4 #include "../README.md"
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11 Extract the zip file into some directory and run PicoDrive from there.
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14 Extract all files to some directory on your SD and run PicoDrive.gpe from your
\r
15 GP2X/Wiz/Caanoo menu. The same .gpe supports GP2X F100/F200, Wiz and Caanoo,
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16 there is no need to use separate versions.
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19 First make sure you have homebrew-enabled Service Pack installed. Then copy
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20 PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must
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21 be in the same directory) and run PicoDrive.exe using the launcher of your choice
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22 (some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in
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23 the root of SD, etc).
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26 If you are running a custom firmware, just copy the whole PicoDrive directory to
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27 /PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter
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28 which one GAME* directory to use).
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31 Just copy the .pnd to <sd card>/pandora/menu or <sd card>/pandora/desktop.
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34 Then load a ROM and enjoy! Cartridge ROMs can be in various common formats and
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35 can be zipped, one ROM file per zip. Certain extensions are used to detect the
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36 console the ROM is for (.sg, .sc, .sms, .gg, .smd, .md, .gen, .32x, .pco).
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37 For MSU or MD+ games, load the .cue file and make sure the cartridge ROM has the
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38 same name and is in the same directory. MD+ use extensions in the .cue file,
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39 hence don't try to convert it to any other format.
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40 Sega/Mega CD images can be in CHD, CUE+BIN/ISO or ISO/CSO+MP3/WAV format (read
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41 below for more details).
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43 This emulator has lots of options with various tweaks (for improved speed mostly),
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44 but it should have best compatibility in it's default config. If suddenly you
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45 start getting glitches or change something and forget what, use "Restore defaults"
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49 How to run Sega/Mega CD games
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50 -----------------------------
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52 To play any non-MSU/MD+ CD game you need BIOS files. These must be copied to
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54 <sd card>/pandora/appdata/picodrive/ directory
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55 (if you run PicoDrive once it will create that directory for you).
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58 the .picodrive directory in your home directory.
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60 the same directory as PicoDrive files.
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63 Files must be named as follows:
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65 US: us_scd1_9210.bin, us_scd2_9306.bin, SegaCDBIOS9303.bin
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66 EU: eu_mcd1_9210.bin, eu_mcd2_9303.bin, eu_mcd2_9306.bin
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67 JP: jp_mcd1_9112.bin, jp_mcd1_9111.bin
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68 these files can also be zipped.
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70 The game must be dumped to CHD, CUE+BIN or CUE+ISO format.
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71 ISO/CSO+MP3/WAV is also supported, but may cause problems.
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72 When using CUE/BIN, you must load .cue file from the menu, or else the emu will
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73 not find audio tracks.
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76 How to run Sega Pico games
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77 --------------------------
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79 The Pico was special in that it had a large touchpad with an associated pen, and
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80 so-called storyware, a combination of a cartridge with a book with up to 6 pages
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81 on which the pen could also be used.
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83 Most storywares used the touchpad with the pen as a pointer device, showing a
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84 pointer icon on the screen when the pen was on the touchpad which could be moved
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85 around. The pen has a dedicated button which was often used to select something
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86 under the pointer icon, much like a mouse button.
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87 However, a few games also had an overlay for the touchpad.
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89 PicoDrive supports displaying both the storyware pages as well as a pad overlay.
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90 They must be in png format and named like the storyware ROM without the
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91 extension, plus "_<n>.png" for the storyware page <n>, and "_pad.png" for a pad
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92 overlay. Storyware page images should have an aspect ration of 2:1, pad images
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93 should have 4:3. All images can have arbitrary resolution and are automatically
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94 scaled to fit the screen.
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96 There are 2 menu actions for switching to pages or pad which will automatically
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97 display the images if they are available. To allow for proper pen positioning
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98 there is also a function for having the pen on the page/touchpad or not, the
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99 toggle for which is mapped to the START pad button. Pen positioning is done
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100 through the D-pad if the screen has been switched to either pages or pad, or by
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101 mouse if physical mouse support is activated.
