8 This is yet another Megadrive / Genesis emulator for PSP, but with
\r
9 Sega CD / Mega CD support. Although it has been originally written having
\r
10 ARM CPU based devices in mind, it has now been ported to PSP too, by
\r
11 replacing ARM specific parts with portable C code.
\r
12 The base code originates from Dave's (fdave, finalburn) PicoDrive 0.30 for
\r
13 Pocket PC. The Sega/Mega CD code is roughly based on Stephane Dallongeville's
\r
16 This is yet another Megadrive / Genesis / Sega CD / Mega CD emulator, which
\r
17 was written having ARM-based handheld devices in mind (such as PDAs,
\r
18 smartphones and handheld consoles like GP2X and Gizmondo of course).
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19 The critical parts (renderer, 68K and Z80 cpu interpreters) and some other
\r
20 random code is written in ARM asm, other code is C. The base code originates
\r
21 from Dave's (fdave, finalburn) PicoDrive 0.30 for Pocket PC. The Sega/Mega CD
\r
22 code is roughly based on Stephane Dallongeville's Gens.
\r
25 PicoDrive is the first emulator ever to properly emulate Virtua Racing and
\r
33 Extract all files to some directory on your SD and run PicoDrive.gpe from your
\r
34 GP2X/Wiz menu. The same .gpe supports GP2X F100/F200 and Wiz, there is no need
\r
35 to use separate versions.
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36 Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.
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37 Sega/Mega CD images can be in ISO/CSO+MP3/WAV or CUE+BIN formats (read below
\r
41 First make sure you have homebrew-enabled Service Pack installed. Then copy
\r
42 PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must
\r
43 be in the same directory) and run PicoDrive.exe using the launcher of your choice
\r
44 (some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in
\r
45 the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can
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46 be in .smd or .bin format and can be zipped (one ROM per zip).
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49 If you are running a custom firmware, just copy the whole PicoDrive directory to
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50 /PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter
\r
51 which one GAME* directory to use).
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53 If you are on 1.5, there is a separate KXploited version for it.
\r
56 Copy SIS and some ROMs to any directory in your memory stick, and install the SIS.
\r
57 Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.
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60 Just copy the .pnd to <sd card>/pandora/menu or <sd card>/pandora/desktop.
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64 This emulator has lots of options with various tweaks (for improved speed mostly),
\r
65 but it should have best compatibility in it's default config. If suddently you
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66 start getting glitches or change something and forget what, use "Restore defaults"
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71 How to run Sega/Mega CD games
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72 -----------------------------
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74 To play any game, you need BIOS files. These files must be copied to
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76 D:\other\PicoDrive\ directory.
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79 <sd card>/pandora/appdata/PicoDrive/ directory
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80 (if you run PicoDrive once it will create that directory for you).
\r
82 the same directory as PicoDrive files.
\r
85 Files can be named as follows:
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87 US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin
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88 EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin
\r
89 JP: jp_mcd1_9112.bin jp_mcd1_9111.bin
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90 these files can also be zipped.
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92 The game must be dumped to ISO/CSO+MP3/WAV or CUE+BIN format. When using
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93 CUE/BIN, you must load .cue file from the menu, or else the emu will not find
\r
95 CUE/BIN usually takes a lot of space, so it can be converted to cue/cso/mp3 by
\r
97 using bin_to_cso_mp3 tool, which can be downloaded from:
\r
98 http://notaz.gp2x.de/releases/misc/bin_to_cso_mp3.zip
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99 See readme in the bin_to_cso_mp3/ directory for details.
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101 using bin_to_cso_mp3 tool, which is included with the emulator. See readme in
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102 the bin_to_cso_mp3/ directory for details.
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105 ISO+mp3 files can be named similarly as for other emus.
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106 Here are some examples:
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108 SonicCD.iso data track
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109 SonicCD_02.mp3 audio track 1 (CD track 2)
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113 Sonic the Hedgehog CD (US) - Track 01.iso
\r
114 Sonic the Hedgehog CD (US) - Track 02.mp3
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115 Sonic the Hedgehog CD (US) - Track 03.mp3
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118 In case there is a .cue file with properly specified files names in it,
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119 file naming doesn't matter. Just be sure to load .cue from the menu.
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121 It is very important to have the MP3s encoded at 44kHz sample rate and they
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122 must be stereo, or else they will play too fast/slow or won't play at all.
\r
123 Be sure NOT to use anything but classic mp3 format (don't use things like
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126 ISO files can also be .cso compressed or zipped (but not mp3 files, as they
\r
127 are already compressed). CSO will cause slightly longer loading times, and
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128 is not very good for FMV games. Zipping ISOs is not recommended, as it will
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129 cause very long (several minute) loading times, and make some games
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130 unplayable. File naming is similar as with uncompressed ISOs.
\r
133 SonicCD.cso data track
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134 SonicCD_02.mp3 audio track 1 (CD track 2)
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139 Other important stuff
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140 ---------------------
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142 * Sega/Mega CD: If the game hangs after Sega logo, you may need to enable
\r
143 "better sync" and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options"
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144 submenu, and then reset the game. Some other games may also require
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145 "CDDA audio" and "PCM audio" to be enabled to work (enabled by default).
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146 Incorrectly named/missing mp3s may also be the cause.
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147 * Sega/Mega CD: If the background music is missing, you might have named your
\r
148 MP3s incorrectly. Read "How to run Sega/Mega CD games" section again.
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149 * Sega/Mega CD: If the game music plays too fast/too slow/out of sync, you have
\r
150 encoded your MP3s incorrectly. You will have to re-encode and/or resample them.
