| 1 | #ifdef GP2X\r |
| 2 | For help / comments / questions visit GP32X boards at:\r |
| 3 | http://www.gp32x.com/board/\r |
| 4 | \r |
| 5 | #endif\r |
| 6 | \r |
| 7 | About\r |
| 8 | -----\r |
| 9 | \r |
| 10 | #ifdef PSP\r |
| 11 | This is yet another Megadrive / Genesis emulator for PSP, but with\r |
| 12 | Sega CD / Mega CD support. Although it has been originally written having\r |
| 13 | ARM CPU based devices in mind, it has now been ported to PSP too, by\r |
| 14 | replacing ARM specific parts with portable C code.\r |
| 15 | The base code originates from Dave's (fdave, finalburn) PicoDrive 0.30 for\r |
| 16 | Pocket PC. The Sega/Mega CD code is roughly based on Stephane Dallongeville's\r |
| 17 | Gens.\r |
| 18 | #else\r |
| 19 | This is yet another Megadrive / Genesis / Sega CD / Mega CD emulator, which\r |
| 20 | was written having ARM-based handheld devices in mind (such as PDAs,\r |
| 21 | smartphones and handheld consoles like GP2X and Gizmondo of course).\r |
| 22 | The critical parts (renderer, 68K and Z80 cpu interpreters) and some other\r |
| 23 | random code is written in ARM asm, other code is C. The base code originates\r |
| 24 | from Dave's (fdave, finalburn) PicoDrive 0.30 for Pocket PC. The Sega/Mega CD\r |
| 25 | code is roughly based on Stephane Dallongeville's Gens.\r |
| 26 | #endif\r |
| 27 | \r |
| 28 | PicoDrive is the first emulator ever to properly emulate Virtua Racing and\r |
| 29 | it's SVP chip.\r |
| 30 | \r |
| 31 | \r |
| 32 | How to make it run\r |
| 33 | ------------------\r |
| 34 | \r |
| 35 | #ifdef GP2X\r |
| 36 | Copy PicoDrive.gpe, pico940_v3.bin and mmuhack.o to any place in your filesystem\r |
| 37 | (all 3 files must be in the same directory) and run PicoDrive.gpe.\r |
| 38 | Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r |
| 39 | #endif\r |
| 40 | #ifdef GIZ\r |
| 41 | First make sure you have homebrew-enabled Service Pack installed. Then copy\r |
| 42 | PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r |
| 43 | be in the same directory) and run PicoDrive.exe using the launcher of your choice\r |
| 44 | (some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in\r |
| 45 | the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can\r |
| 46 | be in .smd or .bin format and can be zipped (one ROM per zip).\r |
| 47 | #endif\r |
| 48 | #ifdef PSP\r |
| 49 | If you are running a custom firmware, just copy the whole PicoDrive directory to\r |
| 50 | /PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter\r |
| 51 | which one GAME* directory to use).\r |
| 52 | \r |
| 53 | If you are on 1.5, there is a separate KXploited version for it.\r |
| 54 | #endif\r |
| 55 | #ifdef UIQ\r |
| 56 | Copy SIS and some ROMs to any directory in your memory stick, and install the SIS.\r |
| 57 | Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r |
| 58 | #endif\r |
| 59 | #ifndef UIQ\r |
| 60 | \r |
| 61 | Note that this emulator may require some tweaking of configuration settings to run\r |
| 62 | some games well. For Genesis/MegaDrive, if you have any problems (game does not\r |
| 63 | boot, sound is glitchy, broken graphics), try to:\r |
| 64 | #ifdef PSP\r |
| 65 | * enable "accurate renderer"\r |
| 66 | #else\r |
| 67 | * enable "16bit accurate renderer"\r |
| 68 | #endif\r |
| 69 | * make sure Z80 is not disabled (in "advanced options" submenu in options).\r |
| 70 | Some games may need to be reset after adjusting settings.\r |
| 71 | \r |
| 72 | For possible Sega/Mega CD problems, see "Other important stuff" section below.\r |
| 73 | #endif\r |
| 74 | \r |
| 75 | \r |
| 76 | How to run Sega/Mega CD games\r |
| 77 | -----------------------------\r |
| 78 | \r |
| 79 | To play any game, you need BIOS files. These files must be copied to\r |
| 80 | #ifdef UIQ\r |
| 81 | D:\other\PicoDrive\ directory.\r |
| 82 | #else\r |
| 83 | the same directory as mentioned PicoDrive files.\r |
| 84 | #endif\r |
| 85 | Files can be named as follows:\r |
| 86 | \r |
| 87 | US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r |
| 88 | EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r |
| 89 | JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r |
| 90 | these files can also be zipped.\r |
| 91 | \r |
| 92 | The game must be dumped to ISO/MP3, CUE/CSO/MP3 or CUE/BIN format. When using\r |
| 93 | CUE/BIN, you must load .cue file from the menu, or else the emu will not find\r |
| 94 | audio tracks.\r |
| 95 | CUE/BIN usually takes a lot of space, so it can be converted to cue/cso/mp3 by\r |
| 96 | using bin_to_cso_mp3 tool, which is included with the emulator. See readme in\r |
| 97 | the bin_to_cso_mp3/ directory for details.\r |
| 98 | \r |
| 99 | ISO+mp3 files can be named similarly as for other emus.\r |
| 100 | Here are some examples:\r |
| 101 | \r |
| 102 | SonicCD.iso data track\r |
| 103 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
| 104 | SonicCD_03.mp3\r |
| 105 | ...\r |
| 106 | \r |
| 107 | Sonic the Hedgehog CD (US) - Track 01.iso\r |
| 108 | Sonic the Hedgehog CD (US) - Track 02.mp3\r |
| 109 | Sonic the Hedgehog CD (US) - Track 03.mp3\r |
| 110 | ...\r |
| 111 | \r |
| 112 | In case there is a .cue file with properly specified files names in it,\r |
| 113 | file naming doesn't matter. Just be sure to load .cue from the menu.\r |
| 114 | \r |
| 115 | It is very important to have the MP3s encoded at 44kHz sample rate and they\r |
| 116 | must be stereo, or else they will play too fast/slow or won't play at all.\r |
| 117 | Be sure NOT to use anything but classic mp3 format (don't use things like\r |
| 118 | mp3pro).\r |
| 119 | \r |
| 120 | ISO files can also be .cso compressed or zipped (but not mp3 files, as they\r |
| 121 | are already compressed). CSO will cause slightly longer loading times, and\r |
| 122 | is not very good for FMV games. Zipping ISOs is not recommended, as it will\r |
| 123 | cause very long (several minute) loading times, and make some games\r |
| 124 | unplayable. File naming is similar as with uncompressed ISOs.\r |
| 125 | Example:\r |
| 126 | \r |
| 127 | SonicCD.cso data track\r |
| 128 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
| 129 | SonicCD_03.mp3\r |
| 130 | ...\r |
| 131 | \r |
| 132 | \r |
| 133 | Other important stuff\r |
| 134 | ---------------------\r |
| 135 | \r |
| 136 | * If your Genesis/MD game has graphical glitches, this is most likely because\r |
| 137 | #ifndef UIQ\r |
| 138 | "accurate renderer" is not enabled (see options).\r |
| 139 | #else\r |
| 140 | "Fast renderer (inaccurate)" is enabled. Try disabling it.\r |
| 141 | #endif\r |
| 142 | * Sega/Mega CD: If the game hangs after Sega logo, you may need to enable\r |
| 143 | "better sync" and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options"\r |
| 144 | submenu, and then reset the game. Some other games may also require\r |
| 145 | "CDDA audio" and "PCM audio" to be enabled to work (enabled by default).\r |
