From 694427bea430f238c81901e64d9e966594032476 Mon Sep 17 00:00:00 2001 From: kub Date: Mon, 23 Oct 2023 23:02:13 +0200 Subject: [PATCH] more changes to readme's --- AUTHORS | 9 +- README.md | 9 +- platform/base_readme.txt | 517 ++++++++++++++++++++++----------------- 3 files changed, 312 insertions(+), 223 deletions(-) diff --git a/AUTHORS b/AUTHORS index df62245c..e5ed7580 100644 --- a/AUTHORS +++ b/AUTHORS @@ -4,6 +4,12 @@ Pandora, GPH device, PSP, Gizmondo ports, CPU core hacks lots of additional coding (see changeLog). Homepage: http://notaz.gp2x.de/ +irixxxx +improvements to dynamic recompilers, 32X emulation, ARM asm, sound, VDP, +platforms (GPH, PSP, generic linux), added SG-1000 and Game Gear support, +fixed a lot of bugs (and probably added more new bugs), cleaned up stuff, +probably more that I've already forgotten. + fDave project starter Cyclone 68000 core and PicoDrive core itself @@ -29,9 +35,6 @@ Homepage: http://www.mame.net/ Eke-Eke CD graphics processor and CD controller implementation (from Genesis Plus GX) -Irixxxx -Improvements to dynamic recompilers, 32X emulation, ARM asm, sound, VDP - Additional thanks ----------------- diff --git a/README.md b/README.md index 537106cb..1b8030aa 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,10 @@ -This is yet another Megadrive / Genesis / Sega CD / Mega CD / 32X / SMS -emulator, which was originally written having ARM-based handheld devices +This is yet another SEGA 8 bit and 16 bit console emulator for emulating most +of the hardware SEGA has published up to and including the 32X. + +Emulated 16 bit systems: Megadrive/Genesis, Sega/Mega CD, 32X, Pico. +Emulated 8 bit systems: SG-1000, SC-3000, Master System/Mark III, Game Gear. + +PicoDrive was originally written having ARM-based handheld devices in mind, but later had got various improvements for other architectures too, like SH2 recompilers for MIPS (mips32r2), ARM64 (armv8), RISC-V (RV64IM) and PowerPC (G4/2.03). diff --git a/platform/base_readme.txt b/platform/base_readme.txt index c37ed037..5925a472 100644 --- a/platform/base_readme.txt +++ b/platform/base_readme.txt @@ -1,28 +1,26 @@ -# -PicoDrive 1.xx +About PicoDrive +--------------- + +#include "../README.md" -About ------ -#include "../README" How to make it run ------------------ +#ifdef GENERIC +Extract the zip file into some directory and run PicoDrive from there. +#endif #ifdef GP2X Extract all files to some directory on your SD and run PicoDrive.gpe from your GP2X/Wiz/Caanoo menu. The same .gpe supports GP2X F100/F200, Wiz and Caanoo, there is no need to use separate versions. -Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped. -Sega/Mega CD images can be in ISO/CSO+MP3/WAV or CUE+BIN formats (read below -for more details). #endif #ifdef GIZ First make sure you have homebrew-enabled Service Pack installed. Then copy PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must be in the same directory) and run PicoDrive.exe using the launcher of your choice (some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in -the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can -be in .smd or .bin format and can be zipped (one ROM per zip). +the root of SD, etc). #endif #ifdef PSP If you are running a custom firmware, just copy the whole PicoDrive directory to @@ -35,6 +33,14 @@ If you are on 1.5, there is a separate KXploited version for it. Just copy the .pnd to /pandora/menu or /pandora/desktop. #endif +Then load a ROM and enjoy! Cartridge ROMs can be in various common formats and +can be zipped, one ROM file per zip. Certain extensions are used to detect the +console the ROM is for (.sg, .sc, .sms, .gg, .smd, .md, .gen, .32x, .pco). +For MSU games, load the .cue file and make sure the cartridge ROM has the same +name and is in the same directory. +Sega/Mega CD images can be in CHD, CUE+BIN/ISO or ISO/CSO+MP3/WAV format (read +below for more details). + This emulator has lots of options with various tweaks (for improved speed mostly), but it should have best compatibility in it's default config. If suddenly you start getting glitches or change something and forget what, use "Restore defaults" @@ -44,33 +50,37 @@ option. How to run Sega/Mega CD games ----------------------------- -To play any CD game, you need BIOS files. These files must be copied to +To play any non-MSU CD game you need BIOS files. These files must be copied to #ifdef PANDORA /pandora/appdata/picodrive/ directory (if you run PicoDrive once it will create that directory for you). #else +#ifdef GENERIC +the .picodrive directory in your home directory. +#else the same directory as PicoDrive files. #endif -Files can be named as follows: +#endif +Files must be named as follows: -US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin -EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin -JP: jp_mcd1_9112.bin jp_mcd1_9111.bin +US: us_scd1_9210.bin, us_scd2_9306.bin, SegaCDBIOS9303.bin +EU: eu_mcd1_9210.bin, eu_mcd2_9303.bin, eu_mcd2_9306.bin +JP: jp_mcd1_9112.bin, jp_mcd1_9111.bin these files can also be zipped. -The game must be dumped to CUE+BIN or CUE+ISO format. +The game must be dumped to CHD, CUE+BIN or CUE+ISO format. ISO/CSO+MP3/WAV is also supported, but may cause problems. -When using CUE/BIN, you must load .cue file from the menu, or else -the emu will not find audio tracks. +When using CUE/BIN, you must load .cue file from the menu, or else the emu will +not find audio tracks. Other important stuff --------------------- * Sega/Mega CD: If the background music is missing, the CD image format may be - wrong. Currently .cue/bin is recommended. Be aware that there are lots of bad - dumps on the web, and some use mp3 format for audio, which often causes - problems (see below). + wrong. Currently .cue/bin or .chd is recommended. Be aware that there are + lots of bad dumps on the web, and some use mp3 format for audio, which often + causes problems (see below). * While iso/mp3 format is supported, it's not recommended to use. Some of many problems with mp3 are listed below: * MP3s may be named incorrectly and will not play. @@ -81,7 +91,7 @@ Other important stuff you may be using a bad BIOS dump. Try another from a different source, like dumping it from your own console. #ifdef GP2X -* What using mp3s, use lower bitrate for better performance (96 or 128kbps +* When using mp3s, use lower bitrate for better performance (96 or 128kbps CBRs recommended). * GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't overclock as high as when using ARM920 only. For example my GP2X when run @@ -93,294 +103,356 @@ Other important stuff #endif -Configuration -------------- - -@@0. "Save slot" -This is a slot number to use for savestates, when done by a button press outside -menu. This can also be configured to be changed with a button -(see "key configuration"). - -@@0. "Frameskip" -How many frames to skip rendering before displaying another. -"Auto" is recommended. +Options +------- @@0. "Region" This option lets you force the game to think it is running on machine from the specified region, or just to set autodetection order. Also affects Sega/Mega CD. -@@0. "Show FPS" -Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and -YY is the number of emulated frames per second. +@@0. "Hotkey save/load slot" +This is a slot number to use for savestates, when done by a button press outside +menu. This can also be configured to be changed with a button +(see "Key configuration"). -@@0. "Enable sound" -Does what it says. You must enable at least YM2612 or SN76496 (in advanced options, -see below) for this to make sense (already done by default). +@@0. "Interface options" +Enters Interface options menu (see below). -@@0. "Sound Quality" -#ifdef PSP -Sound sample rate, affects sound quality and emulation performance. -22050Hz setting is the recommended one. -#else -Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode. -#endif +@@0. "Display options" +Enters Display options menu (see below). -@@0. "Confirm savestate" -Allows to enable confirmation on savestate saving (to prevent savestate overwrites), -on loading (to prevent destroying current game progress), and on both or none, when -using shortcut buttons (not menu) for saving/loading. +@@0. "Sound options" +Enters Sound options menu (see below). -@@0. "[Display options]" -Enters Display options menu (see