pandora: fix readme and pxml version
[picodrive.git] / platform / base_readme.txt
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1About PicoDrive\r
2---------------\r
3\r
4#include "../README.md"\r
5\r
6\r
7How to make it run\r
8------------------\r
9\r
10#ifdef GENERIC\r
11Extract the zip file into some directory and run PicoDrive from there.\r
12#endif\r
13#ifdef GP2X\r
14Extract all files to some directory on your SD and run PicoDrive.gpe from your\r
15GP2X/Wiz/Caanoo menu. The same .gpe supports GP2X F100/F200, Wiz and Caanoo,\r
16there is no need to use separate versions.\r
17#endif\r
18#ifdef GIZ\r
19First make sure you have homebrew-enabled Service Pack installed. Then copy\r
20PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r
21be in the same directory) and run PicoDrive.exe using the launcher of your choice\r
22(some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in\r
23the root of SD, etc).\r
24#endif\r
25#ifdef PSP\r
26If you are running a custom firmware, just copy the whole PicoDrive directory to\r
27/PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter\r
28which one GAME* directory to use).\r
29#endif\r
30#ifdef PANDORA\r
31Just copy the .pnd to <sd card>/pandora/menu or <sd card>/pandora/desktop.\r
32#endif\r
33\r
34Then load a ROM and enjoy! Cartridge ROMs can be in various common formats and\r
35can be zipped, one ROM file per zip. Certain extensions are used to detect the\r
36console the ROM is for (.sg, .sc, .sms, .gg, .smd, .md, .gen, .32x, .pco).\r
37For MSU or MD+ games, load the .cue file and make sure the cartridge ROM has the\r
38same name and is in the same directory. MD+ use extensions in the .cue file,\r
39hence don't try to convert it to any other format.\r
40Sega/Mega CD images can be in CHD, CUE+BIN/ISO or ISO/CSO+MP3/WAV format (read\r
41below for more details).\r
42\r
43This emulator has lots of options with various tweaks (for improved speed mostly),\r
44but it should have best compatibility in it's default config. If suddenly you\r
45start getting glitches or change something and forget what, use "Restore defaults"\r
46option.\r
47\r
48\r
49How to run Sega/Mega CD games\r
50-----------------------------\r
51\r
52To play any non-MSU/MD+ CD game you need BIOS files. These must be copied to\r
53#ifdef PANDORA\r
54<sd card>/pandora/appdata/picodrive/ directory\r
55(if you run PicoDrive once it will create that directory for you).\r
56#else\r
57#ifdef GENERIC\r
58the .picodrive directory in your home directory.\r
59#else\r
60the same directory as PicoDrive files.\r
61#endif\r
62#endif\r
63Files must be named as follows:\r
64\r
65US: us_scd1_9210.bin, us_scd2_9306.bin, SegaCDBIOS9303.bin\r
66EU: eu_mcd1_9210.bin, eu_mcd2_9303.bin, eu_mcd2_9306.bin\r
67JP: jp_mcd1_9112.bin, jp_mcd1_9111.bin\r
68these files can also be zipped.\r
69\r
70The game must be dumped to CHD, CUE+BIN or CUE+ISO format.\r
71ISO/CSO+MP3/WAV is also supported, but may cause problems.\r
72When using CUE/BIN, you must load .cue file from the menu, or else the emu will\r
73not find audio tracks.\r
74\r
75\r
76How to run Sega Pico games\r
77--------------------------\r
78\r
79The Pico was special in that it had a large touchpad with an associated pen, and\r
80so-called storyware, a combination of a cartridge with a book with up to 6 pages\r
81on which the pen could also be used.\r
82\r
83Most storywares used the touchpad with the pen as a pointer device, showing a\r
84pointer icon on the screen when the pen was on the touchpad which could be moved\r
85around. The pen has a dedicated button which was often used to select something\r
86under the pointer icon, much like a mouse button.\r
87However, a few games also had an overlay for the touchpad.\r
88\r
89PicoDrive supports displaying both the storyware pages as well as a pad overlay.\r
90They must be in png format and named like the storyware ROM without the\r
91extension, plus "_<n>.png" for the storyware page <n>, and "_pad.png" for a pad\r