| 146 | Incorrectly named/missing mp3s may also be the cause.\r |
| 147 | * Sega/Mega CD: If the background music is missing, you might have named your\r |
| 148 | MP3s incorrectly. Read "How to run Sega/Mega CD games" section again.\r |
| 149 | * Sega/Mega CD: If the game music plays too fast/too slow/out of sync, you have\r |
| 150 | encoded your MP3s incorrectly. You will have to re-encode and/or resample them.\r |
| 151 | PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.\r |
| 152 | Badly encoded mp3s can cause various kind of problems, like noises, incorrect\r |
| 153 | playback speeds, not repeating music or even prevent game from starting.\r |
| 154 | Some games (like Snatcher) may hang in certain scenes because of this.\r |
| 155 | Some mp3 rippers/encoders remove silence and beginning/end of audio tracks,\r |
| 156 | what causes audio desyncs and/or mentioned problems.\r |
| 157 | If you have cue/bin rip, you can use the bin_to_cso_mp3 tool (included with\r |
| 158 | the emulator) to make a proper iso/mp3 rip.\r |
| 159 | * Sega/Mega CD: If your games hangs at the BIOS screen (with planets shown),\r |
| 160 | you may be using a bad BIOS dump. Try another from a different source.\r |
| 161 | * Some Sega/Mega CD games don't use Z80 for anything, but they leave it active,\r |
| 162 | so disabling Z80 manually (in advanced options) improves performance.\r |
| 163 | #ifdef GP2X\r |
| 164 | * When you use both GP2X CPUs, keep in mind that you can't overclock as high as\r |
| 165 | when using ARM920 only. For example my GP2X when run singlecore can reach\r |
| 166 | 280MHz, but with both cores it's about 250MHz. When overclocked too much,\r |
| 167 | it may start hanging and producing random noise, or causing ARM940 crashes\r |
| 168 | ("940 crashed" message displayed).\r |
| 169 | #endif\r |
| 170 | * Use lower bitrate for better performance (96 or 128kbps CBRs recommended).\r |
| 171 | #ifdef GP2X\r |
| 172 | * Due to internal implementation mp3s must not be larger that 12MB\r |
| 173 | (12582912 bytes). Larger mp3s will not be fully loaded.\r |
| 174 | * RAM timings option is good for dualcore operation (it is disabled by\r |
| 175 | default because it doesn't work on every GP2X, so enable it in advanced\r |
| 176 | options).\r |
| 177 | #endif\r |
| 178 | \r |
| 179 | \r |
| 180 | Configuration\r |
| 181 | -------------\r |
| 182 | \r |
| 183 | #ifdef UIQ\r |
| 184 | #include "config.txt"\r |
| 185 | #else\r |
| 186 | @@0. "Renderer"\r |
| 187 | #ifdef GP2X\r |
| 188 | 8bit fast:\r |
| 189 | This enables alternative heavily optimized tile-based renderer, which renders\r |
| 190 | pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r |
| 191 | which is much faster. But because of the way it works it can't render any\r |
| 192 | mid-frame image changes (raster effects), so it is useful only with some games.\r |
| 193 | \r |
| 194 | Other two are accurate line-based renderers. The 8bit is faster but does not\r |
| 195 | run well with some games like Street Racer.\r |
| 196 | \r |
| 197 | #endif\r |
| 198 | #ifdef GIZ\r |
| 199 | This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r |
| 200 | a bit faster for some games, but not much, because colors still need to be\r |
| 201 | converted to 16bit, as this is what Gizmondo requires. It also introduces\r |
| 202 | graphics problems for some games, so it's best to use 16bit one.\r |
| 203 | \r |
| 204 | #endif\r |
| 205 | #ifdef PSP\r |
| 206 | This option allows to switch between fast and accurate renderers. The fast one\r |
| 207 | is much faster, because it draws the whole frame at a time, instead of doing it\r |
| 208 | line by line, like the accurate one does. But because of the way it works it\r |
| 209 | can't render any mid-frame image changes (raster effects), so it is useful only\r |
| 210 | for some games.\r |
| 211 | \r |
| 212 | #endif\r |
| 213 | #ifdef GIZ\r |
| 214 | @@0. "Scanline mode"\r |
| 215 | This option was designed to work around slow framebuffer access (the Gizmondo's\r |
| 216 | main bottleneck) by drawing every other line (even numbered lines only).\r |
| 217 | This improves performance greatly, but looses detail.\r |
| 218 | \r |
| 219 | #endif\r |
| 220 | #ifdef GP2X\r |
| 221 | @@0. "Scaling"\r |
| 222 | "hw" means GP2X hardware scaler, which causes no performance loss, but scaled\r |
| 223 | image looks a bit blocky. "sw" means software scaling, which uses pixel\r |
| 224 | averaging and may look a bit nicer, but blurry. Horizontal scaling is only for\r |
| 225 | games which use so called "32 column mode" (256x224 or 256x240), and scales\r |
| 226 | image width to 320 pixels. Vertical scales height to 240 for games which use\r |
| 227 | height 224 (most of them).\r |
| 228 | \r |
| 229 | #endif\r |
| 230 | #ifdef GIZ\r |
| 231 | @@0. "Scale low res mode"\r |
| 232 | The Genesis/Megadrive had several graphics modes, some of which were only 256\r |
| 233 | pixels wide. This option scales their width to 320 by using simple\r |
| 234 | pixel averaging scaling. Works only when 16bit renderer is enabled.\r |
| 235 | \r |
| 236 | #endif\r |
| 237 | @@0. "Show FPS"\r |
| 238 | Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r |
| 239 | YY is the number of emulated frames per second.\r |
| 240 | \r |
| 241 | @@0. "Frameskip"\r |
| 242 | How many frames to skip rendering before displaying another.\r |
| 243 | "Auto" is recommended.\r |
| 244 | \r |
| 245 | @@0. "Enable sound"\r |
| 246 | Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r |
| 247 | see below) for this to make sense (already done by default).\r |
| 248 | \r |
| 249 | @@0. "Sound Quality"\r |
| 250 | #ifdef PSP\r |
| 251 | Sound sample rate, affects sound quality and emulation performance.\r |
| 252 | 22050Hz setting is the recommended one.\r |
| 253 | #else\r |
| 254 | Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r |
| 255 | #endif\r |
| 256 | #ifdef GP2X\r |
| 257 | If you want 44100Hz sound, it is recommended to enable the second core (next option).\r |
| 258 | \r |
| 259 | @@0. "Use ARM940 core for sound"\r |
| 260 | This option causes PicoDrive to use ARM940T core (GP2X's second CPU) for sound \r |
| 261 | (i.e. to generate YM2612 samples) to improve performance noticeably.\r |
| 262 | #endif\r |
| 263 | \r |
| 264 | @@0. "Region"\r |
| 265 | This option lets you force the game to think it is running on machine from the\r |
| 266 | specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r |
| 267 | \r |
| 268 | @@0. "Use SRAM/BRAM savestates"\r |
| 269 | This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r |
| 270 | games which are using them. SRAM is saved whenever you enter the menu or exit the\r |
| 271 | emulator.\r |
| 272 | \r |
| 273 | @@0. "Confirm savestate"\r |
| 274 | Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r |
