| 1 | \r |
| 2 | About\r |
| 3 | -----\r |
| 4 | \r |
| 5 | This version of PicoDrive is another enhanced version of Dave's\r |
| 6 | Megadrive / Genesis emulator for Pocket PC, which now can also emulate\r |
| 7 | Sega/Mega CD. The original Dave's code was heavily modified (including\r |
| 8 | Cyclone core), parts of it were rewritten in asm, many features added,\r |
| 9 | accuracy increased. Sega/Mega CD emulation is mostly based on Gens code.\r |
| 10 | This version is aimed at ARM-based handheld devices, so ports exist for\r |
| 11 | GP2X handheld console, Symbian smartphones and other devices.\r |
| 12 | \r |
| 13 | \r |
| 14 | How to make it run\r |
| 15 | ------------------\r |
| 16 | \r |
| 17 | Copy PicoDrive.gpe, code940.bin and mmuhack.o to any place in your filesystem\r |
| 18 | (all 3 files must be in the same directory) and run PicoDrive.gpe.\r |
| 19 | Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r |
| 20 | \r |
| 21 | If you have any problems (game does not boot, sound is glitchy, broken graphics),\r |
| 22 | make sure you enable "Accurate timing", "Emulate Z80" and then disable\r |
| 23 | "Fast renderer". This way you will get the best compatibility this emulator can\r |
| 24 | provide.\r |
| 25 | \r |
| 26 | \r |
| 27 | How to run Sega/Mega CD games\r |
| 28 | -----------------------------\r |
| 29 | \r |
| 30 | To play any game, you need BIOS files. These files must be copied to the same\r |
| 31 | directory as PicoDrive.gpe. Files can be named as follows:\r |
| 32 | US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r |
| 33 | EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r |
| 34 | JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r |
| 35 | these files can also be zipped.\r |
| 36 | \r |
| 37 | The game must be dumped to ISO format, but BIN can be used too. If you want\r |
| 38 | CD music, you must use ISO+mp3 files. Audio from BIN files won't be read at\r |
| 39 | all due to SD access issues. Also BIN files are usually larger, so it's better\r |
| 40 | to use ISO. ISO+mp3 files can be named similarly as for other emus.\r |
| 41 | Here are some examples:\r |
| 42 | \r |
| 43 | SonicCD.iso data track\r |
| 44 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
| 45 | SonicCD_03.mp3\r |
| 46 | ...\r |
| 47 | \r |
| 48 | Sonic the Hedgehog CD (US) - Track 01.iso\r |
| 49 | Sonic the Hedgehog CD (US) - Track 02.mp3\r |
| 50 | Sonic the Hedgehog CD (US) - Track 03.mp3\r |
| 51 | ...\r |
| 52 | \r |
| 53 | ISO files can also be zipped (but not mp3 files, as they are already\r |
| 54 | compressed). Note that this can cause very long loading times, which may\r |
| 55 | take up to several minutes. File naming is similar as with uncompressed ISOs.\r |
| 56 | Example:\r |
| 57 | \r |
| 58 | SonicCD.zip data track\r |
| 59 | SonicCD_02.mp3 audio track 1 (CD track 2)\r |
| 60 | SonicCD_03.mp3\r |
| 61 | ...\r |
| 62 | \r |
| 63 | \r |
| 64 | Configuration\r |
| 65 | -------------\r |
| 66 | \r |
| 67 | See config.txt file.\r |
| 68 | \r |
| 69 | \r |
| 70 | Other important stuff\r |
| 71 | ---------------------\r |
| 72 | \r |
| 73 | * When you use both GP2X CPUs, keep in mind that you can't overclock as high as\r |
| 74 | when using ARM920 only. For example my GP2X when run singlecore can reach\r |
| 75 | 280MHz, but with both cores it's about 250MHz. When overclocked too much,\r |
| 76 | it may start hanging and producing random noise.\r |
| 77 | * PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.\r |
| 78 | Otherwise mp3s will play too fast or too slow.\r |
| 79 | * Due to internal implementation mp3s must not be larger that ~15MB\r |
| 80 | (15548416 bytes). Larger mp3s will not be fully loaded.\r |
| 81 | * Use lower bitrate for better performance (96 or 128kbps CBRs recommended).\r |
| 82 | * RAM timings option is good for dualcore operation (it is disabled by\r |
| 83 | default because it doesn't work on every GP2X, so enable it in advanced\r |
| 84 | options).\r |
| 85 | \r |
| 86 | \r |
| 87 | Cheat support\r |
| 88 | -------------\r |
| 89 | \r |
| 90 | To use GG/patch codes, you must type them into your favorite text editor, one\r |
| 91 | per line. Comments may follow code after a whitespace. Only GameGenie and\r |
| 92 | Genecyst patch formats are supported.\r |
| 93 | Examples:\r |
| 94 | \r |
| 95 | Genecyst patch (this example is for Sonic):\r |
| 96 | \r |
| 97 | 00334A:0005 Start with five lives\r |
