| 1 | About PicoDrive\r |
| 2 | ---------------\r |
| 3 | \r |
| 4 | #include "../README.md"\r |
| 5 | \r |
| 6 | \r |
| 7 | How to make it run\r |
| 8 | ------------------\r |
| 9 | \r |
| 10 | #ifdef GENERIC\r |
| 11 | Extract the zip file into some directory and run PicoDrive from there.\r |
| 12 | #endif\r |
| 13 | #ifdef GP2X\r |
| 14 | Extract all files to some directory on your SD and run PicoDrive.gpe from your\r |
| 15 | GP2X/Wiz/Caanoo menu. The same .gpe supports GP2X F100/F200, Wiz and Caanoo,\r |
| 16 | there is no need to use separate versions.\r |
| 17 | #endif\r |
| 18 | #ifdef GIZ\r |
| 19 | First make sure you have homebrew-enabled Service Pack installed. Then copy\r |
| 20 | PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r |
| 21 | be 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 |
| 23 | the root of SD, etc).\r |
| 24 | #endif\r |
| 25 | #ifdef PSP\r |
| 26 | If 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 |
| 28 | which one GAME* directory to use).\r |
| 29 | #endif\r |
| 30 | #ifdef PANDORA\r |
| 31 | Just copy the .pnd to <sd card>/pandora/menu or <sd card>/pandora/desktop.\r |
| 32 | #endif\r |
| 33 | \r |
| 34 | Then load a ROM and enjoy! Cartridge ROMs can be in various common formats and\r |
| 35 | can be zipped, one ROM file per zip. Certain extensions are used to detect the\r |
| 36 | console the ROM is for (.sg, .sc, .sms, .gg, .smd, .md, .gen, .32x, .pco).\r |
| 37 | For MSU or MD+ games, load the .cue file and make sure the cartridge ROM has the\r |
| 38 | same name and is in the same directory. MD+ use extensions in the .cue file,\r |
| 39 | hence don't try to convert it to any other format.\r |
| 40 | Sega/Mega CD images can be in CHD, CUE+BIN/ISO or ISO/CSO+MP3/WAV format (read\r |
| 41 | below for more details).\r |
| 42 | \r |
| 43 | This emulator has lots of options with various tweaks (for improved speed mostly),\r |
| 44 | but it should have best compatibility in it's default config. If suddenly you\r |
| 45 | start getting glitches or change something and forget what, use "Restore defaults"\r |
| 46 | option.\r |
| 47 | \r |
| 48 | \r |
| 49 | How to run Sega/Mega CD games\r |
| 50 | -----------------------------\r |
| 51 | \r |
| 52 | To 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 |
| 58 | the .picodrive directory in your home directory.\r |
| 59 | #else\r |
| 60 | the same directory as PicoDrive files.\r |
| 61 | #endif\r |
| 62 | #endif\r |
| 63 | Files must be named as follows:\r |
| 64 | \r |
| 65 | US: us_scd1_9210.bin, us_scd2_9306.bin, SegaCDBIOS9303.bin\r |
| 66 | EU: eu_mcd1_9210.bin, eu_mcd2_9303.bin, eu_mcd2_9306.bin\r |
| 67 | JP: jp_mcd1_9112.bin, jp_mcd1_9111.bin\r |
| 68 | these files can also be zipped.\r |
| 69 | \r |
| 70 | The game must be dumped to CHD, CUE+BIN or CUE+ISO format.\r |
| 71 | ISO/CSO+MP3/WAV is also supported, but may cause problems.\r |
| 72 | When using CUE/BIN, you must load .cue file from the menu, or else the emu will\r |
| 73 | not find audio tracks.\r |
| 74 | \r |
| 75 | \r |
| 76 | How to run Sega Pico games\r |
| 77 | --------------------------\r |
| 78 | \r |
| 79 | The Pico was special in that it had a large touchpad with an associated pen, and\r |
| 80 | so-called storyware, a combination of a cartridge with a book with up to 6 pages\r |
| 81 | on which the pen could also be used.\r |
| 82 | \r |
| 83 | Most storywares used the touchpad with the pen as a pointer device, showing a\r |
| 84 | pointer icon on the screen when the pen was on the touchpad which could be moved\r |
| 85 | around. The pen has a dedicated button which was often used to select something\r |
