From df845b39622988a6b98657e5225ee5477dffc720 Mon Sep 17 00:00:00 2001 From: notaz Date: Mon, 7 Jul 2008 19:08:20 +0000 Subject: [PATCH] readme updated git-svn-id: file:///home/notaz/opt/svn/PicoDrive/platform@533 be3aeb3a-fb24-0410-a615-afba39da0efa --- base_readme.txt | 50 ++++++++++++++++++++++++++++++++----------------- 1 file changed, 33 insertions(+), 17 deletions(-) diff --git a/base_readme.txt b/base_readme.txt index 6c8e528..71b2b5e 100644 --- a/base_readme.txt +++ b/base_readme.txt @@ -58,7 +58,6 @@ If you are on 1.5, there is a separate KXploited version for it. Note that this emulator may require some tweaking of configuration settings to run some games well. For Genesis/MegaDrive, if you have any problems (game does not boot, sound is glitchy, broken graphics), try to: - * enable "Accurate timing" (options menu) #ifdef PSP * enable "accurate renderer" #else @@ -122,9 +121,8 @@ SonicCD_03.mp3 Other important stuff --------------------- -* If your Genesis/MD game hangs or has glitches, this is most likely because - "Accurate timing" option is not enabled, or fast renderer is used - (try the accurate one), or Z80 is disabled in "advanced options". +* If your Genesis/MD game has graphical glitches, this is most likely because + "accurate renderer" is not enabled (see options). * Sega/Mega CD: If the game hangs after Sega logo, you may need to enable "better sync" and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options" submenu, and then reset the game. Some other games may also require @@ -140,6 +138,8 @@ Other important stuff Some games (like Snatcher) may hang in certain scenes because of this. Some mp3 rippers/encoders remove silence and beginning/end of audio tracks, what causes audio desyncs and/or mentioned problems. + If you have cue/bin rip, you can use the bin_to_cso_mp3 tool (included with + the emulator) to make a proper iso/mp3 rip. * Sega/Mega CD: If your games hangs at the BIOS screen (with planets shown), you may be using a bad BIOS dump. Try another from a different source. * Some Sega/Mega CD games don't use Z80 for anything, but they leave it active, @@ -215,17 +215,6 @@ pixels wide. This option scales their width to 320 by using simple pixel averaging scaling. Works only when 16bit renderer is enabled. #endif -@@0. "Accurate timing" -This adds some more emulation precision, but slows the emulation down. Without -this option some games do not boot (Red Zone for example), others have sound -problems. This options has no effect for Sega/Mega CD emulation. - -@@0. "Accurate sprites" -This option improves emulation of sprite priorities, it also enables emulation -of sprite collision bit. If you see one sprite being drawn incorrectly above -the other (often seen in Sonic 3D Blast), you can enable this to fix the problem. -This only works with the accurate renderers (see first option). - @@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. @@ -654,9 +643,36 @@ Additional thanks Changelog --------- -1.4x +1.50 + + Added some basic support for Sega Pico, a MegaDrive-based toy. + Added proper support for cue/bin images, including cdda playback. - .cue sheets with iso/cso/mp3/wav files listed in them are also supported. + .cue sheets with iso/cso/mp3/wav files listed in them are now + supported too (but 44kHz restriction still applies). + + Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg. + The tool can convert .cue/.bin Sega CD images to .cso/.mp3. + * Changed how scheduling between 68k and z80 is handled. Improves + performance for some games. Credits to Lordus for the idea. + * YM2612 state was not 100% saved, this should be better now. + * Improved renderer performance for shadow/hilight mode. + * Added a hack for YM2612 frequency overflow issue (bleep noises + in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.) + Credits to Nemesis @ spritesmind forum. Works only sound rate + is set to 44kHz. + + Implemented some sprite rendering improvements, as suggested by + Exophase. Games with lots of sprites now perform better. + + Added better idle loop detection, based on Lordus' idea again. + * "accurate timing" option removed, as disabling it no longer + improves performance. + * "accurate sprites" was removed too, the new sprite code can + properly handle sprite priorities in all cases. + * Timers adjusted again. + * Improved .smd detection code. + * ARM: fixed a bug in DrZ80 core, which could cause problems in + some rare cases. + * ARM: fixed a problem of occasional clicks on MP3 music start. + * Minor general optimizations and menu improvements. + * Fixed a bug in Sega CD savestate loader, where the game would + sometimes crash after load. * Fixed a crash of games using eeprom (introduced in 1.40b). 1.40c -- 2.39.5