below). +@@0. "MD/Genesis/Pico options" +Enters Mega Drive/Genesis/Pico options menu (see below). -@@0. "[Sega/Mega CD options]" +@@0. "Sega/Mega CD add-on" Enters Sega/Mega CD options menu (see below). -@@0. "[32X options]" +@@0. "32X add-on" Enters 32X options menu (see below). -@@0. "[Advanced options]" +@@0. "SG/SMS/GG options" +Enters SG-1000/SC-3000/Master System/Game Gear options menu (see below). + +@@0. "Advanced options" Enters advanced options menu (see below). -@@0. "Save cfg as default" -If you save your config here it will be loaded on next ROM load, but only if there -is no game specific config saved (which will be loaded in that case). +@@0. "Restore defaults" +Restores all options (except controls) to defaults. + + +Interface options +----------------- + +@@1. "Save global options" +If you save your config here it will be loaded on next ROM load, but only if +there is no game specific config saved (which will be loaded in that case). You can press left/right to switch to a different config profile. -@@0. "Save cfg for current game only" +@@1. "Save game options" Whenever you load current ROM again these settings will be loaded. -@@0. "Restore defaults" -Restores all options (except controls) to defaults. +@@1. "Show FPS" +Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and +YY is the number of emulated frames per second. + +@@1. "Confirm save/load" +Allows to enable confirmation on saving (to prevent savestate overwrites), on +loading (to prevent destroying current game progress), and on both or none, when +using shortcut buttons (not menu) for saving/loading. + +@@1. "Don't save last used ROM" +This will disable writing last used ROM to config on exit (what might cause SD +card corruption according to DaveC). Display options --------------- +#ifdef GENERIC + +@@2. "Video output mode" +SDL Window: +This is the default mode on portable devices, used if no overlay modes are +available. Window size is fixed at 320x240. +Video Overlay: +Used if hardware accelerated overlay scaling is available. Supports flexible +window sizes. The "2X" version has a higher color resolution but is slower. +#endif -#ifndef PANDORA -@@1. "Renderer" -#ifdef GP2X -8bit fast: -This enables alternative heavily optimized tile-based renderer, which renders -pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles, -which is much faster. But because of the way it works it can't render any -mid-frame image changes (raster effects), so it is useful only with some games. +@@2. "Frameskip" +How many frames to skip rendering before displaying another. +"Auto" is recommended. -Other two are accurate line-based renderers. The 8bit is faster but does not -run well with some games like Street Racer. +@@2. "Max auto frameskip" +How many frames to skip rendering at most if Frameskip is "Auto". -#endif -#ifdef GIZ -This option allows to switch between 16bit and 8bit renderers. The 8bit one is -a bit faster for some games, but not much, because colors still need to be -converted to 16bit, as this is what Gizmondo requires. It also introduces -graphics problems for some games, so it's best to use 16bit one. +#ifdef GENERIC +@@2. "Horizontal scaling" +This allows to resize the displayed image. "OFF" is unscaled, "software" uses +a smoothing filter to scale the image. "hardware" uses a hardware scaler for +better performance. Hardware scaling is not available on every device. -#endif -#ifdef PSP -This option allows to switch between fast and accurate renderers. The fast one -is much faster, because it draws the whole frame at a time, instead of doing it -line by line, like the accurate one does. But because of the way it works it -can't render any mid-frame image changes (raster effects), so it is useful only -for some games. +@@2. "Vertical scaling" +This allows to resize the displayed image. "OFF" is unscaled, "software" uses +a smoothing filter to scale the image. "hardware" uses a hardware scaler for +better performance. Hardware scaling is not available on every device. +@@2. "Scaler type" +Selects the filtering the software scaler will apply. "nearest" is unfiltered, +"bilinear" makes the image smoother but blurrier. #endif +#ifdef PANDORA +@@2. "Filter" +Selects filter type used for image filtering. + +Other options allow to set up scaling, filtering and vertical sync. #endif #ifdef GP2X -@@1. "Tearing Fix" -Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10% -performance hit, but eliminates the tearing effect. - -@@1. "Gamma correction" +@@2. "Gamma correction" F100/F200 only: Alters image gamma through GP2X hardware. Larger values make image to look brighter, lower - darker (default is 1.0). -@@1. "Vsync" +@@2. "Horizontal scaling" +This allows to resize the displayed image. "OFF" is unscaled, "software" uses +a smoothing filter to scale the image. F100/F200 only: "hardware" uses a +hardware scaler for better performance. + +@@2. "Vertical scaling" +This allows to resize the displayed image. "OFF" is unscaled, "software" uses +a smoothing filter to scale the image. F100/F200 only: "hardware" uses a +hardware scaler for better performance. + +@@2. "Tearing Fix" +Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10% +performance hit, but eliminates the tearing effect. + +@@2. "Vsync" This one adjusts the LCD refresh rate to better match game's refresh rate and starts synchronizing rendering with it. Should make scrolling smoother and eliminate tearing on F100/F200. #endif #ifdef GIZ -@@1. "Scanline mode" +@@2. "Scanline mode" This option was designed to work around slow framebuffer access (the Gizmondo's main bottleneck) by drawing every other line (even numbered lines only). This improves performance greatly, but looses detail. -@@1. "Scale low res mode" -The Genesis/Megadrive had several graphics modes, some of which were only 256 +@@2. "Scale low res mode" +The Genesis/Mega Drive had several graphics modes, some of which were only 256 pixels wide. This option scales their width to 320 by using simple pixel averaging scaling. Works only when 16bit renderer is enabled. -@@1. "Double buffering" +@@2. "Double buffering" Draws the display to offscreen buffer, and flips it with visible one when done. Unfortunately this causes serious tearing, unless v-sync is used (next option). -@@1. "Wait for V-sync" +@@2. "Wait for V-sync" Waits for vertical sync before drawing (or flipping buffers, if previous option is enabled). Emulation is stopped while waiting, so this causes large performance hit. #endif #ifdef PSP -@@1. "Scale factor" -This allows to resize the displayed image by using the PSP's hardware. The number is -used to multiply width and height of the game image to get the size of image to be -displayed. If you just want to make it fullscreen, just use "Set to fullscreen" -setting below. - -@@1. "Hor. scale (for low res. games)" -This one works similarly as the previous setting, but can be used to apply additional -scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD -resolution. +@@2. "Horizontal scaling" +This allows to resize the displayed image by using the PSP's hardware. "OFF" is +unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses +the full screen width. -@@1. "Hor. scale (for hi res. games)" -Same as above, only for higher (320 pixel wide) resolution using games. +@@2. "Vertical scaling" +This allows to resize the displayed image by using the PSP's hardware. "OFF" is +unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses +the full screen height. -@@1. "Bilinear filtering" -If this is enabled, PSP hardware will apply bilinear filtering on the resulting image, -making it smoother, but blurry. +@@2. "Scaler type" +Selects the filtering the PSP hardware will apply for scaling. "Bilinear" makes +the image smoother but blurrier. -@@1. "Gamma adjustment" +@@2. "Gamma adjustment" Color gamma can be adjusted with this. -@@1. "Black level" +@@2. "Black level" This can be used to reduce unwanted "ghosting" effect for dark games, by making -black pixels brighter. Use in conjunction with "gamma adjustment" for more effect. +black pixels brighter. Use together with "gamma adjustment" for more effect. + +@@2. "Wait for v-sync" +If enabled, wait for the screen to finish updating before switching to next +frame, to avoid tearing. +#endif -@@1. "Wait for v-sync" -Wait for the screen to finish updating before