| 275 | on loading (to prevent destroying current game progress), and on both or none, when\r |
| 276 | using shortcut buttons (not menu) for saving/loading.\r |
| 277 | \r |
| 278 | @@0. "Save slot"\r |
| 279 | This is a slot number to use for savestates. This can also be configured to be\r |
| 280 | changed with a button (see "key configuration").\r |
| 281 | \r |
| 282 | #ifdef GP2X\r |
| 283 | @@0. "GP2X CPU clocks"\r |
| 284 | Here you can change clocks of both GP2X's CPUs. Larger values increase performance.\r |
| 285 | There is no separate option for the second CPU because both CPUs use the same clock\r |
| 286 | source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks\r |
| 287 | at all (this is if you use external program to set clock).\r |
| 288 | \r |
| 289 | #endif\r |
| 290 | #ifdef PSP\r |
| 291 | @@0. "CPU/bus clock"\r |
| 292 | This allows to change CPU and bus clocks for PSP. 333MHz is recommended.\r |
| 293 | \r |
| 294 | @@0. "[Display options]"\r |
| 295 | Enters Display options menu (see below).\r |
| 296 | \r |
| 297 | #endif\r |
| 298 | @@0. "[Sega/Mega CD options]"\r |
| 299 | Enters Sega/Mega CD options menu (see below).\r |
| 300 | \r |
| 301 | @@0. "[advanced options]"\r |
| 302 | Enters advanced options menu (see below).\r |
| 303 | \r |
| 304 | @@0. "Save cfg as default"\r |
| 305 | If you save your config here it will be loaded on next ROM load, but only if there\r |
| 306 | is no game specific config saved (which will be loaded in that case).\r |
| 307 | You can press left/right to switch to a different config profile.\r |
| 308 | \r |
| 309 | @@0. "Save cfg for current game only"\r |
| 310 | Whenever you load current ROM again these settings will be loaded\r |
| 311 | #ifdef GP2X\r |
| 312 | (squidgehack and RAM settings will not take effect until emulator is restarted).\r |
| 313 | #endif\r |
| 314 | \r |
| 315 | \r |
| 316 | Advanced configuration\r |
| 317 | ----------------------\r |
| 318 | \r |
| 319 | Enter [advanced options] in config menu to see these options.\r |
| 320 | \r |
| 321 | #ifdef GP2X\r |
| 322 | @@1. "Gamma correction"\r |
| 323 | Alters image gamma through GP2X hardware. Larger values make image to look brighter,\r |
| 324 | lower - darker (default is 1.0).\r |
| 325 | \r |
| 326 | @@1. "A_SN's gamma curve"\r |
| 327 | If this is enabled, different gamma adjustment method will be used (suggested by A_SN\r |
| 328 | from gp32x boards). Basically it makes difference for dark and bright colors.\r |
| 329 | \r |
| 330 | @@1. "Perfect vsync"\r |
| 331 | This one adjusts the LCD refresh rate to better match game's refresh rate and starts\r |
| 332 | synchronizing rendering with it. Should make scrolling smoother and eliminate tearing.\r |
| 333 | \r |
| 334 | #endif\r |
| 335 | @@1. "Disable sprite limit"\r |
| 336 | The MegaDrive/Genesis had a limit on how many sprites (usually smaller moving\r |
| 337 | objects) can be displayed on single line. This option allows to disable that\r |
| 338 | limit. Note that some games used this to hide unwanted things, so it is not\r |
| 339 | always good to enable this option.\r |
| 340 | \r |
| 341 | @@1. "Emulate Z80"\r |
| 342 | Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r |
| 343 | Some games do complex sync with it, so you must enable it even if you don't use\r |
| 344 | sound to be able to play them.\r |
| 345 | \r |
| 346 | @@1. "Emulate YM2612 (FM)"\r |
| 347 | This enables emulation of six-channel FM sound synthesizer chip, which was used to\r |
| 348 | produce sound effects and music.\r |
| 349 | \r |
| 350 | @@1. "Emulate SN76496 (PSG)"\r |
| 351 | This enables emulation of additional sound chip for additional effects.\r |
| 352 | \r |
| 353 | Note: if you change sound settings AFTER loading a ROM, you may need to reset\r |
| 354 | game to get sound. This is because most games initialize sound chips on\r |
| 355 | startup, and this data is lost when sound chips are being enabled/disabled.\r |
| 356 | \r |
| 357 | #ifdef GIZ\r |
| 358 | @@1. "Double buffering"\r |
| 359 | Draws the display to offscreen buffer, and flips it with visible one when done.\r |
| 360 | Unfortunately this causes serious tearing, unless v-sync is used (next option).\r |
| 361 | \r |
| 362 | @@1. "Wait for V-sync"\r |
| 363 | Waits for vertical sync before drawing (or flipping buffers, if previous option\r |
| 364 | is enabled). Emulation is stopped while waiting, so this causes large performance\r |
| 365 | hit.\r |
| 366 | \r |
| 367 | #endif\r |
| 368 | @@1. "gzip savestates"\r |
| 369 | This will always apply gzip compression on your savestates, allowing you to\r |
| 370 | save some space and load/save time.\r |
| 371 | \r |
| 372 | @@1. "Don't save last used ROM"\r |
| 373 | This will disable writing last used ROM to config on exit (what might cause SD\r |
| 374 | card corruption according to DaveC).\r |
| 375 | \r |
| 376 | #ifdef GP2X\r |
| 377 | @@1. "craigix's RAM timings"\r |
| 378 | This overclocks the GP2X RAM chips, but may cause instability. Recommended if you\r |
| 379 | use the second core for sound. Needs emulator restart to take effect.\r |
| 380 | See this thread:\r |
| 381 | http://www.gp32x.com/board/index.php?showtopic=32319\r |
| 382 | \r |
| 383 | @@1. "squidgehack"\r |
| 384 | Well known way to improve the GP2X performance. You must restart the emulator\r |
| 385 | for the change of this option to take effect.\r |
| 386 | \r |
| 387 | #endif\r |
| 388 | @@1. "Disable idle loop patching"\r |
| 389 | Idle loop patching is used to improve performance, but may cause compatibility\r |
| 390 | problems in some rare cases. Try disabling this if your game has problems.\r |
| 391 | \r |
| 392 | \r |
| 393 | Sega/Mega CD options \r |
| 394 | --------------------\r |
| 395 | \r |
| 396 | @@2,@@2,@@2. "USA/EUR/JAP BIOS"\r |
| 397 | These options just show if your BIOS files were correctly detected by the\r |
| 398 | emulator (it shows the filename it is using). If so, you can press Start to\r |
| 399 | test your BIOS.\r |
| 400 | \r |
| 401 | @@2. "CD LEDs"\r |
| 402 | The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r |
| 403 | will display them on top-left corner of the screen.\r |
| 404 | \r |
| 405 | @@2. "CDDA audio"\r |
| 406 | This option enables CD audio playback.\r |
| 407 | \r |
| 408 | @@2. "PCM audio"\r |
| 409 | This enables 8 channel PCM sound source. It is required for some games to run,\r |
| 410 | because they monitor state of this audio chip.\r |
| 411 | \r |
| 412 | @@2. "ReadAhead buffer"\r |
| 413 | This option can prefetch more data from the CD image then requested by game\r |
| 414 | (to avoid accessing card later), what can improve performance in some cases.\r |
| 415 | #ifndef PSP\r |
| 416 | "OFF" is the recommended setting.\r |
| 417 | #endif\r |
| 418 | \r |
| 419 | @@2. "Save RAM cart"\r |
| 420 | Here you can enable 64K RAM cart. Format it in BIOS if you do.\r |