| 86 | under the pointer icon, much like a mouse button.\r |
| 87 | However, a few games also had an overlay for the touchpad.\r |
| 88 | \r |
| 89 | PicoDrive supports displaying both the storyware pages as well as a pad overlay.\r |
| 90 | They must be in png format and named like the storyware ROM without the\r |
| 91 | extension, plus "_<n>.png" for the storyware page <n>, and "_pad.png" for a pad\r |
| 92 | overlay. Storyware page images should have an aspect ration of 2:1, pad images\r |
| 93 | should have 4:3. All images can have arbitrary resolution and are automatically\r |
| 94 | scaled to fit the screen.\r |
| 95 | \r |
| 96 | There are 2 menu actions for switching to pages or pad which will automatically\r |
| 97 | display the images if they are available. To allow for proper pen positioning\r |
| 98 | there is also a function for having the pen on the page/touchpad or not, the\r |
| 99 | toggle for which is mapped to the START pad button. Pen positioning is done\r |
| 100 | through the D-pad if the screen has been switched to either pages or pad, or by\r |
| 101 | mouse if physical mouse support is activated.\r |
| 102 | \r |
| 103 | \r |
| 104 | How to use the mouse\r |
| 105 | --------------------\r |
| 106 | \r |
| 107 | If the host system has physical mouse support, PicoDrive can use real mouse\r |
| 108 | input to emulate a Sega Mouse on a MegaDrive base, or to control the Pico Pen.\r |
| 109 | To activate this functionality, select `mouse` as the input device for one of\r |
| 110 | the pads. It depends on the game as to which pad should be used for mouse\r |
| 111 | input.\r |
| 112 | For Pico games, one input device should be set to `pad`, the other to `mouse`.\r |
| 113 | \r |
| 114 | A physical mouse can be operated in either a captured or uncaptured state,\r |
| 115 | selectable via the `Capture mouse` hotkey. In captured mode, mouse movements\r |
| 116 | for the whole screen are sent to PicoDrive; in uncaptured mode, only mouse\r |
| 117 | movements inside the PicoDrive window are tracked.\r |
| 118 | \r |
| 119 | The 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 |
| 128 | How to use keyboard input\r |
| 129 | -------------------------\r |
| 130 | \r |
| 131 | Both the SC-3000 and the Sega Pico support keyboard input. To activate keyboard\r |
| 132 | input in PicoDrive, press the "Switch keyboard" emulator hotkey while running\r |
| 133 | a cartridge with keyboard support. Depending on the keyboard configuration\r |
| 134 | settings, either the physical or the virtual keyboard can be used.\r |
| 135 | \r |
| 136 | If the physical keyboard is configured, activating the keyboard will switch off\r |
| 137 | all other hotkeys as well as pad functions. All keyboard input is routed to\r |
| 138 | the emulated keyboard, as configured in the physical keyboard mapping.\r |
| 139 | \r |
| 140 | The virtual keyboard displays an overlay when activated. The currently selected\r |
| 141 | key is highlighted, and the selection can be changed with the left, right, up,\r |
| 142 | and down keys. Pressing the A button will send the selected key to the emulated\r |
| 143 | keyboard. Pressing B will show what the key value would be if the emulated Shift\r |
| 144 | key is active. The C button will move the keyboard overlay from the top of the\r |
| 145 | screen to the bottom and vice versa.\r |
| 146 | \r |
| 147 | All meta keys, like Shift, Ctrl, have a built-in toggle function. Pressing the\r |
| 148 | A button on them will toggle their state between pressed and released. Depending\r |
| 149 | on the state the color of the key changes slightly. Only one meta key can be\r |
