X-Git-Url: https://notaz.gp2x.de/cgi-bin/gitweb.cgi?p=fceu.git;a=blobdiff_plain;f=drivers%2Fgp2x%2Fout%2Freadme.txt;fp=drivers%2Fgp2x%2Fout%2Freadme.txt;h=c97aae6cb70b81f70864cf9e80ee60a759bc5b3e;hp=0000000000000000000000000000000000000000;hb=4769605c072bf4a5ccbb8d685365b36ff3eb1667;hpb=44343b8775fd8c9cfa1a2f865be369e09d1984ff diff --git a/drivers/gp2x/out/readme.txt b/drivers/gp2x/out/readme.txt new file mode 100644 index 0000000..c97aae6 --- /dev/null +++ b/drivers/gp2x/out/readme.txt @@ -0,0 +1,338 @@ +================================================================================= + GPFCE - NES emulator for the GP2X +================================================================================= + + +This is a gp2x port of the **great** Open Source NES emulator FCE Ultra: +http://fceultra.sourceforge.net. If you enjoyed using this emulator, please +keep in mind that this would not have been possible without the hard work and +dedication of the FCE Ultra developers. + +In case you don't know what the NES is about, see: +http://en.wikipedia.org/wiki/Famicom. + + +------------------------------------------------------------------ + Usage +------------------------------------------------------------------ + +1) Unzip the emulator onto some directory on your SD card. +2) Since version 0.4 ROMs no longer have to be put to fixed location, + so you can put them anywhere. Rom files can be zipped. +3) The emulator will create a subdirectory in it's working directory + called fceultra. Save states etc. go here. + If you want to load saves from < 0.4 version, you should copy files + from /mnt/sd/roms/nes/fceultra/fcs to + /fceultra/fcs directory. +4) Hit both volume keys to enter the menu. +5) For FDS support, put disksys.rom in /fceultra +6) For GameGenie support, put gg.rom in /fceultra + + +------------------------------------------------------------------ + Controls +------------------------------------------------------------------ + +Since v0.4 controls are configurable. Default controls are: + +B - NES A +X - NES B +Y - NES A (turbo) +A - NES B (turbo) +SELECT - NES SELECT +START - NES START +VOL +/- - Vol control. Pressing both enters the menu. + +L & JOY - Save state +R & JOY - Load State + +Note: JOY means press in on the joystick (i.e. not up/down/left/right) + + +gpfce can't emulate all input devices which FCE Ultra does, but it can handle +gamepad emulation of course, plus it can emulate Zapper and the Arkanoid +controller (the last two have hardcoded controls). + +B is the emulated trigger button for the Zapper. X is also emulated as the +trigger, but as long as you have it pressed down, no color detection will take +place, which is effectively like pulling the trigger while the Zapper is +pointed away from the television screen. Note that you must press X for a +short time to have the desired effect. + +For Zapper and the Arkanoid controller Y increases the movement speed, +A decreases. + + +------------------------------------------------------------------ + Palettes +------------------------------------------------------------------ + +gpfce has similar palette options as FCE Ultra, so here is modified excerpt +from FCE Ultra manual: + +FCE Ultra has many palette features, including loading a custom palette to +replace the default NES palette (see FCE Ultra option in options menu). +The palette from an NTSC NES can also be generated on-the-fly. + +First, a note on on the format of external palettes; Palette files are expected +to contain 64 8-bit RGB triplets(each in that order; red comes first in the +triplet in the file, then green, then blue). Each 8-bit value represents +brightness for that particular color. 0 is minimum, 255 is maximum. + +Palettes can be set on a per-game basis. To do this, put a palette file in the +/fceultra/pal directory with the same base filename as the +game you wish to associate with and add the extension "pal". Examples: + + File name: Palette file name: + BigBad.nes BigBad.pal + BigBad.zip BigBad.pal + BigBad.Better.nes BigBad.Better.pal + + +With so many ways to choose a palette, figuring out which one will be active may +be difficult. Here's a list of what palettes will be used, in order from highest +priority to least priority(if a condition doesn't exist for a higher priority +palette, the emulator will continue down its list of palettes). + + * Palette loaded from the "fceultra/pal" directory. + * NTSC Color Emulation(only for NTSC NES games). + * VS Unisystem palette(if the game is a VS Unisystem game and a palette is available). + * Custom global palette (set in the menu). + * Default NES palette. + + +------------------------------------------------------------------ + Famicom Disk System +------------------------------------------------------------------ + +You will need the FDS BIOS ROM image in /fceultra directory. +It's size should be 8192 bytes and it must be named "disksys.rom". +gpfce will not load FDS games without this file. + +You will also probably need to configure keys for swapping the virtual FDS disks, +they are configurable in Controls menu. + +Two types of FDS disk images are supported: disk images with the FWNES-style header, +and disk images with no header. The number of sides on headerless disk images is +calculated by the total file size, so don't put extraneous data at the end of the file. + + +------------------------------------------------------------------ + VS Unisystem +------------------------------------------------------------------ + +gpfce currently only supports VS Unisystem ROM images in the iNES format. See +FCE Ultra manual for the list of supported games. + +You will need to configure a key to insert coins, see Controls option in the menu. + + +------------------------------------------------------------------ + Cheats +------------------------------------------------------------------ + +For cheating you can ether use the authentic game genie support, or the .cht files. + +To use authentic game genie, place appropriate gg.rom into +/fceultra. +Use the FCE Ultra option menu or -gg on commandline to activate the game genie rom. +The ROM image may either be the 24592 byte iNES-format image, or the 4352 +byte raw ROM image. + +The .cht files fould be placed into /fceultra/cheats/ directory. +They should have the same base filename as the game you wish to associate with +with the extension "cht". Examples: + + File name: Palette file name: + BigBad.nes BigBad.cht + BigBad.zip BigBad.cht + BigBad.Better.nes BigBad.Better.cht + +If you have done everything correctly, Cheat option will appear in the main menu +after you load the ROM. You can activate/deactivate cheats by pressing B. +For description of .cht file format, see http://fceultra.sourceforge.net/cheat.php + + +------------------------------------------------------------------ + IPS patch support +------------------------------------------------------------------ + +Place the IPS files in the same directory as the ROM to load, and name them +filename.ips or filename.something.ips. Examples: + + + File name: IPS file names: + BigBad.nes BigBad.nes.ips BigBad.nes.somehack.ips + BigBad.zip BigBad.zip.ips BigBad.zip.badhack.ips + BigBad.Better.nes BigBad.Better.nes.ips BigBad.Better.nes.evenbetterhack.ips + +Patching is supported for all supported formats (iNES, FDS, UNIF, and NSF), but +it will probably only be useful for the iNES and FDS formats. UNIF files can't be +patched well with the IPS format because they are chunk-based with no fixed offsets. + + +------------------------------------------------------------------ + FCM movies +------------------------------------------------------------------ + +Version 0.4 has partial FCM movie support. Most of the movies desync due to +different timing, but some of them can be played. Note that 'accurate renderer' +option solves some desync problems. There is only playback support. +Files should be placed in the ROMs directory along with the ROMs themselves. +Naming is the same as for IPS patches (see previous section), buf use .fcm +extension instead of .ips. + + +-------------------------------------------------------------------- + Version History +-------------------------------------------------------------------- + + +ver 0.4 (by notaz) + ret 313 + - Improved open bus emulation, fixes missing ground in some SMB3 levels. + - Improved auto frameskip behavior in cases when emu is not fast + enough to maintain 50/60 fps. + - Fixed a bug which prevented some key combo configurations from working. + - Some other minor changes. + rev 171 + - Added optional "Accurate renderer", which is the original FCE Ultra + 0.98.x renderer + PPU emulation code. It's much slower, but it can + handle games which need more precise PPU timing emulation (like + Marble Madness). + - Fixed saving and loading of game specific configs. + - Some other minor changes. + rev 163 + - Added A r k's fast-direction-change fix for usbjoy lib. + - Fixed an issue of usbjoys stopping to work when "Perfect vsync" + is enabled. + rev 162 + - Fixed savestate subsections (were causing some mapper data not + to be saved). + - Fixed an issue of MapIRQHook getting lost after loading a savestate + (glitched Akumajou Densetsu and other games after savestate load). + - A bug, which prevented configuring multiple USB pads fixed. + - Fixed sound breaking bug after switching it on/off multiple times. + - Added "Perfect VSYNC" option, which changes GP2X refresh rate