| 98 | 012D24:0001 Keep invincibility until end of stage\r |
| 99 | 009C76:5478 each ring worth 2\r |
| 100 | 009C76:5678 each ring worth 3\r |
| 101 | ...\r |
| 102 | \r |
| 103 | Game Genie patch (for Sonic 2):\r |
| 104 | \r |
| 105 | ACLA-ATD4 Hidden palace instead of death egg in level select\r |
| 106 | ...\r |
| 107 | \r |
| 108 | Both GG and patch codes can be mixed in one file.\r |
| 109 | \r |
| 110 | When the file is ready, name it just like your ROM file, but with additional\r |
| 111 | .pat extension, making sure that case matches.\r |
| 112 | \r |
| 113 | Examples:\r |
| 114 | \r |
| 115 | ROM: Sonic.zip\r |
| 116 | PATCH FILE: Sonic.zip.pat\r |
| 117 | \r |
| 118 | ROM: Sonic 2.bin\r |
| 119 | PATCH FILE: Sonic 2.bin.pat\r |
| 120 | \r |
| 121 | Put the file into your ROMs directory. Then load the .pat file as you would\r |
| 122 | a ROM. Then Cheat Menu Option should appear in main menu.\r |
| 123 | \r |
| 124 | \r |
| 125 | What is emulated?\r |
| 126 | -----------------\r |
| 127 | \r |
| 128 | Genesis/MegaDrive:\r |
| 129 | main 68k @ 7.6MHz: yes, Cyclone core\r |
| 130 | z80 @ 3.6MHz: yes, DrZ80 core\r |
| 131 | VDP: yes, except some quirks not used by games\r |
| 132 | YM2612 FM: yes, optimized MAME core\r |
| 133 | SN76489 PSG: yes, MAME core\r |
| 134 | \r |
| 135 | Sega/Mega CD:\r |
| 136 | another 68k @ 12.5MHz: yes, Cyclone too\r |
| 137 | gfx scaling/rotation chip (custom ASIC): not yet (faked only)\r |
| 138 | PCM sound source: yes\r |
| 139 | CD-ROM controller: yes (mostly)\r |
| 140 | bram (internal backup RAM): yes\r |
| 141 | \r |
| 142 | \r |
| 143 | Problems / limitations\r |
| 144 | ----------------------\r |
| 145 | \r |
| 146 | * 32x and SVP are not emulated.\r |
| 147 | * Various VDP quirks (window bug, scroll size 2, etc.) are not emulated,\r |
| 148 | as very few games use this (if any at all).\r |
| 149 | * Some games don't work or have glitches because of inaccurate timing and sync\r |
| 150 | between the emulated chips.\r |
| 151 | \r |
| 152 | \r |
| 153 | Credits\r |
| 154 | -------\r |
| 155 | \r |
| 156 | This emulator uses code from these people/projects:\r |
| 157 | \r |
| 158 | Dave\r |
| 159 | Cyclone 68000 core, Pico emulation library\r |
| 160 | Homepage: http://www.finalburn.com/\r |
| 161 | \r |
| 162 | notaz\r |
| 163 | GP2X port, Cyclone 68000 hacks, lots of additional coding (see changelog).\r |
| 164 | \r |
| 165 | Reesy & FluBBa\r |
| 166 | DrZ80, the Z80 emulator written in ARM assembly.\r |
| 167 | Homepage: http://reesy.gp32x.de/\r |
| 168 | \r |
| 169 | Tatsuyuki Satoh, Jarek Burczynski, MultiArcadeMachineEmulator development\r |
| 170 | software implementation of Yamaha FM sound generator\r |
| 171 | \r |
| 172 | MultiArcadeMachineEmulator (MAME) development\r |
| 173 | Texas Instruments SN76489 / SN76496 programmable tone /noise generator\r |
| 174 | Homepage: http://www.mame.net/\r |
| 175 | \r |
| 176 | Stephane Dallongeville\r |
| 177 | Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r |
| 178 | \r |
| 179 | Helix community\r |
| 180 | Helix mp3 decoder\r |
| 181 | \r |
| 182 | \r |
| 183 | Additional thanks\r |
| 184 | -----------------\r |
| 185 | \r |
| 186 | * Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r |
| 187 | info about genesis hardware.\r |
| 188 | * Steve Snake for all that he has done for Genesis emulation scene.\r |
| 189 | * Bart Trzynadlowski for his SSFII and 68000 docs.\r |
| 190 | * Haze for his research (http://haze.mameworld.info).\r |
| 191 | * Mark and Jean-loup for zlib library.\r |
| 192 | * Anyone else I forgot. You know who you are.\r |
| 193 | \r |
| 194 | GP2X:\r |
| 195 | * rlyeh and all the other people behind the minimal library.\r |
| 196 | * Squidge for his famous squidgehack(tm).\r |
| 197 | * Dzz for his ARM940 sample code.\r |
| 198 | * GnoStiC & Puck2099 for USB joystick support.\r |
| 199 | * Hermes PS2R, god_at_hell for the CpuCtrl library.\r |
| 200 | * craigix for supplying the GP2X hardware and making this port possible.\r |
| 201 | \r |
| 202 | Symbian:\r |
| 203 | * Peter van Sebille for his various open-source Symbian projects to learn from.\r |
| 204 | * Steve Fischer for his open-source Motorola projects.\r |
| 205 | * The development team behind "Symbian GCC Improvement Project"\r |
| 206 | (http://www.inf.u-szeged.hu/symbian-gcc/) for their updated pre-SymbianOS9\r |
| 207 | compile tools.\r |