| 421 | \r |
| 422 | @@2. "Scale/Rot. fx"\r |
| 423 | The Sega/Mega CD had scaling/rotation chip, which allows effects similar to\r |
| 424 | "Mode 7" effects in SNES. Unfortunately emulating it is slow, and very few games\r |
| 425 | used it, so it's better to disable this option, unless game really needs it.\r |
| 426 | \r |
| 427 | @@2. "Better sync"\r |
| 428 | This option is similar to "Perfect synchro" in Gens. Some games require it to run,\r |
| 429 | for example most (all?) Wolfteam games, and some other ones. Don't use it for\r |
| 430 | games which don't need it, it will just slow them down.\r |
| 431 | \r |
| 432 | \r |
| 433 | #ifdef PSP\r |
| 434 | Display options\r |
| 435 | ---------------\r |
| 436 | \r |
| 437 | @@3. "Scale factor"\r |
| 438 | This allows to resize the displayed image by using the PSP's hardware. The number is\r |
| 439 | used to multiply width and height of the game image to get the size of image to be\r |
| 440 | displayed. If you just want to make it fullscreen, just use "Set to fullscreen"\r |
| 441 | setting below.\r |
| 442 | \r |
| 443 | @@3. "Hor. scale (for low res. games)"\r |
| 444 | This one works similarly as the previous setting, but can be used to apply additional\r |
| 445 | scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD\r |
| 446 | resolution.\r |
| 447 | \r |
| 448 | @@3. "Hor. scale (for hi res. games)"\r |
| 449 | Same as above, only for higher (320 pixel wide) resolution using games.\r |
| 450 | \r |
| 451 | @@3. "Bilinear filtering"\r |
| 452 | If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,\r |
| 453 | making it smoother, but blurry.\r |
| 454 | \r |
| 455 | @@3. "Gamma adjustment"\r |
| 456 | Color gamma can be adjusted with this.\r |
| 457 | \r |
| 458 | @@3. "Black level"\r |
| 459 | This can be used to reduce unwanted "ghosting" effect for dark games, by making\r |
| 460 | black pixels brighter. Use in conjunction with "gamma adjustment" for more effect.\r |
| 461 | \r |
| 462 | @@3. "Wait for vsync"\r |
| 463 | Wait for the screen to finish updating before switching to next frame, to avoid tearing.\r |
| 464 | There are 3 options:\r |
| 465 | * never: don't wait for vsync.\r |
| 466 | * sometimes: wait only if emulator is running fast enough.\r |
| 467 | * always: always wait (causes emulation slowdown).\r |
| 468 | \r |
| 469 | @@3. "Set to unscaled centered"\r |
| 470 | Adjust the resizing options to set game image to it's original size.\r |
| 471 | \r |
| 472 | @@3. "Set to 4:3 scaled"\r |
| 473 | Scale the image up, but keep 4:3 aspect, by adding black borders.\r |
| 474 | \r |
| 475 | @@3. "Set to fullscreen"\r |
| 476 | Adjust the resizing options to make the game image fullscreen.\r |
| 477 | \r |
| 478 | \r |
| 479 | #endif\r |
| 480 | Key configuration\r |
| 481 | -----------------\r |
| 482 | \r |
| 483 | Select "Configure controls" from the main menu. Then select "Player 1" and you will\r |
| 484 | see two columns. The left column lists names of Genesis/MD controller buttons, and\r |
| 485 | #ifdef GP2X\r |
| 486 | the right GP2X ones, which are assigned to them. If you bind 2 different GP2X buttons\r |
| 487 | #endif\r |
| 488 | #ifdef GIZ\r |
| 489 | the right Giz ones, which are assigned to them. If you bind 2 different Giz buttons\r |
| 490 | #endif\r |
| 491 | #ifdef PSP\r |
| 492 | the right PSP ones, which are assigned to them. If you bind 2 different PSP buttons\r |
| 493 | #endif\r |
| 494 | to the same action, you will get a combo (which means that you will have to press\r |
| 495 | both buttons for that action to happen).\r |
| 496 | \r |
| 497 | There is also option to enable 6 button pad (will allow you to configure XYZ\r |
| 498 | keys), and an option to set turbo rate (in Hz) for turbo buttons.\r |
| 499 | #endif\r |
| 500 | #ifndef UIQ\r |
| 501 | \r |
| 502 | \r |
| 503 | Cheat support\r |
| 504 | -------------\r |
| 505 | \r |
| 506 | To use GG/patch codes, you must type them into your favorite text editor, one\r |
| 507 | per line. Comments may follow code after a whitespace. Only GameGenie and\r |
| 508 | Genecyst patch formats are supported.\r |
| 509 | Examples:\r |
| 510 | \r |
| 511 | Genecyst patch (this example is for Sonic):\r |
| 512 | \r |
| 513 | 00334A:0005 Start with five lives\r |
| 514 | 012D24:0001 Keep invincibility until end of stage\r |
| 515 | 009C76:5478 each ring worth 2\r |
| 516 | 009C76:5678 each ring worth 3\r |
| 517 | ...\r |
| 518 | \r |
| 519 | Game Genie patch (for Sonic 2):\r |
| 520 | \r |
| 521 | ACLA-ATD4 Hidden palace instead of death egg in level select\r |
| 522 | ...\r |
| 523 | \r |
| 524 | Both GG and patch codes can be mixed in one file.\r |
| 525 | \r |
| 526 | When the file is ready, name it just like your ROM file, but with additional\r |
| 527 | .pat extension, making sure that case matches.\r |
| 528 | \r |
| 529 | Examples:\r |
| 530 | \r |
| 531 | ROM: Sonic.zip\r |
| 532 | PATCH FILE: Sonic.zip.pat\r |
| 533 | \r |
| 534 | ROM: Sonic 2.bin\r |
| 535 | PATCH FILE: Sonic 2.bin.pat\r |
| 536 | \r |
| 537 | Put the file into your ROMs directory. Then load the .pat file as you would\r |
| 538 | a ROM. Then Cheat Menu Option should appear in main menu.\r |
| 539 | #endif\r |
| 540 | \r |
| 541 | \r |
| 542 | What is emulated?\r |
| 543 | -----------------\r |
| 544 | \r |
| 545 | Genesis/MegaDrive:\r |
| 546 | #ifdef PSP\r |
| 547 | main 68k @ 7.6MHz: yes, FAME/C core\r |
| 548 | z80 @ 3.6MHz: yes, CZ80 core\r |
| 549 | #else\r |
| 550 | main 68k @ 7.6MHz: yes, Cyclone core\r |
| 551 | z80 @ 3.6MHz: yes, DrZ80 core\r |
| 552 | #endif\r |
| 553 | VDP: yes, except some quirks not used by games\r |
| 554 | YM2612 FM: yes, optimized MAME core\r |
| 555 | SN76489 PSG: yes, MAME core\r |
| 556 | SVP chip: yes! This is first emu to ever do this.\r |
| 557 | Some in-cart mappers are supported too.\r |
| 558 | \r |
| 559 | Sega/Mega CD:\r |
| 560 | #ifdef PSP\r |
| 561 | another 68k @ 12.5MHz: yes, FAME/C too\r |
| 562 | #else\r |
| 563 | another 68k @ 12.5MHz: yes, Cyclone too\r |
| 564 | #endif\r |
| 565 | gfx scaling/rotation chip (custom ASIC): yes\r |
| 566 | PCM sound source: yes\r |
| 567 | CD-ROM controller: yes (mostly)\r |
| 568 | bram (internal backup RAM): yes\r |
| 569 | \r |
| 570 | \r |
| 571 | Problems / limitations\r |
| 572 | ----------------------\r |
| 573 | \r |
| 574 | * 32x is not emulated.\r |
| 575 | #ifdef PSP\r |
| 576 | * SVP emulation is terribly slow.\r |
| 577 | #endif\r |
| 578 | * Various VDP quirks (window bug, scroll size 2, etc.) are not emulated,\r |
| 579 | as very few games use this (if any at all).\r |
| 580 | * The emulator is not 100% accurate, so some things may not work as expected.\r |
| 581 | \r |
| 582 | \r |
| 583 | Credits\r |
| 584 | -------\r |
| 585 | \r |
| 586 | This emulator is made of the code from following people/projects:\r |
| 587 | \r |
| 588 | notaz\r |