92overlay. Storyware page images should have an aspect ration of 2:1, pad images\r
93should have 4:3. All images can have arbitrary resolution and are automatically\r
94scaled to fit the screen.\r
95\r
96There are 2 menu actions for switching to pages or pad which will automatically\r
97display the images if they are available. To allow for proper pen positioning\r
98there is also a function for having the pen on the page/touchpad or not, the\r
99toggle for which is mapped to the START pad button. Pen positioning is done\r
100through the D-pad if the screen has been switched to either pages or pad, or by\r
101mouse if physical mouse support is activated.\r
102\r
103\r
104How to use the mouse\r
105--------------------\r
106\r
107If the host system has physical mouse support, PicoDrive can use real mouse\r
108input to emulate a Sega Mouse on a MegaDrive base, or to control the Pico Pen.\r
109To activate this functionality, select `mouse` as the input device for one of\r
110the pads. It depends on the game as to which pad should be used for mouse\r
111input.\r
112For Pico games, one input device should be set to `pad`, the other to `mouse`.\r
113\r
114A physical mouse can be operated in either a captured or uncaptured state,\r
115selectable via the `Capture mouse` hotkey. In captured mode, mouse movements\r
116for the whole screen are sent to PicoDrive; in uncaptured mode, only mouse\r
117movements inside the PicoDrive window are tracked.\r
118\r
119The physical mouse buttons are mapped as follows:\r
120\r
121| Physical Mouse | Sega Mouse | Pico Pen |\r
122|:--------------:|:----------:|:-----------:|\r
123| Left Button | B | Pen Button |\r
124| Middle Button | START | Red Button |\r
125| Right Button | C | Pen Up/Down |\r
126\r
127\r
128How to use keyboard input\r
129-------------------------\r
130\r
131Both the SC-3000 and the Sega Pico support keyboard input. To activate keyboard\r
132input in PicoDrive, press the "Switch keyboard" emulator hotkey while running\r
133a cartridge with keyboard support. Depending on the keyboard configuration\r
134settings, either the physical or the virtual keyboard can be used.\r
135\r
136If the physical keyboard is configured, activating the keyboard will switch off\r
137all other hotkeys as well as pad functions. All keyboard input is routed to\r
138the emulated keyboard, as configured in the physical keyboard mapping.\r
139\r
140The virtual keyboard displays an overlay when activated. The currently selected\r
141key is highlighted, and the selection can be changed with the left, right, up,\r
142and down keys. Pressing the A button will send the selected key to the emulated\r
143keyboard. Pressing B will show what the key value would be if the emulated Shift\r
144key is active. The C button will move the keyboard overlay from the top of the\r
145screen to the bottom and vice versa.\r
146\r
147All meta keys, like Shift, Ctrl, have a built-in toggle function. Pressing the\r
148A button on them will toggle their state between pressed and released. Depending\r
149on the state the color of the key changes slightly. Only one meta key can be\r
150active at the same time.\r
151\r
152\r
153How to load SC-3000 tapes\r
154-------------------------\r
155\r
156The SC-3000 microcomputer has a connector for attaching a cassette tape drive.\r
157PicoDrive supports tape recordings in WAV or bitstream format. Run one of the\r
158BASIC cartridges then load the tape image via the `Load tape` menu. Entering\r
159the `LOAD` command using the emulated keyboard automatically starts the virtual\r
160tape drive. Confirmation will usually be provided after the tape has been read.\r
161\r
162The virtual tape drive has an automatic start/stop feature. Tapes requiring\r
163several load operations are handled without the need for user intervention.\r
164\r
165\r
166Other important stuff\r
167---------------------\r
168\r
169* Sega/Mega CD: If the background music is missing, the CD image format may be\r