| 208 | * AnotherGuest for all his Symbian stuff and support.\r |
| 209 | * Inder for the icons.\r |
| 210 | \r |
| 211 | \r |
| 212 | Changelog\r |
| 213 | ---------\r |
| 214 | 1.2x\r |
| 215 | + ISO files now can be zipped. Note that this causes VERY long loading times.\r |
| 216 | + Added data pre-buffering support, this allows to reduce frequency of short pauses\r |
| 217 | in FMV games, but makes those pauses longer.\r |
| 218 | * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r |
| 219 | + Properly implemented "decode" data transformation (Jaguar XJ220).\r |
| 220 | * Integrated "better sync" code into cyclone code, what made this mode much faster.\r |
| 221 | * Fixed a bug related to game specific config saving.\r |
| 222 | \r |
| 223 | 1.201\r |
| 224 | + Added basic cheat support (GameGenie and Genecyst patches).\r |
| 225 | \r |
| 226 | 1.20\r |
| 227 | * Fixed a long-standing problem in audio mixing code which caused slight distortions\r |
| 228 | at lower sample rates.\r |
| 229 | * Changed the way 920 and 940 communicates (again), should be more reliable and give\r |
| 230 | slight performance increase.\r |
| 231 | * Some optimizations in audio mixing code.\r |
| 232 | * Some menu changes (background added, smaller font in ROM browser, savestate loader\r |
| 233 | now can select slots).\r |
| 234 | + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r |
| 235 | + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r |
| 236 | + "Cell arrange" address mapping is now emulated (Heart of the alien).\r |
| 237 | + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r |
| 238 | + "Better sync" option added (prevents some games from hanging).\r |
| 239 | \r |
| 240 | 1.14\r |
| 241 | + Region autodetection now can be customized.\r |
| 242 | * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r |
| 243 | * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r |
| 244 | * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r |
| 245 | * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r |
| 246 | + Savestates implemented for Sega/Mega CD.\r |
| 247 | + PCM sound added.\r |
| 248 | * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r |
| 249 | Mega CD mode (but mp3s must still be 44kHz stereo).\r |
| 250 | + Timer emulation added.\r |
| 251 | * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r |
| 252 | * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r |
| 253 | \r |
| 254 | 1.10\r |
| 255 | + GP2X: Added experimental Sega CD support.\r |
| 256 | + GP2X: Added partial gmv movie playback support.\r |
| 257 | \r |
| 258 | 0.964\r |
| 259 | * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r |
| 260 | happening for NTSC games and causing sound clicks.\r |
| 261 | * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r |
| 262 | should be useable and configurable).\r |
| 263 | + GP2X: Added save confirmation option.\r |
| 264 | + GP2X: Added 940 CPU crash detection.\r |
| 265 | + ALL: UIQ3 port added.\r |
| 266 | \r |
| 267 | 0.963\r |
| 268 | * GP2X: Gamma-reset-on-entering-menu bug fixed.\r |
| 269 | * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r |
| 270 | http://www.gp32x.com/board/index.php?showtopic=28490\r |
| 271 | \r |
| 272 | 0.962\r |
| 273 | * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r |
| 274 | was enabled (for example punch sound in SOR).\r |
| 275 | * GP2X: Limited max volume to 90, because higher values often cause distortions.\r |
| 276 | * GP2X: Fixed a bug with lower res scaling.\r |
| 277 | * GP2X: Gamma is now reset on exit.\r |
| 278 | \r |
| 279 | 0.96\r |
| 280 | * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r |
| 281 | + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r |
| 282 | performance increase.\r |
| 283 | * ALL: Accurate renderers are slightly faster now.\r |
| 284 | + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r |
| 285 | framelimitter, this should eliminate some scrolling and tearing problems.\r |
| 286 | * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r |
| 287 | + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r |
| 288 | + GP2X: Added ability to save config for specific games only.\r |
| 289 | + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r |
| 290 | * GP2X: Volume keys are now configurable.\r |
| 291 | + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r |
| 292 | player 2 control (currently untested).\r |