| 589 | GP2X, UIQ, PSP, Gizmondo ports, CPU core hacks,\r |
| 590 | lots of additional coding (see changelog).\r |
| 591 | Homepage: http://notaz.gp2x.de/\r |
| 592 | \r |
| 593 | Dave\r |
| 594 | Cyclone 68000 core, Pico emulation library\r |
| 595 | Homepage: http://www.finalburn.com/\r |
| 596 | \r |
| 597 | #ifdef PSP\r |
| 598 | Chui\r |
| 599 | FAME/C 68k interpreter core\r |
| 600 | (based on C68K by Stephane Dallongeville)\r |
| 601 | \r |
| 602 | Stephane Dallongeville (written), NJ (optimized)\r |
| 603 | CZ80 Z80 interpreter core\r |
| 604 | \r |
| 605 | #else\r |
| 606 | Reesy & FluBBa\r |
| 607 | DrZ80, the Z80 interpreter written in ARM assembly.\r |
| 608 | Homepage: http://reesy.gp32x.de/\r |
| 609 | \r |
| 610 | #endif\r |
| 611 | Tatsuyuki Satoh, Jarek Burczynski, MAME development\r |
| 612 | software implementation of Yamaha FM sound generator\r |
| 613 | \r |
| 614 | MAME development\r |
| 615 | Texas Instruments SN76489 / SN76496 programmable tone/noise generator\r |
| 616 | Homepage: http://www.mame.net/\r |
| 617 | \r |
| 618 | Stephane Dallongeville\r |
| 619 | Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r |
| 620 | #ifdef PSP\r |
| 621 | \r |
| 622 | people @ ps2dev.org forums / PSPSDK crew\r |
| 623 | libaudiocodec code (by cooleyes)\r |
| 624 | other sample code\r |
| 625 | #else\r |
| 626 | \r |
| 627 | Helix community\r |
| 628 | Helix mp3 decoder\r |
| 629 | #endif\r |
| 630 | \r |
| 631 | \r |
| 632 | Additional thanks\r |
| 633 | -----------------\r |
| 634 | \r |
| 635 | * Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r |
| 636 | info about genesis hardware.\r |
| 637 | * Steve Snake for all that he has done for Genesis emulation scene.\r |
| 638 | * Tasco Deluxe for his reverse engineering work on SVP and some mappers.\r |
| 639 | * Bart Trzynadlowski for his SSFII and 68000 docs.\r |
| 640 | * Haze for his research (http://haze.mameworld.info).\r |
| 641 | * Lordus, Exophase and Rokas for various ideas.\r |
| 642 | * Nemesis for his YM2612 research.\r |
| 643 | * Mark and Jean-loup for zlib library.\r |
| 644 | * ketchupgun for the skin.\r |
| 645 | #ifdef GP2X\r |
| 646 | * rlyeh and all the other people behind the minimal library.\r |
| 647 | * Squidge for his famous squidgehack(tm).\r |
| 648 | * Dzz for his ARM940 sample code.\r |
| 649 | * GnoStiC & Puck2099 for USB joystick support.\r |
| 650 | * Hermes PS2R, god_at_hell for the CpuCtrl library.\r |
| 651 | * A_SN for his gamma code.\r |
| 652 | * craigix for supplying the GP2X hardware and making this port possible.\r |
| 653 | * Alex for the icon.\r |
| 654 | * All the people from gp32x boards for their support.\r |
| 655 | #endif\r |
| 656 | #ifdef GIZ\r |
| 657 | * Kingcdr's for the SDK and Reesy for the DLL and sound code.\r |
| 658 | * jens.l for supplying the Gizmondo hardware and making this port possible.\r |
| 659 | #endif\r |
| 660 | #ifdef UIQ\r |
| 661 | * Peter van Sebille for his various open-source Symbian projects to learn from.\r |
| 662 | * Steve Fischer for his open-source Motorola projects.\r |
| 663 | * The development team behind "Symbian GCC Improvement Project"\r |
| 664 | (http://www.inf.u-szeged.hu/symbian-gcc/) for their updated pre-SymbianOS9\r |
| 665 | compile tools.\r |
| 666 | * AnotherGuest for all his Symbian stuff and support.\r |
| 667 | * Inder for the icons.\r |
| 668 | #endif\r |
| 669 | * Anyone else I forgot. You know who you are.\r |
| 670 | \r |
| 671 | \r |
| 672 | Changelog\r |
| 673 | ---------\r |
| 674 | 1.51b\r |
| 675 | * Fixed a crash when uncompressed savestate is loaded.\r |
| 676 | * Fixed an idle loop detection related hanging problem.\r |
| 677 | * PSP: fixed another palette related regression.\r |
| 678 | * UIQ3: updated frontend for the latest emu core.\r |
| 679 | \r |
| 680 | 1.51a\r |
| 681 | * Fixed a sync problem between main and sub 68k. Should fix the hanging\r |
| 682 | problem for some games.\r |
| 683 | * ARM: fixed a crash when CD savestate is loaded just after loading ROM.\r |
| 684 | \r |
| 685 | 1.51\r |
| 686 | * Improved bin_to_cso_mp3 tool, it should no longer complain about\r |
| 687 | missing lame.exe even if it's in working dir.\r |
| 688 | * Fixed a regression from 1.50, which caused slowdowns in Final Fight.\r |
| 689 | * Fixed some regressions from 1.50 related to sprite limit and palette\r |
| 690 | handling (caused graphical glitches in some games).\r |
| 691 | + Added ABC turbo actions to key config.\r |
| 692 | * Some other minor adjustments.\r |
| 693 | \r |
| 694 | 1.50\r |
| 695 | + Added some basic support for Sega Pico, a MegaDrive-based toy.\r |
| 696 | + Added proper support for cue/bin images, including cdda playback.\r |
| 697 | .cue sheets with iso/cso/mp3/wav files listed in them are now\r |
| 698 | supported too (but 44kHz restriction still applies).\r |
| 699 | + Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg.\r |
| 700 | The tool can convert .cue/.bin Sega CD images to .cso/.mp3.\r |
| 701 | * Greatly improved Sega CD load times.\r |
| 702 | * Changed how scheduling between 68k and z80 is handled. Improves\r |
| 703 | performance for some games. Credits to Lordus for the idea.\r |
| 704 | * YM2612 state was not 100% saved, this should be better now.\r |
| 705 | * Improved renderer performance for shadow/hilight mode.\r |
| 706 | * Added a hack for YM2612 frequency overflow issue (bleep noises\r |
| 707 | in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.)\r |
| 708 | Credits to Nemesis @ spritesmind forum. Works only if sound rate\r |
| 709 | is set to 44kHz.\r |
| 710 | + Implemented some sprite rendering improvements, as suggested by\r |
| 711 | Exophase. Games with lots of sprites now perform better.\r |
| 712 | + Added better idle loop detection, based on Lordus' idea again.\r |
| 713 | - "accurate timing" option removed, as disabling it no longer\r |
| 714 | improves performance.\r |
| 715 | - "accurate sprites" was removed too, the new sprite code can\r |
| 716 | properly handle sprite priorities in all cases.\r |
| 717 | * Timers adjusted again.\r |
| 718 | * Improved .smd detection code.\r |
| 719 | * ARM: fixed a bug in DrZ80 core, which could cause problems in\r |
| 720 | some rare cases.\r |
| 721 | * ARM: fixed a problem of occasional clicks on MP3 music start.\r |
| 722 | * Minor general optimizations and menu improvements.\r |
| 723 | * Fixed a bug in Sega CD savestate loader, where the game would\r |
| 724 | sometimes crash after load.\r |
| 725 | * Fixed a crash of games using eeprom (introduced in 1.40b).\r |
| 726 | * PSP: fixed suspend/resume (hopefully for real).\r |
| 727 | \r |
| 728 | 1.40c\r |
| 729 | * Fixed a problem with sound in Marble Madness.\r |
| 730 | * GP2X: Fixed minor problem with key config.\r |
| 731 | \r |
| 732 | 1.40b\r |
| 733 | * Fixed sprite masking code. Thanks to Lordus for explaining how it works.\r |
