1 For help / comments / questions visit GP32X boards at:
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2 http://www.gp32x.com/board/
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8 This is yet another Megadrive / Genesis / Sega CD / Mega CD emulator, which
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9 was written having ARM-based handheld devices in mind (such as PDAs,
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10 smartphones and handheld consoles like GP2X of course). The critical parts
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11 (renderer, 68K and Z80 cpu interpreters) and some other random code is
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12 written in ARM asm, other code is C. The base code originates from Dave's
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13 (fdave, finalburn) PicoDrive 0.30 for Pocket PC. The Sega/Mega CD code is
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14 roughly based on Stephane Dallongeville's Gens.
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20 Copy PicoDrive.gpe, code940.bin and mmuhack.o to any place in your filesystem
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21 (all 3 files must be in the same directory) and run PicoDrive.gpe.
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22 Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.
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24 If you have any problems (game does not boot, sound is glitchy, broken graphics),
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25 make sure you enable "Accurate timing", "Emulate Z80" and use "16bit accurate
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26 renderer". This way you will get the best compatibility this emulator can
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30 How to run Sega/Mega CD games
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31 -----------------------------
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33 To play any game, you need BIOS files. These files must be copied to the same
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34 directory as PicoDrive.gpe. Files can be named as follows:
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35 US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin
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36 EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin
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37 JP: jp_mcd1_9112.bin jp_mcd1_9111.bin
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38 these files can also be zipped.
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40 The game must be dumped to ISO format, but BIN can be used too. If you want
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41 CD music, you must use ISO+mp3 files. Audio from BIN files won't be read at
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42 all due to SD access issues. Also BIN files are usually larger, so it's better
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43 to use ISO. ISO+mp3 files can be named similarly as for other emus.
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44 Here are some examples:
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46 SonicCD.iso data track
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47 SonicCD_02.mp3 audio track 1 (CD track 2)
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51 Sonic the Hedgehog CD (US) - Track 01.iso
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52 Sonic the Hedgehog CD (US) - Track 02.mp3
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53 Sonic the Hedgehog CD (US) - Track 03.mp3
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56 ISO files can also be zipped (but not mp3 files, as they are already
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57 compressed). Note that this can cause very long loading times, which may
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58 take up to several minutes. File naming is similar as with uncompressed ISOs.
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61 SonicCD.zip data track
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62 SonicCD_02.mp3 audio track 1 (CD track 2)
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67 If the game hangs after Sega logo, you may need to enable "better sync"
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68 and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options" submenu, and
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69 then reset the game.
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70 If FMV game performance is poor, try adjusting "ReadAhead buffer" to something
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77 See config.txt file.
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80 Other important stuff
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81 ---------------------
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83 * When you use both GP2X CPUs, keep in mind that you can't overclock as high as
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84 when using ARM920 only. For example my GP2X when run singlecore can reach
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85 280MHz, but with both cores it's about 250MHz. When overclocked too much,
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86 it may start hanging and producing random noise, or causing ARM940 crashes
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87 ("940 crashed" message displayed).
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88 * PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.
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89 Badly encoded mp3s can cause various kind of problems, like noises, incorrect
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90 playback speeds, not repeating music or even prevent game from starting.
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91 * Use lower bitrate for better performance (96 or 128kbps CBRs recommended).
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92 * Due to internal implementation mp3s must not be larger that 12MB
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93 (12582912 bytes). Larger mp3s will not be fully loaded.
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94 * RAM timings option is good for dualcore operation (it is disabled by
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95 default because it doesn't work on every GP2X, so enable it in advanced
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102 To use GG/patch codes, you must type them into your favorite text editor, one
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103 per line. Comments may follow code after a whitespace. Only GameGenie and
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104 Genecyst patch formats are supported.