switching to next frame, to avoid tearing. -There are 3 options: -* never: don't wait for vsync. -* sometimes: wait only if emulator is running fast enough. -* always: always wait (causes emulation slowdown). -@@1. "Set to unscaled centered" -Adjust the resizing options to set game image to it's original size. +Sound options +------------- -@@1. "Set to 4:3 scaled" -Scale the image up, but keep 4:3 aspect, by adding black borders. +@@3. "Enable sound" +Does what it says. -@@1. "Set to fullscreen" -Adjust the resizing options to make the game image fullscreen. +@@3. "Sound Quality" +#ifdef PSP +Sound sample rate. Lower rates improve performance but sound quality is lower. +22050Hz setting is the recommended one. +#else +Sound sample rate and stereo mode. Lower rates improve performance but sound +quality is lower. #endif -#ifdef PANDORA -Allows to set up scaling, filtering and vertical sync. + +@@3. "Sound filter" +Enables a low pass filter, similar to filtering in the real Mega Drive hardware. + +@@3. "Filter strength" +Controls the sound filter. Higher values have more impact. + + +Mega Drive/Genesis/Pico options +------------------------------- +#ifndef PANDORA + +@@4. "Renderer" +#ifdef GP2X +8bit fast: +This enables alternative heavily optimized tile-based renderer, which renders +pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles, +which is much faster. But because of the way it works it can't render any +mid-frame image changes (raster effects), so it is useful only with some games. + +Other two are accurate line-based renderers. The 8bit is faster but does not +run well with some games like Street Racer. #endif +#ifdef GIZ +This option allows to switch between 16bit and 8bit renderers. The 8bit one is +a bit faster for some games, but not much, because colors still need to be +converted to 16bit, as this is what Gizmondo requires. It also introduces +graphics problems for some games, so it's best to use 16bit one. +#endif +#ifdef PSP +This option allows to switch between fast and accurate renderers. The fast one +is much faster, because it draws the whole frame at a time, instead of doing it +line by line, like the accurate one does. But because of the way it works it +can't render any mid-frame image changes (raster effects), so it is useful only +for some games. +#endif +#endif + +@@4. "FM audio" +This enables emulation of six-channel FM sound synthesizer chip, which was used +to produce sound effects and music. +@@4. "FM filter" +This filter makes the sound output more accurate, but it is slower, especially +for lower sound rates. -Sega/Mega CD options --------------------- +@@4. "FM DAC noise" +Makes the sound output more like a first model Mega Drive/Genesis if enabled. +Later models had an improved FM chip without the DAC noise. -@@2. "CD LEDs" + +Sega/Mega CD add-on +------------------- + +@@5. "Save RAM cart" +Here you can enable 64K RAM cart. Format it in BIOS if you do. + +@@5. "CD LEDs" The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option will display them on top-left corner of the screen. -@@2. "CDDA audio" +@@5. "CDDA audio" This option enables CD audio playback. -@@2. "PCM audio" +@@5. "PCM audio" This enables 8 channel PCM sound source. It is required for some games to run, because they monitor state of this audio chip. -@@2. "Save RAM cart" -Here you can enable 64K RAM cart. Format it in BIOS if you do. -@@2. "Scale/Rot. fx" -The Sega/Mega CD had scaling/rotation chip, which allows effects similar to -"Mode 7" effects in SNES. On slow systems like GP2X, disabling may improve -performance but cause graphical glitches. +32X add-on +---------- - -32X options ------------ - -@@3. "32X enabled" -Enables emulation of addon. Option only takes effect when ROM is reloaded. - -#ifdef GP2X -@@3. "32X renderer" +@@6. "32X renderer" This currently only affects how the Genesis/MD layers are rendered, which is same as "Renderer" in display options. -#endif -@@3. "PWM sound" +@@6. "PWM audio" Emulates PWM sound portion of 32X hardware. Disabling this may greatly improve performance for games that dedicate one of SD2s for sound, but will cause missing sound effects and