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104 How to use the mouse
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105 --------------------
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107 If the host system has physical mouse support, PicoDrive can use real mouse
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108 input to emulate a Sega Mouse on a MegaDrive base, or to control the Pico Pen.
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109 To activate this functionality, select `mouse` as the input device for one of
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110 the pads. It depends on the game as to which pad should be used for mouse
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112 For Pico games, one input device should be set to `pad`, the other to `mouse`.
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114 A physical mouse can be operated in either a captured or uncaptured state,
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115 selectable via the `Capture mouse` hotkey. In captured mode, mouse movements
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116 for the whole screen are sent to PicoDrive; in uncaptured mode, only mouse
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117 movements inside the PicoDrive window are tracked.
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119 The physical mouse buttons are mapped as follows:
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121 | Physical Mouse | Sega Mouse | Pico Pen |
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122 |:--------------:|:----------:|:-----------:|
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123 | Left Button | B | Pen Button |
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124 | Middle Button | START | Red Button |
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125 | Right Button | C | Pen Up/Down |
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128 How to use keyboard input
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129 -------------------------
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131 Both the SC-3000 and the Sega Pico support keyboard input. To activate keyboard
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132 input in PicoDrive, press the "Switch keyboard" emulator hotkey while running
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133 a cartridge with keyboard support. Depending on the keyboard configuration
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134 settings, either the physical or the virtual keyboard can be used.
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136 If the physical keyboard is configured, activating the keyboard will switch off
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137 all other hotkeys as well as pad functions. All keyboard input is routed to
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138 the emulated keyboard, as configured in the physical keyboard mapping.
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140 The virtual keyboard displays an overlay when activated. The currently selected
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141 key is highlighted, and the selection can be changed with the left, right, up,
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142 and down keys. Pressing the A button will send the selected key to the emulated
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143 keyboard. Pressing B will show what the key value would be if the emulated Shift
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144 key is active. The C button will move the keyboard overlay from the top of the
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145 screen to the bottom and vice versa.
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147 All meta keys, like Shift, Ctrl, have a built-in toggle function. Pressing the
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148 A button on them will toggle their state between pressed and released. Depending
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149 on the state the color of the key changes slightly. Only one meta key can be
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150 active at the same time.
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153 How to load SC-3000 tapes
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154 -------------------------
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156 The SC-3000 microcomputer has a connector for attaching a cassette tape drive.
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157 PicoDrive supports tape recordings in WAV or bitstream format. Run one of the
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158 BASIC cartridges then load the tape image via the `Load tape` menu. Entering
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159 the `LOAD` command using the emulated keyboard automatically starts the virtual
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160 tape drive. Confirmation will usually be provided after the tape has been read.
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162 The virtual tape drive has an automatic start/stop feature. Tapes requiring
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163 several load operations are handled without the need for user intervention.
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166 Other important stuff
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167 ---------------------
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169 * Sega/Mega CD: If the background music is missing, the CD image format may be
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170 wrong. Currently .cue/bin or .chd is recommended. Be aware that there are
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171 lots of bad dumps on the web, and some use mp3 format for audio, which often
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172 causes problems (see below).
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173 * While iso/mp3 format is supported, it's not recommended to use.
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174 Some of many problems with mp3 are listed below:
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175 * MP3s may be named incorrectly and will not play.
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176 * The game music may play too fast/too slow/out of sync, which means they
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177 are encoded incorrectly. PicoDrive is not a mp3 player, so all mp3s MUST
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178 be encoded at 44.1kHz stereo.
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179 * Sega/Mega CD: If your games hang at the BIOS screen (with planets shown),
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180 you may be using a bad BIOS dump. Try another from a different source,
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181 like dumping it from your own console.
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183 * When using mp3s, use lower bitrate for better performance (96 or 128kbps
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185 * GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't
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186 overclock as high as when using ARM920 only. For example my GP2X when run
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187 singlecore can reach 280MHz, but with both cores it's about 250MHz. When
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188 overclocked too much, it may start hanging and producing random noise, or
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189 causing ARM940 crashes ("940 crashed" message displayed).
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190 * GP2X F100/F200: Due to internal implementation mp3s must not be larger that
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191 12MB (12582912 bytes). Larger mp3s will not be fully loaded.