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151 PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.
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152 Badly encoded mp3s can cause various kind of problems, like noises, incorrect
\r
153 playback speeds, not repeating music or even prevent game from starting.
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154 Some games (like Snatcher) may hang in certain scenes because of this.
\r
155 Some mp3 rippers/encoders remove silence and beginning/end of audio tracks,
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156 what causes audio desyncs and/or mentioned problems.
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157 If you have cue/bin rip, you can use the bin_to_cso_mp3 tool (included with
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158 the emulator) to make a proper iso/mp3 rip.
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159 * Sega/Mega CD: If your games hangs at the BIOS screen (with planets shown),
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160 you may be using a bad BIOS dump. Try another from a different source.
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161 * Some Sega/Mega CD games don't use Z80 for anything, but they leave it active,
\r
162 so disabling Z80 manually (in advanced options) improves performance.
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163 * Use lower bitrate for better performance (96 or 128kbps CBRs recommended).
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165 * GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't
\r
166 overclock as high as when using ARM920 only. For example my GP2X when run
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167 singlecore can reach 280MHz, but with both cores it's about 250MHz. When
\r
168 overclocked too much, it may start hanging and producing random noise, or
\r
169 causing ARM940 crashes ("940 crashed" message displayed).
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170 * GP2X F100/F200: Due to internal implementation mp3s must not be larger that
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171 12MB (12582912 bytes). Larger mp3s will not be fully loaded.
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179 #include "config.txt"
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182 This is a slot number to use for savestates, when done by a button press outside
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183 menu. This can also be configured to be changed with a button
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184 (see "key configuration").
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187 How many frames to skip rendering before displaying another.
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188 "Auto" is recommended.
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191 This option lets you force the game to think it is running on machine from the
\r
192 specified region, or just to set autodetection order. Also affects Sega/Mega CD.
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195 Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and
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196 YY is the number of emulated frames per second.
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198 @@0. "Enable sound"
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199 Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,
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200 see below) for this to make sense (already done by default).
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202 @@0. "Sound Quality"
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204 Sound sample rate, affects sound quality and emulation performance.
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205 22050Hz setting is the recommended one.
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207 Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode.
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210 @@0. "Confirm savestate"
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211 Allows to enable confirmation on savestate saving (to prevent savestate overwrites),
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212 on loading (to prevent destroying current game progress), and on both or none, when
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213 using shortcut buttons (not menu) for saving/loading.
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216 @@0. "GP2X CPU clocks"
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217 Here you can change clocks of both GP2X's CPUs. Larger values increase performance.
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218 There is no separate option for the second CPU because both CPUs use the same clock
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219 source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks
\r
220 at all (this is if you use external program to set clock).
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223 @@0. "CPU/bus clock"
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224 This allows to change CPU and bus clocks for PSP. 333MHz is recommended.
\r
227 @@0. "[Display options]"
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228 Enters Display options menu (see below).
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230 @@0. "[Sega/Mega CD options]"
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231 Enters Sega/Mega CD options menu (see below).
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233 @@0. "[Advanced options]"
\r
234 Enters advanced options menu (see below).
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236 @@0. "Save cfg as default"
\r
237 If you save your config here it will be loaded on next ROM load, but only if there
\r
238 is no game specific config saved (which will be loaded in that case).
\r
239 You can press left/right to switch to a different config profile.
\r
241 @@0. "Save cfg for current game only"
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242 Whenever you load current ROM again these settings will be loaded
\r
244 @@0. "Restore defaults"
\r
245 Restores all options (except controls) to defaults.
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255 This enables alternative heavily optimized tile-based renderer, which renders
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256 pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,
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257 which is much faster. But because of the way it works it can't render any
\r
258 mid-frame image changes (raster effects), so it is useful only with some games.
\r
260 Other two are accurate line-based renderers. The 8bit is faster but does not
\r
261 run well with some games like Street Racer.
\r
264 This option allows to switch between 16bit and 8bit renderers. The 8bit one is
\r
265 a bit faster for some games, but not much, because colors still need to be
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266 converted to 16bit, as this is what Gizmondo requires. It also introduces
\r
267 graphics problems for some games, so it's best to use 16bit one.
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270 This option allows to switch between fast and accurate renderers. The fast one
\r
271 is much faster, because it draws the whole frame at a time, instead of doing it
\r
272 line by line, like the accurate one does. But because of the way it works it
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273 can't render any mid-frame image changes (raster effects), so it is useful only
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280 "hw" means GP2X hardware scaler, which causes no performance loss, but scaled
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281 image looks a bit blocky. "sw" means software scaling, which uses pixel
\r
282 averaging and may look a bit nicer, but blurry. Horizontal scaling is only for
\r
283 games which use so called "32 column mode" (256x224 or 256x240), and scales
\r
284 image width to 320 pixels. Vertical scales height to 240 for games which use
\r
285 height 224 (most of them). Note that Wiz doesn't have the hardware scaler.
\r
288 Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%
\r
289 performance hit, but eliminates the tearing effect.
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291 @@1. "Gamma correction"
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292 F100/F200 only: Alters image gamma through GP2X hardware. Larger values make
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293 image to look brighter, lower - darker (default is 1.0).
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295 @@1. "A_SN's gamma curve"
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296 F100/F200 only: If this is enabled, different gamma adjustment method will be
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297 used (suggested by A_SN from gp32x boards). Intended to be used for F100, makes
\r
298 difference for dark and bright colors.
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300 @@1. "Perfect vsync"
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301 This one adjusts the LCD refresh rate to better match game's refresh rate and
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302 starts synchronizing rendering with it. Should make scrolling smoother and
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303 eliminate tearing on F100/F200.