and + syncs emu timing to LCD vsync. + - Fixed IPS patch support. + rev 153 + - Lots of work on the asm core. Timing fixed for some instructions. + Some missing undocumented instruction handlers added. Lots of + tweaking to make it compatible with all that mapper code. + - Completely new PicoDrive style menu added with most standard + FCE Ultra and some additional options. Selector removed, ROM list + is now built-in and only limited by available memory. + - Merged in most of code from 0.98.1x versions. Only ppu/rendering + and sound emulation code left from 0.81 (which is less accurate + but much faster). + - Default palette changed to one from later versions. + - Fixed some alignment problems in MMC5 and some other mappers. + - Some generic optimizations and code cleanup/refactoring. + - The built-in NSF player fixed. + - Authentic GameGenie support fixed. + - FDS support fixed. + - VS Unisystem support fixed. + - Ingame saves fixed (not sure when they got broken). + - Increased maximum sound volume. + - Added Zapper emulation just for fun. + - Added partial FCM movie support. + - Fixed some memory leaks. + - Fixed a bug which caused USB connection from GP2X menu + to hang after using gpfce. + - Software scaler added. + - USB gamepad support added. + - TV out fixed. + - Documentation updated. + + +ver 0.3 (by notaz) + + - Major improvement: added ARM asm CPU core from LJGP32, + which itself was adapted from FCA by Yoyofr. + The core required substantial changes to make it work in + FCE ultra. + - The emulator renders directly to frame buffer now (previously + it was drawing to offscreen buffer, which was then copied to + framebuffer). + - Squidge's MMU hack added. + - Added sync() calls after savestate writes. + - Some additional tweaking here and there to get a few more FPS. + - Volume middle now can be used as shift to emulator functions + instead stick click (saving, stretching, etc.). + - Added frameskip selection with shift+A and shift+Y (shift is + stick click or volume middle). + - Probably some more changes I forgot about. + + + +ver 0.2 5/29/2006 MD5SUM: dd75fa3f090f9298f9f4afff01ab96f2 *gpfce + + - Sound output issue with stereo fixed, now using + 22050 khz 16-bit mono. I've tried interpolating to + 44khz mono, but the results seemed similar. + - selector supports up to 2048 files, sorted, with + alpha scrolling via left/right in addition to + page up/down via L/R. + - additional startup scripts to select button and fps + configurations + - can load FDS files, but does not seem to work yet + - configurable buttons (use swapbuttons version ) + - configurable fps (use showfps version) + - Configurable turbo fire control + - Selectable save slots from 0-9 + - Volume bar + - compiled with GCC 4.1.0 -O3 with profiling + + +ver 0.1 5/23/2006 MD5SUM: 13681f25713ad04c535c23f8c61f1e0b *gpfce + + - Initial version + - Around 60 fps with sound + - Load/Save State + - Hardware Stretch + - Soft reset support + - No GUI, using selector with config + - Hard coded 22050 audio, 16-bit, stereo + - compiled with GCC 4.1.0 -O3 with profiling + - Hard coded config path. This is to prevent users + from filling up the gp2x space by accident + + + +------------------------------------------------------------------ + Credits/thanks +------------------------------------------------------------------ + +- Original base code of FCE Ultra by Xodnizel, Bero. +- Porting/optimization/integration/frontend for 0.3 and 0.4 by notaz. +- Versions 0.1 and 0.2 by zzhu8192 (http://www.unicorn-jockey.com). +- asm CPU core from FCA and Little John GP32. +- Minimal library by rlyeh. +- Additional low-level GP2X libs by Hermes/PS2Reality, theoddbot, + god_at_hell, Puck2099. + +additional thanks: +- Cruel and DaveC from gp32x boards for beta testing. +- All FCE Ultra contributors listed in + http://fceultra.sourceforge.net/docs.php + +...and everyone whose name my mind has misplaced. + +zzhu8192's thanks: +- To lots of talented developers on the http://www.gp32x.com/board/ + Reesy, Squidge, etc. for responding to my technical questions. +- Thanks to +- Lil-kun - for the neat GPFCE logo and the Web Site (under construction) :D +- Referenced source code from MameGP2X (Franxis) and FCEU-0.3 gp2x (Noname) +- Awesome wiki: http://wiki.gp2x.org/wiki/Main_Page +- Awesome gp2x site: http://www.gp32x.com/ +- ryleh's minimal lib - w/o which this wouldn't have worked +- FCE Ultra developers (http://fceultra.sourceforge.net/) + for the wonderful and feature rich NES emulator. +- kounch for Selector frontend - works great for lazy developers like me. :-D + I have sent my changes to kounch, so hopefully the changes will make it into + version 1.2 or later. +- gp2x community - just plain rocks + +