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107 Genecyst patch (this example is for Sonic):
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109 00334A:0005 Start with five lives
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110 012D24:0001 Keep invincibility until end of stage
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111 009C76:5478 each ring worth 2
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112 009C76:5678 each ring worth 3
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115 Game Genie patch (for Sonic 2):
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117 ACLA-ATD4 Hidden palace instead of death egg in level select
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120 Both GG and patch codes can be mixed in one file.
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122 When the file is ready, name it just like your ROM file, but with additional
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123 .pat extension, making sure that case matches.
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128 PATCH FILE: Sonic.zip.pat
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131 PATCH FILE: Sonic 2.bin.pat
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133 Put the file into your ROMs directory. Then load the .pat file as you would
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134 a ROM. Then Cheat Menu Option should appear in main menu.
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141 main 68k @ 7.6MHz: yes, Cyclone core
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142 z80 @ 3.6MHz: yes, DrZ80 core
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143 VDP: yes, except some quirks not used by games
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144 YM2612 FM: yes, optimized MAME core
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145 SN76489 PSG: yes, MAME core
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148 another 68k @ 12.5MHz: yes, Cyclone too
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149 gfx scaling/rotation chip (custom ASIC): yes
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150 PCM sound source: yes
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151 CD-ROM controller: yes (mostly)
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152 bram (internal backup RAM): yes
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155 Problems / limitations
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156 ----------------------
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158 * 32x and SVP are not emulated.
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159 * Various VDP quirks (window bug, scroll size 2, etc.) are not emulated,
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160 as very few games use this (if any at all).
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161 * Some games don't work or have glitches because of inaccurate timing and sync
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162 between the emulated chips.
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168 This emulator uses code from these people/projects:
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171 Cyclone 68000 core, Pico emulation library
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172 Homepage: http://www.finalburn.com/
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175 GP2X port, Cyclone 68000 hacks, lots of additional coding (see changelog).
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178 DrZ80, the Z80 emulator written in ARM assembly.
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179 Homepage: http://reesy.gp32x.de/
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181 Tatsuyuki Satoh, Jarek Burczynski, MultiArcadeMachineEmulator development
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182 software implementation of Yamaha FM sound generator
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184 MultiArcadeMachineEmulator (MAME) development
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185 Texas Instruments SN76489 / SN76496 programmable tone /noise generator
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186 Homepage: http://www.mame.net/
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188 Stephane Dallongeville
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189 Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.
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198 * Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful
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199 info about genesis hardware.
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200 * Steve Snake for all that he has done for Genesis emulation scene.
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201 * Bart Trzynadlowski for his SSFII and 68000 docs.
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202 * Haze for his research (http://haze.mameworld.info).
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203 * Mark and Jean-loup for zlib library.
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204 * Anyone else I forgot. You know who you are.
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207 * rlyeh and all the other people behind the minimal library.
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208 * Squidge for his famous squidgehack(tm).
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209 * Dzz for his ARM940 sample code.
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210 * GnoStiC & Puck2099 for USB joystick support.
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211 * Hermes PS2R, god_at_hell for the CpuCtrl library.
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212 * A_SN for his gamma code.
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213 * craigix for supplying the GP2X hardware and making this port possible.
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214 * Alex for the icon.
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215 * ketchupgun for the skin.
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216 * All the people from gp32x boards for their support.
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219 * Peter van Sebille for his various open-source Symbian projects to learn from.
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220 * Steve Fischer for his open-source Motorola projects.
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221 * The development team behind "Symbian GCC Improvement Project"
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222 (http://www.inf.u-szeged.hu/symbian-gcc/) for their updated pre-SymbianOS9
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224 * AnotherGuest for all his Symbian stuff and support.
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225 * Inder for the icons.
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231 + Some new optimizations in memory handlers, and for shadow/hilight mode.
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232 + Added some hacks to make more games work without enabling "accurate timing".
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233 * Fixed hang of NBA Jam (ingame saves do not work though).
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234 * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO
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235 emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.
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236 * Fixed a few games not having sound at startup.
