fix Wiz timer drift and button name
[picodrive.git] / platform / base_readme.txt
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1#ifdef GP2X\r
2For help / comments / questions visit GP32X boards at:\r
3http://www.gp32x.com/board/\r
4\r
5#endif\r
6\r
7About\r
8-----\r
9\r
10#ifdef PSP\r
11This is yet another Megadrive / Genesis emulator for PSP, but with\r
12Sega CD / Mega CD support. Although it has been originally written having\r
13ARM CPU based devices in mind, it has now been ported to PSP too, by\r
14replacing ARM specific parts with portable C code.\r
15The base code originates from Dave's (fdave, finalburn) PicoDrive 0.30 for\r
16Pocket PC. The Sega/Mega CD code is roughly based on Stephane Dallongeville's\r
17Gens.\r
18#else\r
19This is yet another Megadrive / Genesis / Sega CD / Mega CD emulator, which\r
20was written having ARM-based handheld devices in mind (such as PDAs,\r
21smartphones and handheld consoles like GP2X and Gizmondo of course).\r
22The critical parts (renderer, 68K and Z80 cpu interpreters) and some other\r
23random code is written in ARM asm, other code is C. The base code originates\r
24from Dave's (fdave, finalburn) PicoDrive 0.30 for Pocket PC. The Sega/Mega CD\r
25code is roughly based on Stephane Dallongeville's Gens.\r
26#endif\r
27\r
28PicoDrive is the first emulator ever to properly emulate Virtua Racing and\r
29it's SVP chip.\r
30\r
31\r
32How to make it run\r
33------------------\r
34\r
35#ifdef GP2X\r
36Copy 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
38Then 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
41First make sure you have homebrew-enabled Service Pack installed. Then copy\r
42PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r
43be 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
45the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can\r
46be in .smd or .bin format and can be zipped (one ROM per zip).\r
47#endif\r
48#ifdef PSP\r
49If 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
51which one GAME* directory to use).\r
52\r
53If you are on 1.5, there is a separate KXploited version for it.\r
54#endif\r
55#ifdef UIQ\r
56Copy SIS and some ROMs to any directory in your memory stick, and install the SIS.\r
57Then 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
61Note that this emulator may require some tweaking of configuration settings to run\r
62some games well. For Genesis/MegaDrive, if you have any problems (game does not\r
63boot, 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
70Some games may need to be reset after adjusting settings.\r
71\r
72For possible Sega/Mega CD problems, see "Other important stuff" section below.\r
73#endif\r
74\r
75\r
76How to run Sega/Mega CD games\r
77-----------------------------\r
78\r
79To play any game, you need BIOS files. These files must be copied to\r
80#ifdef UIQ\r
81D:\other\PicoDrive\ directory.\r
82#else\r
83the same directory as mentioned PicoDrive files.\r
84#endif\r
85Files can be named as follows:\r
86\r
87US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r
88EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r
89JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r
90these files can also be zipped.\r
91\r
92The game must be dumped to ISO/MP3, CUE/CSO/MP3 or CUE/BIN format. When using\r
93CUE/BIN, you must load .cue file from the menu, or else the emu will not find\r
94audio tracks.\r
95CUE/BIN usually takes a lot of space, so it can be converted to cue/cso/mp3 by\r
96using bin_to_cso_mp3 tool, which is included with the emulator. See readme in\r
97the bin_to_cso_mp3/ directory for details.\r
98\r
99ISO+mp3 files can be named similarly as for other emus.\r
100Here are some examples:\r
101\r
102SonicCD.iso data track\r
103SonicCD_02.mp3 audio track 1 (CD track 2)\r
104SonicCD_03.mp3\r
105...\r
106\r
107Sonic the Hedgehog CD (US) - Track 01.iso\r
108Sonic the Hedgehog CD (US) - Track 02.mp3\r
109Sonic the Hedgehog CD (US) - Track 03.mp3\r
110...\r
111\r
112In case there is a .cue file with properly specified files names in it,\r
113file naming doesn't matter. Just be sure to load .cue from the menu.\r
114\r
115It is very important to have the MP3s encoded at 44kHz sample rate and they\r
116must be stereo, or else they will play too fast/slow or won't play at all.\r
117Be sure NOT to use anything but classic mp3 format (don't use things like\r
118mp3pro).\r
119\r
120ISO files can also be .cso compressed or zipped (but not mp3 files, as they\r
121are already compressed). CSO will cause slightly longer loading times, and\r