170 wrong. Currently .cue/bin or .chd is recommended. Be aware that there are\r
171 lots of bad dumps on the web, and some use mp3 format for audio, which often\r
172 causes problems (see below).\r
173* While iso/mp3 format is supported, it's not recommended to use.\r
174 Some of many problems with mp3 are listed below:\r
175 * MP3s may be named incorrectly and will not play.\r
176 * The game music may play too fast/too slow/out of sync, which means they\r
177 are encoded incorrectly. PicoDrive is not a mp3 player, so all mp3s MUST\r
178 be encoded at 44.1kHz stereo.\r
179* Sega/Mega CD: If your games hang at the BIOS screen (with planets shown),\r
180 you may be using a bad BIOS dump. Try another from a different source,\r
181 like dumping it from your own console.\r
182#ifdef GP2X\r
183* When using mp3s, use lower bitrate for better performance (96 or 128kbps\r
184 CBRs recommended).\r
185* GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't\r
186 overclock as high as when using ARM920 only. For example my GP2X when run\r
187 singlecore can reach 280MHz, but with both cores it's about 250MHz. When\r
188 overclocked too much, it may start hanging and producing random noise, or\r
189 causing ARM940 crashes ("940 crashed" message displayed).\r
190* GP2X F100/F200: Due to internal implementation mp3s must not be larger that\r
191 12MB (12582912 bytes). Larger mp3s will not be fully loaded.\r
192#endif\r
193\r
194\r
195Options\r
196-------\r
197\r
198@@0. "Region"\r
199This option lets you force the game to think it is running on machine from the\r
200specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r
201\r
202@@0. "Hotkey save/load slot"\r
203This is a slot number to use for savestates, when done by a button press outside\r
204menu. This can also be configured to be changed with a button\r
205(see "Key configuration").\r
206\r
207@@0. "Interface options"\r
208Enters Interface options menu (see below).\r
209\r
210@@0. "Display options"\r
211Enters Display options menu (see below).\r
212\r
213@@0. "Sound options"\r
214Enters Sound options menu (see below).\r
215\r
216@@0. "MD/Genesis/Pico options"\r
217Enters Mega Drive/Genesis/Pico options menu (see below).\r
218\r
219@@0. "Sega/Mega CD add-on"\r
220Enters Sega/Mega CD options menu (see below).\r
221\r
222@@0. "32X add-on"\r
223Enters 32X options menu (see below).\r
224\r
225@@0. "SG/SMS/GG options"\r
226Enters SG-1000/SC-3000/Master System/Game Gear options menu (see below).\r
227\r
228@@0. "Advanced options"\r
229Enters advanced options menu (see below).\r
230\r
231@@0. "Restore defaults"\r
232Restores all options (except controls) to defaults.\r
233\r
234\r
235Interface options\r
236-----------------\r
237\r
238@@1. "Save global options"\r
239If you save your config here it will be loaded on next ROM load, but only if\r
240there is no game specific config saved (which will be loaded in that case).\r
241You can press left/right to switch to a different config profile.\r
242\r
243@@1. "Save game options"\r
244Whenever you load current ROM again these settings will be loaded.\r
245\r
246@@1. "Show FPS"\r
247Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r
248YY is the number of emulated frames per second.\r
249\r
250@@1. "Confirm save/load"\r
251Allows to enable confirmation on saving (to prevent savestate overwrites), on\r
252loading (to prevent destroying current game progress), and on both or none, when\r
253using shortcut buttons (not menu) for saving/loading.\r
254\r
255@@1. "Don't save last used ROM"\r
256This will disable writing last used ROM to config on exit (what might cause SD\r
257card corruption according to DaveC).\r
258\r
259\r
260Display options\r
261---------------\r
262#ifdef GENERIC\r
263\r
264@@2. "Video output mode"\r
265SDL Window:\r
266This is the default mode on portable devices, used if no overlay modes are\r
267available. Window size is fixed at 320x240.\r
268Video Overlay:\r
269Used if hardware accelerated overlay scaling is available. Supports flexible\r