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306 @@1. "Scanline mode"
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307 This option was designed to work around slow framebuffer access (the Gizmondo's
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308 main bottleneck) by drawing every other line (even numbered lines only).
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309 This improves performance greatly, but looses detail.
\r
311 @@1. "Scale low res mode"
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312 The Genesis/Megadrive had several graphics modes, some of which were only 256
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313 pixels wide. This option scales their width to 320 by using simple
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314 pixel averaging scaling. Works only when 16bit renderer is enabled.
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316 @@1. "Double buffering"
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317 Draws the display to offscreen buffer, and flips it with visible one when done.
\r
318 Unfortunately this causes serious tearing, unless v-sync is used (next option).
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320 @@1. "Wait for V-sync"
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321 Waits for vertical sync before drawing (or flipping buffers, if previous option
\r
322 is enabled). Emulation is stopped while waiting, so this causes large performance
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326 @@1. "Scale factor"
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327 This allows to resize the displayed image by using the PSP's hardware. The number is
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328 used to multiply width and height of the game image to get the size of image to be
\r
329 displayed. If you just want to make it fullscreen, just use "Set to fullscreen"
\r
332 @@1. "Hor. scale (for low res. games)"
\r
333 This one works similarly as the previous setting, but can be used to apply additional
\r
334 scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD
\r
337 @@1. "Hor. scale (for hi res. games)"
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338 Same as above, only for higher (320 pixel wide) resolution using games.
\r
340 @@1. "Bilinear filtering"
\r
341 If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,
\r
342 making it smoother, but blurry.
\r
344 @@1. "Gamma adjustment"
\r
345 Color gamma can be adjusted with this.
\r
348 This can be used to reduce unwanted "ghosting" effect for dark games, by making
\r
349 black pixels brighter. Use in conjunction with "gamma adjustment" for more effect.
\r
351 @@1. "Wait for v-sync"
\r
352 Wait for the screen to finish updating before switching to next frame, to avoid tearing.
\r
353 There are 3 options:
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354 * never: don't wait for vsync.
\r
355 * sometimes: wait only if emulator is running fast enough.
\r
356 * always: always wait (causes emulation slowdown).
\r
358 @@1. "Set to unscaled centered"
\r
359 Adjust the resizing options to set game image to it's original size.
\r
361 @@1. "Set to 4:3 scaled"
\r
362 Scale the image up, but keep 4:3 aspect, by adding black borders.
\r
364 @@1. "Set to fullscreen"
\r
365 Adjust the resizing options to make the game image fullscreen.
\r
372 Sega/Mega CD options
\r
373 --------------------
\r
376 The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option
\r
377 will display them on top-left corner of the screen.
\r
380 This option enables CD audio playback.
\r
383 This enables 8 channel PCM sound source. It is required for some games to run,
\r
384 because they monitor state of this audio chip.
\r
386 @@2. "ReadAhead buffer"
\r
387 This option can prefetch more data from the CD image than requested by game
\r
388 (to avoid accessing card later), what can improve performance in some cases.
\r
390 "OFF" is the recommended setting.
\r
393 @@2. "Save RAM cart"
\r
394 Here you can enable 64K RAM cart. Format it in BIOS if you do.
\r
396 @@2. "Scale/Rot. fx"
\r
397 The Sega/Mega CD had scaling/rotation chip, which allows effects similar to
\r
398 "Mode 7" effects in SNES. Unfortunately emulating it is slow, and very few games
\r
399 used it, so it's better to disable this option, unless game really needs it.
\r
402 This option is similar to "Perfect synchro" in Gens. Some games require it to run,
\r
403 for example most (all?) Wolfteam games, and some other ones. Don't use it for
\r
404 games which don't need it, it will just slow them down.
\r
407 Advanced configuration
\r
408 ----------------------
\r
410 @@3. "Use SRAM/BRAM savestates"
\r
411 This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for
\r
412 games which are using them. SRAM is saved whenever you enter the menu or exit the
\r
415 @@3. "Disable sprite limit"
\r
416 The MegaDrive/Genesis had a limit on how many sprites (usually smaller moving
\r
417 objects) can be displayed on single line. This option allows to disable that
\r
418 limit. Note that some games used this to hide unwanted things, so it is not
\r
419 always good to enable this option.
\r
422 Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.
\r
423 Some games do complex sync with it, so you must enable it even if you don't use
\r
424 sound to be able to play them.
\r
426 @@3. "Emulate YM2612 (FM)"
\r
427 This enables emulation of six-channel FM sound synthesizer chip, which was used to
\r
428 produce sound effects and music.
\r
430 @@3. "Emulate SN76496 (PSG)"
\r
431 This enables emulation of PSG (programmable sound generation) sound chip for
\r
432 additional effects.
\r
434 Note: if you change sound settings AFTER loading a ROM, you may need to reset
\r
435 game to get sound. This is because most games initialize sound chips on
\r
436 startup, and this data is lost when sound chips are being enabled/disabled.
\r
438 @@3. "gzip savestates"
\r
439 This will always apply gzip compression on your savestates, allowing you to
\r
440 save some space and load/save time.
\r
442 @@3. "Don't save last used ROM"
\r
443 This will disable writing last used ROM to config on exit (what might cause SD
\r
444 card corruption according to DaveC).
\r
446 @@3. "Disable idle loop patching"
\r
447 Idle loop patching is used to improve performance, but may cause compatibility
\r
448 problems in some rare cases. Try disabling this if your game has problems.