| 150 | active at the same time.\r |
| 151 | \r |
| 152 | \r |
| 153 | How to load SC-3000 tapes\r |
| 154 | -------------------------\r |
| 155 | \r |
| 156 | The SC-3000 microcomputer has a connector for attaching a cassette tape drive.\r |
| 157 | PicoDrive supports tape recordings in WAV or bitstream format. Run one of the\r |
| 158 | BASIC cartridges then load the tape image via the `Load tape` menu. Entering\r |
| 159 | the `LOAD` command using the emulated keyboard automatically starts the virtual\r |
| 160 | tape drive. Confirmation will usually be provided after the tape has been read.\r |
| 161 | \r |
| 162 | The virtual tape drive has an automatic start/stop feature. Tapes requiring\r |
| 163 | several load operations are handled without the need for user intervention.\r |
| 164 | \r |
| 165 | \r |
| 166 | Other 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 |
| 195 | Options\r |
| 196 | -------\r |
| 197 | \r |
| 198 | @@0. "Region"\r |
| 199 | This option lets you force the game to think it is running on machine from the\r |
| 200 | specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r |
| 201 | \r |
| 202 | @@0. "Hotkey save/load slot"\r |
| 203 | This is a slot number to use for savestates, when done by a button press outside\r |
| 204 | menu. This can also be configured to be changed with a button\r |
| 205 | (see "Key configuration").\r |
| 206 | \r |
| 207 | @@0. "Interface options"\r |
| 208 | Enters Interface options menu (see below).\r |
| 209 | \r |
| 210 | @@0. "Display options"\r |
| 211 | Enters Display options menu (see below).\r |
| 212 | \r |
| 213 | @@0. "Sound options"\r |
| 214 | Enters Sound options menu (see below).\r |
| 215 | \r |
| 216 | @@0. "MD/Genesis/Pico options"\r |
| 217 | Enters Mega Drive/Genesis/Pico options menu (see below).\r |
| 218 | \r |
| 219 | @@0. "Sega/Mega CD add-on"\r |
| 220 | Enters Sega/Mega CD options menu (see below).\r |
| 221 | \r |
| 222 | @@0. "32X add-on"\r |
| 223 | Enters 32X options menu (see below).\r |
| 224 | \r |
| 225 | @@0. "SG/SMS/GG options"\r |
| 226 | Enters SG-1000/SC-3000/Master System/Game Gear options menu (see below).\r |
| 227 | \r |
| 228 | @@0. "Advanced options"\r |
| 229 | Enters advanced options menu (see below).\r |
| 230 | \r |
| 231 | @@0. "Restore defaults"\r |
| 232 | Restores all options (except controls) to defaults.\r |
| 233 | \r |
| 234 | \r |
| 235 | Interface options\r |
| 236 | -----------------\r |
| 237 | \r |
| 238 | @@1. "Save global options"\r |
| 239 | If you save your config here it will be loaded on next ROM load, but only if\r |
| 240 | there is no game specific config saved (which will be loaded in that case).\r |
| 241 | You can press left/right to switch to a different config profile.\r |
| 242 | \r |
| 243 | @@1. "Save game options"\r |
| 244 | Whenever you load current ROM again these settings will be loaded.\r |
| 245 | \r |
| 246 | @@1. "Show FPS"\r |
| 247 | Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r |
| 248 | YY is the number of emulated frames per second.\r |
| 249 | \r |
| 250 | @@1. "Confirm save/load"\r |
| 251 | Allows to enable confirmation on saving (to prevent savestate overwrites), on\r |
| 252 | loading (to prevent destroying current game progress), and on both or none, when\r |
| 253 | using shortcut buttons (not menu) for saving/loading.\r |
| 254 | \r |
| 255 | @@1. "Don't save last used ROM"\r |
| 256 | This will disable writing last used ROM to config on exit (what might cause SD\r |
| 257 | card corruption according to DaveC).\r |
| 258 | \r |
| 259 | \r |
| 260 | Display options\r |
| 261 | ---------------\r |
| 262 | #ifdef GENERIC\r |
| 263 | \r |