| 293 | * GP2X: squidgehack is now applied through kernel module (cleaner way).\r |
| 294 | \r |
| 295 | 0.95\r |
| 296 | * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r |
| 297 | + GP2X: Added command line support\r |
| 298 | + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r |
| 299 | * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r |
| 300 | had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r |
| 301 | etc.).\r |
| 302 | + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r |
| 303 | default.\r |
| 304 | \r |
| 305 | 0.945\r |
| 306 | + GP2X: Added frame limiter for frameskipped modes.\r |
| 307 | * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r |
| 308 | * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r |
| 309 | high memory and had no effect).\r |
| 310 | \r |
| 311 | 0.94\r |
| 312 | + Added GP2X port.\r |
| 313 | * Improved interrupt timing, Mazin Saga and Burning Force now works.\r |
| 314 | * Rewritten renderer code to better suit GP2X, should be faster on other\r |
| 315 | ports too.\r |
| 316 | + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r |
| 317 | + Added some protection device faking, used by some unlicensed games like\r |
| 318 | Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r |
| 319 | + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r |
| 320 | \r |
| 321 | 0.93\r |
| 322 | * Fixed a problem with P900/P910 key configuration in FC mode.\r |
| 323 | * Improved shadow/hilight mode emulation. Still not perfect, but should be\r |
| 324 | enough for most games.\r |
| 325 | + Save state slots added.\r |
| 326 | + Region selector added.\r |
| 327 | \r |
| 328 | 0.92\r |
| 329 | VDP changes:\r |
| 330 | * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r |
| 331 | Super Hang-On and some other problems in other games).\r |
| 332 | * HV counter emulation is now much more accurate. Fixes the Asterix games,\r |
| 333 | line in Road Rash 3, etc.\r |
| 334 | * Minor sprite and layer scroll masking bugs fixed.\r |
| 335 | + Added partial interlace mode renderer (Sonic 2 vs mode)\r |
| 336 | * Fixed a crash in both renderers when certain size window layers were used.\r |
| 337 | + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r |
| 338 | effects are still unemulated.\r |
| 339 | + Sprite emulation is more accurate, sprite limit is emulated.\r |
| 340 | + Added "accurate sprites" option, which always draws sprites in correct\r |
| 341 | order and emulates sprite collision bit, but is significantly slower.\r |
| 342 | \r |
| 343 | Emulation changes:\r |
| 344 | * Improved interrupt handling, added deferred interrupt emulation\r |
| 345 | (Lemmings, etc).\r |
| 346 | + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r |
| 347 | Megaman - The Wily Wars and many EA sports games like NBA Jam).\r |
| 348 | + Implemented ROM banking for Super Street Fighter II - The New Challengers\r |
| 349 | * Updated to the latest version of DrZ80 core, integrated memory handlers\r |
| 350 | in it for better performance. A noticeable performance increase, but save\r |
| 351 | states may not work from the previous version (you can only use them with\r |
| 352 | sound disabled in that case).\r |
| 353 | + SRAM word read handler was using incorrect byte order, fixed.\r |
| 354 | \r |
| 355 | Changes in Cyclone 0.0086:\r |
| 356 | + Added missing CHK opcode handler (used by SeaQuest DSV).\r |
| 357 | + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r |
| 358 | memory write-back phase is ignored (but can be enabled in config.h if needed).\r |
| 359 | + Added missing NBCD and TRAPV opcode handlers.\r |
| 360 | + Added missing addressing mode for CMP/EOR.\r |
| 361 | + Added some minor optimizations.\r |
| 362 | - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r |
| 363 | + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r |
| 364 | + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r |
| 365 | * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r |
| 366 | + Added Uninitialized Interrupt emulation.\r |
| 367 | + Altered timing for about half of opcodes to match Musashi's.\r |
| 368 | \r |
| 369 | 0.80\r |
| 370 | * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r |
| 371 | increase (depends on game).\r |
| 372 | * Optimized 32-column renderer not to render tiles offscreen, games which\r |
| 373 | use 32-column display (like Shining Force) run ~50% faster.\r |
| 374 | + Added new "Alternative renderer", which gives another ~30-45% performance\r |
