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r |
| 328 | games which are using them. SRAM is saved whenever you enter the menu or exit the\r |
| 329 | emulator.\r |
| 330 | \r |
| 331 | @@4. "Disable sprite limit"\r |
| 332 | The MegaDrive/Genesis had a limit on how many sprites (usually smaller moving\r |
| 333 | objects) can be displayed on single line. This option allows to disable that\r |
| 334 | limit. Note that some games used this to hide unwanted things, so it is not\r |
| 335 | always good to enable this option.\r |
| 336 | \r |
| 337 | @@4. "Emulate Z80"\r |
| 338 | Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r |
| 339 | Some games do complex sync with it, so you must enable it even if you don't use\r |
| 340 | sound to be able to play them.\r |
| 341 | \r |
| 342 | @@4. "Emulate YM2612 (FM)"\r |
| 343 | This enables emulation of six-channel FM sound synthesizer chip, which was used to\r |
| 344 | produce sound effects and music.\r |
| 345 | \r |
| 346 | @@4. "Emulate SN76496 (PSG)"\r |
| 347 | This enables emulation of PSG (programmable sound generation) sound chip for\r |
| 348 | additional effects.\r |
| 349 | \r |
| 350 | Note: if you change sound settings AFTER loading a ROM, you may need to reset\r |
| 351 | game to get sound. This is because most games initialize sound chips on\r |
| 352 | startup, and this data is lost when sound chips are being enabled/disabled.\r |
| 353 | \r |
| 354 | @@4. "gzip savestates"\r |
| 355 | This will always apply gzip compression on your savestates, allowing you to\r |
| 356 | save some space and load/save time.\r |
| 357 | \r |
| 358 | @@4. "Don't save last used ROM"\r |
| 359 | This will disable writing last used ROM to config on exit (what might cause SD\r |
| 360 | card corruption according to DaveC).\r |
| 361 | \r |
| 362 | @@4. "Disable idle loop patching"\r |
| 363 | Idle loop patching is used to improve performance, but may cause compatibility\r |
| 364 | problems in some rare cases. Try disabling this if your game has problems.\r |
| 365 | \r |
| 366 | @@4. "Disable frame limiter"\r |
| 367 | This allows games to run faster then 50/60fps, useful for benchmarking.\r |
| 368 | \r |
| 369 | #ifdef GP2X\r |
| 370 | @@4. "Use ARM940 core for sound"\r |
| 371 | F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)\r |
| 372 | for sound (i.e. to generate YM2612 samples) to improve performance noticeably.\r |
| 373 | It also decodes MP3s in Sega/Mega CD mode.\r |
| 374 | \r |
| 375 | #endif\r |
| 376 | @@4. "SVP dynarec"\r |
| 377 | This enables dynamic recompilation for SVP chip emulated for Virtua Racing game,\r |
| 378 | what improves it's emulation performance greatly.\r |
| 379 | \r |
| 380 | \r |
| 381 | Key configuration\r |
| 382 | -----------------\r |
| 383 | \r |
| 384 | Select "Configure controls" from the main menu. Then select "Player 1" and you will\r |
| 385 | see two columns. The left column lists names of Genesis/MD controller buttons, and\r |
| 386 | the right column your handheld ones, which are assigned.\r |
| 387 | \r |
| 388 | There is also option to enable 6 button pad (will allow you to configure XYZ\r |
| 389 | buttons), and an option to set turbo rate (in Hz) for turbo buttons.\r |
| 390 | \r |
| 391 | \r |
| 392 | Cheat support\r |
| 393 | -------------\r |
| 394 | \r |
| 395 | To use GG/patch codes, you must type them into your favorite text editor, one\r |
| 396 | per line. Comments may follow code after a whitespace. Only GameGenie and\r |