| 734 | + Added "disable sprite limit" option.\r |
| 735 | + PSP: added black level adjustment to display options.\r |
| 736 | * Changed reset to act as 'soft' reset.\r |
| 737 | + Added detection for Puggsy (it doesn't really have sram).\r |
| 738 | * Some small timing adjustments.\r |
| 739 | \r |
| 740 | 1.40a\r |
| 741 | * GP2X: Fixed a binding problem with up and down keys.\r |
| 742 | * Default game config no longer overrides global user config.\r |
| 743 | \r |
| 744 | 1.40\r |
| 745 | + Added support for SVP (Sega Virtua Processor) to emulate Virtua Racing,\r |
| 746 | wrote ARM recompiler and some HLE code for VR. Credits to Exophase and\r |
| 747 | Rokas for various ideas.\r |
| 748 | * Changed config file format, files are now human-readable. Game specific\r |
| 749 | configs are now held in single file (but old game config files are still\r |
| 750 | read when new one is missing).\r |
| 751 | * Fixed a bug where some key combos didn't work as expected.\r |
| 752 | * Fixed a regression in renderer (ARM ports only, some graphic glitches in\r |
| 753 | rare cases).\r |
| 754 | * Adjusted fast renderer to work with more games, including VR.\r |
| 755 | * Fixed a problem where SegaCD RAM cart data was getting lost on reset.\r |
| 756 | * GP2X: Greatly reduced SegaCD FMV game slowdowns by disabling read-ahead\r |
| 757 | in the Linux kernel and C library (thanks to Rokas and Exophase for ideas\r |
| 758 | again). Be sure to keep "ReadAhead buffer" OFF to avoid slowdowns.\r |
| 759 | + PicoDrive now comes with a game config file for some games which need\r |
| 760 | special settings, so they should now work out-of-the-box. More games will\r |
| 761 | be added with later updates.\r |
| 762 | + GP2X: Files now can be deleted by pressing A+SELECT in the file browser.\r |
| 763 | \r |
| 764 | 1.35b\r |
| 765 | * PSP: mp3 code should no longer fail on 1.5 firmware.\r |
| 766 | + PSP: added gamma adjustment option.\r |
| 767 | + Added .cso ISO format support. Useful for non-FMV games.\r |
| 768 | * It is now possile to force a region after the ROM is loaded.\r |
| 769 | * Fixed a sram bug in memhandlers (fixes Shining in the Darkness saves).\r |
| 770 | * PSP: fixed another bug in memhanlers, which crashed the emu for some games\r |
| 771 | (like NBA Jam and NHL 9x).\r |
| 772 | + PSP: added suspend/resume handling for Sega CD games.\r |
| 773 | + GP2X: added additional low volume levels for my late-night gaming sessions\r |
| 774 | (in stereo mode only).\r |
| 775 | + GP2X: added "fast forward" action in key config. Not recommended to use for\r |
| 776 | Sega CD, may case problems there.\r |
| 777 | * Some other small tweaks I forgot about.\r |
| 778 | \r |
| 779 | 1.35a\r |
| 780 | * PSP: fixed a bug which prevented to load any ROMs after testing the BIOS.\r |
| 781 | * PSP: fixed incorrect CZ80 memory map setup, which caused Z80 crashes and\r |
| 782 | graphics corruption in EU Mega CD model1 BIOS menus.\r |
| 783 | + PSP: added additional "set to 4:3 scaled" display option for convenience.\r |
| 784 | + PSP: Added an option to disable frame limitter (works only with non-auto frameskip).\r |
| 785 | \r |
| 786 | 1.35\r |
| 787 | + PSP port added. Lots of new code for it. Integrated modified FAME/C, CZ80 cores.\r |
| 788 | + Some minor generic optimizations.\r |
| 789 | * Patched some code which was crashing under PSP, but was working in GP2X/Giz\r |
| 790 | (although it should have crashed there too).\r |
| 791 | * Readme updated.\r |
| 792 | \r |
| 793 | 1.34\r |
| 794 | + Gizmondo port added.\r |
| 795 | + Some new optimizations in memory handlers, and for shadow/hilight mode.\r |
| 796 | + Added some hacks to make more games work without enabling "accurate timing".\r |
| 797 | * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO\r |
| 798 | emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.\r |
| 799 | * Fixed a few games not having sound at startup.\r |
| 800 | * Updated serial EEPROM code to support more games. Thanks to EkeEke for\r |
| 801 | providing info about additional EEPROM types and game mappers.\r |
| 802 | * The above change fixed hang of NBA Jam.\r |
| 803 | * Minor adjustments to control configurator.\r |
| 804 | \r |
| 805 | 1.33\r |
| 806 | * Updated Cyclone core to 0.0088.\r |
| 807 | + Added A r k's usbjoy fix.\r |
| 808 | + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs\r |
| 809 | emulation to it to eliminate tearing and ensure smoothest scrolling possible.\r |
| 810 | + Added an option to use A_SN's camma curve for gamma correction (improves dark\r |
| 811 | and bright color display for mk2s).\r |
| 812 | * Sometimes stray sounds were played after loading a savestate. Fixed.\r |
| 813 | * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in\r |
| 814 | Snatcher).\r |
| 815 | * PD no longer overwrites video player code in memory, video player now can be\r |
| 816 | used after exiting PicoDrive.\r |
| 817 | * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions\r |
| 818 | if "accurate timing" was not enabled.\r |
| 819 | * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".\r |
| 820 | Upto 10MB hacked ROMs are supported now.\r |
| 821 | + Config profiles added (press left/right when saving config).\r |
| 822 | * Changed key configuration behavior to the one from gpfce (should be more\r |
| 823 | intuitive).\r |
| 824 | + Added some skinning capabilities to the menu system with default skin by\r |
| 825 | ketchupgun. Delete skin directory if you want old behaviour.\r |
| 826 | * Some other little tweaks I forgot about.\r |
| 827 | \r |
| 828 | 1.32\r |
| 829 | + Added some new scaling options.\r |
| 830 | + Added ability to reload CD images while game is running (needed for games\r |
| 831 | with multiple CDs, like Night Trap).\r |
| 832 | + Added RAM cart emulation.\r |
| 833 | * Fixed DMA timing emulation (caused lock-ups for some genesis games).\r |
| 834 | * Idle loop detection was picking up wrong code and causing glitches, fixed.\r |
| 835 | * The ym2612 code on 940 now can handle multiple updates per frame\r |
| 836 | (fixes Thunger Force III "seiren" level drums for example).\r |
| 837 | * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in\r |
| 838 | Popful Mail, Silpheed).\r |
| 839 | * Improved z80 timing, should fix some sound problems.\r |
| 840 | * Fixed a bug with sram register (fixes Phantasy Star 4).\r |
| 841 | * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.\r |
| 842 | * Added code for PRG ram write protection register (Dungeon Explorer).\r |
| 843 | * The memory mode register change in 1.31 was unsafe and caused some glitches in\r |
| 844 | AH-3 Thunderstrike. Fixed.\r |
| 845 | * Fixed a file descriptor leak.\r |
| 846 | * Updated documentation, added Gmenu2x manual.\r |
| 847 | \r |
| 848 | 1.31\r |
| 849 | * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).\r |