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239 * Updated Cyclone core to 0.0088.
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240 + Added A r k's usbjoy fix.
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241 + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs
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242 emulation to it to eliminate tearing and ensure smoothest scrolling possible.
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243 + Added an option to use A_SN's camma curve for gamma correction (improves dark
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244 and bright color display for mk2s).
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245 * Sometimes stray sounds were played after loading a savestate. Fixed.
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246 * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in
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248 * PD no longer overwrites video player code in memory, video player now can be
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249 used after exiting PicoDrive.
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250 * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions
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251 if "accurate timing" was not enabled.
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252 * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".
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253 Upto 10MB hacked ROMs are supported now.
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254 + Config profiles added (press left/right when saving config).
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255 * Changed key configuration behavior to the one from gpfce (should be more
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257 + Added some skinning capabilities to the menu system with default skin by
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258 ketchupgun. Delete skin directory if you want old behaviour.
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259 * Some other little tweaks I forgot about.
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262 + Added some new scaling options.
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263 + Added ability to reload CD images while game is running (needed for games
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264 with multiple CDs, like Night Trap).
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265 + Added RAM cart emulation.
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266 * Fixed DMA timing emulation (caused lock-ups for some genesis games).
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267 * Idle loop detection was picking up wrong code and causing glitches, fixed.
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268 * The ym2612 code on 940 now can handle multiple updates per frame
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269 (fixes Thunger Force III "seiren" level drums for example).
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270 * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in
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271 Popful Mail, Silpheed).
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272 * Improved z80 timing, should fix some sound problems.
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273 * Fixed a bug with sram register (fixes Phantasy Star 4).
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274 * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.
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275 * Added code for PRG ram write protection register (Dungeon Explorer).
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276 * The memory mode register change in 1.31 was unsafe and caused some glitches in
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277 AH-3 Thunderstrike. Fixed.
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278 * Fixed a file descriptor leak.
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279 * Updated documentation, added Gmenu2x manual.
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282 * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).
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283 * Fixed TAS opcode on sub-68k side (fixes Batman games).
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284 * File browser now filters out mp3s, saves and some other files, which are not ROMS.
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287 + ISO files now can be zipped. Note that this causes VERY long loading times.
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288 + Added data pre-buffering support, this allows to reduce frequency of short pauses
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289 in FMV games (caused by SD access), but makes those pauses longer.
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290 * Fixed PCM DMA transfers (intro FMV in Popful Mail).
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291 + Properly implemented "decode" data transformation (Jaguar XJ220).
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292 * Integrated "better sync" code into cyclone code, what made this mode much faster.
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293 * Fixed a bug related to game specific config saving.
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294 * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.
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295 * Fixed reset not working for some games.
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296 + New assembly optimized memory handlers for CD (gives at least a few fps).
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297 Also re-enabled all optimizations from 0.964 release.
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298 + New idle-loop detection code for sub-68k. Speeds up at least a few games.
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301 + Added basic cheat support (GameGenie and Genecyst patches).
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304 * Fixed a long-standing problem in audio mixing code which caused slight distortions
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305 at lower sample rates.
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306 * Changed the way 920 and 940 communicates (again), should be more reliable and give
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307 slight performance increase.
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308 * Some optimizations in audio mixing code.
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309 * Some menu changes (background added, smaller font in ROM browser, savestate loader
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310 now can select slots).
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311 + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).
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312 + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).
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313 + "Cell arrange" address mapping is now emulated (Heart of the alien).
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314 + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).
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315 + "Better sync" option added (prevents some games from hanging).
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318 + Region autodetection now can be customized.
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319 * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.
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320 * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).
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321 * Games now can be reset, CDDA music no longer breaks after loading another ISO.
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322 * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.
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323 + Savestates implemented for Sega/Mega CD.
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325 * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in
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326 Mega CD mode (but mp3s must still be 44kHz stereo).
