-Changelog\r
----------\r
-1.40\r
- + Added support for SVP (Sega Virtua Processor) to emulate Virtua Racing,\r
- wrote ARM recompiler and some HLE code for VR.\r
- * Changed config file format, files are now human-readable. Game specific\r
- configs are now held in single file (but old game config files are still\r
- read).\r
- * Fixed a bug where some key combos didn't work.\r
- * Fixed a regression in renderer (rare graphic glitches).\r
- * Adjusted fast rernderer to work with more games, including VR.\r
-\r
-1.35b\r
- * PSP: mp3 code should no longer fail on 1.5 firmware.\r
- + PSP: added gamma adjustment option.\r
- + Added .cso ISO format support. Useful for non-FMV games.\r
- * It is now possile to force a region after the ROM is loaded.\r
- * Fixed a sram bug in memhandlers (fixes Shining in the Darkness saves).\r
- * PSP: fixed another bug in memhanlers, which crashed the emu for some games\r
- (like NBA Jam and NHL 9x).\r
- + PSP: added suspend/resume handling for Sega CD games.\r
- + GP2X: added additional low volume levels for my late-night gaming sessions\r
- (in stereo mode only).\r
- + GP2X: added "fast forward" action in key config. Not recommended to use for\r
- Sega CD, may case problems there.\r
- * Some other small tweaks I forgot about.\r
-\r
-1.35a\r
- * PSP: fixed a bug which prevented to load any ROMs after testing the BIOS.\r
- * PSP: fixed incorrect CZ80 memory map setup, which caused Z80 crashes and\r
- graphics corruption in EU Mega CD model1 BIOS menus.\r
- + PSP: added additional "set to 4:3 scaled" display option for convenience.\r
- + PSP: Added an option to disable frame limitter (works only with non-auto frameskip).\r
-\r
-1.35\r
- + PSP port added. Lots of new code for it. Integrated modified FAME/C, CZ80 cores.\r
- + Some minor generic optimizations.\r
- * Patched some code which was crashing under PSP, but was working in GP2X/Giz\r
- (although it should have crashed there too).\r
- * Readme updated.\r
-\r
-1.34\r
- + Gizmondo port added.\r
- + Some new optimizations in memory handlers, and for shadow/hilight mode.\r
- + Added some hacks to make more games work without enabling "accurate timing".\r
- * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO\r
- emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.\r
- * Fixed a few games not having sound at startup.\r
- * Updated serial EEPROM code to support more games. Thanks to EkeEke for\r
- providing info about additional EEPROM types and game mappers.\r
- * The above change fixed hang of NBA Jam.\r
- * Minor adjustments to control configurator.\r
-\r
-1.33\r
- * Updated Cyclone core to 0.0088.\r
- + Added A r k's usbjoy fix.\r
- + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs\r
- emulation to it to eliminate tearing and ensure smoothest scrolling possible.\r
- + Added an option to use A_SN's camma curve for gamma correction (improves dark\r
- and bright color display for mk2s).\r
- * Sometimes stray sounds were played after loading a savestate. Fixed.\r
- * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in\r
- Snatcher).\r
- * PD no longer overwrites video player code in memory, video player now can be\r
- used after exiting PicoDrive.\r
- * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions\r
- if "accurate timing" was not enabled.\r
- * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".\r
- Upto 10MB hacked ROMs are supported now.\r
- + Config profiles added (press left/right when saving config).\r
- * Changed key configuration behavior to the one from gpfce (should be more\r
- intuitive).\r
- + Added some skinning capabilities to the menu system with default skin by\r
- ketchupgun. Delete skin directory if you want old behaviour.\r
- * Some other little tweaks I forgot about.\r
-\r
-1.32\r
- + Added some new scaling options.\r
- + Added ability to reload CD images while game is running (needed for games\r
- with multiple CDs, like Night Trap).\r
- + Added RAM cart emulation.\r
- * Fixed DMA timing emulation (caused lock-ups for some genesis games).\r
- * Idle loop detection was picking up wrong code and causing glitches, fixed.\r
- * The ym2612 code on 940 now can handle multiple updates per frame\r
- (fixes Thunger Force III "seiren" level drums for example).\r
- * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in\r
- Popful Mail, Silpheed).\r
- * Improved z80 timing, should fix some sound problems.\r
- * Fixed a bug with sram register (fixes Phantasy Star 4).\r
- * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.\r
- * Added code for PRG ram write protection register (Dungeon Explorer).\r
- * The memory mode register change in 1.31 was unsafe and caused some glitches in\r
- AH-3 Thunderstrike. Fixed.\r
- * Fixed a file descriptor leak.\r
- * Updated documentation, added Gmenu2x manual.\r
-\r
-1.31\r
- * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).\r
- * Fixed TAS opcode on sub-68k side (fixes Batman games).\r
- * File browser now filters out mp3s, saves and some other files, which are not ROMS.\r
-\r
-1.30\r
- + ISO files now can be zipped. Note that this causes VERY long loading times.\r
- + Added data pre-buffering support, this allows to reduce frequency of short pauses\r
- in FMV games (caused by SD access), but makes those pauses longer.\r
- * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r
- + Properly implemented "decode" data transformation (Jaguar XJ220).\r
- * Integrated "better sync" code into cyclone code, what made this mode much faster.\r