122is not very good for FMV games. Zipping ISOs is not recommended, as it will\r
123cause very long (several minute) loading times, and make some games\r
124unplayable. File naming is similar as with uncompressed ISOs.\r
125Example:\r
126\r
127SonicCD.cso data track\r
128SonicCD_02.mp3 audio track 1 (CD track 2)\r
129SonicCD_03.mp3\r
130...\r
131\r
132\r
133Other 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
180Configuration\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
1888bit fast:\r
189This enables alternative heavily optimized tile-based renderer, which renders\r
190pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r
191which is much faster. But because of the way it works it can't render any\r
192mid-frame image changes (raster effects), so it is useful only with some games.\r
193\r
194Other two are accurate line-based renderers. The 8bit is faster but does not\r
195run well with some games like Street Racer.\r
196\r
197#endif\r
198#ifdef GIZ\r
199This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r
200a bit faster for some games, but not much, because colors still need to be\r
201converted to 16bit, as this is what Gizmondo requires. It also introduces\r
202graphics problems for some games, so it's best to use 16bit one.\r
203\r
204#endif\r
205#ifdef PSP\r
206This option allows to switch between fast and accurate renderers. The fast one\r
207is much faster, because it draws the whole frame at a time, instead of doing it\r
208line by line, like the accurate one does. But because of the way it works it\r
209can't render any mid-frame image changes (raster effects), so it is useful only\r
210for some games.\r
211\r
212#endif\r
213#ifdef GIZ\r
214@@0. "Scanline mode"\r
215This option was designed to work around slow framebuffer access (the Gizmondo's\r
216main bottleneck) by drawing every other line (even numbered lines only).\r
217This 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
223image looks a bit blocky. "sw" means software scaling, which uses pixel\r
224averaging and may look a bit nicer, but blurry. Horizontal scaling is only for\r
225games which use so called "32 column mode" (256x224 or 256x240), and scales\r
226image width to 320 pixels. Vertical scales height to 240 for games which use\r
227height 224 (most of them).\r
228\r
229#endif\r
230#ifdef GIZ\r
231@@0. "Scale low res mode"\r
232The Genesis/Megadrive had several graphics modes, some of which were only 256\r
233pixels wide. This option scales their width to 320 by using simple\r
234pixel averaging scaling. Works only when 16bit renderer is enabled.\r
235\r
236#endif\r
237@@0. "Show FPS"\r
238Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r
239YY is the number of emulated frames per second.\r
240\r
241@@0. "Frameskip"\r
242How many frames to skip rendering before displaying another.\r
243"Auto" is recommended.\r
244\r
245@@0. "Enable sound"\r
246Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r
247see below) for this to make sense (already done by default).\r
248\r
249@@0. "Sound Quality"\r
250#ifdef PSP\r
251Sound sample rate, affects sound quality and emulation performance.\r
25222050Hz setting is the recommended one.\r
253#else\r
254Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r
255#endif\r
256#ifdef GP2X\r
257If 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
260This 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
265This option lets you force the game to think it is running on machine from the\r
266specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r
267\r
268@@0. "Use SRAM/BRAM savestates"\r
269This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r
270games which are using them. SRAM is saved whenever you enter the menu or exit the\r
271emulator.\r
272\r
273@@0. "Confirm savestate"\r
274Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r
275on loading (to prevent destroying current game progress), and on both or none, when\r
276using shortcut buttons (not menu) for saving/loading.\r
277\r
278@@0. "Save slot"\r
279This is a slot number to use for savestates. This can also be configured to be\r
280changed with a button (see "key configuration").\r
281\r
282#ifdef GP2X\r
283@@0. "GP2X CPU clocks"\r
284Here you can change clocks of both GP2X's CPUs. Larger values increase performance.\r
285There is no separate option for the second CPU because both CPUs use the same clock\r
286source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks\r