instruments. -@@3. "Master SH2 cycles" / "Slave SH2 cycles" -This allows underclocking the 32X CPUs for better emulation performance. The -number has the same meaning as cycles in DOSBox, which is cycles per millisecond. -Underclocking too much may cause various in-game glitches. +@@6. "PWM IRQ optimization" +Enabling this may improve performance, but may also introduce sound glitches. -Advanced configuration ----------------------- +SG/Master System/Game Gear options +---------------------------------- -@@4. "Use SRAM/BRAM savestates" -This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for -games which are using them. SRAM is saved whenever you enter the menu or exit the -emulator. +@@7. "System" +Selects which of the Sega 8 bit systems is emulated. "auto" is recommended. -@@4. "Disable sprite limit" -The MegaDrive/Genesis had a limit on how many sprites (usually smaller moving -objects) can be displayed on single line. This option allows to disable that -limit. Note that some games used this to hide unwanted things, so it is not -always good to enable this option. +@@7. "Cartridge mapping" +Some cartridges have hardware to enable additional capabilities, e.g. mapping +excess ROM storage or acessing a battery backed RAM storage. "auto" is +recommended, but in some rare cases it may be needed to manually select this. -@@4. "Emulate Z80" -Enables emulation of Z80 chip, which was mostly used to drive the other sound chips. -Some games do complex sync with it, so you must enable it even if you don't use -sound to be able to play them. +@@7. "Game Gear LCD ghosting" +The Game Gear LCD display had a very noticeable inertia for image changes. This +setting enables emulating the effect, with "weak" being recommended. -@@4. "Emulate YM2612 (FM)" -This enables emulation of six-channel FM sound synthesizer chip, which was used to -produce sound effects and music. +@@7. "FM sound unit" +The Japanese Master System (aka Mark III) has an extension slot for an FM sound +unit. Some games made use of this for providing better music and effects. +Disabling this improves performance for games using the FM unit, and usually +means falling back to the non-FM sound. -@@4. "Emulate SN76496 (PSG)" -This enables emulation of PSG (programmable sound generation) sound chip for -additional effects. -Note: if you change sound settings AFTER loading a ROM, you may need to reset -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. +Advanced options +---------------- -@@4. "gzip savestates" -This will always apply gzip compression on your savestates, allowing you to -save some space and load/save time. +@@8. "Disable frame limiter" +This allows games to run faster then 50/60fps, useful for benchmarking. -@@4. "Don't save last used ROM" -This will disable writing last used ROM to config on exit (what might cause SD -card corruption according to DaveC). +@@8. "Disable sprite limit" +The Mega Drive/Genesis had a limit on how many sprites (usually smaller moving +objects) can be displayed on single line. This option allows to disable that +limit. Note that some games used this to hide unwanted things, so it is not +always good to enable this option. -@@4. "Disable idle loop patching" +@@8. "Disable idle loop patching" Idle loop patching is used to improve performance, but may cause compatibility problems in some rare cases. Try disabling this if your game has problems. -@@4. "Disable frame limiter" -This allows games to run faster then 50/60fps, useful for benchmarking. +@@8. "Emulate Game Gear LCD" +Disabling this option displays the full Game Gear VDP image with the normally +invisible borders. + +@@8. "Enable dynarecs" +This enables dynamic recompilation for SH2 and SVP CPU code, which is improving +emulation performance greatly. SVP dynarec is only available on 32 bit ARM CPUs. +@@8. "Master SH2 cycles" / "Slave SH2 cycles" +This allows underclocking the 32X CPUs for better emulation performance. The +number has the same meaning as cycles in DOSBox, which is cycles per millisecond. +Underclocking too much may cause various in-game glitches. #ifdef GP2X -@@4. "Use ARM940 core for sound" + +@@8. "Use ARM940 core for