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327 + Timer emulation added.
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328 * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.
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329 * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.
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332 + GP2X: Added experimental Sega CD support.
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333 + GP2X: Added partial gmv movie playback support.
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336 * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was
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337 happening for NTSC games and causing sound clicks.
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338 * GP2X: Redone key config to better support USB joysticks (now multiple joysticks
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339 should be useable and configurable).
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340 + GP2X: Added save confirmation option.
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341 + GP2X: Added 940 CPU crash detection.
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342 + ALL: UIQ3 port added.
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345 * GP2X: Gamma-reset-on-entering-menu bug fixed.
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346 * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:
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347 http://www.gp32x.com/board/index.php?showtopic=28490
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350 * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation
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351 was enabled (for example punch sound in SOR).
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352 * GP2X: Limited max volume to 90, because higher values often cause distortions.
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353 * GP2X: Fixed a bug with lower res scaling.
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354 * GP2X: Gamma is now reset on exit.
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357 * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.
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358 + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large
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359 performance increase.
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360 * ALL: Accurate renderers are slightly faster now.
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361 + GP2X: Using quadruple buffering instead of doublebuffer now, also updated
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362 framelimitter, this should eliminate some scrolling and tearing problems.
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363 * GP2X: Fixed some flickering issues of 8bit accurate renderer.
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364 + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).
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365 + GP2X: Added ability to save config for specific games only.
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366 + GP2X: Gamma control added (using GP2X's hardware capabilities for this).
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367 * GP2X: Volume keys are now configurable.
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368 + GP2X: GnoStiC added USB joystick support, I made it possible to use it for
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369 player 2 control (currently untested).
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370 * GP2X: squidgehack is now applied through kernel module (cleaner way).
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373 * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.
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374 + GP2X: Added command line support
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375 + GP2X: Added optional hardware scaling for lower-res games like Shining Force.
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376 * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which
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377 had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,
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379 + ALL: Added another accurate 8-bit renderer which is slightly faster and made it
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383 + GP2X: Added frame limiter for frameskipped modes.
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384 * GP2X: Increased brightness a bit (unused pixel bits now also contain data).
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385 * GP2X: Suidgehack was not applied correctly (was applied before allocating some
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386 high memory and had no effect).
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390 * Improved interrupt timing, Mazin Saga and Burning Force now works.
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391 * Rewritten renderer code to better suit GP2X, should be faster on other
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393 + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).
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394 + Added some protection device faking, used by some unlicensed games like
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395 Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)
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396 + Added primitive Virtua Racing SVP faking, so menus can be seen now.
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399 * Fixed a problem with P900/P910 key configuration in FC mode.
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400 * Improved shadow/hilight mode emulation. Still not perfect, but should be
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401 enough for most games.
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402 + Save state slots added.
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403 + Region selector added.
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407 * VDP emulation is now more accurate (fixes flickering in Chase HQ II,
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408 Super Hang-On and some other problems in other games).
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409 * HV counter emulation is now much more accurate. Fixes the Asterix games,
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410 line in Road Rash 3, etc.
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411 * Minor sprite and layer scroll masking bugs fixed.
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412 + Added partial interlace mode renderer (Sonic 2 vs mode)
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413 * Fixed a crash in both renderers when certain size window layers were used.
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414 + Added emulation of shadow/hilight operator sprites. Other shadow/hilight
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415 effects are still unemulated.
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416 + Sprite emulation is more accurate, sprite limit is emulated.
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417 + Added "accurate sprites" option, which always draws sprites in correct
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418 order and emulates sprite collision bit, but is significantly slower.
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421 * Improved interrupt handling, added deferred interrupt emulation
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423 + Added serial EEPROM SRAM support (Wonder Boy in Monster World,
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424 Megaman - The Wily Wars and many EA sports games like NBA Jam).