287at 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
292This allows to change CPU and bus clocks for PSP. 333MHz is recommended.\r
293\r
294@@0. "[Display options]"\r
295Enters Display options menu (see below).\r
296\r
297#endif\r
298@@0. "[Sega/Mega CD options]"\r
299Enters Sega/Mega CD options menu (see below).\r
300\r
301@@0. "[advanced options]"\r
302Enters advanced options menu (see below).\r
303\r
304@@0. "Save cfg as default"\r
305If you save your config here it will be loaded on next ROM load, but only if there\r
306is no game specific config saved (which will be loaded in that case).\r
307You can press left/right to switch to a different config profile.\r
308\r
309@@0. "Save cfg for current game only"\r
310Whenever 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
316Advanced configuration\r
317----------------------\r
318\r
319Enter [advanced options] in config menu to see these options.\r
320\r
321#ifdef GP2X\r
322@@1. "Gamma correction"\r
323Alters image gamma through GP2X hardware. Larger values make image to look brighter,\r
324lower - darker (default is 1.0).\r
325\r
326@@1. "A_SN's gamma curve"\r
327If this is enabled, different gamma adjustment method will be used (suggested by A_SN\r
328from gp32x boards). Basically it makes difference for dark and bright colors.\r
329\r
330@@1. "Perfect vsync"\r
331This one adjusts the LCD refresh rate to better match game's refresh rate and starts\r
332synchronizing rendering with it. Should make scrolling smoother and eliminate tearing.\r
333\r
334#endif\r
335@@1. "Disable sprite limit"\r
336The MegaDrive/Genesis had a limit on how many sprites (usually smaller moving\r
337objects) can be displayed on single line. This option allows to disable that\r
338limit. Note that some games used this to hide unwanted things, so it is not\r
339always good to enable this option.\r
340\r
341@@1. "Emulate Z80"\r
342Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r
343Some games do complex sync with it, so you must enable it even if you don't use\r
344sound to be able to play them.\r
345\r
346@@1. "Emulate YM2612 (FM)"\r
347This enables emulation of six-channel FM sound synthesizer chip, which was used to\r
348produce sound effects and music.\r
349\r
350@@1. "Emulate SN76496 (PSG)"\r
351This enables emulation of additional sound chip for additional effects.\r
352\r
353Note: if you change sound settings AFTER loading a ROM, you may need to reset\r
354game to get sound. This is because most games initialize sound chips on\r
355startup, and this data is lost when sound chips are being enabled/disabled.\r
356\r
357#ifdef GIZ\r
358@@1. "Double buffering"\r
359Draws the display to offscreen buffer, and flips it with visible one when done.\r
360Unfortunately this causes serious tearing, unless v-sync is used (next option).\r
361\r
362@@1. "Wait for V-sync"\r
363Waits for vertical sync before drawing (or flipping buffers, if previous option\r
364is enabled). Emulation is stopped while waiting, so this causes large performance\r
365hit.\r
366\r
367#endif\r
368@@1. "gzip savestates"\r
369This will always apply gzip compression on your savestates, allowing you to\r
370save some space and load/save time.\r
371\r
372@@1. "Don't save last used ROM"\r
373This will disable writing last used ROM to config on exit (what might cause SD\r
374card corruption according to DaveC).\r
375\r
376#ifdef GP2X\r
377@@1. "craigix's RAM timings"\r
378This overclocks the GP2X RAM chips, but may cause instability. Recommended if you\r
379use the second core for sound. Needs emulator restart to take effect.\r
380See this thread:\r
381http://www.gp32x.com/board/index.php?showtopic=32319\r
382\r
383@@1. "squidgehack"\r
384Well known way to improve the GP2X performance. You must restart the emulator\r
385for the change of this option to take effect.\r
386\r
387#endif\r
388@@1. "Disable idle loop patching"\r
389Idle loop patching is used to improve performance, but may cause compatibility\r
390problems in some rare cases. Try disabling this if your game has problems.\r
391\r
392\r
393Sega/Mega CD options \r
394--------------------\r
395\r
396@@2,@@2,@@2. "USA/EUR/JAP BIOS"\r
397These options just show if your BIOS files were correctly detected by the\r
398emulator (it shows the filename it is using). If so, you can press Start to\r
399test your BIOS.\r
400\r
401@@2. "CD LEDs"\r
402The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r
403will display them on top-left corner of the screen.\r
404\r
405@@2. "CDDA audio"\r
406This option enables CD audio playback.\r