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199 This option lets you force the game to think it is running on machine from the
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200 specified region, or just to set autodetection order. Also affects Sega/Mega CD.
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202 @@0. "Hotkey save/load slot"
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203 This is a slot number to use for savestates, when done by a button press outside
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204 menu. This can also be configured to be changed with a button
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205 (see "Key configuration").
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207 @@0. "Interface options"
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208 Enters Interface options menu (see below).
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210 @@0. "Display options"
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211 Enters Display options menu (see below).
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213 @@0. "Sound options"
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214 Enters Sound options menu (see below).
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216 @@0. "MD/Genesis/Pico options"
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217 Enters Mega Drive/Genesis/Pico options menu (see below).
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219 @@0. "Sega/Mega CD add-on"
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220 Enters Sega/Mega CD options menu (see below).
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223 Enters 32X options menu (see below).
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225 @@0. "SG/SMS/GG options"
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226 Enters SG-1000/SC-3000/Master System/Game Gear options menu (see below).
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228 @@0. "Advanced options"
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229 Enters advanced options menu (see below).
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231 @@0. "Restore defaults"
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232 Restores all options (except controls) to defaults.
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238 @@1. "Save global options"
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239 If you save your config here it will be loaded on next ROM load, but only if
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240 there is no game specific config saved (which will be loaded in that case).
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241 You can press left/right to switch to a different config profile.
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243 @@1. "Save game options"
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244 Whenever you load current ROM again these settings will be loaded.
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247 Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and
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248 YY is the number of emulated frames per second.
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250 @@1. "Confirm save/load"
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251 Allows to enable confirmation on saving (to prevent savestate overwrites), on
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252 loading (to prevent destroying current game progress), and on both or none, when
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253 using shortcut buttons (not menu) for saving/loading.
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255 @@1. "Don't save last used ROM"
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256 This will disable writing last used ROM to config on exit (what might cause SD
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257 card corruption according to DaveC).
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264 @@2. "Video output mode"
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266 This is the default mode on portable devices, used if no overlay modes are
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267 available. Window size is fixed at 320x240.
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269 Used if hardware accelerated overlay scaling is available. Supports flexible
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270 window sizes. The "2X" version has a higher color resolution but is slower.
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274 How many frames to skip rendering before displaying another.
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275 "Auto" is recommended.
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277 @@2. "Max auto frameskip"
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278 How many frames to skip rendering at most if Frameskip is "Auto".
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281 @@2. "Horizontal scaling"
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282 This allows to resize the displayed image. "OFF" is unscaled, "software" uses
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283 a smoothing filter to scale the image. "hardware" uses a hardware scaler for
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284 better performance. Hardware scaling is not available on every device.
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286 @@2. "Vertical scaling"
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287 This allows to resize the displayed image. "OFF" is unscaled, "software" uses
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288 a smoothing filter to scale the image. "hardware" uses a hardware scaler for
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289 better performance. Hardware scaling is not available on every device.
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292 Selects the filtering the software scaler will apply. "nearest" is unfiltered,
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293 "bilinear" makes the image smoother but blurrier.
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297 Selects filter type used for image filtering.
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299 Other options allow to set up scaling, filtering and vertical sync.
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302 @@2. "Gamma correction"
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303 F100/F200 only: Alters image gamma through GP2X hardware. Larger values make
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304 image to look brighter, lower - darker (default is 1.0).
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306 @@2. "Horizontal scaling"
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307 This allows to resize the displayed image. "OFF" is unscaled, "software" uses
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308 a smoothing filter to scale the image. F100/F200 only: "hardware" uses a
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309 hardware scaler for better performance.
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311 @@2. "Vertical scaling"
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312 This allows to resize the displayed image. "OFF" is unscaled, "software" uses
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313 a smoothing filter to scale the image. F100/F200 only: "hardware" uses a
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314 hardware scaler for better performance.
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317 Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%
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318 performance hit, but eliminates the tearing effect.