| 264 | @@2. "Video output mode"\r |
| 265 | SDL Window:\r |
| 266 | This is the default mode on portable devices, used if no overlay modes are\r |
| 267 | available. Window size is fixed at 320x240.\r |
| 268 | Video Overlay:\r |
| 269 | Used if hardware accelerated overlay scaling is available. Supports flexible\r |
| 270 | window sizes. The "2X" version has a higher color resolution but is slower.\r |
| 271 | #endif\r |
| 272 | \r |
| 273 | @@2. "Frameskip"\r |
| 274 | How many frames to skip rendering before displaying another.\r |
| 275 | "Auto" is recommended.\r |
| 276 | \r |
| 277 | @@2. "Max auto frameskip"\r |
| 278 | How many frames to skip rendering at most if Frameskip is "Auto".\r |
| 279 | \r |
| 280 | #ifdef GENERIC\r |
| 281 | @@2. "Horizontal scaling"\r |
| 282 | This allows to resize the displayed image. "OFF" is unscaled, "software" uses\r |
| 283 | a smoothing filter to scale the image. "hardware" uses a hardware scaler for\r |
| 284 | better performance. Hardware scaling is not available on every device.\r |
| 285 | \r |
| 286 | @@2. "Vertical scaling"\r |
| 287 | This allows to resize the displayed image. "OFF" is unscaled, "software" uses\r |
| 288 | a smoothing filter to scale the image. "hardware" uses a hardware scaler for\r |
| 289 | better performance. Hardware scaling is not available on every device.\r |
| 290 | \r |
| 291 | @@2. "Scaler type"\r |
| 292 | Selects 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 |
| 297 | Selects filter type used for image filtering.\r |
| 298 | \r |
| 299 | Other options allow to set up scaling, filtering and vertical sync.\r |
| 300 | #endif\r |
| 301 | #ifdef GP2X\r |
| 302 | @@2. "Gamma correction"\r |
| 303 | F100/F200 only: Alters image gamma through GP2X hardware. Larger values make\r |
| 304 | image to look brighter, lower - darker (default is 1.0).\r |
| 305 | \r |
| 306 | @@2. "Horizontal scaling"\r |
| 307 | This allows to resize the displayed image. "OFF" is unscaled, "software" uses\r |
| 308 | a smoothing filter to scale the image. F100/F200 only: "hardware" uses a\r |
| 309 | hardware scaler for better performance.\r |
| 310 | \r |
| 311 | @@2. "Vertical scaling"\r |
| 312 | This allows to resize the displayed image. "OFF" is unscaled, "software" uses\r |
| 313 | a smoothing filter to scale the image. F100/F200 only: "hardware" uses a\r |
| 314 | hardware scaler for better performance.\r |
| 315 | \r |
| 316 | @@2. "Tearing Fix"\r |
| 317 | Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%\r |
| 318 | performance hit, but eliminates the tearing effect.\r |
| 319 | \r |
| 320 | @@2. "Vsync"\r |
| 321 | This one adjusts the LCD refresh rate to better match game's refresh rate and\r |
| 322 | starts synchronizing rendering with it. Should make scrolling smoother and\r |
| 323 | eliminate tearing on F100/F200.\r |
| 324 | #endif\r |
| 325 | #ifdef GIZ\r |
| 326 | @@2. "Scanline mode"\r |
| 327 | This option was designed to work around slow framebuffer access (the Gizmondo's\r |
| 328 | main bottleneck) by drawing every other line (even numbered lines only).\r |
| 329 | This improves performance greatly, but looses detail.\r |
| 330 | \r |
| 331 | @@2. "Scale low res mode"\r |
| 332 | The Genesis/Mega Drive had several graphics modes, some of which were only 256\r |
| 333 | pixels wide. This option scales their width to 320 by using simple\r |
| 334 | pixel averaging scaling. Works only when 16bit renderer is enabled.\r |
| 335 | \r |
| 336 | @@2. "Double buffering"\r |
| 337 | Draws the display to offscreen buffer, and flips it with visible one when done.\r |
| 338 | Unfortunately this causes serious tearing, unless v-sync is used (next option).\r |