| 850 | * Fixed TAS opcode on sub-68k side (fixes Batman games).\r |
| 851 | * File browser now filters out mp3s, saves and some other files, which are not ROMS.\r |
| 852 | \r |
| 853 | 1.30\r |
| 854 | + ISO files now can be zipped. Note that this causes VERY long loading times.\r |
| 855 | + Added data pre-buffering support, this allows to reduce frequency of short pauses\r |
| 856 | in FMV games (caused by SD access), but makes those pauses longer.\r |
| 857 | * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r |
| 858 | + Properly implemented "decode" data transformation (Jaguar XJ220).\r |
| 859 | * Integrated "better sync" code into cyclone code, what made this mode much faster.\r |
| 860 | * Fixed a bug related to game specific config saving.\r |
| 861 | * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.\r |
| 862 | * Fixed reset not working for some games.\r |
| 863 | + New assembly optimized memory handlers for CD (gives at least a few fps).\r |
| 864 | Also re-enabled all optimizations from 0.964 release.\r |
| 865 | + New idle-loop detection code for sub-68k. Speeds up at least a few games.\r |
| 866 | \r |
| 867 | 1.201\r |
| 868 | + Added basic cheat support (GameGenie and Genecyst patches).\r |
| 869 | \r |
| 870 | 1.20\r |
| 871 | * Fixed a long-standing problem in audio mixing code which caused slight distortions\r |
| 872 | at lower sample rates.\r |
| 873 | * Changed the way 920 and 940 communicates (again), should be more reliable and give\r |
| 874 | slight performance increase.\r |
| 875 | * Some optimizations in audio mixing code.\r |
| 876 | * Some menu changes (background added, smaller font in ROM browser, savestate loader\r |
| 877 | now can select slots).\r |
| 878 | + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r |
| 879 | + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r |
| 880 | + "Cell arrange" address mapping is now emulated (Heart of the alien).\r |
| 881 | + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r |
| 882 | + "Better sync" option added (prevents some games from hanging).\r |
| 883 | \r |
| 884 | 1.14\r |
| 885 | + Region autodetection now can be customized.\r |
| 886 | * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r |
| 887 | * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r |
| 888 | * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r |
| 889 | * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r |
| 890 | + Savestates implemented for Sega/Mega CD.\r |
| 891 | + PCM sound added.\r |
| 892 | * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r |
| 893 | Mega CD mode (but mp3s must still be 44kHz stereo).\r |
| 894 | + Timer emulation added.\r |
| 895 | * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r |
| 896 | * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r |
| 897 | \r |
| 898 | 1.10\r |
| 899 | + GP2X: Added experimental Sega CD support.\r |
| 900 | + GP2X: Added partial gmv movie playback support.\r |
| 901 | \r |
| 902 | 0.964\r |
| 903 | * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r |
| 904 | happening for NTSC games and causing sound clicks.\r |
| 905 | * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r |
| 906 | should be useable and configurable).\r |
| 907 | + GP2X: Added save confirmation option.\r |
| 908 | + GP2X: Added 940 CPU crash detection.\r |
| 909 | + ALL: UIQ3 port added.\r |
| 910 | \r |
| 911 | 0.963\r |
| 912 | * GP2X: Gamma-reset-on-entering-menu bug fixed.\r |
| 913 | * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r |
| 914 | http://www.gp32x.com/board/index.php?showtopic=28490\r |
| 915 | \r |
| 916 | 0.962\r |
| 917 | * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r |
| 918 | was enabled (for example punch sound in SOR).\r |
| 919 | * GP2X: Limited max volume to 90, because higher values often cause distortions.\r |
| 920 | * GP2X: Fixed a bug with lower res scaling.\r |
| 921 | * GP2X: Gamma is now reset on exit.\r |
| 922 | \r |
| 923 | 0.96\r |
| 924 | * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r |
| 925 | + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r |
| 926 | performance increase.\r |
| 927 | * ALL: Accurate renderers are slightly faster now.\r |
| 928 | + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r |
| 929 | framelimitter, this should eliminate some scrolling and tearing problems.\r |
| 930 | * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r |
| 931 | + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r |
| 932 | + GP2X: Added ability to save config for specific games only.\r |
| 933 | + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r |
| 934 | * GP2X: Volume keys are now configurable.\r |
| 935 | + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r |
| 936 | player 2 control (currently untested).\r |
| 937 | * GP2X: squidgehack is now applied through kernel module (cleaner way).\r |
| 938 | \r |
| 939 | 0.95\r |
| 940 | * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r |
| 941 | + GP2X: Added command line support\r |
| 942 | + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r |
| 943 | * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r |
| 944 | had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r |
| 945 | etc.).\r |
| 946 | + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r |
| 947 | default.\r |
| 948 | \r |
| 949 | 0.945\r |
| 950 | + GP2X: Added frame limiter for frameskipped modes.\r |
| 951 | * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r |
| 952 | * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r |
| 953 | high memory and had no effect).\r |
| 954 | \r |
| 955 | 0.94\r |
| 956 | + Added GP2X port.\r |
| 957 | * Improved interrupt timing, Mazin Saga and Burning Force now works.\r |
| 958 | * Rewritten renderer code to better suit GP2X, should be faster on other\r |
| 959 | ports too.\r |
| 960 | + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r |
| 961 | + Added some protection device faking, used by some unlicensed games like\r |
| 962 | Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r |
| 963 | + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r |
| 964 | \r |
| 965 | 0.93\r |
| 966 | * Fixed a problem with P900/P910 key configuration in FC mode.\r |
| 967 | * Improved shadow/hilight mode emulation. Still not perfect, but should be\r |
| 968 | enough for most games.\r |
| 969 | + Save state slots added.\r |
| 970 | + Region selector added.\r |
| 971 | \r |
| 972 | 0.92\r |
| 973 | VDP changes:\r |
| 974 | * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r |
| 975 | Super Hang-On and some other problems in other games).\r |
| 976 | * HV counter emulation is now much more accurate. Fixes the Asterix games,\r |
| 977 | line in Road Rash 3, etc.\r |
| 978 | * Minor sprite and layer scroll masking bugs fixed.\r |
| 979 | + Added partial interlace mode renderer (Sonic 2 vs mode)\r |