\r
450 @@3. "Disable frame limiter"
\r
451 This allows games to run faster then 50/60fps, useful for benchmarking.
\r
454 @@3. "Use ARM940 core for sound"
\r
455 F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)
\r
456 for sound (i.e. to generate YM2612 samples) to improve performance noticeably.
\r
457 It also decodes MP3s in Sega/Mega CD mode.
\r
459 @@3. "RAM overclock"
\r
460 This overclocks the GP2X RAM chips for improved performance, but may cause
\r
461 instability. Keep it enabled if it doesn't cause problems.
\r
464 Makes framebuffer bufferable for improved performance. There are no drawbacks
\r
465 so it should be left enabled.
\r
468 This enables dynamic recompilation for SVP chip emulated for Virtua Racing game,
\r
469 what improves it's emulation performance greatly.
\r
476 Select "Configure controls" from the main menu. Then select "Player 1" and you will
\r
477 see two columns. The left column lists names of Genesis/MD controller buttons, and
\r
478 the right column your handheld ones, which are assigned.
\r
480 If you bind 2 different buttons to the same action, you will get a combo
\r
481 (which means that you will have to press both buttons for that action to happen).
\r
484 There is also option to enable 6 button pad (will allow you to configure XYZ
\r
485 buttons), and an option to set turbo rate (in Hz) for turbo buttons.
\r
492 To use GG/patch codes, you must type them into your favorite text editor, one
\r
493 per line. Comments may follow code after a whitespace. Only GameGenie and
\r
494 Genecyst patch formats are supported.
\r
497 Genecyst patch (this example is for Sonic):
\r
499 00334A:0005 Start with five lives
\r
500 012D24:0001 Keep invincibility until end of stage
\r
501 009C76:5478 each ring worth 2
\r
502 009C76:5678 each ring worth 3
\r
505 Game Genie patch (for Sonic 2):
\r
507 ACLA-ATD4 Hidden palace instead of death egg in level select
\r
510 Both GG and patch codes can be mixed in one file.
\r
512 When the file is ready, name it just like your ROM file, but with additional
\r
513 .pat extension, making sure that case matches.
\r
518 PATCH FILE: Sonic.zip.pat
\r
521 PATCH FILE: Sonic 2.bin.pat
\r
523 Put the file into your ROMs directory. Then load the .pat file as you would
\r
524 a ROM. Then Cheat Menu Option should appear in main menu.
\r
533 main 68k @ 7.6MHz: yes, FAME/C core
\r
534 z80 @ 3.6MHz: yes, CZ80 core
\r
536 main 68k @ 7.6MHz: yes, Cyclone core
\r
537 z80 @ 3.6MHz: yes, DrZ80 core
\r
539 VDP: yes, except some quirks and modes not used by games
\r
540 YM2612 FM: yes, optimized MAME core
\r
541 SN76489 PSG: yes, MAME core
\r
542 SVP chip: yes! This is first emu to ever do this.
\r
543 Some in-cart mappers are supported too.
\r
547 another 68k @ 12.5MHz: yes, FAME/C too
\r
549 another 68k @ 12.5MHz: yes, Cyclone too
\r
551 gfx scaling/rotation chip (custom ASIC): yes
\r
552 PCM sound source: yes
\r
553 CD-ROM controller: yes (mostly)
\r
554 bram (internal backup RAM): yes
\r
557 Problems / limitations
\r
558 ----------------------
\r
560 * 32x is not emulated.
\r
562 * SVP emulation is terribly slow.
\r
564 * Various VDP modes and quirks (window bug, scroll size 2, etc.) are not
\r
565 emulated, as very few games use this (if any at all).
\r
566 * The emulator is not 100% accurate, so some things may not work as expected.
\r
567 * The FM sound core doesn't support all features and has some accuracy issues.
\r
573 This emulator is made of the code from following people/projects:
\r
576 GP2X, UIQ, PSP, Gizmondo ports, CPU core hacks,
\r
577 lots of additional coding (see changelog).
\r
578 Homepage: http://notaz.gp2x.de/
\r
581 one who started it all:
\r
582 Cyclone 68000 core and PicoDrive itself
\r
586 FAME/C 68k interpreter core
\r
587 (based on C68K by Stephane Dallongeville)
\r
589 Stephane Dallongeville (written), NJ (optimized)
\r
590 CZ80 Z80 interpreter core
\r
594 DrZ80, the Z80 interpreter written in ARM assembly.
\r
595 Homepage: http://reesy.gp32x.de/
\r
598 Tatsuyuki Satoh, Jarek Burczynski, MAME development
\r
599 software implementation of Yamaha FM sound generator
\r
602 Texas Instruments SN76489 / SN76496 programmable tone/noise generator
\r
603 Homepage: http://www.mame.net/
\r
605 Stephane Dallongeville
\r
606 Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.
\r
609 people @ ps2dev.org forums / PSPSDK crew
\r
610 libaudiocodec code (by cooleyes)
\r
622 * Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful
\r
623 info about genesis hardware.
\r
624 * Steve Snake for all that he has done for Genesis emulation scene.
\r
625 * Tasco Deluxe for his reverse engineering work on SVP and some mappers.
\r
626 * Bart Trzynadlowski for his SSFII and 68000 docs.
\r
627 * Haze for his research (http://haze.mameworld.info).
\r
628 * Lordus, Exophase and Rokas for various ideas.
\r
629 * Nemesis for his YM2612 research.
\r
630 * Many posters at spritesmind.net forums valuable information.
\r
631 * Mark and Jean-loup for zlib library.
\r
632 * ketchupgun for the skin.