| 339 | \r |
| 340 | @@2. "Wait for V-sync"\r |
| 341 | Waits for vertical sync before drawing (or flipping buffers, if previous option\r |
| 342 | is enabled). Emulation is stopped while waiting, so this causes large performance\r |
| 343 | hit.\r |
| 344 | #endif\r |
| 345 | #ifdef PSP\r |
| 346 | @@2. "Horizontal scaling"\r |
| 347 | This allows to resize the displayed image by using the PSP's hardware. "OFF" is\r |
| 348 | unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses\r |
| 349 | the full screen width.\r |
| 350 | \r |
| 351 | @@2. "Vertical scaling"\r |
| 352 | This allows to resize the displayed image by using the PSP's hardware. "OFF" is\r |
| 353 | unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses\r |
| 354 | the full screen height.\r |
| 355 | \r |
| 356 | @@2. "Scaler type"\r |
| 357 | Selects the filtering the PSP hardware will apply for scaling. "Bilinear" makes\r |
| 358 | the image smoother but blurrier.\r |
| 359 | \r |
| 360 | @@2. "Gamma adjustment"\r |
| 361 | Color gamma can be adjusted with this.\r |
| 362 | \r |
| 363 | @@2. "Black level"\r |
| 364 | This can be used to reduce unwanted "ghosting" effect for dark games, by making\r |
| 365 | black pixels brighter. Use together with "gamma adjustment" for more effect.\r |
| 366 | \r |
| 367 | @@2. "Wait for v-sync"\r |
| 368 | If enabled, wait for the screen to finish updating before switching to next\r |
| 369 | frame, to avoid tearing.\r |
| 370 | #endif\r |
| 371 | \r |
| 372 | \r |
| 373 | Sound options\r |
| 374 | -------------\r |
| 375 | \r |
| 376 | @@3. "Enable sound"\r |
| 377 | Does what it says.\r |
| 378 | \r |
| 379 | @@3. "Sound Quality"\r |
| 380 | #ifdef PSP\r |
| 381 | Sound sample rate. Lower rates improve performance but sound quality is lower.\r |
| 382 | 22050Hz setting is the recommended one.\r |
| 383 | #else\r |
| 384 | Sound sample rate and stereo mode. Lower rates improve performance but sound\r |
| 385 | quality is lower.\r |
| 386 | #endif\r |
| 387 | \r |
| 388 | @@3. "Sound filter"\r |
| 389 | Enables a low pass filter, similar to filtering in the real Mega Drive hardware.\r |
| 390 | \r |
| 391 | @@3. "Filter strength"\r |
| 392 | Controls the sound filter. Higher values have more impact.\r |
| 393 | \r |
| 394 | \r |
| 395 | Mega Drive/Genesis/Pico options\r |
| 396 | -------------------------------\r |
| 397 | #ifndef PANDORA\r |
| 398 | \r |
| 399 | @@4. "Renderer"\r |
| 400 | #ifdef GP2X\r |
| 401 | 8bit fast:\r |
| 402 | This enables alternative heavily optimized tile-based renderer, which renders\r |
| 403 | pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r |
| 404 | which is much faster. But because of the way it works it can't render any\r |
| 405 | mid-frame image changes (raster effects), so it is useful only with some games.\r |
| 406 | \r |
| 407 | Other two are accurate line-based renderers. The 8bit is faster but does not\r |
| 408 | run well with some games like Street Racer.\r |
| 409 | #endif\r |
| 410 | #ifdef GIZ\r |
| 411 | This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r |
| 412 | a bit faster for some games, but not much, because colors still need to be\r |
| 413 | converted to 16bit, as this is what Gizmondo requires. It also introduces\r |
| 414 | graphics problems for some games, so it's best to use 16bit one.\r |
| 415 | #endif\r |
| 416 | #ifdef PSP\r |
| 417 | This option allows to switch between fast and accurate renderers. The fast one\r |
| 418 | is much faster, because it draws the whole frame at a time, instead of doing it\r |
| 419 | line by line, like the accurate one does. But because of the way it works it\r |
