| 1 | 1. Keys:\r |
| 2 | \r |
| 3 | If it looks confusing to you, check this tutorial first:\r |
| 4 | http://notaz.atspace.com/pico_tut/\r |
| 5 | \r |
| 6 | There are no default settings.\r |
| 7 | When you start key configuration mode, black screen with dark-red squares will\r |
| 8 | appear. Also there will be little 'control' on the top with the function\r |
| 9 | name in it, and arrows on the corners of it. You can tap on these corners to\r |
| 10 | select a function. You can also tap on these squares to bind that function to\r |
| 11 | them. This way you can associate touchpad areas with game-controls or functions.\r |
| 12 | I also made a small square in every corner of the screen to be used as a virtual\r |
| 13 | button for some function, like save state. You can bind it as you like. To\r |
| 14 | bind phone buttons, simply select the function you need, and press a button\r |
| 15 | you want. To unbind any key or touchpad area, simply push or tap it again.\r |
| 16 | \r |
| 17 | When finished, select 'done' and press any key. You can also press 'Power'\r |
| 18 | to exit.\r |
| 19 | \r |
| 20 | You need to bind 'pause emu' function to be able exit game when ROM is loaded.\r |
| 21 | It is bound to 'back' button by default.\r |
| 22 | \r |
| 23 | 2. Main Settings:\r |
| 24 | \r |
| 25 | Here you can set the orientation of screen and the drawing mode. The "fit"\r |
| 26 | option will scale the image so it better fits in the screen, but some detail\r |
| 27 | will be lost. "center" displays the game at the center of the screen, but\r |
| 28 | non-fitting parts are not visible then. "fit2" is simmilar to "fit" but is\r |
| 29 | a bit more stretched (fit modes are only meaningful in 0 or 180 rotation\r |
| 30 | modes).\r |
| 31 | \r |
| 32 | "Fast renderer" enables faster rendering method, but it works only with some\r |
| 33 | games (some other have serious glitches or even hang).\r |
| 34 | \r |
| 35 | "Accurate timing" is needed for some games to run (like Red Zone). It should\r |
| 36 | be kept off for all other games, because it slows emulation down. Some games\r |
| 37 | also need this option for proper sound, so enable this if game has any\r |
| 38 | glitches.\r |
| 39 | \r |
| 40 | "Accurate sprites" fixes sprite priority problems, for example if game\r |
| 41 | character is in front of or behind some object it should not be, this option\r |
| 42 | should fix it. This option does not work in "Fast renderer" mode.\r |
| 43 | \r |
| 44 | "Show FPS" shows game frames per second in format XX/YY, where XX is the\r |
| 45 | number of frames shown per previous second, and YY is the number of frames\r |
| 46 | emulated, but not necessarily shown. By calculating YY-XX you get the number\r |
| 47 | of skipped frames per second.\r |
| 48 | \r |
| 49 | 3. Sound settings:\r |
| 50 | \r |
| 51 | Sound emulation is very picky on CPU power (in most cases sound alone uses\r |
| 52 | more CPU power than everything else altogether), but it is still possible to\r |
| 53 | play some games. When using sound, the recommended display modes are "fit 0"\r |
| 54 | and "fit 180", because these are the fastest ones. Also try "Alternative\r |
| 55 | renderer", but it might cause graphical glitches. You must use auto frameskip\r |
| 56 | when using sound, or else you will get stuttering sound. Also, it is\r |
| 57 | recommended to exit all other non-vital apps (you can use SMan for this),\r |
| 58 | disable bluetooth and any other devices your phone may have. I also noticed\r |
| 59 | that simply connecting the phone battery charger strangely slows everything\r |
| 60 | down.\r |
| 61 | \r |
| 62 | "Enable sound" tries to enable sound output on your device, but that alone is\r |
| 63 | not enough to get sound. You need to enable the sound chips below:\r |
| 64 | "Z80" is secondary CPU in genesis and is mostly used to control the other 2\r |
| 65 | sound chips. So if you disable Z80, sound will be lost in most games, with\r |
| 66 | some exceptions like Sonic1. It is possible to use Z80 for other things,\r |
| 67 | some games do that and Z80 must be enabled to run them at all.\r |
| 68 | \r |
| 69 | "YM2612" is a fairly complex Frequency Modulation (FM) sound synthesis chip.\r |
| 70 | It was the main sound output device in genesis and is horrible CPU hog when\r |
| 71 | is tried to be emulated in software. Disabling it gives large speed\r |
| 72 | improvement, but most of the sound is lost.\r |
| 73 | \r |
| 74 | "SN76496" is programmable sound generator (PSG) chip, used for various sound\r |
| 75 | effects and music elements.\r |
| 76 | \r |
| 77 | Note: if you change sound settings AFTER loading a ROM, you may need to reset\r |
| 78 | game to get sound. This is because most games initialize sound chips on\r |
| 79 | startup, and this data is lost when sound chips are being enabled/disabled.\r |
| 80 | \r |
| 81 | 4. Misc:\r |
| 82 | \r |
| 83 | "6 button pad" will enable 6 button gamepad emulation and will add additional\r |
| 84 | X, Y, Z and MODE actions to key configuration.\r |
| 85 | Note: if you enable this, games may detect that and use different button\r |
| 86 | configuration, for example A ("high punch") will change to "low punch" in\r |
| 87 | Mortal Kombat and you will need to bind X for "high punch".\r |
| 88 | \r |
| 89 | "gzip save states" enables gzip (similar to ordinary zip, but a little\r |
| 90 | different) compression on your save states to save space. The compression\r |
| 91 | ratio is 50-90%, so it's worth to enable this.\r |
| 92 | \r |
| 93 | "Use SRAM saves" option enables emulation of batery-backed save RAM some game\r |
| 94 | cartridges had. RPG games used it alot, but there were some others too, like\r |
| 95 | Sonic 3. If this is enabled, <ROMname>.srm files are generated when you exit\r |
| 96 | the emulator or load another ROM. Format is compatible with other popular\r |
| 97 | emulators (like Gens and Fusion).\r |
| 98 | \r |
| 99 | "Region" lets you set the region of emulated genesis machine.\r |
| 100 | \r |
| 101 | \r |
| 102 | 5. Frameskip:\r |
| 103 | \r |
| 104 | "Auto" option tries to run the game in it's original speed by skipping next\r |
| 105 | frame if the previous was rendered too slow.\r |
| 106 | "0" displays every frame, thus game runs very slow, sound skips.\r |
| 107 | "1" skips every other frame. Use this for a game which is smoother, but a bit\r |
| 108 | too slow (actually depends on display mode you use).\r |
| 109 | "2" also makes the game smoother, but it will be too fast in most areas.\r |
| 110 | "4","8" similar to above, but skips more frames and often becomes choppy.\r |