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321 This one adjusts the LCD refresh rate to better match game's refresh rate and
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322 starts synchronizing rendering with it. Should make scrolling smoother and
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323 eliminate tearing on F100/F200.
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326 @@2. "Scanline mode"
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327 This option was designed to work around slow framebuffer access (the Gizmondo's
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328 main bottleneck) by drawing every other line (even numbered lines only).
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329 This improves performance greatly, but looses detail.
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331 @@2. "Scale low res mode"
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332 The Genesis/Mega Drive had several graphics modes, some of which were only 256
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333 pixels wide. This option scales their width to 320 by using simple
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334 pixel averaging scaling. Works only when 16bit renderer is enabled.
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336 @@2. "Double buffering"
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337 Draws the display to offscreen buffer, and flips it with visible one when done.
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338 Unfortunately this causes serious tearing, unless v-sync is used (next option).
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340 @@2. "Wait for V-sync"
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341 Waits for vertical sync before drawing (or flipping buffers, if previous option
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342 is enabled). Emulation is stopped while waiting, so this causes large performance
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346 @@2. "Horizontal scaling"
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347 This allows to resize the displayed image by using the PSP's hardware. "OFF" is
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348 unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses
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349 the full screen width.
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351 @@2. "Vertical scaling"
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352 This allows to resize the displayed image by using the PSP's hardware. "OFF" is
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353 unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses
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354 the full screen height.
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357 Selects the filtering the PSP hardware will apply for scaling. "Bilinear" makes
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358 the image smoother but blurrier.
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360 @@2. "Gamma adjustment"
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361 Color gamma can be adjusted with this.
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364 This can be used to reduce unwanted "ghosting" effect for dark games, by making
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365 black pixels brighter. Use together with "gamma adjustment" for more effect.
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367 @@2. "Wait for v-sync"
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368 If enabled, wait for the screen to finish updating before switching to next
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369 frame, to avoid tearing.
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376 @@3. "Enable sound"
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379 @@3. "Sound Quality"
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381 Sound sample rate. Lower rates improve performance but sound quality is lower.
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382 22050Hz setting is the recommended one.
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384 Sound sample rate and stereo mode. Lower rates improve performance but sound
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388 @@3. "Sound filter"
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389 Enables a low pass filter, similar to filtering in the real Mega Drive hardware.
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391 @@3. "Filter strength"
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392 Controls the sound filter. Higher values have more impact.
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395 Mega Drive/Genesis/Pico options
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396 -------------------------------
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402 This enables alternative heavily optimized tile-based renderer, which renders
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403 pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,
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404 which is much faster. But because of the way it works it can't render any
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405 mid-frame image changes (raster effects), so it is useful only with some games.
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407 Other two are accurate line-based renderers. The 8bit is faster but does not
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408 run well with some games like Street Racer.
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411 This option allows to switch between 16bit and 8bit renderers. The 8bit one is
\r
412 a bit faster for some games, but not much, because colors still need to be
\r
413 converted to 16bit, as this is what Gizmondo requires. It also introduces
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414 graphics problems for some games, so it's best to use 16bit one.
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417 This option allows to switch between fast and accurate renderers. The fast one
\r
418 is much faster, because it draws the whole frame at a time, instead of doing it
\r
419 line by line, like the accurate one does. But because of the way it works it
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420 can't render any mid-frame image changes (raster effects), so it is useful only
\r
426 This enables emulation of six-channel FM sound synthesizer chip, which was used
\r
427 to produce sound effects and music.
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430 This filter makes the sound output more accurate, but it is slower, especially
\r
431 for lower sound rates.
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433 @@4. "FM DAC noise"
\r
434 Makes the sound output more like a first model Mega Drive/Genesis if enabled.
\r
435 Later models had an improved FM chip without the DAC noise.
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438 Sega/Mega CD add-on
\r
439 -------------------
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441 @@5. "Save RAM cart"
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442 Here you can enable 64K RAM cart. Format it in BIOS if you do.
\r
445 The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option
\r
446 will display them on top-left corner of the screen.
\r
449 This option enables CD audio playback.
\r
452 This enables 8 channel PCM sound source. It is required for some games to run,
\r
453 because they monitor state of this audio chip.