| 420 | can't render any mid-frame image changes (raster effects), so it is useful only\r |
| 421 | for some games.\r |
| 422 | #endif\r |
| 423 | #endif\r |
| 424 | \r |
| 425 | @@4. "FM audio"\r |
| 426 | This enables emulation of six-channel FM sound synthesizer chip, which was used\r |
| 427 | to produce sound effects and music.\r |
| 428 | \r |
| 429 | @@4. "FM filter"\r |
| 430 | This filter makes the sound output more accurate, but it is slower, especially\r |
| 431 | for lower sound rates.\r |
| 432 | \r |
| 433 | @@4. "FM DAC noise"\r |
| 434 | Makes the sound output more like a first model Mega Drive/Genesis if enabled.\r |
| 435 | Later models had an improved FM chip without the DAC noise.\r |
| 436 | \r |
| 437 | \r |
| 438 | Sega/Mega CD add-on\r |
| 439 | -------------------\r |
| 440 | \r |
| 441 | @@5. "Save RAM cart"\r |
| 442 | Here you can enable 64K RAM cart. Format it in BIOS if you do.\r |
| 443 | \r |
| 444 | @@5. "CD LEDs"\r |
| 445 | The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r |
| 446 | will display them on top-left corner of the screen.\r |
| 447 | \r |
| 448 | @@5. "CDDA audio"\r |
| 449 | This option enables CD audio playback.\r |
| 450 | \r |
| 451 | @@5. "PCM audio"\r |
| 452 | This enables 8 channel PCM sound source. It is required for some games to run,\r |
| 453 | because they monitor state of this audio chip.\r |
| 454 | \r |
| 455 | \r |
| 456 | 32X add-on\r |
| 457 | ----------\r |
| 458 | \r |
| 459 | @@6. "32X renderer"\r |
| 460 | This currently only affects how the Genesis/MD layers are rendered, which is\r |
| 461 | same as "Renderer" in display options.\r |
| 462 | \r |
| 463 | @@6. "PWM audio"\r |
| 464 | Emulates PWM sound portion of 32X hardware. Disabling this may greatly improve\r |
| 465 | performance for games that dedicate one of SD2s for sound, but will cause\r |
| 466 | missing sound effects and instruments.\r |
| 467 | \r |
| 468 | @@6. "PWM IRQ optimization"\r |
| 469 | Enabling this may improve performance, but may also introduce sound glitches.\r |
| 470 | \r |
| 471 | \r |
| 472 | SG/Master System/Game Gear options\r |
| 473 | ----------------------------------\r |
| 474 | \r |
| 475 | @@7. "System"\r |
| 476 | Selects which of the Sega 8 bit systems is emulated. "auto" is recommended.\r |
| 477 | \r |
| 478 | @@7. "Cartridge mapping"\r |
| 479 | Some cartridges have hardware to enable additional capabilities, e.g. mapping\r |
| 480 | excess ROM storage or acessing a battery backed RAM storage. "auto" is\r |
| 481 | recommended, but in some rare cases it may be needed to manually select this.\r |
| 482 | \r |
| 483 | @@7. "Game Gear LCD ghosting"\r |
| 484 | The Game Gear LCD display had a very noticeable inertia for image changes. This\r |
| 485 | setting enables emulating the effect, with "weak" being recommended.\r |
| 486 | \r |
| 487 | @@7. "FM sound unit"\r |
| 488 | The Japanese Master System (aka Mark III) has an extension slot for an FM sound\r |
| 489 | unit. Some games made use of this for providing better music and effects.\r |
| 490 | Disabling this improves performance for games using the FM unit, and usually\r |
| 491 | means falling back to the non-FM sound.\r |
| 492 | \r |
| 493 | @@7. "SMS palette in TMS modes"\r |
| 494 | The Master System graphics chip can emulate the TMS grafic modes used in MSX and\r |
| 495 | SG-1000 games, but it is using a color palette which is much darker and the\r |
| 496 | colours aren't a good match. This option uses the original color palette of the\r |
| 497 | TMS graphics chip, which gives better results for MSX/SG-1000 ports.\r |
| 498 | \r |