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425 + Implemented ROM banking for Super Street Fighter II - The New Challengers
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426 * Updated to the latest version of DrZ80 core, integrated memory handlers
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427 in it for better performance. A noticeable performance increase, but save
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428 states may not work from the previous version (you can only use them with
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429 sound disabled in that case).
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430 + SRAM word read handler was using incorrect byte order, fixed.
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432 Changes in Cyclone 0.0086:
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433 + Added missing CHK opcode handler (used by SeaQuest DSV).
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434 + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,
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435 memory write-back phase is ignored (but can be enabled in config.h if needed).
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436 + Added missing NBCD and TRAPV opcode handlers.
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437 + Added missing addressing mode for CMP/EOR.
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438 + Added some minor optimizations.
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439 - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.
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440 + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.
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441 + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.
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442 * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.
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443 + Added Uninitialized Interrupt emulation.
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444 + Altered timing for about half of opcodes to match Musashi's.
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447 * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance
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448 increase (depends on game).
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449 * Optimized 32-column renderer not to render tiles offscreen, games which
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450 use 32-column display (like Shining Force) run ~50% faster.
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451 + Added new "Alternative renderer", which gives another ~30-45% performance
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452 increase (in addition to mentioned above), but works only with some games,
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453 because it is missing some features (it uses tile-based renderering
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454 instead of default line-based and disables H-ints).
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455 + Added "fit2" display mode for all FC gamers. It always uses 208x146 for
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456 P800 and 208x208 for all other phones.
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457 + Added volume control for Motorolas (experimental).
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460 + Added support for vertical window (used by Vapor Trail, Mercs, GRIND
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461 Stormer and others).
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462 + Added sprite masking (hiding), adds some speed.
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463 + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast
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464 special stage are now playable.
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465 + Added column based vertical scrolling (Gunstar Heroes battleship level,
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466 Sonic and Knuckles lava boss, etc).
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469 + Re-added and improved Z80 faking when Z80 is disabled. Many games now can
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470 be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some
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471 still need it (International Superstar Soccer Deluxe).
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472 * Improved ym2612 timers, Outrun music plays at correct speed, voices in
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473 Earthworm Jim play better, more games play sound.
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474 * I/O registers now remember their values (needed for Pirates! Gold)
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475 + Added support for 6 button pad.
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477 Changes in Cyclone 0.0083wip:
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478 + Added missing CHK opcode (used by SeaQuest DSV).
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479 + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase
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480 is ignored (but is enabled for other systems).
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482 Backported stuff from Snes9x:
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483 * Fixed Pxxx jog up/down which were not working in game.
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484 + Added an option to gzip save states to save space.
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485 + The emulator now pauses whenever it is loosing focus, so it will now pause
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486 when alarm/ponecall/battery low/... windows come up.
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487 - Removed 'pause on phonecall' feature, as it is no longer needed.
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488 + Video fix for asian A1000s.
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491 * Started using tools from "Symbian GCC Improvement Project", which give
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492 considerable speed increase (~4fps in "center 90" mode).
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493 * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in
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495 * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better
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497 * Minor stability improvements (emulator is less likely to crash).
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498 + Added some background for OSD text for better readability.
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499 + Added Pal/NTSC detection. This is needed for proper sound speed.
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500 + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make
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502 + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds
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503 a bit weird. Could be a little faster, so made some changes too.
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504 + Implemented SN76489 emu from the MAME project.
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505 + Added two separate sound output methods (mediaserver and cmaudiofb) with
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506 autodetection (needs testing).
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507 * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),
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508 fixes Contra and some other games.
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512 * Launcher now starts emulation process from current directory,
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513 not from hardcoded paths.
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514 * Improved 'pause on call' feature, should hopefully work with Motorola phones.
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523 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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524 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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525 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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526 ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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527 LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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528 CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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529 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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530 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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531 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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532 ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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533 POSSIBILITY OF SUCH DAMAGE.
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535 SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of
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536 Sega Enterprises Ltd.
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