| 397 | Genecyst patch formats are supported.\r |
| 398 | Examples:\r |
| 399 | \r |
| 400 | Genecyst patch (this example is for Sonic):\r |
| 401 | \r |
| 402 | 00334A:0005 Start with five lives\r |
| 403 | 012D24:0001 Keep invincibility until end of stage\r |
| 404 | 009C76:5478 each ring worth 2\r |
| 405 | 009C76:5678 each ring worth 3\r |
| 406 | ...\r |
| 407 | \r |
| 408 | Game Genie patch (for Sonic 2):\r |
| 409 | \r |
| 410 | ACLA-ATD4 Hidden palace instead of death egg in level select\r |
| 411 | ...\r |
| 412 | \r |
| 413 | Both GG and patch codes can be mixed in one file.\r |
| 414 | \r |
| 415 | When the file is ready, name it just like your ROM file, but with additional\r |
| 416 | .pat extension, making sure that case matches.\r |
| 417 | \r |
| 418 | Examples:\r |
| 419 | \r |
| 420 | ROM: Sonic.zip\r |
| 421 | PATCH FILE: Sonic.zip.pat\r |
| 422 | \r |
| 423 | ROM: Sonic 2.bin\r |
| 424 | PATCH FILE: Sonic 2.bin.pat\r |
| 425 | \r |
| 426 | Put the file into your ROMs directory. Then load the .pat file as you would\r |
| 427 | a ROM. Then Cheat Menu Option should appear in main menu.\r |
| 428 | \r |
| 429 | \r |
| 430 | What is emulated?\r |
| 431 | -----------------\r |
| 432 | \r |
| 433 | Genesis/MegaDrive:\r |
| 434 | #ifdef PSP\r |
| 435 | main 68k @ 7.6MHz: yes, FAME/C core\r |
| 436 | z80 @ 3.6MHz: yes, CZ80 core\r |
| 437 | #else\r |
| 438 | main 68k @ 7.6MHz: yes, Cyclone core\r |
| 439 | z80 @ 3.6MHz: yes, DrZ80 core\r |
| 440 | #endif\r |
| 441 | VDP: yes, except some quirks and modes not used by games\r |
| 442 | YM2612 FM: yes, optimized MAME core\r |
| 443 | SN76489 PSG: yes, MAME core\r |
| 444 | SVP chip: yes! This is first emu to ever do this.\r |
| 445 | Some in-cart mappers are also supported.\r |
| 446 | \r |
| 447 | Sega/Mega CD:\r |
| 448 | #ifdef PSP\r |
| 449 | another 68k @ 12.5MHz: yes, FAME/C too\r |
| 450 | #else\r |
| 451 | another 68k @ 12.5MHz: yes, Cyclone too\r |
| 452 | #endif\r |
| 453 | gfx scaling/rotation chip (custom ASIC): yes\r |
| 454 | PCM sound source: yes\r |
| 455 | CD-ROM controller: yes (mostly)\r |
| 456 | bram (internal backup RAM): yes\r |
| 457 | \r |
| 458 | 32X:\r |
| 459 | 2x SH2 @ 23MHz: yes, custom recompiler\r |
| 460 | Super VDP: yes\r |
| 461 | PWM: yes\r |
| 462 | \r |
| 463 | \r |
| 464 | Problems / limitations\r |
| 465 | ----------------------\r |
| 466 | \r |
| 467 | #ifdef PSP\r |
| 468 | * SVP emulation is terribly slow.\r |
| 469 | #endif\r |
| 470 | * Various VDP modes and quirks (window bug, scroll size 2, etc.) are not\r |
| 471 | emulated, as very few games use this (if any at all).\r |
| 472 | * The emulator is not 100% accurate, so some things may not work as expected.\r |
| 473 | * The FM sound core doesn't support all features and has some accuracy issues.\r |
| 474 | \r |
| 475 | \r |
| 476 | Changelog\r |
| 477 | -------\r |
| 478 | \r |
| 479 | #include "../ChangeLog"\r |
| 480 | \r |
| 481 | \r |
| 482 | Credits\r |
| 483 | -------\r |
| 484 | \r |
| 485 | This emulator is made of the code from following people/projects:\r |
| 486 | \r |
| 487 | #include "../AUTHORS"\r |
| 488 | \r |
| 489 | \r |
| 490 | License\r |
| 491 | -------\r |
| 492 | \r |
| 493 | This program and it's code is released under the terms of MAME license:\r |
| 494 | #include "../COPYING"\r |
| 495 | \r |
| 496 | SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r |
| 497 | Sega Enterprises Ltd.\r |
| 498 | \r |