| 375 | increase (in addition to mentioned above), but works only with some games,\r |
| 376 | because it is missing some features (it uses tile-based renderering\r |
| 377 | instead of default line-based and disables H-ints).\r |
| 378 | + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r |
| 379 | P800 and 208x208 for all other phones.\r |
| 380 | + Added volume control for Motorolas (experimental).\r |
| 381 | \r |
| 382 | VDP changes:\r |
| 383 | + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r |
| 384 | Stormer and others).\r |
| 385 | + Added sprite masking (hiding), adds some speed.\r |
| 386 | + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r |
| 387 | special stage are now playable.\r |
| 388 | + Added column based vertical scrolling (Gunstar Heroes battleship level,\r |
| 389 | Sonic and Knuckles lava boss, etc).\r |
| 390 | \r |
| 391 | Emulation changes:\r |
| 392 | + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r |
| 393 | be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r |
| 394 | still need it (International Superstar Soccer Deluxe).\r |
| 395 | * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r |
| 396 | Earthworm Jim play better, more games play sound.\r |
| 397 | * I/O registers now remember their values (needed for Pirates! Gold)\r |
| 398 | + Added support for 6 button pad.\r |
| 399 | \r |
| 400 | Changes in Cyclone 0.0083wip:\r |
| 401 | + Added missing CHK opcode (used by SeaQuest DSV).\r |
| 402 | + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r |
| 403 | is ignored (but is enabled for other systems).\r |
| 404 | \r |
| 405 | Backported stuff from Snes9x:\r |
| 406 | * Fixed Pxxx jog up/down which were not working in game.\r |
| 407 | + Added an option to gzip save states to save space.\r |
| 408 | + The emulator now pauses whenever it is loosing focus, so it will now pause\r |
| 409 | when alarm/ponecall/battery low/... windows come up.\r |
| 410 | - Removed 'pause on phonecall' feature, as it is no longer needed.\r |
| 411 | + Video fix for asian A1000s.\r |
| 412 | \r |
| 413 | 0.70\r |
| 414 | * Started using tools from "Symbian GCC Improvement Project", which give\r |
| 415 | considerable speed increase (~4fps in "center 90" mode).\r |
| 416 | * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r |
| 417 | "center 90" mode).\r |
| 418 | * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r |
| 419 | and are faster.\r |
| 420 | * Minor stability improvements (emulator is less likely to crash).\r |
| 421 | + Added some background for OSD text for better readability.\r |
| 422 | + Added Pal/NTSC detection. This is needed for proper sound speed.\r |
| 423 | + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r |
| 424 | it faster.\r |
| 425 | + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r |
| 426 | a bit weird. Could be a little faster, so made some changes too.\r |
| 427 | + Implemented SN76489 emu from the MAME project.\r |
| 428 | + Added two separate sound output methods (mediaserver and cmaudiofb) with\r |
| 429 | autodetection (needs testing).\r |
| 430 | * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r |
| 431 | fixes Contra and some other games.\r |
| 432 | \r |
| 433 | 0.301\r |
| 434 | Launcher:\r |
| 435 | * Launcher now starts emulation process from current directory,\r |
| 436 | not from hardcoded paths.\r |
| 437 | * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r |
| 438 | \r |
| 439 | 0.30\r |
| 440 | Initial release.\r |
| 441 | \r |
| 442 | \r |
| 443 | Disclaimer\r |
| 444 | ----------\r |
| 445 | \r |
| 446 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r |
| 447 | AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r |
| 448 | IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r |
| 449 | ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r |
| 450 | LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r |
| 451 | CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r |
| 452 | SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r |
| 453 | INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r |
| 454 | CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r |
| 455 | ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r |
| 456 | POSSIBILITY OF SUCH DAMAGE. \r |
| 457 | \r |
| 458 | SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r |
| 459 | Sega Enterprises Ltd.\r |
| 460 | \r |