270window sizes. The "2X" version has a higher color resolution but is slower.\r
271#endif\r
272\r
273@@2. "Frameskip"\r
274How many frames to skip rendering before displaying another.\r
275"Auto" is recommended.\r
276\r
277@@2. "Max auto frameskip"\r
278How many frames to skip rendering at most if Frameskip is "Auto".\r
279\r
280#ifdef GENERIC\r
281@@2. "Horizontal scaling"\r
282This allows to resize the displayed image. "OFF" is unscaled, "software" uses\r
283a smoothing filter to scale the image. "hardware" uses a hardware scaler for\r
284better performance. Hardware scaling is not available on every device.\r
285\r
286@@2. "Vertical scaling"\r
287This allows to resize the displayed image. "OFF" is unscaled, "software" uses\r
288a smoothing filter to scale the image. "hardware" uses a hardware scaler for\r
289better performance. Hardware scaling is not available on every device.\r
290\r
291@@2. "Scaler type"\r
292Selects the filtering the software scaler will apply. "nearest" is unfiltered,\r
293"bilinear" makes the image smoother but blurrier.\r
294#endif\r
295#ifdef PANDORA\r
296@@2. "Filter"\r
297Selects filter type used for image filtering.\r
298\r
299Other options allow to set up scaling, filtering and vertical sync.\r
300#endif\r
301#ifdef GP2X\r
302@@2. "Gamma correction"\r
303F100/F200 only: Alters image gamma through GP2X hardware. Larger values make\r
304image to look brighter, lower - darker (default is 1.0).\r
305\r
306@@2. "Horizontal scaling"\r
307This allows to resize the displayed image. "OFF" is unscaled, "software" uses\r
308a smoothing filter to scale the image. F100/F200 only: "hardware" uses a\r
309hardware scaler for better performance.\r
310\r
311@@2. "Vertical scaling"\r
312This allows to resize the displayed image. "OFF" is unscaled, "software" uses\r
313a smoothing filter to scale the image. F100/F200 only: "hardware" uses a\r
314hardware scaler for better performance.\r
315\r
316@@2. "Tearing Fix"\r
317Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%\r
318performance hit, but eliminates the tearing effect.\r
319\r
320@@2. "Vsync"\r
321This one adjusts the LCD refresh rate to better match game's refresh rate and\r
322starts synchronizing rendering with it. Should make scrolling smoother and\r
323eliminate tearing on F100/F200.\r
324#endif\r
325#ifdef GIZ\r
326@@2. "Scanline mode"\r
327This option was designed to work around slow framebuffer access (the Gizmondo's\r
328main bottleneck) by drawing every other line (even numbered lines only).\r
329This improves performance greatly, but looses detail.\r
330\r
331@@2. "Scale low res mode"\r
332The Genesis/Mega Drive had several graphics modes, some of which were only 256\r
333pixels wide. This option scales their width to 320 by using simple\r
334pixel averaging scaling. Works only when 16bit renderer is enabled.\r
335\r
336@@2. "Double buffering"\r
337Draws the display to offscreen buffer, and flips it with visible one when done.\r
338Unfortunately this causes serious tearing, unless v-sync is used (next option).\r
339\r
340@@2. "Wait for V-sync"\r
341Waits for vertical sync before drawing (or flipping buffers, if previous option\r
342is enabled). Emulation is stopped while waiting, so this causes large performance\r
343hit.\r
344#endif\r
345#ifdef PSP\r
346@@2. "Horizontal scaling"\r
347This allows to resize the displayed image by using the PSP's hardware. "OFF" is\r
348unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses\r
349the full screen width.\r
350\r
351@@2. "Vertical scaling"\r
352This allows to resize the displayed image by using the PSP's hardware. "OFF" is\r
353unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses\r
354the full screen height.\r
355\r
356@@2. "Scaler type"\r
357Selects the filtering the PSP hardware will apply for scaling. "Bilinear" makes\r
358the image smoother but blurrier.\r
359\r
360@@2. "Gamma adjustment"\r
361Color gamma can be adjusted with this.\r
362\r
363@@2. "Black level"\r