\r
634 * rlyeh and all the other people behind the minimal library.
\r
635 * Squidge for his famous squidgehack(tm).
\r
636 * Dzz for his ARM940 sample code.
\r
637 * A_SN for his gamma code.
\r
638 * craigix for supplying the GP2X hardware and making this port possible.
\r
639 * Alex for the icon.
\r
640 * All the people from gp32x boards for their support.
\r
643 * Kingcdr's for the SDK and Reesy for the DLL and sound code.
\r
644 * jens.l for supplying the Gizmondo hardware and making this port possible.
\r
647 * Peter van Sebille for his various open-source Symbian projects to learn from.
\r
648 * Steve Fischer for his open-source Motorola projects.
\r
649 * The development team behind "Symbian GCC Improvement Project"
\r
650 (http://www.inf.u-szeged.hu/symbian-gcc/) for their updated pre-SymbianOS9
\r
652 * AnotherGuest for all his Symbian stuff and support.
\r
654 * Inder for some graphics.
\r
655 * Anyone else I forgot. You know who you are.
\r
661 * Pandora: updated documentation.
\r
664 + Added pandora port.
\r
665 * Internal refactoring for 32x/SMS support.
\r
666 * Move mapper database to external file.
\r
667 + Added preliminary SMS emulation.
\r
668 + Added emulation of 32x peripherals including VDP. More work is needed here.
\r
669 + ARM: Added new SH2 recompiler for 32x. Some unification with SVP one.
\r
670 - Disabled most of the above bacause I'm not yet happy with the results.
\r
673 * Changed sync in Sega CD emulation again. Should fix games that
\r
674 broke after changes in 1.51a.
\r
675 * Fixed default keys rebinding when they shouldn't.
\r
676 * Fixed sram being loaded from wrong game.
\r
677 * Emu should no longer hang shortly after using fast-forward.
\r
678 * Fixed save states sometimes no longer showing up in save state menu.
\r
679 * ARM: some asm code refactoring for slight speed improvement.
\r
682 + Added Wiz support. Now the same GP2X binary supports F100/F200 and Wiz.
\r
683 * Changed shadow/hilight handling a bit, fixes some effects in Pirates! Gold.
\r
684 * Complete input code rewrite. This fixes some limitations like not allowing
\r
685 to control both players using single input device. It also allows to use
\r
686 more devices (like keyboards) on Linux based devices.
\r
687 * Options menu has been reordered, "restore defaults" option added.
\r
690 * Fixed a crash when uncompressed savestate is loaded.
\r
691 * Fixed an idle loop detection related hanging problem.
\r
692 * PSP: fixed another palette related regression.
\r
693 * UIQ3: updated frontend for the latest emu core.
\r
696 * Fixed a sync problem between main and sub 68k. Should fix the hanging
\r
697 problem for some games.
\r
698 * ARM: fixed a crash when CD savestate is loaded just after loading ROM.
\r
701 * Improved bin_to_cso_mp3 tool, it should no longer complain about
\r
702 missing lame.exe even if it's in working dir.
\r
703 * Fixed a regression from 1.50, which caused slowdowns in Final Fight.
\r
704 * Fixed some regressions from 1.50 related to sprite limit and palette
\r
705 handling (caused graphical glitches in some games).
\r
706 + Added ABC turbo actions to key config.
\r
707 * Some other minor adjustments.
\r
710 + Added some basic support for Sega Pico, a MegaDrive-based toy.
\r
711 + Added proper support for cue/bin images, including cdda playback.
\r
712 .cue sheets with iso/cso/mp3/wav files listed in them are now
\r
713 supported too (but 44kHz restriction still applies).
\r
714 + Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg.
\r
715 The tool can convert .cue/.bin Sega CD images to .cso/.mp3.
\r
716 * Greatly improved Sega CD load times.
\r
717 * Changed how scheduling between 68k and z80 is handled. Improves
\r
718 performance for some games. Credits to Lordus for the idea.
\r
719 * YM2612 state was not 100% saved, this should be better now.
\r
720 * Improved renderer performance for shadow/hilight mode.
\r
721 * Added a hack for YM2612 frequency overflow issue (bleep noises
\r
722 in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.)
\r
723 Credits to Nemesis @ spritesmind forum. Works only if sound rate
\r
725 + Implemented some sprite rendering improvements, as suggested by
\r
726 Exophase. Games with lots of sprites now perform better.
\r
727 + Added better idle loop detection, based on Lordus' idea again.
\r
728 - "accurate timing" option removed, as disabling it no longer
\r
729 improves performance.
\r
730 - "accurate sprites" was removed too, the new sprite code can
\r
731 properly handle sprite priorities in all cases.
\r
732 * Timers adjusted again.
\r
733 * Improved .smd detection code.
\r
734 * ARM: fixed a bug in DrZ80 core, which could cause problems in
\r
736 * ARM: fixed a problem of occasional clicks on MP3 music start.
\r
737 * Minor general optimizations and menu improvements.
\r
738 * Fixed a bug in Sega CD savestate loader, where the game would
\r
739 sometimes crash after load.
\r
740 * Fixed a crash of games using eeprom (introduced in 1.40b).
\r
741 * PSP: fixed suspend/resume (hopefully for real).
\r
744 * Fixed a problem with sound in Marble Madness.
\r
745 * GP2X: Fixed minor problem with key config.
\r
748 * Fixed sprite masking code. Thanks to Lordus for explaining how it works.
\r
749 + Added "disable sprite limit" option.
\r
750 + PSP: added black level adjustment to display options.
\r
751 * Changed reset to act as 'soft' reset.
