| 1 | \r |
| 2 | About\r |
| 3 | -----\r |
| 4 | \r |
| 5 | PicodriveN is another port of PicoDrive, Dave's Megadrive / Genesis\r |
| 6 | emulator for Pocket PC. This version is based on PicoDrive 0.030 and is\r |
| 7 | made for Symbian UIQ devices. It is alternative version to another port by\r |
| 8 | AnotherGuest / Someone and is not based on it (so it has a little\r |
| 9 | different name). It also has full sound support (starting\r |
| 10 | from version 0.70) .\r |
| 11 | \r |
| 12 | \r |
| 13 | Features\r |
| 14 | --------\r |
| 15 | \r |
| 16 | * Good compatibility (> 90%)\r |
| 17 | * Improved Cyclone 68000 core.\r |
| 18 | * Zipped ROMs and savestates.\r |
| 19 | * SRAM support, including serial SRAM.\r |
| 20 | * Game screen rotation with many render modes (like 'centered' and 'fit').\r |
| 21 | * Selectable frameskip.\r |
| 22 | * Configurable keys and touchpad.\r |
| 23 | * Flip-closed mode for SE phones.\r |
| 24 | * Full sound support.\r |
| 25 | \r |
| 26 | \r |
| 27 | Problems / limitations\r |
| 28 | ----------------------\r |
| 29 | \r |
| 30 | * 32x, Sega CD, SVP are not emulated.\r |
| 31 | * Various VDP quirks (window bug, scroll size 2, etc.) are not emulated,\r |
| 32 | as very few games use this.\r |
| 33 | * Some games don't work or have glitches because of inaccurate sync.\r |
| 34 | \r |
| 35 | \r |
| 36 | Configuration\r |
| 37 | -------------\r |
| 38 | \r |
| 39 | 1. Keys:\r |
| 40 | \r |
| 41 | If it looks confusing to you, check this tutorial first:\r |
| 42 | http://notaz.atspace.com/pico_tut/\r |
| 43 | \r |
| 44 | There are no default settings.\r |
| 45 | When you start key configuration mode, black screen with dark-red squares will\r |
| 46 | appear. Also there will be little 'control' on the right with the function\r |
| 47 | name in it, and arrows on the corners of it. You can tap on these corners to\r |
| 48 | select a function. You can also tap on these squares to bind that function to\r |
| 49 | them. This way you can associate touchpad areas with game-controls or functions.\r |
| 50 | I also made a small square in every corner of the screen to be used as a virtual\r |
| 51 | button for some function, like save state. You can bind it as you like. To\r |
| 52 | bind phone buttons, simply select the function you need, and press a button\r |
| 53 | you want. To unbind any key or touchpad area, simply push or tap it again.\r |
| 54 | To configure flip-closed mode, enter configuration mode and close flip.\r |
| 55 | \r |
| 56 | When finished, select 'done' and press any key. You can also hold 'Power'\r |
| 57 | button for a while to exit (seems to work on PXXX only).\r |
| 58 | \r |
| 59 | You need to bind 'pause emu' function to be able exit game when ROM is loaded.\r |
| 60 | You can also exit game by holding 'power' button (possibly 'end' for motorola\r |
| 61 | users (?)).\r |
| 62 | \r |
| 63 | 2. Main Settings:\r |
| 64 | \r |
| 65 | Here you can set the orientation of screen and the drawing mode. The "fit"\r |
| 66 | option will scale the image so it fully fits in the screen, but some detail\r |
| 67 | will be lost. "center" displays the game at the center of the screen, but\r |
| 68 | non-fitting parts are not visible then (better for RPG games with lots of\r |
| 69 | text, which becomes unreadable in 'fit' mode). "fit2" was meant for Pxxx FC\r |
| 70 | gaming and will always use 208x146 for P800 and 208x208 for all other phones.\r |
| 71 | \r |
| 72 | "Fast renderer" enables faster rendering method, but it works only with some\r |
| 73 | games (some other have serious glitches or even hang).\r |
| 74 | \r |
| 75 | "Accurate timing" is needed for some games to run (like Red Zone). It should\r |
| 76 | be kept off for all other games, because it slows emulation down. Some games\r |
| 77 | also need this option for proper sound, so enable this if game has any\r |
| 78 | glitches.\r |
| 79 | \r |
| 80 | "Accurate sprites" fixes sprite priority problems, for example if game\r |
| 81 | character is in front of or behind some object it should not be, this option\r |
| 82 | should fix it. This option does not work in "Fast renderer" mode.\r |
| 83 | \r |
| 84 | "Show FPS" shows game frames per second in format XX/YY, where XX is the\r |
| 85 | number of frames shown per previous second, and YY is the number of frames\r |
| 86 | emulated, but not necessarily shown. By calculating YY-XX you get the number\r |
| 87 | of skipped frames per second.\r |
| 88 | \r |
| 89 | 3. Sound settings:\r |
| 90 | \r |
| 91 | Sound emulation is very picky on CPU power (in most cases sound alone uses\r |
| 92 | more CPU power than everything else altogether), but it is still possible to\r |
| 93 | play some games. When using sound, the recommended display modes are "fit 0"\r |
| 94 | and "fit 180", because these are the fastest ones. Also try "Alternative\r |
| 95 | renderer", but it might cause graphical glitches. You must use auto frameskip\r |
| 96 | when using sound, or else you will get stuttering sound. Also, it is\r |