| 980 | * Fixed a crash in both renderers when certain size window layers were used.\r |
| 981 | + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r |
| 982 | effects are still unemulated.\r |
| 983 | + Sprite emulation is more accurate, sprite limit is emulated.\r |
| 984 | + Added "accurate sprites" option, which always draws sprites in correct\r |
| 985 | order and emulates sprite collision bit, but is significantly slower.\r |
| 986 | \r |
| 987 | Emulation changes:\r |
| 988 | * Improved interrupt handling, added deferred interrupt emulation\r |
| 989 | (Lemmings, etc).\r |
| 990 | + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r |
| 991 | Megaman - The Wily Wars and many EA sports games like NBA Jam).\r |
| 992 | + Implemented ROM banking for Super Street Fighter II - The New Challengers\r |
| 993 | * Updated to the latest version of DrZ80 core, integrated memory handlers\r |
| 994 | in it for better performance. A noticeable performance increase, but save\r |
| 995 | states may not work from the previous version (you can only use them with\r |
| 996 | sound disabled in that case).\r |
| 997 | + SRAM word read handler was using incorrect byte order, fixed.\r |
| 998 | \r |
| 999 | Changes in Cyclone 0.0086:\r |
| 1000 | + Added missing CHK opcode handler (used by SeaQuest DSV).\r |
| 1001 | + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r |
| 1002 | memory write-back phase is ignored (but can be enabled in config.h if needed).\r |
| 1003 | + Added missing NBCD and TRAPV opcode handlers.\r |
| 1004 | + Added missing addressing mode for CMP/EOR.\r |
| 1005 | + Added some minor optimizations.\r |
| 1006 | - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r |
| 1007 | + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r |
| 1008 | + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r |
| 1009 | * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r |
| 1010 | + Added Uninitialized Interrupt emulation.\r |
| 1011 | + Altered timing for about half of opcodes to match Musashi's.\r |
| 1012 | \r |
| 1013 | 0.80\r |
| 1014 | * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r |
| 1015 | increase (depends on game).\r |
| 1016 | * Optimized 32-column renderer not to render tiles offscreen, games which\r |
| 1017 | use 32-column display (like Shining Force) run ~50% faster.\r |
| 1018 | + Added new "Alternative renderer", which gives another ~30-45% performance\r |
| 1019 | increase (in addition to mentioned above), but works only with some games,\r |
| 1020 | because it is missing some features (it uses tile-based renderering\r |
| 1021 | instead of default line-based and disables H-ints).\r |
| 1022 | + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r |
| 1023 | P800 and 208x208 for all other phones.\r |
| 1024 | + Added volume control for Motorolas (experimental).\r |
| 1025 | \r |
| 1026 | VDP changes:\r |
| 1027 | + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r |
| 1028 | Stormer and others).\r |
| 1029 | + Added sprite masking (hiding), adds some speed.\r |
| 1030 | + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r |
| 1031 | special stage are now playable.\r |
| 1032 | + Added column based vertical scrolling (Gunstar Heroes battleship level,\r |
| 1033 | Sonic and Knuckles lava boss, etc).\r |
| 1034 | \r |
| 1035 | Emulation changes:\r |
| 1036 | + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r |
| 1037 | be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r |
| 1038 | still need it (International Superstar Soccer Deluxe).\r |
| 1039 | * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r |
| 1040 | Earthworm Jim play better, more games play sound.\r |
| 1041 | * I/O registers now remember their values (needed for Pirates! Gold)\r |
| 1042 | + Added support for 6 button pad.\r |
| 1043 | \r |
| 1044 | Changes in Cyclone 0.0083wip:\r |
| 1045 | + Added missing CHK opcode (used by SeaQuest DSV).\r |
| 1046 | + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r |
| 1047 | is ignored (but is enabled for other systems).\r |
| 1048 | \r |
| 1049 | Backported stuff from Snes9x:\r |
| 1050 | * Fixed Pxxx jog up/down which were not working in game.\r |
| 1051 | + Added an option to gzip save states to save space.\r |
| 1052 | + The emulator now pauses whenever it is loosing focus, so it will now pause\r |
| 1053 | when alarm/ponecall/battery low/... windows come up.\r |
| 1054 | - Removed 'pause on phonecall' feature, as it is no longer needed.\r |
| 1055 | + Video fix for asian A1000s.\r |
| 1056 | \r |
| 1057 | 0.70\r |
| 1058 | * Started using tools from "Symbian GCC Improvement Project", which give\r |
| 1059 | considerable speed increase (~4fps in "center 90" mode).\r |
| 1060 | * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r |
| 1061 | "center 90" mode).\r |
| 1062 | * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r |
| 1063 | and are faster.\r |
| 1064 | * Minor stability improvements (emulator is less likely to crash).\r |
| 1065 | + Added some background for OSD text for better readability.\r |
| 1066 | + Added Pal/NTSC detection. This is needed for proper sound speed.\r |
| 1067 | + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r |
| 1068 | it faster.\r |
| 1069 | + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r |
| 1070 | a bit weird. Could be a little faster, so made some changes too.\r |
| 1071 | + Implemented SN76489 emu from the MAME project.\r |
| 1072 | + Added two separate sound output methods (mediaserver and cmaudiofb) with\r |
| 1073 | autodetection (needs testing).\r |
| 1074 | * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r |
| 1075 | fixes Contra and some other games.\r |
| 1076 | \r |
| 1077 | 0.301\r |
| 1078 | Launcher:\r |
| 1079 | * Launcher now starts emulation process from current directory,\r |
| 1080 | not from hardcoded paths.\r |
| 1081 | * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r |
| 1082 | \r |
| 1083 | 0.30\r |
| 1084 | Initial release.\r |
| 1085 | \r |
| 1086 | \r |
| 1087 | Disclaimer\r |
| 1088 | ----------\r |
| 1089 | \r |
| 1090 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r |
| 1091 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r |
| 1092 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r |
| 1093 | ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r |
| 1094 | LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r |
| 1095 | CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r |
| 1096 | SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r |
| 1097 | INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r |
| 1098 | CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r |
| 1099 | ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r |
| 1100 | POSSIBILITY OF SUCH DAMAGE. \r |
| 1101 | \r |
| 1102 | SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r |
| 1103 | Sega Enterprises Ltd.\r |
| 1104 | \r |