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459 @@6. "32X renderer"
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460 This currently only affects how the Genesis/MD layers are rendered, which is
\r
461 same as "Renderer" in display options.
\r
464 Emulates PWM sound portion of 32X hardware. Disabling this may greatly improve
\r
465 performance for games that dedicate one of SD2s for sound, but will cause
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466 missing sound effects and instruments.
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468 @@6. "PWM IRQ optimization"
\r
469 Enabling this may improve performance, but may also introduce sound glitches.
\r
472 SG/Master System/Game Gear options
\r
473 ----------------------------------
\r
476 Selects which of the Sega 8 bit systems is emulated. "auto" is recommended.
\r
478 @@7. "Cartridge mapping"
\r
479 Some cartridges have hardware to enable additional capabilities, e.g. mapping
\r
480 excess ROM storage or acessing a battery backed RAM storage. "auto" is
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481 recommended, but in some rare cases it may be needed to manually select this.
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483 @@7. "Game Gear LCD ghosting"
\r
484 The Game Gear LCD display had a very noticeable inertia for image changes. This
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485 setting enables emulating the effect, with "weak" being recommended.
\r
487 @@7. "FM sound unit"
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488 The Japanese Master System (aka Mark III) has an extension slot for an FM sound
\r
489 unit. Some games made use of this for providing better music and effects.
\r
490 Disabling this improves performance for games using the FM unit, and usually
\r
491 means falling back to the non-FM sound.
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493 @@7. "SMS palette in TMS modes"
\r
494 The Master System graphics chip can emulate the TMS grafic modes used in MSX and
\r
495 SG-1000 games, but it is using a color palette which is much darker and the
\r
496 colours aren't a good match. This option uses the original color palette of the
\r
497 TMS graphics chip, which gives better results for MSX/SG-1000 ports.
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502 @@8. "Disable frame limiter"
\r
503 This allows games to run faster then 50/60fps, useful for benchmarking.
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505 @@8. "Disable sprite limit"
\r
506 The Mega Drive/Genesis had a limit on how many sprites (usually smaller moving
\r
507 objects) can be displayed on single line. This option allows to disable that
\r
508 limit. Note that some games used this to hide unwanted things, so it is not
\r
509 always good to enable this option.
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511 @@8. "Disable idle loop patching"
\r
512 Idle loop patching is used to improve performance, but may cause compatibility
\r
513 problems in some rare cases. Try disabling this if your game has problems.
\r
515 @@8. "Emulate Game Gear LCD"
\r
516 Disabling this option displays the full Game Gear VDP image with the normally
\r
519 @@8. "Enable dynarecs"
\r
520 This enables dynamic recompilation for SH2 and SVP CPU code, which is improving
\r
521 emulation performance greatly. SVP dynarec is only available on 32 bit ARM CPUs.
\r
523 @@8. "Master SH2 cycles" / "Slave SH2 cycles"
\r
524 This allows underclocking the 32X CPUs for better emulation performance. The
\r
525 number has the same meaning as cycles in DOSBox, which is cycles per millisecond.
\r
526 Underclocking too much may cause various in-game glitches.
\r
529 @@8. "Use ARM940 core for sound"
\r
530 F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)
\r
531 for sound (i.e. to generate YM2612 samples) to improve performance noticeably.
\r
532 It also decodes MP3s in Sega/Mega CD mode.
\r
539 Select "Configure controls" from the options menu. The "Player <n>" entry allows
\r
540 for selecting a player with the left/right buttons. Then selecting "Player <n>"
\r
541 will display 2 columns. The left column lists names of Genesis/MD controller
\r
542 buttons, the right column shows which key on your handheld is assigned to it.
\r
544 There is also option to enable 6 button pads (will allow you to configure XYZ
\r
545 buttons), and an option to set turbo rate (in Hz) for turbo buttons.
\r
547 Players 3 and 4 can only be used if a 4 player adapter is selected for input
\r
548 device 1, and the game is supporting this. Only 3 button pads are currently
\r
549 supported in 4 player mode.