| 97 | recommended to exit all other non-vital apps (you can use SMan for this),\r |
| 98 | disable bluetooth and any other devices your phone may have. I also noticed\r |
| 99 | that simply connecting the phone battery charger strangely slows everything\r |
| 100 | down.\r |
| 101 | \r |
| 102 | "Enable sound" tries to enable sound output on your device, but that alone is\r |
| 103 | not enough to get sound. You need to enable the sound chips below:\r |
| 104 | "Z80" is secondary CPU in genesis and is mostly used to control the other 2\r |
| 105 | sound chips. So if you disable Z80, sound will be lost in most games, with\r |
| 106 | some exceptions like Sonic1. It is possible to use Z80 for other things,\r |
| 107 | some games do that and Z80 must be enabled to run them at all.\r |
| 108 | "YM2612" is a fairly complex Frequency Modulation (FM) sound synthesis chip.\r |
| 109 | It was the main sound output device in genesis and is horrible CPU hog when\r |
| 110 | is tried to be emulated in software. Disabling it gives large speed\r |
| 111 | improvement, but most of the sound is lost.\r |
| 112 | "SN76496" is programmable sound generator (PSG) chip, used for various sound\r |
| 113 | effects and music elements.\r |
| 114 | The lowest setting is audio quality setting, which should be left set to\r |
| 115 | "8000Hz mono", because other choces slow everything down terribly and\r |
| 116 | are left for testing and possibly for use in other ports to faster future\r |
| 117 | devices with faster CPUs.\r |
| 118 | \r |
| 119 | Note: if you change sound settings AFTER loading a ROM, you may need to reset\r |
| 120 | game to get sound. This is because most games initialize sound chips on\r |
| 121 | startup, and this data is lost when sound chips are being enabled/disabled.\r |
| 122 | \r |
| 123 | 4. Misc:\r |
| 124 | \r |
| 125 | "6 button pad" will enable 6 button gamepad emulation and will add additional\r |
| 126 | X, Y, Z and MODE actions to key configuration.\r |
| 127 | Note: if you enable this, games may detect that and use different button\r |
| 128 | configuration, for example A ("high punch") will change to "low punch" in\r |
| 129 | Mortal Kombat and you will need to bind X for "high punch".\r |
| 130 | \r |
| 131 | "gzip save states" enables gzip (similar to ordinary zip, but a little\r |
| 132 | different) compression on your save states to save space. The compression\r |
| 133 | ratio is 50-90%, so it's worth to enable this.\r |
| 134 | \r |
| 135 | "Use SRAM saves" option enables emulation of batery-backed save RAM some game\r |
| 136 | cartridges had. RPG games used it alot, but there were some others too, like\r |
| 137 | Sonic 3. If this is enabled, <ROMname>.srm files are generated when you exit\r |
| 138 | the emulator or load another ROM. Format is compatible with other popular\r |
| 139 | emulators (like Gens and Fusion).\r |
| 140 | \r |
| 141 | \r |
| 142 | 5. Frameskip:\r |
| 143 | \r |
| 144 | "Auto" option tries to run the game in it's original speed by skipping next\r |
| 145 | frame if the previous was rendered too slow.\r |
| 146 | "0" displays every frame, thus game runs very slow.\r |
| 147 | "1" skips every other frame. Use this for a game which is smoother, but a bit\r |
| 148 | too slow (actually depends on display mode you use).\r |
| 149 | "2" also makes the game smoother, but it will be too fast in most areas.\r |
| 150 | "4","8" is way too fast and is useful for skiping intros, etc.\r |
| 151 | \r |
| 152 | \r |
| 153 | \r |
| 154 | Credits\r |
| 155 | -------\r |
| 156 | \r |
| 157 | This emulator uses code from these people/projects:\r |
| 158 | \r |
| 159 | Dave\r |
| 160 | Cyclone 68000 core, Pico emulation library\r |
| 161 | Homepage: http://www.finalburn.com/\r |
| 162 | E-mail: david(atsymbol)finalburn.com\r |
| 163 | \r |
| 164 | notaz\r |
| 165 | UIQ port, Cyclone 68000 hacks, some additional coding (see changelog).\r |
| 166 | Homepage: http://notaz.atspace.com/\r |
| 167 | E-mail: notasas(atsymbol)gmail.com\r |
| 168 | \r |
| 169 | Reesy & FluBBa\r |
| 170 | DrZ80, the Z80 emulator written in ARM assembly.\r |
| 171 | Homepage: http://reesy.gp32x.de/\r |
| 172 | E-mail: drsms_reesy(atsymbol)yahoo.co.uk\r |
| 173 | \r |
| 174 | Tatsuyuki Satoh, Jarek Burczynski, MultiArcadeMachineEmulator development\r |
| 175 | software implementation of Yamaha FM sound generator\r |
| 176 | \r |
| 177 | MultiArcadeMachineEmulator (MAME) development\r |
| 178 | Texas Instruments SN76489 / SN76496 programmable tone /noise generator\r |
| 179 | Homepage: http://www.mame.net/\r |
| 180 | \r |
| 181 | \r |
| 182 | Additional thanks\r |
| 183 | -----------------\r |
| 184 | \r |
| 185 | * Peter van Sebille for ECompXL and his various open-source Symbian projects\r |
| 186 | to learn from.\r |
| 187 | * Steve Fischer for his open-source Motorola projects.\r |
| 188 | * Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r |
| 189 | info about genesis hardware.\r |
| 190 |