407\r
408@@2. "PCM audio"\r
409This enables 8 channel PCM sound source. It is required for some games to run,\r
410because they monitor state of this audio chip.\r
411\r
412@@2. "ReadAhead buffer"\r
413This 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
420Here you can enable 64K RAM cart. Format it in BIOS if you do.\r
421\r
422@@2. "Scale/Rot. fx"\r
423The 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
425used it, so it's better to disable this option, unless game really needs it.\r
426\r
427@@2. "Better sync"\r
428This option is similar to "Perfect synchro" in Gens. Some games require it to run,\r
429for example most (all?) Wolfteam games, and some other ones. Don't use it for\r
430games which don't need it, it will just slow them down.\r
431\r
432\r
433#ifdef PSP\r
434Display options\r
435---------------\r
436\r
437@@3. "Scale factor"\r
438This allows to resize the displayed image by using the PSP's hardware. The number is\r
439used to multiply width and height of the game image to get the size of image to be\r
440displayed. If you just want to make it fullscreen, just use "Set to fullscreen"\r
441setting below.\r
442\r
443@@3. "Hor. scale (for low res. games)"\r
444This one works similarly as the previous setting, but can be used to apply additional\r
445scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD\r
446resolution.\r
447\r
448@@3. "Hor. scale (for hi res. games)"\r
449Same as above, only for higher (320 pixel wide) resolution using games.\r
450\r
451@@3. "Bilinear filtering"\r
452If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,\r
453making it smoother, but blurry.\r
454\r
455@@3. "Gamma adjustment"\r
456Color gamma can be adjusted with this.\r
457\r
458@@3. "Black level"\r
459This can be used to reduce unwanted "ghosting" effect for dark games, by making\r
460black pixels brighter. Use in conjunction with "gamma adjustment" for more effect.\r
461\r
462@@3. "Wait for vsync"\r
463Wait for the screen to finish updating before switching to next frame, to avoid tearing.\r
464There 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
470Adjust the resizing options to set game image to it's original size.\r
471\r
472@@3. "Set to 4:3 scaled"\r
473Scale the image up, but keep 4:3 aspect, by adding black borders.\r
474\r
475@@3. "Set to fullscreen"\r
476Adjust the resizing options to make the game image fullscreen.\r
477\r
478\r
479#endif\r
480Key configuration\r
481-----------------\r
482\r
483Select "Configure controls" from the main menu. Then select "Player 1" and you will\r
484see two columns. The left column lists names of Genesis/MD controller buttons, and\r
485#ifdef GP2X\r
486the right GP2X ones, which are assigned to them. If you bind 2 different GP2X buttons\r
487#endif\r
488#ifdef GIZ\r
489the right Giz ones, which are assigned to them. If you bind 2 different Giz buttons\r
490#endif\r
491#ifdef PSP\r
492the right PSP ones, which are assigned to them. If you bind 2 different PSP buttons\r
493#endif\r
494to the same action, you will get a combo (which means that you will have to press\r
495both buttons for that action to happen).\r
496\r
497There is also option to enable 6 button pad (will allow you to configure XYZ\r
498keys), and an option to set turbo rate (in Hz) for turbo buttons.\r
499#endif\r
500#ifndef UIQ\r
501\r
502\r
503Cheat support\r
504-------------\r
505\r
506To use GG/patch codes, you must type them into your favorite text editor, one\r
507per line. Comments may follow code after a whitespace. Only GameGenie and\r
508Genecyst patch formats are supported.\r
509Examples:\r
510\r
511Genecyst patch (this example is for Sonic):\r
512\r
51300334A:0005 Start with five lives\r
514012D24:0001 Keep invincibility until end of stage\r
515009C76:5478 each ring worth 2\r
516009C76:5678 each ring worth 3\r
517...\r
518\r
519Game Genie patch (for Sonic 2):\r
520\r
521ACLA-ATD4 Hidden palace instead of death egg in level select\r
522...\r
523\r
524Both GG and patch codes can be mixed in one file.\r
525\r
526When 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
529Examples:\r
530\r
531ROM: Sonic.zip\r
532PATCH FILE: Sonic.zip.pat\r
533\r
534ROM: Sonic 2.bin\r
535PATCH FILE: Sonic 2.bin.pat\r
536\r
537Put the file into your ROMs directory. Then load the .pat file as you would\r
538a ROM. Then Cheat Menu Option should appear in main menu.\r
539#endif\r
540\r
541\r
542What is emulated?\r
543-----------------\r
544\r
545Genesis/MegaDrive:\r
546#ifdef PSP\r
547main 68k @ 7.6MHz: yes, FAME/C core\r