\r
752 + Added detection for Puggsy (it doesn't really have sram).
\r
753 * Some small timing adjustments.
\r
756 * GP2X: Fixed a binding problem with up and down keys.
\r
757 * Default game config no longer overrides global user config.
\r
760 + Added support for SVP (Sega Virtua Processor) to emulate Virtua Racing,
\r
761 wrote ARM recompiler and some HLE code for VR. Credits to Exophase and
\r
762 Rokas for various ideas.
\r
763 * Changed config file format, files are now human-readable. Game specific
\r
764 configs are now held in single file (but old game config files are still
\r
765 read when new one is missing).
\r
766 * Fixed a bug where some key combos didn't work as expected.
\r
767 * Fixed a regression in renderer (ARM ports only, some graphic glitches in
\r
769 * Adjusted fast renderer to work with more games, including VR.
\r
770 * Fixed a problem where SegaCD RAM cart data was getting lost on reset.
\r
771 * GP2X: Greatly reduced SegaCD FMV game slowdowns by disabling read-ahead
\r
772 in the Linux kernel and C library (thanks to Rokas and Exophase for ideas
\r
773 again). Be sure to keep "ReadAhead buffer" OFF to avoid slowdowns.
\r
774 + PicoDrive now comes with a game config file for some games which need
\r
775 special settings, so they should now work out-of-the-box. More games will
\r
776 be added with later updates.
\r
777 + GP2X: Files now can be deleted by pressing A+SELECT in the file browser.
\r
780 * PSP: mp3 code should no longer fail on 1.5 firmware.
\r
781 + PSP: added gamma adjustment option.
\r
782 + Added .cso ISO format support. Useful for non-FMV games.
\r
783 * It is now possile to force a region after the ROM is loaded.
\r
784 * Fixed a sram bug in memhandlers (fixes Shining in the Darkness saves).
\r
785 * PSP: fixed another bug in memhanlers, which crashed the emu for some games
\r
786 (like NBA Jam and NHL 9x).
\r
787 + PSP: added suspend/resume handling for Sega CD games.
\r
788 + GP2X: added additional low volume levels for my late-night gaming sessions
\r
789 (in stereo mode only).
\r
790 + GP2X: added "fast forward" action in key config. Not recommended to use for
\r
791 Sega CD, may case problems there.
\r
792 * Some other small tweaks I forgot about.
\r
795 * PSP: fixed a bug which prevented to load any ROMs after testing the BIOS.
\r
796 * PSP: fixed incorrect CZ80 memory map setup, which caused Z80 crashes and
\r
797 graphics corruption in EU Mega CD model1 BIOS menus.
\r
798 + PSP: added additional "set to 4:3 scaled" display option for convenience.
\r
799 + PSP: Added an option to disable frame limitter (works only with non-auto frameskip).
\r
802 + PSP port added. Lots of new code for it. Integrated modified FAME/C, CZ80 cores.
\r
803 + Some minor generic optimizations.
\r
804 * Patched some code which was crashing under PSP, but was working in GP2X/Giz
\r
805 (although it should have crashed there too).
\r
809 + Gizmondo port added.
\r
810 + Some new optimizations in memory handlers, and for shadow/hilight mode.
\r
811 + Added some hacks to make more games work without enabling "accurate timing".
\r
812 * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO
\r
813 emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.
\r
814 * Fixed a few games not having sound at startup.
\r
815 * Updated serial EEPROM code to support more games. Thanks to EkeEke for
\r
816 providing info about additional EEPROM types and game mappers.
\r
817 * The above change fixed hang of NBA Jam.
\r
818 * Minor adjustments to control configurator.
\r
821 * Updated Cyclone core to 0.0088.
\r
822 + Added A r k's usbjoy fix.
\r
823 + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs
\r
824 emulation to it to eliminate tearing and ensure smoothest scrolling possible.
\r
825 + Added an option to use A_SN's gamma curve for gamma correction (improves dark
\r
826 and bright color display for mk2s).
\r
827 * Sometimes stray sounds were played after loading a savestate. Fixed.
\r
828 * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in
\r
830 * PD no longer overwrites video player code in memory, video player now can be
\r
831 used after exiting PicoDrive.
\r
832 * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions
\r
833 if "accurate timing" was not enabled.
\r
834 * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".
\r
835 Upto 10MB hacked ROMs are supported now.
\r
836 + Config profiles added (press left/right when saving config).
\r
837 * Changed key configuration behavior to the one from gpfce (should be more
\r
839 + Added some skinning capabilities to the menu system with default skin by
\r
840 ketchupgun. Delete skin directory if you want old behaviour.
\r
841 * Some other little tweaks I forgot about.
\r
844 + Added some new scaling options.
\r
845 + Added ability to reload CD images while game is running (needed for games
\r
846 with multiple CDs, like Night Trap).
\r
847 + Added RAM cart emulation.
\r
848 * Fixed DMA timing emulation (caused lock-ups for some genesis games).
\r
849 * Idle loop detection was picking up wrong code and causing glitches, fixed.
\r
850 * The ym2612 code on 940 now can handle multiple updates per frame
\r
851 (fixes Thunger Force III "seiren" level drums for example).
\r
852 * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in
\r
853 Popful Mail, Silpheed).
\r
854 * Improved z80 timing, should fix some sound problems.
\r
855 * Fixed a bug with sram register (fixes Phantasy Star 4).
\r
856 * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.
\r
857 * Added code for PRG ram write protection register (Dungeon Explorer).
