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final adjustments for Giz release
[picodrive.git]
/
platform
/
base_readme.txt
diff --git
a/platform/base_readme.txt
b/platform/base_readme.txt
index
5656e20
..
9cedf35
100644
(file)
--- a/
platform/base_readme.txt
+++ b/
platform/base_readme.txt
@@
-44,7
+44,7
@@
How to run Sega/Mega CD games
-----------------------------
\r
\r
To play any game, you need BIOS files. These files must be copied to the same
\r
-----------------------------
\r
\r
To play any game, you need BIOS files. These files must be copied to the same
\r
-directory as
PicoDrive
. Files can be named as follows:
\r
+directory as
mentioned PicoDrive files
. Files can be named as follows:
\r
\r
US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin
\r
EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin
\r
\r
US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin
\r
EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin
\r
@@
-132,11
+132,10
@@
graphics problems for some games, so it's best to use 16bit one.
#endif
\r
\r
#ifdef GIZ
\r
#endif
\r
\r
#ifdef GIZ
\r
-@@0. "
Interlaced rendering
"
\r
+@@0. "
Scanline mode
"
\r
This option was designed to work around slow framebuffer access (the Gizmondo's
\r
This option was designed to work around slow framebuffer access (the Gizmondo's
\r
-main bottleneck) by drawing every other line (odd numbered lines during odd
\r
-numbered frames and even numbered lines during even frames). This improves
\r
-performance greatly, but introduces artifacts for fast scrolling games.
\r
+main bottleneck) by drawing every other line (even nummbered lines only).
\r
+This improves performance greatly, but looses detail.
\r
\r
#endif
\r
#ifdef GP2X
\r
\r
#endif
\r
#ifdef GP2X
\r
@@
-272,10
+271,14
@@
game to get sound. This is because most games initialize sound chips on
startup, and this data is lost when sound chips are being enabled/disabled.
\r
\r
#ifdef GIZ
\r
startup, and this data is lost when sound chips are being enabled/disabled.
\r
\r
#ifdef GIZ
\r
+@@1. "Double buffering"
\r
+Draws the display to offscreen buffer, and flips it with visible one when done.
\r
+Unfortunately this causes serious tearing, unless v-sync is used (next option).
\r
+
\r
@@1. "Wait for V-sync"
\r
@@1. "Wait for V-sync"
\r
-Waits for vertical sync before drawing
. This option doesn't eliminate tearing
\r
-problems, because full framebuffer update takes much more time then the blanking
\r
-
period lasts on Gizmondo.
.
\r
+Waits for vertical sync before drawing
(or flipping buffers, if previous option
\r
+is enabled). Emulation is stopped while waiting, so this causes large performance
\r
+
hit
.
\r
\r
#endif
\r
@@1. "gzip savestates"
\r
\r
#endif
\r
@@1. "gzip savestates"
\r
@@
-348,7
+351,12
@@
Key configuration
\r
Select "Configure controls" from the main menu. Then select "Player 1" and you will
\r
see two columns. The left column lists names of Genesis/MD controller buttons, and
\r
\r
Select "Configure controls" from the main menu. Then select "Player 1" and you will
\r
see two columns. The left column lists names of Genesis/MD controller buttons, and
\r
+#ifdef GP2X
\r
the right GP2X ones, which are assigned to them. If you bind 2 different GP2X buttons
\r
the right GP2X ones, which are assigned to them. If you bind 2 different GP2X buttons
\r
+#endif
\r
+#ifdef GIZ
\r
+the right Giz ones, which are assigned to them. If you bind 2 different Giz buttons
\r
+#endif
\r
to the same action, you will get a combo (which means that you will have to press
\r
both buttons for that action to happen.
\r
\r
to the same action, you will get a combo (which means that you will have to press
\r
both buttons for that action to happen.
\r
\r