364This can be used to reduce unwanted "ghosting" effect for dark games, by making\r
365black pixels brighter. Use together with "gamma adjustment" for more effect.\r
366\r
367@@2. "Wait for v-sync"\r
368If enabled, wait for the screen to finish updating before switching to next\r
369frame, to avoid tearing.\r
370#endif\r
371\r
372\r
373Sound options\r
374-------------\r
375\r
376@@3. "Enable sound"\r
377Does what it says.\r
378\r
379@@3. "Sound Quality"\r
380#ifdef PSP\r
381Sound sample rate. Lower rates improve performance but sound quality is lower.\r
38222050Hz setting is the recommended one.\r
383#else\r
384Sound sample rate and stereo mode. Lower rates improve performance but sound\r
385quality is lower.\r
386#endif\r
387\r
388@@3. "Sound filter"\r
389Enables a low pass filter, similar to filtering in the real Mega Drive hardware.\r
390\r
391@@3. "Filter strength"\r
392Controls the sound filter. Higher values have more impact.\r
393\r
394\r
395Mega Drive/Genesis/Pico options\r
396-------------------------------\r
397#ifndef PANDORA\r
398\r
399@@4. "Renderer"\r
400#ifdef GP2X\r
4018bit fast:\r
402This enables alternative heavily optimized tile-based renderer, which renders\r
403pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r
404which is much faster. But because of the way it works it can't render any\r
405mid-frame image changes (raster effects), so it is useful only with some games.\r
406\r
407Other two are accurate line-based renderers. The 8bit is faster but does not\r
408run well with some games like Street Racer.\r
409#endif\r
410#ifdef GIZ\r
411This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r
412a bit faster for some games, but not much, because colors still need to be\r
413converted to 16bit, as this is what Gizmondo requires. It also introduces\r
414graphics problems for some games, so it's best to use 16bit one.\r
415#endif\r
416#ifdef PSP\r
417This option allows to switch between fast and accurate renderers. The fast one\r
418is much faster, because it draws the whole frame at a time, instead of doing it\r
419line by line, like the accurate one does. But because of the way it works it\r
420can't render any mid-frame image changes (raster effects), so it is useful only\r
421for some games.\r
422#endif\r
423#endif\r
424\r
425@@4. "FM audio"\r
426This enables emulation of six-channel FM sound synthesizer chip, which was used\r
427to produce sound effects and music.\r
428\r
429@@4. "FM filter"\r
430This filter makes the sound output more accurate, but it is slower, especially\r
431for lower sound rates.\r
432\r
433@@4. "FM DAC noise"\r
434Makes the sound output more like a first model Mega Drive/Genesis if enabled.\r
435Later models had an improved FM chip without the DAC noise.\r
436\r
437\r
438Sega/Mega CD add-on\r
439-------------------\r
440\r
441@@5. "Save RAM cart"\r
442Here you can enable 64K RAM cart. Format it in BIOS if you do.\r
443\r
444@@5. "CD LEDs"\r
445The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r
446will display them on top-left corner of the screen.\r
447\r
448@@5. "CDDA audio"\r
449This option enables CD audio playback.\r
450\r
451@@5. "PCM audio"\r
452This enables 8 channel PCM sound source. It is required for some games to run,\r
453because they monitor state of this audio chip.\r
454\r
455\r
45632X add-on\r
457----------\r
458\r
459@@6. "32X renderer"\r
460This currently only affects how the Genesis/MD layers are rendered, which is\r
461same as "Renderer" in display options.\r
462\r
463@@6. "PWM audio"\r
464Emulates PWM sound portion of 32X hardware. Disabling this may greatly improve\r
465performance for games that dedicate one of SD2s for sound, but will cause\r
466missing sound effects and instruments.\r
467\r
468@@6. "PWM IRQ optimization"\r
469Enabling this may improve performance, but may also introduce sound glitches.\r
470\r
471\r
472SG/Master System/Game Gear options\r
473----------------------------------\r
474\r
475@@7. "System"\r