548z80 @ 3.6MHz: yes, CZ80 core\r
549#else\r
550main 68k @ 7.6MHz: yes, Cyclone core\r
551z80 @ 3.6MHz: yes, DrZ80 core\r
552#endif\r
553VDP: yes, except some quirks not used by games\r
554YM2612 FM: yes, optimized MAME core\r
555SN76489 PSG: yes, MAME core\r
556SVP chip: yes! This is first emu to ever do this.\r
557Some in-cart mappers are supported too.\r
558\r
559Sega/Mega CD:\r
560#ifdef PSP\r
561another 68k @ 12.5MHz: yes, FAME/C too\r
562#else\r
563another 68k @ 12.5MHz: yes, Cyclone too\r
564#endif\r
565gfx scaling/rotation chip (custom ASIC): yes\r
566PCM sound source: yes\r
567CD-ROM controller: yes (mostly)\r
568bram (internal backup RAM): yes\r
569\r
570\r
571Problems / 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
583Credits\r
584-------\r
585\r
586This emulator is made of the code from following people/projects:\r
587\r
588notaz\r
589GP2X, UIQ, PSP, Gizmondo ports, CPU core hacks,\r
590lots of additional coding (see changelog).\r
591Homepage: http://notaz.gp2x.de/\r
592\r
593Dave\r
594Cyclone 68000 core, Pico emulation library\r
595Homepage: http://www.finalburn.com/\r
596\r
597#ifdef PSP\r
598Chui\r
599FAME/C 68k interpreter core\r
600(based on C68K by Stephane Dallongeville)\r
601\r
602Stephane Dallongeville (written), NJ (optimized)\r
603CZ80 Z80 interpreter core\r
604\r
605#else\r
606Reesy & FluBBa\r
607DrZ80, the Z80 interpreter written in ARM assembly.\r
608Homepage: http://reesy.gp32x.de/\r
609\r
610#endif\r
611Tatsuyuki Satoh, Jarek Burczynski, MAME development\r
612software implementation of Yamaha FM sound generator\r
613\r
614MAME development\r
615Texas Instruments SN76489 / SN76496 programmable tone/noise generator\r
616Homepage: http://www.mame.net/\r
617\r
618Stephane Dallongeville\r
619Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r
620#ifdef PSP\r
621\r
622people @ ps2dev.org forums / PSPSDK crew\r
623libaudiocodec code (by cooleyes)\r
624other sample code\r
625#else\r
626\r
627Helix community\r
628Helix mp3 decoder\r
629#endif\r
630\r
631\r
632Additional 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
672Changelog\r
673---------\r
6741.51b\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
6801.51a\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
6851.51\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
6941.50\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
7281.40c\r
729 * Fixed a problem with sound in Marble Madness.\r
730 * GP2X: Fixed minor problem with key config.\r
731\r
7321.40b\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
7401.40a\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
7441.40\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
7641.35b\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
7791.35a\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
7861.35\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
7931.34\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
8051.33\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
8281.32\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
8481.31\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
8531.30\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
8671.201\r
868 + Added basic cheat support (GameGenie and Genecyst patches).\r
869\r
8701.20\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
8841.14\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
8981.10\r
899 + GP2X: Added experimental Sega CD support.\r
900 + GP2X: Added partial gmv movie playback support.\r
901\r
9020.964\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
9110.963\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
9160.962\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
9230.96\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
9390.95\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
9490.945\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
9550.94\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
9650.93\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
9720.92\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
10130.80\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
10570.70\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
10770.301\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
10830.30\r
1084 Initial release.\r
1085\r
1086\r
1087Disclaimer\r
1088----------\r
1089\r
1090THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r
1091AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r
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