sound" F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU) for sound (i.e. to generate YM2612 samples) to improve performance noticeably. It also decodes MP3s in Sega/Mega CD mode. - #endif -@@4. "Enable dynarecs" -This enables dynamic recompilation for SH2 and SVP CPU code, -what improves emulation performance greatly. Key configuration ----------------- -Select "Configure controls" from the main menu. Then select "Player 1" and you will -see two columns. The left column lists names of Genesis/MD controller buttons, and -the right column your handheld ones, which are assigned. +Select "Configure controls" from the options menu. Then selecting "Player " +will display 2 columns. The left column lists names of Genesis/MD controller +buttons, the right column shows which key on your handheld is assigned to it. -There is also option to enable 6 button pad (will allow you to configure XYZ +There is also option to enable 6 button pads (will allow you to configure XYZ buttons), and an option to set turbo rate (in Hz) for turbo buttons. +Players 3 and 4 can only be used if a 4 player adapter is selected for input +device 1, and the game is supporting this. Only 3 button pads are currently +supported in 4 player mode. + Cheat support ------------- @@ -423,36 +495,44 @@ a ROM. Then Cheat Menu Option should appear in main menu. What is emulated? ----------------- -Genesis/MegaDrive: -#ifdef PSP -main 68k @ 7.6MHz: yes, FAME/C core -z80 @ 3.6MHz: yes, CZ80 core -#else -main 68k @ 7.6MHz: yes, Cyclone core -z80 @ 3.6MHz: yes, DrZ80 core -#endif -VDP: yes, except some quirks and modes not used by games -YM2612 FM: yes, optimized MAME core +SG-1000/SC-3000/Master System/Game Gear: +z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core +VDP: yes, all SG/SMS/GG modes, except some quirks not used by games +YM2413 FM: yes, digital-sound-antiques core SN76489 PSG: yes, MAME core -SVP chip: yes! This is first emu to ever do this. Some in-cart mappers are also supported. +Genesis/Mega Drive: +main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core +z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core +VDP: yes, except some quirks and mode 4, not used by games +YM2612 FM: yes, optimized MAME core +SN76489 PSG: yes, MAME core +SVP chip: yes! This is first emu to ever do this +Pico PCM: yes, MAME core +Some Mega Drive/Genesis in-cart mappers are also supported. + Sega/Mega CD: -#ifdef PSP -another 68k @ 12.5MHz: yes, FAME/C too -#else -another 68k @ 12.5MHz: yes, Cyclone too -#endif +another 68k @ 12.5MHz: yes, Cyclone or FAME/C too gfx scaling/rotation chip (custom ASIC): yes PCM sound source: yes CD-ROM controller: yes (mostly) bram (internal backup RAM): yes +RAM cart: yes 32X: -2x SH2 @ 23MHz: yes, custom recompiler +2x SH2 @ 23MHz: yes, MAME core or custom recompiler Super VDP: yes PWM: yes +Pico: +main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core +VDP: yes, except some quirks and mode 4, not used by games +SN76489 PSG: yes, MAME core +ADPCM: yes, MAME core +Pico Pen: yes, to some extend +Pico Storyware pages: no + Problems / limitations ---------------------- @@ -461,13 +541,14 @@ Problems / limitations * SVP emulation is terribly slow. #endif * Various VDP modes and quirks (window bug, scroll size 2, etc.) are not - emulated, as very few games use this (if any at all). -* The emulator is not 100% accurate, so some things may not work as expected. + perfectly emulated, as very few games use this (if any at all). +* The emulator is designed for speed and not 100% accurate, so some things may + not work as expected. * The FM sound core doesn't support all features and has some accuracy issues. Changelog -------- +--------- #include "../ChangeLog" @@ -483,9 +564,9 @@ This emulator is made of the code from following people/projects: License ------- -This program and it's code is released under the terms of MAME license: +This program and its code is released under the terms of MAME license: #include "../COPYING" -SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of -Sega Enterprises Ltd. +SEGA/Master System/Game Gear/Genesis/Mega Drive/SEGA CD/Mega CD/32X/Pico are +trademarks of Sega Enterprises Ltd. -- 2.39.2