- * Fixed a bug related to game specific config saving.\r
- * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.\r
- * Fixed reset not working for some games.\r
- + New assembly optimized memory handlers for CD (gives at least a few fps).\r
- Also re-enabled all optimizations from 0.964 release.\r
- + New idle-loop detection code for sub-68k. Speeds up at least a few games.\r
-\r
-1.201\r
- + Added basic cheat support (GameGenie and Genecyst patches).\r
-\r
-1.20\r
- * Fixed a long-standing problem in audio mixing code which caused slight distortions\r
- at lower sample rates.\r
- * Changed the way 920 and 940 communicates (again), should be more reliable and give\r
- slight performance increase.\r
- * Some optimizations in audio mixing code.\r
- * Some menu changes (background added, smaller font in ROM browser, savestate loader\r
- now can select slots).\r
- + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r
- + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r
- + "Cell arrange" address mapping is now emulated (Heart of the alien).\r
- + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r
- + "Better sync" option added (prevents some games from hanging).\r
-\r
-1.14\r
- + Region autodetection now can be customized.\r
- * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r
- * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r
- * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r
- * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r
- + Savestates implemented for Sega/Mega CD.\r
- + PCM sound added.\r
- * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r
- Mega CD mode (but mp3s must still be 44kHz stereo).\r
- + Timer emulation added.\r
- * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r
- * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r
-\r
-1.10\r
- + GP2X: Added experimental Sega CD support.\r
- + GP2X: Added partial gmv movie playback support.\r
-\r
-0.964\r
- * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r
- happening for NTSC games and causing sound clicks.\r
- * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r
- should be useable and configurable).\r
- + GP2X: Added save confirmation option.\r
- + GP2X: Added 940 CPU crash detection.\r
- + ALL: UIQ3 port added.\r
-\r
-0.963\r
- * GP2X: Gamma-reset-on-entering-menu bug fixed.\r
- * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r
- http://www.gp32x.com/board/index.php?showtopic=28490\r
-\r
-0.962\r
- * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r
- was enabled (for example punch sound in SOR).\r
- * GP2X: Limited max volume to 90, because higher values often cause distortions.\r
- * GP2X: Fixed a bug with lower res scaling.\r
- * GP2X: Gamma is now reset on exit.\r
-\r
-0.96\r
- * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r
- + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r
- performance increase.\r
- * ALL: Accurate renderers are slightly faster now.\r
- + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r
- framelimitter, this should eliminate some scrolling and tearing problems.\r
- * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r
- + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r
- + GP2X: Added ability to save config for specific games only.\r
- + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r
- * GP2X: Volume keys are now configurable.\r
- + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r
- player 2 control (currently untested).\r
- * GP2X: squidgehack is now applied through kernel module (cleaner way).\r
-\r
-0.95\r
- * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r
- + GP2X: Added command line support\r
- + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r
- * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r
- had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r
- etc.).\r
- + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r
- default.\r
-\r
-0.945\r
- + GP2X: Added frame limiter for frameskipped modes.\r
- * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r
- * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r
- high memory and had no effect).\r
-\r
-0.94\r
- + Added GP2X port.\r
- * Improved interrupt timing, Mazin Saga and Burning Force now works.\r
- * Rewritten renderer code to better suit GP2X, should be faster on other\r
- ports too.\r
- + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r
- + Added some protection device faking, used by some unlicensed games like\r
- Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r
- + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r
-\r
-0.93\r
- * Fixed a problem with P900/P910 key configuration in FC mode.\r
- * Improved shadow/hilight mode emulation. Still not perfect, but should be\r
- enough for most games.\r
- + Save state slots added.\r
- + Region selector added.\r
-\r
-0.92\r
- VDP changes:\r
- * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r
- Super Hang-On and some other problems in other games).\r
- * HV counter emulation is now much more accurate. Fixes the Asterix games,\r
- line in Road Rash 3, etc.\r
- * Minor sprite and layer scroll masking bugs fixed.\r
- + Added partial interlace mode renderer (Sonic 2 vs mode)\r
- * Fixed a crash in both renderers when certain size window layers were used.\r
- + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r
- effects are still unemulated.\r
- + Sprite emulation is more accurate, sprite limit is emulated.\r