| 499 | Advanced options\r |
| 500 | ----------------\r |
| 501 | \r |
| 502 | @@8. "Disable frame limiter"\r |
| 503 | This allows games to run faster then 50/60fps, useful for benchmarking.\r |
| 504 | \r |
| 505 | @@8. "Disable sprite limit"\r |
| 506 | The Mega Drive/Genesis had a limit on how many sprites (usually smaller moving\r |
| 507 | objects) can be displayed on single line. This option allows to disable that\r |
| 508 | limit. Note that some games used this to hide unwanted things, so it is not\r |
| 509 | always good to enable this option.\r |
| 510 | \r |
| 511 | @@8. "Disable idle loop patching"\r |
| 512 | Idle loop patching is used to improve performance, but may cause compatibility\r |
| 513 | problems in some rare cases. Try disabling this if your game has problems.\r |
| 514 | \r |
| 515 | @@8. "Emulate Game Gear LCD"\r |
| 516 | Disabling this option displays the full Game Gear VDP image with the normally\r |
| 517 | invisible borders.\r |
| 518 | \r |
| 519 | @@8. "Enable dynarecs"\r |
| 520 | This enables dynamic recompilation for SH2 and SVP CPU code, which is improving\r |
| 521 | emulation performance greatly. SVP dynarec is only available on 32 bit ARM CPUs.\r |
| 522 | \r |
| 523 | @@8. "Master SH2 cycles" / "Slave SH2 cycles"\r |
| 524 | This allows underclocking the 32X CPUs for better emulation performance. The\r |
| 525 | number has the same meaning as cycles in DOSBox, which is cycles per millisecond.\r |
| 526 | Underclocking too much may cause various in-game glitches.\r |
| 527 | #ifdef GP2X\r |
| 528 | \r |
| 529 | @@8. "Use ARM940 core for sound"\r |
| 530 | F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)\r |
| 531 | for sound (i.e. to generate YM2612 samples) to improve performance noticeably.\r |
| 532 | It also decodes MP3s in Sega/Mega CD mode.\r |
| 533 | #endif\r |
| 534 | \r |
| 535 | \r |
| 536 | Key configuration\r |
| 537 | -----------------\r |
| 538 | \r |
| 539 | Select "Configure controls" from the options menu. The "Player <n>" entry allows\r |
| 540 | for selecting a player with the left/right buttons. Then selecting "Player <n>"\r |
| 541 | will display 2 columns. The left column lists names of Genesis/MD controller\r |
| 542 | buttons, the right column shows which key on your handheld is assigned to it.\r |
| 543 | \r |
| 544 | There is also option to enable 6 button pads (will allow you to configure XYZ\r |
| 545 | buttons), and an option to set turbo rate (in Hz) for turbo buttons.\r |
| 546 | \r |
| 547 | Players 3 and 4 can only be used if a 4 player adapter is selected for input\r |
| 548 | device 1, and the game is supporting this. Only 3 button pads are currently\r |
| 549 | supported in 4 player mode.\r |
| 550 | \r |
| 551 | \r |
| 552 | Keyboard configuration\r |
| 553 | ----------------------\r |
| 554 | \r |
| 555 | The 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 |
| 557 | entry allows choosing the keyboard type by using the left/right buttons. The\r |
| 558 | virtual keyboard doesn't need any configuration. For configuring the physical\r |
| 559 | keyboard mapping, select "Keyboard" when the physical keyboard is selected.\r |
| 560 | \r |
| 561 | Physical host keyboard keys are mapped 1:1 on emulated keyboard keys. Only the\r |
| 562 | unmodified base keys (like A, 1 etc) can be mapped. Don't use Shift, Ctrl or\r |
| 563 | Alt when changing the mapping, as it won't work. The default mapping matches\r |
| 564 | a standard American PC104 keyboard.\r |
| 565 | \r |
| 566 | \r |
| 567 | Cheat support\r |
| 568 | -------------\r |
| 569 | \r |
| 570 | To use GG/patch codes, you must type them into your favorite text editor, one\r |