476Selects which of the Sega 8 bit systems is emulated. "auto" is recommended.\r
477\r
478@@7. "Cartridge mapping"\r
479Some cartridges have hardware to enable additional capabilities, e.g. mapping\r
480excess ROM storage or acessing a battery backed RAM storage. "auto" is\r
481recommended, but in some rare cases it may be needed to manually select this.\r
482\r
483@@7. "Game Gear LCD ghosting"\r
484The Game Gear LCD display had a very noticeable inertia for image changes. This\r
485setting enables emulating the effect, with "weak" being recommended.\r
486\r
487@@7. "FM sound unit"\r
488The Japanese Master System (aka Mark III) has an extension slot for an FM sound\r
489unit. Some games made use of this for providing better music and effects.\r
490Disabling this improves performance for games using the FM unit, and usually\r
491means falling back to the non-FM sound.\r
492\r
493@@7. "SMS palette in TMS modes"\r
494The Master System graphics chip can emulate the TMS grafic modes used in MSX and\r
495SG-1000 games, but it is using a color palette which is much darker and the\r
496colours aren't a good match. This option uses the original color palette of the\r
497TMS graphics chip, which gives better results for MSX/SG-1000 ports.\r
498\r
499Advanced options\r
500----------------\r
501\r
502@@8. "Disable frame limiter"\r
503This allows games to run faster then 50/60fps, useful for benchmarking.\r
504\r
505@@8. "Disable sprite limit"\r
506The Mega Drive/Genesis had a limit on how many sprites (usually smaller moving\r
507objects) can be displayed on single line. This option allows to disable that\r
508limit. Note that some games used this to hide unwanted things, so it is not\r
509always good to enable this option.\r
510\r
511@@8. "Disable idle loop patching"\r
512Idle loop patching is used to improve performance, but may cause compatibility\r
513problems in some rare cases. Try disabling this if your game has problems.\r
514\r
515@@8. "Emulate Game Gear LCD"\r
516Disabling this option displays the full Game Gear VDP image with the normally\r
517invisible borders.\r
518\r
519@@8. "Enable dynarecs"\r
520This enables dynamic recompilation for SH2 and SVP CPU code, which is improving\r
521emulation performance greatly. SVP dynarec is only available on 32 bit ARM CPUs.\r
522\r
523@@8. "Master SH2 cycles" / "Slave SH2 cycles"\r
524This allows underclocking the 32X CPUs for better emulation performance. The\r
525number has the same meaning as cycles in DOSBox, which is cycles per millisecond.\r
526Underclocking too much may cause various in-game glitches.\r
527#ifdef GP2X\r
528\r
529@@8. "Use ARM940 core for sound"\r
530F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)\r
531for sound (i.e. to generate YM2612 samples) to improve performance noticeably.\r
532It also decodes MP3s in Sega/Mega CD mode.\r
533#endif\r
534\r
535\r
536Key configuration\r
537-----------------\r
538\r
539Select "Configure controls" from the options menu. The "Player <n>" entry allows\r
540for selecting a player with the left/right buttons. Then selecting "Player <n>"\r
541will display 2 columns. The left column lists names of Genesis/MD controller\r
542buttons, the right column shows which key on your handheld is assigned to it.\r
543\r
544There is also option to enable 6 button pads (will allow you to configure XYZ\r
545buttons), and an option to set turbo rate (in Hz) for turbo buttons.\r
546\r
547Players 3 and 4 can only be used if a 4 player adapter is selected for input\r
548device 1, and the game is supporting this. Only 3 button pads are currently\r
549supported in 4 player mode.\r
550\r
551\r
552Keyboard configuration\r
553----------------------\r
554\r
555The SC-3000 and the Sega Pico can use a keyboard as input device. Select\r
556"Configure controls" to configure keyboard support in PicoDrive. The "Keyboard"\r
557entry allows choosing the keyboard type by using the left/right buttons. The\r
558virtual keyboard doesn't need any configuration. For configuring the physical\r