\r
858 * The memory mode register change in 1.31 was unsafe and caused some glitches in
\r
859 AH-3 Thunderstrike. Fixed.
\r
860 * Fixed a file descriptor leak.
\r
861 * Updated documentation, added Gmenu2x manual.
\r
864 * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).
\r
865 * Fixed TAS opcode on sub-68k side (fixes Batman games).
\r
866 * File browser now filters out mp3s, saves and some other files, which are not ROMS.
\r
869 + ISO files now can be zipped. Note that this causes VERY long loading times.
\r
870 + Added data pre-buffering support, this allows to reduce frequency of short pauses
\r
871 in FMV games (caused by SD access), but makes those pauses longer.
\r
872 * Fixed PCM DMA transfers (intro FMV in Popful Mail).
\r
873 + Properly implemented "decode" data transformation (Jaguar XJ220).
\r
874 * Integrated "better sync" code into cyclone code, what made this mode much faster.
\r
875 * Fixed a bug related to game specific config saving.
\r
876 * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.
\r
877 * Fixed reset not working for some games.
\r
878 + New assembly optimized memory handlers for CD (gives at least a few fps).
\r
879 Also re-enabled all optimizations from 0.964 release.
\r
880 + New idle-loop detection code for sub-68k. Speeds up at least a few games.
\r
883 + Added basic cheat support (GameGenie and Genecyst patches).
\r
886 * Fixed a long-standing problem in audio mixing code which caused slight distortions
\r
887 at lower sample rates.
\r
888 * Changed the way 920 and 940 communicates (again), should be more reliable and give
\r
889 slight performance increase.
\r
890 * Some optimizations in audio mixing code.
\r
891 * Some menu changes (background added, smaller font in ROM browser, savestate loader
\r
892 now can select slots).
\r
893 + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).
\r
894 + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).
\r
895 + "Cell arrange" address mapping is now emulated (Heart of the alien).
\r
896 + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).
\r
897 + "Better sync" option added (prevents some games from hanging).
\r
900 + Region autodetection now can be customized.
\r
901 * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.
\r
902 * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).
\r
903 * Games now can be reset, CDDA music no longer breaks after loading another ISO.
\r
904 * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.
\r
905 + Savestates implemented for Sega/Mega CD.
\r
907 * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in
\r
908 Mega CD mode (but mp3s must still be 44kHz stereo).
\r
909 + Timer emulation added.
\r
910 * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.
\r
911 * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.
\r
914 + GP2X: Added experimental Sega CD support.
\r
915 + GP2X: Added partial gmv movie playback support.
\r
918 * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was
\r
919 happening for NTSC games and causing sound clicks.
\r
920 * GP2X: Redone key config to better support USB joysticks (now multiple joysticks
\r
921 should be useable and configurable).
\r
922 + GP2X: Added save confirmation option.
\r
923 + GP2X: Added 940 CPU crash detection.
\r
924 + ALL: UIQ3 port added.
\r
927 * GP2X: Gamma-reset-on-entering-menu bug fixed.
\r
928 * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:
\r
929 http://www.gp32x.com/board/index.php?showtopic=28490
\r
932 * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation
\r
933 was enabled (for example punch sound in SOR).
\r
934 * GP2X: Limited max volume to 90, because higher values often cause distortions.
\r
935 * GP2X: Fixed a bug with lower res scaling.
\r
936 * GP2X: Gamma is now reset on exit.
\r
939 * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.
\r
940 + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large
\r
941 performance increase.
\r
942 * ALL: Accurate renderers are slightly faster now.
\r
943 + GP2X: Using quadruple buffering instead of doublebuffer now, also updated
\r
944 framelimitter, this should eliminate some scrolling and tearing problems.
\r
945 * GP2X: Fixed some flickering issues of 8bit accurate renderer.
\r
946 + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).
\r
947 + GP2X: Added ability to save config for specific games only.
\r
948 + GP2X: Gamma control added (using GP2X's hardware capabilities for this).
\r
949 * GP2X: Volume keys are now configurable.
\r
950 + GP2X: GnoStiC added USB joystick support, I made it possible to use it for
\r
951 player 2 control (currently untested).
\r
952 * GP2X: squidgehack is now applied through kernel module (cleaner way).
\r
955 * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.
\r
956 + GP2X: Added command line support
\r
957 + GP2X: Added optional hardware scaling for lower-res games like Shining Force.
\r
958 * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which
\r
959 had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,
\r
961 + ALL: Added another accurate 8-bit renderer which is slightly faster and made it
\r
965 + GP2X: Added frame limiter for frameskipped modes.
\r
966 * GP2X: Increased brightness a bit (unused pixel bits now also contain data).
\r
967 * GP2X: Suidgehack was not applied correctly (was applied before allocating some
\r
968 high memory and had no effect).
\r
972 * Improved interrupt timing, Mazin Saga and Burning Force now works.
\r
973 * Rewritten renderer code to better suit GP2X, should be faster on other
\r
975 + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).
\r
976 + Added some protection device faking, used by some unlicensed games like
\r
977 Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)
\r
978 + Added primitive Virtua Racing SVP faking, so menus can be seen now.
\r
981 * Fixed a problem with P900/P910 key configuration in FC mode.
\r
982 * Improved shadow/hilight mode emulation. Still not perfect, but should be
\r
983 enough for most games.
\r
984 + Save state slots added.
\r
985 + Region selector added.
\r
989 * VDP emulation is now more accurate (fixes flickering in Chase HQ II,
\r
990 Super Hang-On and some other problems in other games).
\r
991 * HV counter emulation is now much more accurate. Fixes the Asterix games,
\r
992 line in Road Rash 3, etc.