| 571 | per line. Comments may follow code after a whitespace. Only GameGenie and\r |
| 572 | Genecyst patch formats are supported.\r |
| 573 | Examples:\r |
| 574 | \r |
| 575 | Genecyst patch (this example is for Sonic):\r |
| 576 | \r |
| 577 | 00334A:0005 Start with five lives\r |
| 578 | 012D24:0001 Keep invincibility until end of stage\r |
| 579 | 009C76:5478 each ring worth 2\r |
| 580 | 009C76:5678 each ring worth 3\r |
| 581 | ...\r |
| 582 | \r |
| 583 | Game Genie patch (for Sonic 2):\r |
| 584 | \r |
| 585 | ACLA-ATD4 Hidden palace instead of death egg in level select\r |
| 586 | ...\r |
| 587 | \r |
| 588 | Both GG and patch codes can be mixed in one file.\r |
| 589 | \r |
| 590 | When 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 |
| 593 | Examples:\r |
| 594 | \r |
| 595 | ROM: Sonic.zip\r |
| 596 | PATCH FILE: Sonic.zip.pat\r |
| 597 | \r |
| 598 | ROM: Sonic 2.bin\r |
| 599 | PATCH FILE: Sonic 2.bin.pat\r |
| 600 | \r |
| 601 | Put the file into your ROMs directory. Then load the .pat file as you would\r |
| 602 | a ROM. Then Cheat Menu Option should appear in main menu.\r |
| 603 | \r |
| 604 | \r |
| 605 | What is emulated?\r |
| 606 | -----------------\r |
| 607 | \r |
| 608 | SG-1000/SC-3000/Master System/Game Gear:\r |
| 609 | z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core\r |
| 610 | VDP: yes, all SG/SMS/GG modes, except some quirks not used by games\r |
| 611 | YM2413 FM: yes, digital-sound-antiques core\r |
| 612 | SN76489 PSG: yes, MAME core\r |
| 613 | Some in-cart mappers are also supported.\r |
| 614 | \r |
| 615 | Genesis/Mega Drive:\r |
| 616 | main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core\r |
| 617 | z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core\r |
| 618 | VDP: yes, except some quirks and mode 4, not used by games\r |
| 619 | YM2612 FM: yes, optimized MAME core\r |
| 620 | SN76489 PSG: yes, MAME core\r |
| 621 | SVP chip: yes! This is first emu to ever do this\r |
| 622 | Pico PCM: yes, MAME core\r |
| 623 | Some Mega Drive/Genesis in-cart mappers are also supported.\r |
| 624 | \r |
| 625 | Sega/Mega CD:\r |
| 626 | another 68k @ 12.5MHz: yes, Cyclone or FAME/C too\r |
| 627 | gfx scaling/rotation chip (custom ASIC): yes\r |
| 628 | PCM sound source: yes\r |
| 629 | CD-ROM controller: yes (mostly)\r |
| 630 | bram (internal backup RAM): yes\r |
| 631 | RAM cart: yes\r |
| 632 | \r |
| 633 | 32X:\r |
| 634 | 2x SH2 @ 23MHz: yes, MAME core or custom recompiler\r |
| 635 | Super VDP: yes\r |
| 636 | PWM: yes\r |
| 637 | \r |
| 638 | Pico:\r |
| 639 | main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core\r |
| 640 | VDP: yes, except some quirks and mode 4, not used by games\r |
| 641 | SN76489 PSG: yes, MAME core\r |
| 642 | ADPCM: yes, MAME core\r |
| 643 | Pico Pen: yes\r |
| 644 | Pico Storyware pages: yes\r |
| 645 | Pico pad overlays: yes\r |
| 646 | \r |
| 647 | \r |
| 648 | Problems / 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 |
| 661 | Changelog\r |
| 662 | ---------\r |
| 663 | \r |
| 664 | #include "../ChangeLog"\r |
| 665 | \r |
| 666 | \r |
| 667 | Credits\r |
| 668 | -------\r |
| 669 | \r |
| 670 | This emulator is made of the code from following people/projects:\r |
| 671 | \r |
| 672 | #include "../AUTHORS"\r |
| 673 | \r |
| 674 | \r |
| 675 | License\r |
| 676 | -------\r |
| 677 | \r |
| 678 | This program and its code is released under the terms of MAME license:\r |
| 679 | #include "../COPYING"\r |
| 680 | \r |
| 681 | SEGA/Master System/Game Gear/Genesis/Mega Drive/SEGA CD/Mega CD/32X/Pico are\r |
| 682 | trademarks of Sega Enterprises Ltd.\r |
| 683 | \r |