559keyboard mapping, select "Keyboard" when the physical keyboard is selected.\r
560\r
561Physical host keyboard keys are mapped 1:1 on emulated keyboard keys. Only the\r
562unmodified base keys (like A, 1 etc) can be mapped. Don't use Shift, Ctrl or\r
563Alt when changing the mapping, as it won't work. The default mapping matches\r
564a standard American PC104 keyboard.\r
565\r
566\r
567Cheat support\r
568-------------\r
569\r
570To use GG/patch codes, you must type them into your favorite text editor, one\r
571per line. Comments may follow code after a whitespace. Only GameGenie and\r
572Genecyst patch formats are supported.\r
573Examples:\r
574\r
575Genecyst patch (this example is for Sonic):\r
576\r
57700334A:0005 Start with five lives\r
578012D24:0001 Keep invincibility until end of stage\r
579009C76:5478 each ring worth 2\r
580009C76:5678 each ring worth 3\r
581...\r
582\r
583Game Genie patch (for Sonic 2):\r
584\r
585ACLA-ATD4 Hidden palace instead of death egg in level select\r
586...\r
587\r
588Both GG and patch codes can be mixed in one file.\r
589\r
590When the file is ready, name it just like your ROM file, but with additional\r
591.pat extension, making sure that case matches.\r
592\r
593Examples:\r
594\r
595ROM: Sonic.zip\r
596PATCH FILE: Sonic.zip.pat\r
597\r
598ROM: Sonic 2.bin\r
599PATCH FILE: Sonic 2.bin.pat\r
600\r
601Put the file into your ROMs directory. Then load the .pat file as you would\r
602a ROM. Then Cheat Menu Option should appear in main menu.\r
603\r
604\r
605What is emulated?\r
606-----------------\r
607\r
608SG-1000/SC-3000/Master System/Game Gear:\r
609z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core\r
610VDP: yes, all SG/SMS/GG modes, except some quirks not used by games\r
611YM2413 FM: yes, digital-sound-antiques core\r
612SN76489 PSG: yes, MAME core\r
613Some in-cart mappers are also supported.\r
614\r
615Genesis/Mega Drive:\r
616main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core\r
617z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core\r
618VDP: yes, except some quirks and mode 4, not used by games\r
619YM2612 FM: yes, optimized MAME core\r
620SN76489 PSG: yes, MAME core\r
621SVP chip: yes! This is first emu to ever do this\r
622Pico PCM: yes, MAME core\r
623Some Mega Drive/Genesis in-cart mappers are also supported.\r
624\r
625Sega/Mega CD:\r
626another 68k @ 12.5MHz: yes, Cyclone or FAME/C too\r
627gfx scaling/rotation chip (custom ASIC): yes\r
628PCM sound source: yes\r
629CD-ROM controller: yes (mostly)\r
630bram (internal backup RAM): yes\r
631RAM cart: yes\r
632\r
63332X:\r
6342x SH2 @ 23MHz: yes, MAME core or custom recompiler\r
635Super VDP: yes\r
636PWM: yes\r
637\r
638Pico:\r
639main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core\r
640VDP: yes, except some quirks and mode 4, not used by games\r
641SN76489 PSG: yes, MAME core\r
642ADPCM: yes, MAME core\r
643Pico Pen: yes\r
644Pico Storyware pages: yes\r
645Pico pad overlays: yes\r
646\r
647\r
648Problems / limitations\r
649----------------------\r
650\r
651#ifdef PSP\r
652* SVP emulation is terribly slow.\r
653#endif\r
654* Various VDP modes and quirks (window bug, scroll size 2, etc.) are not\r
655 perfectly emulated, as very few games use this (if any at all).\r
656* The emulator is designed for speed and not 100% accurate, so some things may\r
657 not work as expected.\r
658* The FM sound core doesn't support all features and has some accuracy issues.\r
659\r
660\r
661Changelog\r
662---------\r
663\r
664#include "../ChangeLog"\r
665\r
666\r
667Credits\r
668-------\r
669\r
670This emulator is made of the code from following people/projects:\r
671\r
672#include "../AUTHORS"\r
673\r
674\r
675License\r
676-------\r
677\r
678This program and its code is released under the terms of MAME license:\r
679#include "../COPYING"\r
680\r
681SEGA/Master System/Game Gear/Genesis/Mega Drive/SEGA CD/Mega CD/32X/Pico are\r
682trademarks of Sega Enterprises Ltd.\r
683\r