\r
993 * Minor sprite and layer scroll masking bugs fixed.
\r
994 + Added partial interlace mode renderer (Sonic 2 vs mode)
\r
995 * Fixed a crash in both renderers when certain size window layers were used.
\r
996 + Added emulation of shadow/hilight operator sprites. Other shadow/hilight
\r
997 effects are still unemulated.
\r
998 + Sprite emulation is more accurate, sprite limit is emulated.
\r
999 + Added "accurate sprites" option, which always draws sprites in correct
\r
1000 order and emulates sprite collision bit, but is significantly slower.
\r
1002 Emulation changes:
\r
1003 * Improved interrupt handling, added deferred interrupt emulation
\r
1005 + Added serial EEPROM SRAM support (Wonder Boy in Monster World,
\r
1006 Megaman - The Wily Wars and many EA sports games like NBA Jam).
\r
1007 + Implemented ROM banking for Super Street Fighter II - The New Challengers
\r
1008 * Updated to the latest version of DrZ80 core, integrated memory handlers
\r
1009 in it for better performance. A noticeable performance increase, but save
\r
1010 states may not work from the previous version (you can only use them with
\r
1011 sound disabled in that case).
\r
1012 + SRAM word read handler was using incorrect byte order, fixed.
\r
1014 Changes in Cyclone 0.0086:
\r
1015 + Added missing CHK opcode handler (used by SeaQuest DSV).
\r
1016 + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,
\r
1017 memory write-back phase is ignored (but can be enabled in config.h if needed).
\r
1018 + Added missing NBCD and TRAPV opcode handlers.
\r
1019 + Added missing addressing mode for CMP/EOR.
\r
1020 + Added some minor optimizations.
\r
1021 - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.
\r
1022 + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.
\r
1023 + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.
\r
1024 * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.
\r
1025 + Added Uninitialized Interrupt emulation.
\r
1026 + Altered timing for about half of opcodes to match Musashi's.
\r
1029 * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance
\r
1030 increase (depends on game).
\r
1031 * Optimized 32-column renderer not to render tiles offscreen, games which
\r
1032 use 32-column display (like Shining Force) run ~50% faster.
\r
1033 + Added new "Alternative renderer", which gives another ~30-45% performance
\r
1034 increase (in addition to mentioned above), but works only with some games,
\r
1035 because it is missing some features (it uses tile-based rendering
\r
1036 instead of default line-based and disables H-ints).
\r
1037 + Added "fit2" display mode for all FC gamers. It always uses 208x146 for
\r
1038 P800 and 208x208 for all other phones.
\r
1039 + Added volume control for Motorolas (experimental).
\r
1042 + Added support for vertical window (used by Vapor Trail, Mercs, GRIND
\r
1043 Stormer and others).
\r
1044 + Added sprite masking (hiding), adds some speed.
\r
1045 + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast
\r
1046 special stage are now playable.
\r
1047 + Added column based vertical scrolling (Gunstar Heroes battleship level,
\r
1048 Sonic and Knuckles lava boss, etc).
\r
1050 Emulation changes:
\r
1051 + Re-added and improved Z80 faking when Z80 is disabled. Many games now can
\r
1052 be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some
\r
1053 still need it (International Superstar Soccer Deluxe).
\r
1054 * Improved ym2612 timers, Outrun music plays at correct speed, voices in
\r
1055 Earthworm Jim play better, more games play sound.
\r
1056 * I/O registers now remember their values (needed for Pirates! Gold)
\r
1057 + Added support for 6 button pad.
\r
1059 Changes in Cyclone 0.0083wip:
\r
1060 + Added missing CHK opcode (used by SeaQuest DSV).
\r
1061 + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase
\r
1062 is ignored (but is enabled for other systems).
\r
1064 Backported stuff from Snes9x:
\r
1065 * Fixed Pxxx jog up/down which were not working in game.
\r
1066 + Added an option to gzip save states to save space.
\r
1067 + The emulator now pauses whenever it is loosing focus, so it will now pause
\r
1068 when alarm/ponecall/battery low/... windows come up.
\r
1069 - Removed 'pause on phonecall' feature, as it is no longer needed.
\r
1070 + Video fix for asian A1000s.
\r
1073 * Started using tools from "Symbian GCC Improvement Project", which give
\r
1074 considerable speed increase (~4fps in "center 90" mode).
\r
1075 * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in
\r
1076 "center 90" mode).
\r
1077 * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better
\r
1079 * Minor stability improvements (emulator is less likely to crash).
\r
1080 + Added some background for OSD text for better readability.
\r
1081 + Added Pal/NTSC detection. This is needed for proper sound speed.
\r
1082 + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make
\r
1084 + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds
\r
1085 a bit weird. Could be a little faster, so made some changes too.
\r
1086 + Implemented SN76489 emu from the MAME project.
\r
1087 + Added two separate sound output methods (mediaserver and cmaudiofb) with
\r
1088 autodetection (needs testing).
\r
1089 * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),
\r
1090 fixes Contra and some other games.
\r
1094 * Launcher now starts emulation process from current directory,
\r
1095 not from hardcoded paths.
\r
1096 * Improved 'pause on call' feature, should hopefully work with Motorola phones.
\r
1105 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
\r
1106 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
\r
1107 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
\r
1108 ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
\r
1109 LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
\r
1110 CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
\r
1111 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
\r
1112 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
\r
1113 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
\r
1114 ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
\r
1115 POSSIBILITY OF SUCH DAMAGE.
\r
1117 SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of
\r
1118 Sega Enterprises Ltd.
\r