\r
552 Keyboard configuration
\r
553 ----------------------
\r
555 The SC-3000 and the Sega Pico can use a keyboard as input device. Select
\r
556 "Configure controls" to configure keyboard support in PicoDrive. The "Keyboard"
\r
557 entry allows choosing the keyboard type by using the left/right buttons. The
\r
558 virtual keyboard doesn't need any configuration. For configuring the physical
\r
559 keyboard mapping, select "Keyboard" when the physical keyboard is selected.
\r
561 Physical host keyboard keys are mapped 1:1 on emulated keyboard keys. Only the
\r
562 unmodified base keys (like A, 1 etc) can be mapped. Don't use Shift, Ctrl or
\r
563 Alt when changing the mapping, as it won't work. The default mapping matches
\r
564 a standard American PC104 keyboard.
\r
570 To use GG/patch codes, you must type them into your favorite text editor, one
\r
571 per line. Comments may follow code after a whitespace. Only GameGenie and
\r
572 Genecyst patch formats are supported.
\r
575 Genecyst patch (this example is for Sonic):
\r
577 00334A:0005 Start with five lives
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578 012D24:0001 Keep invincibility until end of stage
\r
579 009C76:5478 each ring worth 2
\r
580 009C76:5678 each ring worth 3
\r
583 Game Genie patch (for Sonic 2):
\r
585 ACLA-ATD4 Hidden palace instead of death egg in level select
\r
588 Both GG and patch codes can be mixed in one file.
\r
590 When the file is ready, name it just like your ROM file, but with additional
\r
591 .pat extension, making sure that case matches.
\r
596 PATCH FILE: Sonic.zip.pat
\r
599 PATCH FILE: Sonic 2.bin.pat
\r
601 Put the file into your ROMs directory. Then load the .pat file as you would
\r
602 a ROM. Then Cheat Menu Option should appear in main menu.
\r
608 SG-1000/SC-3000/Master System/Game Gear:
\r
609 z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core
\r
610 VDP: yes, all SG/SMS/GG modes, except some quirks not used by games
\r
611 YM2413 FM: yes, digital-sound-antiques core
\r
612 SN76489 PSG: yes, MAME core
\r
613 Some in-cart mappers are also supported.
\r
615 Genesis/Mega Drive:
\r
616 main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core
\r
617 z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core
\r
618 VDP: yes, except some quirks and mode 4, not used by games
\r
619 YM2612 FM: yes, optimized MAME core
\r
620 SN76489 PSG: yes, MAME core
\r
621 SVP chip: yes! This is first emu to ever do this
\r
622 Pico PCM: yes, MAME core
\r
623 Some Mega Drive/Genesis in-cart mappers are also supported.
\r
626 another 68k @ 12.5MHz: yes, Cyclone or FAME/C too
\r
627 gfx scaling/rotation chip (custom ASIC): yes
\r
628 PCM sound source: yes
\r
629 CD-ROM controller: yes (mostly)
\r
630 bram (internal backup RAM): yes
\r
634 2x SH2 @ 23MHz: yes, MAME core or custom recompiler
\r
639 main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core
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640 VDP: yes, except some quirks and mode 4, not used by games
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641 SN76489 PSG: yes, MAME core
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642 ADPCM: yes, MAME core
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644 Pico Storyware pages: yes
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645 Pico pad overlays: yes
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648 Problems / limitations
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649 ----------------------
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652 * SVP emulation is terribly slow.
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654 * Various VDP modes and quirks (window bug, scroll size 2, etc.) are not
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655 perfectly emulated, as very few games use this (if any at all).
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656 * The emulator is designed for speed and not 100% accurate, so some things may
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657 not work as expected.
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658 * The FM sound core doesn't support all features and has some accuracy issues.
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664 #include "../ChangeLog"
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670 This emulator is made of the code from following people/projects:
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672 #include "../AUTHORS"
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678 This program and its code is released under the terms of MAME license:
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679 #include "../COPYING"
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681 SEGA/Master System/Game Gear/Genesis/Mega Drive/SEGA CD/Mega CD/32X/Pico are
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682 trademarks of Sega Enterprises Ltd.
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