- + Added "accurate sprites" option, which always draws sprites in correct\r
- order and emulates sprite collision bit, but is significantly slower.\r
-\r
- Emulation changes:\r
- * Improved interrupt handling, added deferred interrupt emulation\r
- (Lemmings, etc).\r
- + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r
- Megaman - The Wily Wars and many EA sports games like NBA Jam).\r
- + Implemented ROM banking for Super Street Fighter II - The New Challengers\r
- * Updated to the latest version of DrZ80 core, integrated memory handlers\r
- in it for better performance. A noticeable performance increase, but save\r
- states may not work from the previous version (you can only use them with\r
- sound disabled in that case).\r
- + SRAM word read handler was using incorrect byte order, fixed.\r
-\r
- Changes in Cyclone 0.0086:\r
- + Added missing CHK opcode handler (used by SeaQuest DSV).\r
- + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r
- memory write-back phase is ignored (but can be enabled in config.h if needed).\r
- + Added missing NBCD and TRAPV opcode handlers.\r
- + Added missing addressing mode for CMP/EOR.\r
- + Added some minor optimizations.\r
- - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r
- + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r
- + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r
- * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r
- + Added Uninitialized Interrupt emulation.\r
- + Altered timing for about half of opcodes to match Musashi's.\r
-\r
-0.80\r
- * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r
- increase (depends on game).\r
- * Optimized 32-column renderer not to render tiles offscreen, games which\r
- use 32-column display (like Shining Force) run ~50% faster.\r
- + Added new "Alternative renderer", which gives another ~30-45% performance\r
- increase (in addition to mentioned above), but works only with some games,\r
- because it is missing some features (it uses tile-based renderering\r
- instead of default line-based and disables H-ints).\r
- + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r
- P800 and 208x208 for all other phones.\r
- + Added volume control for Motorolas (experimental).\r
-\r
- VDP changes:\r
- + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r
- Stormer and others).\r
- + Added sprite masking (hiding), adds some speed.\r
- + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r
- special stage are now playable.\r
- + Added column based vertical scrolling (Gunstar Heroes battleship level,\r
- Sonic and Knuckles lava boss, etc).\r
-\r
- Emulation changes:\r
- + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r
- be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r
- still need it (International Superstar Soccer Deluxe).\r
- * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r
- Earthworm Jim play better, more games play sound.\r
- * I/O registers now remember their values (needed for Pirates! Gold)\r
- + Added support for 6 button pad.\r
-\r
- Changes in Cyclone 0.0083wip:\r
- + Added missing CHK opcode (used by SeaQuest DSV).\r
- + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r
- is ignored (but is enabled for other systems).\r
-\r
- Backported stuff from Snes9x:\r
- * Fixed Pxxx jog up/down which were not working in game.\r
- + Added an option to gzip save states to save space.\r
- + The emulator now pauses whenever it is loosing focus, so it will now pause\r
- when alarm/ponecall/battery low/... windows come up.\r
- - Removed 'pause on phonecall' feature, as it is no longer needed.\r
- + Video fix for asian A1000s.\r
-\r
-0.70\r
- * Started using tools from "Symbian GCC Improvement Project", which give\r
- considerable speed increase (~4fps in "center 90" mode).\r
- * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r
- "center 90" mode).\r
- * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r
- and are faster.\r
- * Minor stability improvements (emulator is less likely to crash).\r
- + Added some background for OSD text for better readability.\r
- + Added Pal/NTSC detection. This is needed for proper sound speed.\r
- + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r
- it faster.\r
- + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r
- a bit weird. Could be a little faster, so made some changes too.\r
- + Implemented SN76489 emu from the MAME project.\r
- + Added two separate sound output methods (mediaserver and cmaudiofb) with\r
- autodetection (needs testing).\r
- * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r
- fixes Contra and some other games.\r
-\r
-0.301\r
- Launcher:\r
- * Launcher now starts emulation process from current directory,\r
- not from hardcoded paths.\r
- * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r
-\r
-0.30\r
- Initial release.\r
-\r
-\r
-Disclaimer\r
-----------\r
-\r
-THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r
-AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r
-IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r
-ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r
-LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r
-CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r
-SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r
-INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r
-CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r
-ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r
-POSSIBILITY OF SUCH DAMAGE. \r